13,305 Commits over 2,680 Days - 0.21cph!
Added new fire sprinklers prop
Automatically puts out fires in range
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
Fixed a voice exception with the playermodel?
Clearing bindings now triggers a cfg save
New default bindings:
Equipment slots are now mapped to Q,E,R,C
Can also trigger slot1 and slot 2 with mouse wheel up/down respectively
Crafting menu shortcut is now Z
Some conditions refactor/cleanup
Simplified radial indicator
WIP dynamic conditions for more interesting repeatable contracts
Don't show healing combat log lines when self-healing
Added TimerProcs to NPC's, triggers at set intervals while a NPC is aggroed
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack
Fixed combat log not displaying any logs from enemies with"corpse" in their name
Converted ValuePerSecond to ValuePerMinute on ItemStatsProperties (values are unchanged)
Fixed armour protection being counted twice when calculating damage
Loot tooltip now shows health/mana/stamina per second as per minute
Fixed combat log displaying damage as decay if the damage was fully blocked
Refactoring a heap of stuff, dynamic contracts WIP
Wrapped spell debug stuff behind spells.debugvis convar
Fixed some cone spell issues
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Might have fixed blood fx playing when the player blocks a hit
Can now unlock paints via tech trees
Generate Build info, print it in-game
Print build fails into slack
Don't close prop purchase UI on RMB
Added feedback button to pause menu
Fixed busted scrolbar on prop purchasing
Scrolling for tech tree
Mouse edge panning
Mouse drag panning
Props no longer degrade until player has unlocked maintenance staff
Tutorial contracts now auto start the next contract
WIP tab rework for prop purchasing
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
EffectParentToWeaponBone now works on BaseViewModel
Fireball channel fx now parents to l_hand when in first person on the local client
TShirt stand collision, disabled cost/power/weight checks while moving a prop
Add non walkable mask to diner booth
Revert "Cancel repair jobs if the repair target is deleted"
This reverts commit 859218096f68404dbb94bd7d99a02673fac82fb8.
Cancel repair jobs if the repair target is deleted
New Lightweight Engines tech
Fire Extinguisher is fire immune, slowed down fire spread
Reprioritised some jobs
Jukebox and T Shirt stand price increases
Eyedropper search field fix
Fixed old menu strings
Finanical cleanup + tech fixes
Add fallback points and nav areas to double beds
Added jukebox
Fixed some miscalculated income text
Added engines to Cumulus ships
SFX for unlocking tech on a tech tree
Chassis Upgrades use a different visual design in tech tree
Show passenger destination in details UI
Fixed some overlapping UI
Large Cumulus ship chassis