userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

7 Years Ago
Better tech descriptions New Icon Codegen ship stat types, new tech nodes
7 Years Ago
Removed metabolism flag on status effects (was no longer used, that UI has been replaced) Added an AttributeDamageTo field to status effects
7 Years Ago
WIP status effects on NPC's
7 Years Ago
More checks to stop 0 damage combat logs appearing
7 Years Ago
CombatEvents now store the majority damage type Damage type should now read properly in the combat log UI
7 Years Ago
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
7 Years Ago
Fixed trinkets not showing armor value in tooltip
7 Years Ago
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)
7 Years Ago
Unsaved changes
7 Years Ago
More Tech stuff Tech transactions, Contracts reward tech points
7 Years Ago
Might have fixed the NRE on load if someone equipped something with RMB
7 Years Ago
Revert rmb to equip items
7 Years Ago
Force medieval item loadout for builds
7 Years Ago
Merge from main
7 Years Ago
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
7 Years Ago
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
7 Years Ago
Unsaved change
7 Years Ago
Cleaned up animator parameter warning spam Fixed blocking animator parameters
7 Years Ago
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
7 Years Ago
Hooked up new magic animations Fixed activeSpell not being set correctly on client
7 Years Ago
CombatLog should insert player names instead of prefab names when possible
7 Years Ago
Fixed corpse loot prefab lookup
7 Years Ago
Might have fixed server not recognizing when player was on secondary equipment set
7 Years Ago
Fixed popups root in main menu not being enabled (was breaking server info) Fixed combat log displaying damage prompts when 0 damage was dealt
7 Years Ago
Fix NRE on spell complete
7 Years Ago
Added a tooltip to explain the new naming stuff
7 Years Ago
AppliedToYouString on StatusEffectDefinition now inserts the entity name of the person responsible for the status effect if {ENTITYNAME} is in the string
7 Years Ago
Belt should no longer accept any item that isn't a spell or consumable
7 Years Ago
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
7 Years Ago
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
7 Years Ago
Bypass movement antihack detection for now
7 Years Ago
Move items.asset into an assetbundle Rebuild manifest AssetBundle splits
7 Years Ago
Remove logs
7 Years Ago
Print asset bundle paths on boot
7 Years Ago
Merging Pal's crit fix
7 Years Ago
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
7 Years Ago
Fixed some server compile errors
7 Years Ago
Delete BasePlayer-StatusEffects (again?) Recommit player prefab
7 Years Ago
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
7 Years Ago
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
7 Years Ago
Removed damage array on StatusEffectDefinition (was misleading and badly implemented) Damage dealt by status effects should now generate combat logs
7 Years Ago
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
7 Years Ago
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
7 Years Ago
Crouching and jumping now cancels channelling spells
7 Years Ago
Getting stunned mid spell channel now interrupts the spell
7 Years Ago
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)
7 Years Ago
Added effect procs for shield bashes Added a stun to the test shield
7 Years Ago
Exposed a status effect to apply to target on ItemModSpell Spell targeting will no longer target non-players
7 Years Ago
Exposed some variables from the new spell targeting on to the player prefab Lowered target radius from 5 to 3 Reenabled some targeting checks
7 Years Ago
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)