178 Commits over 59 Days - 0.13cph!
Re-exposed min/max counts for loot
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Might have fixed some compile errors on build
Cleaned up some old status effect damage reduction logic that never really worked?
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Fixed some compile errors
Damage resistances applied via status effects should now work
Fixed items not overriding the required resilience and ferocity fields
Fixed resilience and ferocity labels getting multiplied by 100
Fixed multiple effects not being able to modify health/mana/stamina at the same time
Fix items without armor properties not counting stats/resistances (was stopping trinket resistances from being counted)
Hooked up resistance rating fields in the inventory
Fixed walk/run speed not adding status effect modifiers
Fixed status effects normalized time check not working at all
Fixed stunning other players throwing exceptions
Item protection sources are now calculated in baseProtection and no longer dampened by the wearable container size
Fixed protection sources being double counted by the ArmorIndex ui element
Fixed combat log not showing incoming crits
Combat log now stores and displays blocked damage amounts
Fixed copse looting not using the assigned loot panel
Disabled position checks on looting (for now)
Added line breaks to description
Append Two Handed and Channelling tags to the item classification
Spells now show the required mana to cast on the tooltip
Merging NPC status effects
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)
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