userJarryd Campicancel

13,523 Commits over 2,922 Days - 0.19cph!

7 Years Ago
Rehooked up shield effect on the prefab
7 Years Ago
Fixed starting shield not being visible when game starts Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Fixed NRE when equipping clothing
7 Years Ago
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped Can no longer equip an offhand if you have a primary weapon that blocks offhand
7 Years Ago
Fixed not being able to equip tools in Primary Slot Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
7 Years Ago
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
7 Years Ago
Fixed missing stranger AI field in GroupMember on Human
7 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
7 Years Ago
Basic shield bash implementation
7 Years Ago
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
7 Years Ago
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack Hooked up Block-Wood to the current test shield
7 Years Ago
Potentially fixed impact sounds not playing when getting hit
7 Years Ago
Merging equipment_slot_rework
7 Years Ago
Merge from main
7 Years Ago
Updated Data.dll with new primary/secondary containers Hopefully fixed the weapon disappearing bug Reduced belt size back down to 4
7 Years Ago
Ran CodeGen to make new button input work
7 Years Ago
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
7 Years Ago
Q to swap equipment sets (not currently working, code is setup though) Some belt stuff
7 Years Ago
Reverted the spell commit from yesterday
7 Years Ago
Lowered bravery stat to +10 so rats will attack people
7 Years Ago
Disabled wander to territory while raiding
7 Years Ago
Fix not being able to equip spells in offhand slot
7 Years Ago
Attempting to make equipped items update automatically after being equipped
7 Years Ago
WIP weapon switching work
7 Years Ago
Reverted threat reduction on raiding effect
7 Years Ago
More raid buffs
7 Years Ago
Unsaved changes
7 Years Ago
Raid goal tweaks Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier Made rats omnivorous and added the animal combat module Raiding units now get bravery buff
7 Years Ago
Fixed the misaligned text on the progression unlock popup
7 Years Ago
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory 2 slots each Reduced belt size back down to 6 Updated Inventory Menu to point to the new containers
7 Years Ago
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
7 Years Ago
Can now specify a min/max number of units to spawn per unit type
7 Years Ago
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them Added rats to the raid list, rats can go into camp and eat your food
7 Years Ago
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something) Defend ally logic now sets the combat target to the unit that is attacking the ally
7 Years Ago
Reworked raids from a desire into a group component
7 Years Ago
Merge from main
7 Years Ago
Increased belt size to 12 (to cater for the primary/offhand slots) Added an ItemContainerSource for the primary/offhand equipment slots (points to belt) Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
7 Years Ago
Longer duration to first raid
7 Years Ago
Raid event icons
7 Years Ago
Added raid module to rats Raiding animals can no longer flee Can no longer disband raids (they either wipe out the tribe or get wiped out)
7 Years Ago
Merging from main
7 Years Ago
Fixed a debug tools wrapper NRE
7 Years Ago
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range) Added a condition type to check for a unit's role Added a bravery effect for defenders to make them more likely to stay and fight Added a PlayerDisabledRole activity
7 Years Ago
Unsaved change
7 Years Ago
New console command to fill a container under cursor (eg. fill_container Berries) Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction This change should make multiple units eat from a basket of berries at the same time
7 Years Ago
Fixed a HitInfo constructor not assigning PointStart (should fix some blocking irregularities)
7 Years Ago
New defender role, equips a wooden club and wanders around territory (still WIP)
7 Years Ago
Raiding animals won't sleep New activities for raid begins and raid in 24 hours