13,600 Commits over 2,710 Days - 0.21cph!
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Added a RemoveOnDamage field to StatusEffectDefinition
Added a new FastHeal status effect that heals over time and gets removed if the player takes damage
Added a console command to add effects to the local player eg. statuseffects.add poison
Removed the status effect slot on the shield, not necessary with a console command
Poison no longer slows
Added a new Slowed effect to show how to slow down the player
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
Placement controllers can now toggle whether to pause
Disabled pausing on props + delete placement modes
Fixed some more contract pulsing states
Fixed some exceptions for StatusEffects with no stats assets
Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up)
Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality:
-ProtectionBuff raises all damage protection values to max
-Stun
-Weakness temporarily lowers the max HP and Stamina by 50
Added some damping to the shield animator params on the PlayerModel
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Route Creation contract only requires 10 passengers
Route creation tweaks
Can now specify a contract pulser to target a specific condition
More steam updates
Added a clean saves console command
Category fix
Set repair job to high priority
Block search auto focus when using eyerdropper
More meal NRE wrapping
Maybe fixed some contract errors on load
Bar now distributes beer bottles, hold pos fixes
Remove old stars widget
Some logs
Play construction sfx while placing props
Wine bar description change
First stockpile is free
Increased passenger sizes on ships
Fixed route unlock requirement text
Contract condition stuff
Route unlocked notification
Fixed route info not showing level up rewards when selected
New route modifier system
Added a continue widget to the main menu
Fixed not being able to access fleet
What's New info
Disabled inventory and research entitlements + all item rewards
Potentially fixed a stove serialisation issue
Backdrop dock stuff
Added a dock building when the ship isn't travelling
New three seat chair
New prop: Wine bar
XP tracking + xp notifications
Route stuff + some unit nav fixes
Codegen
Unit animation tweaks
Fixed bins not working new rubbish types
Broke staff contracts into two different contracts
Can now lock staff types via entitlements
HasShield animator param on ModelState should now be correctly assigned
Items not held as primary no longer modify the HoldModel
Status Effects now spawn and destroy their fxPrefab
Added a terrible particle effect to Poison to demonstrate
Trying out moving fleet widget to side of screen
Rehooked up shield effect on the prefab
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
New coffee cup item
Can override rubbish to drop, coffee and soda now drop accurate rubbish models
Added UI-BUILDER asset store pack and reworked Main Menu UI
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing)
Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active
Enabled poison VitalNote and filled in the text so it reads correctly
Status Effects can now apply damage over their duration (standard DamageTypes list implementation)
Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
First pass on StatusEffects framework
Effects are defined via a definition file in Resources/StatusEffects/
Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
Generate data/entity serialisers rather than hand making them
Added a carrying animation for units
Vending machines now dispense sodas
Fixed NRE when equipping clothing
More route stuff
Fixed some search issues in the entity purchaser
Toned down animator culling
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Menu backdrop is now randomised
Contracts can now offer free props
Initial fitout contract can now be completed without spending money
Passengers now sit at the dining booth
One shot need replenishers now trigger a Use animation
Optimised and cleaned up unit visuals
Added in all of the skin/clothing colour combos