178 Commits over 59 Days - 0.13cph!
Revert rmb to equip items
Might have fixed the NRE on load if someone equipped something with RMB
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)
Fixed trinkets not showing armor value in tooltip
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
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
More checks to stop 0 damage combat logs appearing
Merging NPC status effects
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
Fixed copse looting not using the assigned loot panel
Disabled position checks on looting (for now)
Combat log now stores and displays blocked damage amounts
Fixed combat log not showing incoming crits
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 stunning other players throwing exceptions
Fixed status effects normalized time check not working at all
Fixed walk/run speed not adding status effect modifiers
Hooked up resistance rating fields in the inventory
Fix items without armor properties not counting stats/resistances (was stopping trinket resistances from being counted)
Fixed multiple effects not being able to modify health/mana/stamina at the same time
Fixed items not overriding the required resilience and ferocity fields
Fixed resilience and ferocity labels getting multiplied by 100
Damage resistances applied via status effects should now work
Fixed some compile errors
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Cleaned up some old status effect damage reduction logic that never really worked?
Might have fixed some compile errors on build
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Re-exposed min/max counts for loot
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)
EffectParentToWeaponBone now works on BaseViewModel
Fireball channel fx now parents to l_hand when in first person on the local client
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
Might have fixed blood fx playing when the player blocks a hit
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Fixed some cone spell issues
Wrapped spell debug stuff behind spells.debugvis convar
Fixed combat log displaying damage as decay if the damage was fully blocked
Loot tooltip now shows health/mana/stamina per second as per minute
Fixed armour protection being counted twice when calculating damage
Converted ValuePerSecond to ValuePerMinute on ItemStatsProperties (values are unchanged)
Fixed combat log not displaying any logs from enemies with"corpse" in their name
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack