userJarryd Campicancel
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549 Commits over 215 Days - 0.11cph!

4 Years Ago
Filled in some missing data to make bear headress wearable/craftable Made deer and bear headwear unlock definitions (unlock advanced leatherworking and inspect a bear/deer)
4 Years Ago
Fixed wolf not being carryable
4 Years Ago
RTSCamera now remembers what unit it was following when saving/loading
4 Years Ago
Misc grave fixes Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave" Added some info text to the MachineProcessSettings editor to show an example of the machine process text
4 Years Ago
Unlocks can now be unlocked via a trigger Graves unlock is now unlocked when a member of the player's tribe is killed
4 Years Ago
Fixed some more issues with dead/buried units
4 Years Ago
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
4 Years Ago
Added a grave building that can be used to bury a dead unit Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet) Also fixed exceptions when mousing over a unit that was killed via debug tools
4 Years Ago
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
4 Years Ago
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
4 Years Ago
Removed time hack on session load, doesn't seem to work anymore
4 Years Ago
Time fix on load Fix units trying to recook an already cooked thing
4 Years Ago
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
4 Years Ago
Fix dead units getting their navmesh agent turned on because of another navmesh fix Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
4 Years Ago
Fixed misleading cookable tooltip text Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
4 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
4 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
4 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
4 Years Ago
More tweaks
4 Years Ago
Fade time + tint wip
4 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
4 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
4 Years Ago
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it Those two fields + the death time are now persisted
4 Years Ago
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
4 Years Ago
Fixed carried units appearing in a units portrait view
4 Years Ago
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
4 Years Ago
Fixed some exceptions that could be thrown when an entire tribe of humans was killed Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective Fixed units repeatedly trying to Return to Territory while they are already in their territory
4 Years Ago
Fixed effect added/removed activity definitions with old keywords
4 Years Ago
Fixed intro cinematic leaving cinematic camera enabled
4 Years Ago
Fixed tribe members not being visible during the Tribe Create process
4 Years Ago
Stop EffectSettings errors when loading keywords that couldn't load in build (need to figure out why keywords aren't loading though)
4 Years Ago
Fixed load game screen not refreshing properly after deleting all saves
4 Years Ago
Some unsaved changes
4 Years Ago
Mostly fixed being able to skin/butcher corpses while they are being held by a unit
4 Years Ago
Switched GiftItem action to a CommandGenerator so the player gets specific options ("Gift Stone Axe") instead of the vague Gift Item (Gift Item) option they had before
4 Years Ago
Fixed menu initialising with Washed Up game mode but Lost and Found map selection
4 Years Ago
Some more changes to try and stop units waiting forever for thrown weapons that are no longer valid
4 Years Ago
Remove warmth check on animal Idle
4 Years Ago
Diplomacy widget updates status icons based on current relation
4 Years Ago
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
4 Years Ago
New Objective: Befriend A Tribe (added to Washed Up) Axes and spears are now gifts (Improved versions are more valuable gifts) New TribeDiplomacyTrigger type for detecting diplomacy changes Can no longer breed with people from other tribes Fixed some issues with gifting items
4 Years Ago
Removed some time delays when cooking with a stick Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
4 Years Ago
Some more tutorial screen info/images
4 Years Ago
Added persisted data for consumable (cooked amount/states) Collated command for cooking items on fire Can now set the cooked state of an item via the debug tools
4 Years Ago
More unsaved stuff + fixed build error
4 Years Ago
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon) Unlock is silent (no UI pop-up)
4 Years Ago
Unsaved script
4 Years Ago
Fixed back button in radial menu widget in wrong position Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
4 Years Ago
Testing out some new senses elect behaviour: -The party leader's senses are now unaffected by being in a party (fixes sensing themselves) -Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
4 Years Ago
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode