userJarryd Campicancel

14,339 Commits over 2,800 Days - 0.21cph!

8 Years Ago
Added a Clear Blackboard Desire ability and hooked it up to the Clear Desire goal plan (should stop empty goal plan messages, pretty sure this is what this goal plan was meant to do)
8 Years Ago
Fixed in-progress building upgrades not loading successfully
8 Years Ago
Added a filter to the spawn tab of the debug tool
8 Years Ago
Forgot to save
8 Years Ago
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
8 Years Ago
Party overlay now shows a different icon based on the units party role
8 Years Ago
Fixed UnitCollections getting visible knowledge overlay widgets
8 Years Ago
First pass on a more springy zoom model for the Follow camera (still has issues)
8 Years Ago
Fixed units not being able to move after wearing a piece of clothing (InStationaryState on Animation component was being left on after an Animator rebind)
8 Years Ago
Added an AutoContinueThroughInputs bool to FuelToEffect Machine Process to keep campfires going though multiple inputs
8 Years Ago
Forgot to save
8 Years Ago
Removed turtles from trap array, rabbits are working better now
8 Years Ago
Fixed some exceptions when selecting non-human units in debug mode Fixed some more trap issues Added a button to the Agent Debug Panel to select that agent
8 Years Ago
Traps now disarm when picked up while armed Traps have their own persisted data, stores their current armed state Fixed some cases where orphaned trap hints could hang around
8 Years Ago
Fixed being able to zoom while in build mode
8 Years Ago
Hooked up animation states for traps
8 Years Ago
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
8 Years Ago
Reverted a trap change that was only meant for testing
8 Years Ago
First pass on getting idling animals to go to traps Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
8 Years Ago
Fixed traps not setting their collider to a trigger
8 Years Ago
Removed some spamming logs
8 Years Ago
Traps can now spawn a hint when they are set up Added a new hint for traps Rabbit Trap is marked as in starting pool for testing Set up interactions for setting up a trap
8 Years Ago
More building placement improvements for building on slopes
8 Years Ago
Fixed create party and invite to party accepting hostile tribe members (was only checking if the invitee was currently attacking)
8 Years Ago
Fixed crafting screen 3d preview image blocking buttons (bug 873)
8 Years Ago
Fixed several build compilation errors
8 Years Ago
Sped up fixed delta time while at high speed, fixes some weird physics sleeping issues
8 Years Ago
Fixed falling trees immediately "impacting" when at high speed (bug 870)
8 Years Ago
More Item/attachment handling improvements -Units will now drop shoulder items if they need to equip something in their right hand -Added a DropItemInAttachmentSlot method to Item to blindly drop items
8 Years Ago
Fixed GetItemInAttachmentPoint using itembuffer and not MyItems
8 Years Ago
Added a couple of methods to easily query some item/attachment info to Item component and exposed the current attachment state to the Item debug panel -GetItemInAttachmentPoint -GetCurrentAttachmentPointForItem
8 Years Ago
Merging Parties to main
8 Years Ago
Merging from Main
8 Years Ago
Merging ItemEquipFix into main
8 Years Ago
Merging from main
8 Years Ago
Unit Collections will now store whether they were player created Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
8 Years Ago
Fixed the no condition Invite to Party ability being exposed to UI
8 Years Ago
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
8 Years Ago
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
8 Years Ago
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target Tweaked some score values to make party behaviour more important that some social behaviours
8 Years Ago
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool) -Bug 835
8 Years Ago
Locked independent join/create party logic behind the hunting unlock -Units can still quit parties independently
8 Years Ago
Added a new Leave Party via flags plan
8 Years Ago
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
8 Years Ago
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
8 Years Ago
Improved building rotation placement logic -reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1) -added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
8 Years Ago
Join Party logic seems to be working without dithering, requires more testing
8 Years Ago
Reworked leave Party conditions -removed flag checks (will probably replace these with standalone goals) -uses considerations for Health/Food/Sleep instead of hard thresholds Started work on joining party logic, disabled for now
8 Years Ago
Some more assets that didn't save correctly
8 Years Ago
Units can now leave parties independently - checks for a few different Flags and StatMeasurements Added the inverse of this check to invite to party actions so units can't be invited to parties that they'll want to leave immediately