178 Commits over 59 Days - 0.13cph!
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
Hooked up status effect widgets
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
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
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
(Hopefully) Hooked up new item tooltip
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)
Fixed cancel spell sfx not playing (was playing at world origin)
Fixed max mana and max stamina values not getting sent to client (fixed mana and stamina bars not appearing correctly after changing gear)
Fixed stat ticks happening more than once per second
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
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)
Exposed some variables from the new spell targeting on to the player prefab
Lowered target radius from 5 to 3
Reenabled some targeting checks
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Added effect procs for shield bashes
Added a stun to the test shield
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)
Getting stunned mid spell channel now interrupts the spell
Crouching and jumping now cancels channelling spells
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
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
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
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
Fixed some server compile errors
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
Print asset bundle paths on boot
Move items.asset into an assetbundle
Rebuild manifest
AssetBundle splits
Bypass movement antihack detection for now
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
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
Belt should no longer accept any item that isn't a spell or consumable
AppliedToYouString on StatusEffectDefinition now inserts the entity name of the person responsible for the status effect if {ENTITYNAME} is in the string
Added a tooltip to explain the new naming stuff
Fix NRE on spell complete
Fixed popups root in main menu not being enabled (was breaking server info)
Fixed combat log displaying damage prompts when 0 damage was dealt
Might have fixed server not recognizing when player was on secondary equipment set
Fixed corpse loot prefab lookup
CombatLog should insert player names instead of prefab names when possible
Hooked up new magic animations
Fixed activeSpell not being set correctly on client
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
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
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
Force medieval item loadout for builds