13,597 Commits over 2,710 Days - 0.21cph!
Fixed AI's getting stuck after being staggered
Fixed IsCarried animator bool not being set when an item is placed
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
Better labels on new unlock definitions
Fixed another incorrect UI material
Tweaked stagger behaviour
Character now stores an attack counter, goes up each time the character attacks
AI can now no longer be staggered if they haven't done an attack since their last stagger
Disabled physics bone animations
Think this is what was causing bad hit detection during combos
Added light sources to all of the hero modules
Made nighttime slightly brighter
Added attack anticipation events to the dagger combo
Added a light source to keys that turns on at night
Wall torches now randomly offset their starting timeline point
Looks a lot better when there's more of them on screen
Added an IsHeld bool and an OnEquipped method to Interactableitem
Fixes key lighting staying enabled while key is on belt
Cleaned up some logs
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)
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
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
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
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer
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
Added a pickupable torch to each gate at night
Also fixed some init order issues
Tweaked slug collision channels
Weapon collision rework broke slug collisions, so the slug now has a large box collider for weapon impacts
Added light sources to a bunch of modules
Covered most fo the padding modules
Also added some light sources to gates so any modules I haven't gotten to yet should have at least some light
Fixed some errors in the main scene because of TOD stuff
Fixed characters dying from fall damage every time they are damaged by any source
OnLanded was being called when a character gets attacked? Put a bool in the left ground events to make sure we only recognize a landing if we've recognized a fall.
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
Fixed item placement command generation doubling up commands for placeable items
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
Fixed build error in SetDestination
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
Can now trigger unlock definition unlocks from the Debug Tool->World tab
Fixed not being able change unlock mode if unlock mode is on default value
Added a stockpiles unlock definition to unlock the stockpile buildings
Fixed a bold tag typo in the the crafting widget
Fixed weird directional light angle
Time of Day manager now has a IsNight method for more consistent night behaviour
Chest now drops a torch if it's night time
Reparented torch to shield
Shield breaks on first hit but blocks damage
TOD items get notifications when the game starts
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
Blackboard can store quaternions
Reenabled rotation support for item placement
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
Time now increments 2 hours if a gate is opened
Slowed down time movement
Some cleanup
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
More Time of Day stuff
Test map now fully cycles between light and dark
Can now specify whether buildings should be constructed or not when spawning them via the debug menu
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)
Some time of day wip stuff
Hit p to increase time of day by an hour, it's super fast right now
Suppressed leaderboard in editor again
Some cleanup, more animation physics
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
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)
More item placement stuff (chalk material, colour changes, better cancel placement)
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
Some WIP carryable torch stuff
Basic first pass on better item placement logic
Remove IsEditor check for now -might fix compiling?
(Hopefully) fixed God Mode in builds again