13,600 Commits over 2,710 Days - 0.21cph!
Better tech descriptions
New Icon
Codegen ship stat types, new tech nodes
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
WIP status effects on NPC's
More checks to stop 0 damage combat logs appearing
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
Fixed wrong weapon root on tooltip being disabled if the item being inspected wasn't a weapon
Condition text on tooltip now gets disabled instead of being set to string.empty
Fixed trinkets not showing armor value in tooltip
Fixed player resilience, ferocity and Crit chance not taking items in the wear slots into account
Fixed Critical Chance and Resilience UI labels showing base stats instead of actual stats (base stats don't change)
Fixed crits being measured as 0-1 on entities and 0-100 in items (is now measured as 0-100 everywhere)
More Tech stuff
Tech transactions, Contracts reward tech points
Might have fixed the NRE on load if someone equipped something with RMB
Revert rmb to equip items
Force medieval item loadout for builds
Reenabled item equipping with RMB from inventory for head/chest/legs and feet slots
Fixed decay text on the item tooltip not being filled in
Players spawned via console commands are now added to the active player list (this fixes systems like status effects not working on dummy players, might have side effects?)
Added combat logs for heals
CombatLogUI can now recognize heals and prints appropriate messages
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Hooked up new magic animations
Fixed activeSpell not being set correctly on client
CombatLog should insert player names instead of prefab names when possible
Fixed corpse loot prefab lookup
Might have fixed server not recognizing when player was on secondary equipment set
Fixed popups root in main menu not being enabled (was breaking server info)
Fixed combat log displaying damage prompts when 0 damage was dealt
Fix NRE on spell complete
Added a tooltip to explain the new naming stuff
AppliedToYouString on StatusEffectDefinition now inserts the entity name of the person responsible for the status effect if {ENTITYNAME} is in the string
Belt should no longer accept any item that isn't a spell or consumable
Wearable and holdable items now go into main inventory by default when picked up (not the belt bar)
Spells and consumables should still go onto the belt
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
Bypass movement antihack detection for now
Move items.asset into an assetbundle
Rebuild manifest
AssetBundle splits
Print asset bundle paths on boot
Inventory menu should now default to the inventory set that's equipped when opened
Should also switch the actively equipped set when the set is switched in the UI
Fixed some server compile errors
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
Refactored the status effect system into StatusEffectManager, an entity component
No actual in-game difference, but now that it's a component we should be able to add it to NPC's in the future
Custom statuseffect lines for the combat log
Status effects applied via the console now get attributed to the player
Made all combat event fields optional
Combat log now mentions when a status effect is applied to you
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Crouching and jumping now cancels channelling spells
Getting stunned mid spell channel now interrupts the spell
Added a CastingRoot to BeltBarIcon, gets turned on when the player is channelling a spell equipped in that slot (also appears for a frame if a spell fails)
Added effect procs for shield bashes
Added a stun to the test shield
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Exposed some variables from the new spell targeting on to the player prefab
Lowered target radius from 5 to 3
Reenabled some targeting checks
Added a TargetingType to spells, defaulted to FreeAim (old behaviour)
Added a TargetEntity target type that requires the player to target an entity
Uses a lightly modified version of the Use trace to find an appropriate target in front of the player
Added a placeholder indicator to the HUD to show which entity is currently targeted (only visible when a magic appropriate item is equipped)