userJarryd Campicancel
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421 Commits over 215 Days - 0.08cph!

7 Years Ago
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
7 Years Ago
Collated command for Adding Fuel To Fire Fixed Breed request not hiding from UI if target is not human (0_o)
7 Years Ago
Fixed some animation loop issues when crafting an item at a crafting table
7 Years Ago
Fixed some fields not persisting in MachineProcessActionDesire
7 Years Ago
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
7 Years Ago
Hacky workaround for failing SamplePosition calls in Navigation
7 Years Ago
Fixed several melee weapons having a minimum range of 0 Two new module packs, Default Human Combat and Default Animal Combat Default Human Combat lets humans run to their target and flee (instead of being stuck in face target) Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
7 Years Ago
Added Party Member module to humans Added non placeholder text and images for hunting tutorial
7 Years Ago
Added Wake Up module to humans so they can wake up from sleeping
7 Years Ago
Rebake island_01 navmesh again
7 Years Ago
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
7 Years Ago
Fixed checkedBlockBy flag not being used on UnitSpawners Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
7 Years Ago
Fixed a party invite ability not being marked as ai only
7 Years Ago
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
7 Years Ago
Corpses should now drop embedded projectiles when they are skinned
7 Years Ago
More debugger stuff
7 Years Ago
Added a go to previous module change button in the ai debugger
7 Years Ago
Better automatic nav mesh obstacle sizing for resource views
7 Years Ago
Fixed Island_01 and NoSpawns having out of date/missing navmeshes Deleted an orphaned(?) navmesh on island_01 Fixed an NRE in GroupPersonalities when a non-human in a group dies Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
7 Years Ago
Blocked steam initialisation in editor Fixed some issues stopping views from being updated Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
7 Years Ago
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet) Tweaked progression depth calculation system to return more understandable values Changed rules for masking unlock elements in progression tab
7 Years Ago
Can now light torches with other lit torches
7 Years Ago
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random) TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
7 Years Ago
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
7 Years Ago
Ignitable items can now be lit via specified machine processes as well as other items Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player) Added Ignitable check functionality to ItemFilterSet
7 Years Ago
Fixed a couple of stone piles that were spawning inside cliffs
7 Years Ago
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else New Go To Unit (distance 6) action Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
7 Years Ago
Fixed building widget not showing material requirements Diplomacy widget now shows a different display if the other tribe has not been met
7 Years Ago
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
7 Years Ago
Progression tab now shows more unlocks Fixed a bunch of unlocks not having explicit prerequisites for better UI display
7 Years Ago
Added some collated descriptions to deposit interactions
7 Years Ago
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
7 Years Ago
Fixed equipment widget showing duplicate items
7 Years Ago
Fixed IsCarried animator bool not being set when an item is placed
7 Years Ago
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
7 Years Ago
Better labels on new unlock definitions
7 Years Ago
Fixed another incorrect UI material
7 Years Ago
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
7 Years Ago
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated) New Unlock: Advanced Fishing Unlocks when a unit reaches Novice in Fishing Unlocks the advanced spear
7 Years Ago
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource Only changed in TestBox, this fixes fishing spots spawning underneath the ground
7 Years Ago
New Unlock: Storage Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap Unlocks Backpack, Basket and Pot Back Pack now requires 2 sticks and 1 grass and the crafting table to craft Basket and Pot now require the Crafting Table to craft
7 Years Ago
Unsaved changes
7 Years Ago
New unlock: Advanced Tools Unlocks after building a Basic/Small/Medium/Large shelter Unlocks Torch and Hammer
7 Years Ago
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle Added missing nav mesh obstacles to the tanning rack and crafting table
7 Years Ago
Fixed tree cutting test scene missing a navmesh? Added a Carpentry unlock definition Requires Woodcutting - Adept and Standard Buildings Unlocks Log Seat (Large+Small), Palisade and Fence
7 Years Ago
Fixed item placement command generation doubling up commands for placeable items
7 Years Ago
New Unlock Definition - Advanced Crafting Requires Whittling-Apprentice Unlocks crafting table, rabbit trap and stone axe Rabbit Trap and Stone Axe now require the crafting table to be crafted
7 Years Ago
Fixed build error in SetDestination
7 Years Ago
New Unlock Definition - Advanced Leatherworking Requires player to craft Hat or Animal Hide Bed Unlocks Tanning Rack, Chest, Legs, Feet and Hand Wraps (not variants like Chest_01) Tanning Rack now requires 4 wood, 4 stone and 1 animal hide Chest, Legs, Feet and Hand Wraps now requires 1 animal hide to craft and must be crafted at the Tanning Rack Fixed Tanning Rack not having collisions or an interaction position
7 Years Ago
Can now trigger unlock definition unlocks from the Debug Tool->World tab