13,600 Commits over 2,710 Days - 0.21cph!
Fixed player inventory size set to 6, needs to be 8 to fit the ring slots
Deleted occupationSlots on new jewellery items
Fixed being unable to equip a ring in the second ring slot
Fixed stat ticks happening more than once per second
Fixed max mana and max stamina values not getting sent to client (fixed mana and stamina bars not appearing correctly after changing gear)
Fixed cancel spell sfx not playing (was playing at world origin)
Fixed ItemStatValueAdvanced inspector not updating
Fixed run speed ItemStatValue pointing to the completely wrong stat
Fixed ItemStatValueAdvanced not showing negative stats
Can now mark showSign on an ItemStatValue to put a + or - before the stat value
SelectedItem now picks up all of it's child StatValues automatically (no need to hook them up in inspector)
Added a particle to Fire Extinguishers
Reworked tech tree editor side into Unity API's
Tech Tree in-game UI
More tech tree stuff
More tech tree unlocks
Moving some stuff from entitlements to tech trees
More stuff
(Hopefully) Hooked up new item tooltip
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
Player now has to hold sprint +move to cancel a channelled spell (used to just be move)
Exposed a channelling spell move modifier to Player, set to -60
Hooked up spell fail reasons to the AlertUI
Fixed spells getting double fired
Fixed being able to cast spells with non-channelling weapons in the editor
Hooked up status effect widgets
More initial contract stuff
Tech tree boilerplate
Exposed a cancel spell sound effect on the Player prefab
Refactored some spell casting logic to function better under button mashing and to give the client more information about spell fails
CombatLog now stores whether an attack was a crit
CombatLog UI now shows crit status
CombatLog now fades out 10 seconds after receiving a message
CombatLog will become visible if chat field has input
Made combat logs event serializable
When a combat event is triggered it is now sent to the owning player client
When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
Exposed status effect procs on BaseMelee
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though)
Also increased distance tolerance for looting from 4 units to 8
Fixed equipment and worn items not appearing when looting another player
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion
Minor fireball now applies Poison5-30 (for demo purposes)
Fixed player movement not fully being disabled during a stun
Also fixed gravity not being applied during a stun
Moving while channelling a spell cancels the spell
Hooked up spell cooldown UI
All status effects are removed when killed
Units can now run
Staff will run to high prio jobs like fires and repairs
Added invert mouse wheel and toggle auto search to settings
Needs now start at 50% and decay over time
So passengers are now 50% happy when entering the ship
Positive needs no longer lock when full
Complaints now degrade slowly, but will lock if they hit their peak
UI for showing % of cash spent
Track financial history per prop + new prop inspector
Prop Info tooltip changes
Can now rotate camera by holding Left alt
Passenger fare is now awrded when embarking on a trip
Also lowered fares by about 90%
WIP income rework
More prop income stuff
Merge branch 'master' of SkyCruise
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
Tweaked third person orientation of shield
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
If an effect is added while the same effect is already added, the duration of the existing effect is reset rather than adding a new effect
Fixed bleeding effect healing rather than hurting
Fixed damage from status effects procing the status effect on hit of an NPC (should fix effect spam)
Added an onStatusEffectsChanged callback to GlobalMessages
Fixed ArmorIndex ui element not checking status effect protection values
Added a statuseffects.removeall command to remove all active effects
Added Bleeding and Frozen effects to demo all of the fullscreen effects
Added ability for ItemStatsProperties to lower protection values (previously could only do positive values)
Bleeding slows by 20% and deals 5 dmg per second for 10 seconds
Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
Moved status effect fxPrefabs into the standard Effect system
Fixed charge effect on fireball spell not working (was missing an EffectRecycle)
Fixed spell charge bar looking weird after casting multiple spells
Hooked poison effect up to the Poison fullscreen fx
Hooked up the spell charging bar
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary