userJarryd Campicancel

13,269 Commits over 2,680 Days - 0.21cph!

7 Years Ago
TOD items get notifications when the game starts
7 Years Ago
More TOD stuff
7 Years Ago
More TOD stuff
7 Years Ago
TOD Stuff Neon materials TOD Manager now has access to the post process volume and changes bloom intensity over time (need bloom at night for neon) More neon stuff
7 Years Ago
Blackboard can store quaternions Reenabled rotation support for item placement
7 Years Ago
All Set Destination modes can now specify a desired distance to stop at (previously only some modes exposed this option) All preexisting actions that didn't previously have access to the distance field have had their distance set to 0 to ensure identical behaviour (newly created actions will default to 1 unit) Added a new GoToBlackboardPosition(Distance1) so that units placing items don't stand directly on top of the location they are placing their item
7 Years Ago
Time now increments 2 hours if a gate is opened Slowed down time movement Some cleanup
7 Years Ago
More time of day stuff Added an event receiver to get time updates on any actor Wall torch now turns off during the day and turns on at night
7 Years Ago
More Time of Day stuff Test map now fully cycles between light and dark
7 Years Ago
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
7 Years Ago
Item placement skips rotation placement (rotation is driven by placement parameters) Item preview is now instantiated from the current item view (fixes torch placement preview having a light enabled when held torch isn't lit)
7 Years Ago
Some time of day wip stuff Hit p to increase time of day by an hour, it's super fast right now
7 Years Ago
Suppressed leaderboard in editor again Some cleanup, more animation physics
7 Years Ago
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
7 Years Ago
unsaved changes
7 Years Ago
More item placement stuff, reverted to command generation method that I accidentally broke earlier Some more trap logic Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
7 Years Ago
More item placement stuff (chalk material, colour changes, better cancel placement)
7 Years Ago
Hooked up physical animation on weapon impacts Looks a little janky right now Fixed AI Character health bars persisting after a unit died Was visible if they fell off the edge of the level
7 Years Ago
Some WIP carryable torch stuff
7 Years Ago
Basic first pass on better item placement logic
7 Years Ago
Remove IsEditor check for now -might fix compiling?
7 Years Ago
(Hopefully) fixed God Mode in builds again
7 Years Ago
Added a custom Is Running In Editor bp node Never added custom c++ in Unreal, so hopefully this isn't a complete trainwreck God Mode should now only be accessible in the editor
7 Years Ago
Some unsaved changes
7 Years Ago
Some WIP volume settings in the options menu Exposed Music, Effects and UI volume control Can mute or double the default volume for each volume control
7 Years Ago
Units no longer play the getup animation when seen in the unit portrait manager
7 Years Ago
Floating health bar population now happens via an event delegate Added an OnHealthModified event to CharacterBase Floating Health Bar now just subscribes to that Fixes incorrect starting health bar value being applied to enmies over the default hp (big sword guys)
7 Years Ago
Cleaned up some logs
7 Years Ago
Combat Changes -Attack Montage speed is now controlled by an Attack Hold system that triggers on AntStart and holds for 0.7s -If an enemy is attacked while in an Attack Hold they are staggered -Characters can now be hit while dodging, their physics asset collision is being used as the hitbox
7 Years Ago
Fixed melee AI looking at target while at long range
7 Years Ago
Items in a container (backpack) will now appear in the radial menu
7 Years Ago
Pause menu now actually pauses the game More spinner module stuff A new padding module with two spinners
7 Years Ago
Fixed no race selected on tribe spawner in nospawns
7 Years Ago
Fixed some freeze errros on AI's with no running behaviour tree (dummy ai's) Weapon trace stuff Fixed some control issues if sheathing weapon while locked on Tweaked character colission setup so sword strikes are colliding with e skeleton mesh Bone name is now available in Weapon, not being used for anything right now.
7 Years Ago
Added a spinning trap hero module -Still a bit wip -Added an editor only gate mesh to the connector adctor to make positioning easier when making modules
7 Years Ago
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
7 Years Ago
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire) Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
7 Years Ago
Forgot to save
7 Years Ago
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
7 Years Ago
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
7 Years Ago
Added the ability for Selectors to Hide from UI on fail like Conditions Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
7 Years Ago
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
7 Years Ago
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch) IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default) A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping Fixed ItemsBuffer in Items not being cleared between various methods
7 Years Ago
Added an confirmation prompt for quitting the game Added a confirmation prompt for loading a game while a session is already in progress
7 Years Ago
Player will now turn to face input direction at the start of a current attack Only affects non-locked combat Turn takes less than half a second and takes place during attack animation Fixes quick directional changes followed by an attack resulting in an attack that doesn't go in the intended direction
7 Years Ago
Added a lerped version of move speeds on the AnimBP Hooked them up to the Guarding blendspace for smoother guard animations
7 Years Ago
Changed navmesh agent max step height to match step height on AI characters Fixes weird pathing around stairs
7 Years Ago
Added an attacking move helper that gently pushes the player back if they are attacking towards an edge -Pushback amount is exposed in Movement/AttackEdgePushbackAmount in MainDude -Currently set to 100, which still allows the player to fall off the edge, but tends to leave the player close to the edge at the end of an attack -Can be set to 0 to disable completely, 512 is generally enough to keep the player on a ledge even if spamming attack, but it's super obvious
7 Years Ago
AI_Character now stores it's AICharacterType and Behaviour Tree Cleans up the big class detection branch in AIController
7 Years Ago
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit) This should fix animals getting stuck if they are bumped while facing taget