197 Commits over 59 Days - 0.14cph!
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
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
WIP status effects on NPC's
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
Status Effects affect run speed of a unit
Status Effects that stun now pause AI
Reenabled soft targeting for non-players
Fixed healing NPC's not sending a network update
Fixed spell targeting status effect application not working on npc's
Hooked up the fill images on the Status Effect Widgets
Added a TargetFilterType to spells so that targeted spells can be modified to only target players or NPC's (defaulted to everyone for now)
Added alert box text prefabs for: requires target, can't target players, can't target NPC's
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