userJarryd Campicancel
branchMoss/maincancel

178 Commits over 59 Days - 0.13cph!

6 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
6 Years Ago
Fixed some server compile errors
6 Years Ago
Delete BasePlayer-StatusEffects (again?) Recommit player prefab
6 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
6 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
6 Years Ago
Removed damage array on StatusEffectDefinition (was misleading and badly implemented) Damage dealt by status effects should now generate combat logs
6 Years Ago
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
6 Years Ago
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
6 Years Ago
Crouching and jumping now cancels channelling spells
6 Years Ago
Getting stunned mid spell channel now interrupts the spell
6 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)
6 Years Ago
Added effect procs for shield bashes Added a stun to the test shield
6 Years Ago
Exposed a status effect to apply to target on ItemModSpell Spell targeting will no longer target non-players
6 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
6 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)
6 Years Ago
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
6 Years Ago
Server compile fixes
6 Years Ago
Fixed stat ticks happening more than once per second
6 Years Ago
Fixed max mana and max stamina values not getting sent to client (fixed mana and stamina bars not appearing correctly after changing gear)
6 Years Ago
Fixed cancel spell sfx not playing (was playing at world origin)
6 Years Ago
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)
6 Years Ago
(Hopefully) Hooked up new item tooltip
6 Years Ago
Some StatusEffect cleanup ItemoModeConsumable can now apply status effects (standard proc setup like other items)
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Forgot to save scene
6 Years Ago
Hooked up status effect widgets
6 Years Ago
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
6 Years Ago
Unsaved change
6 Years Ago
CombatLog now stores whether an attack was a crit CombatLog UI now shows crit status
6 Years Ago
CombatLog now fades out 10 seconds after receiving a message CombatLog will become visible if chat field has input
6 Years Ago
More combat log stuff
6 Years Ago
WIP CombatLog
6 Years Ago
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)
6 Years Ago
Exposed status effect procs on BaseMelee
6 Years Ago
Compile fix
6 Years Ago
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
6 Years Ago
Fixed equipment and worn items not appearing when looting another player
6 Years Ago
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)
6 Years Ago
Fixed player movement not fully being disabled during a stun Also fixed gravity not being applied during a stun
6 Years Ago
Compile fixes
6 Years Ago
Moving while channelling a spell cancels the spell
6 Years Ago
Hooked up spell cooldown UI
6 Years Ago
All status effects are removed when killed
6 Years Ago
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)
6 Years Ago
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
6 Years Ago
Tweaked third person orientation of shield
6 Years Ago
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
6 Years Ago
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
6 Years Ago
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect