userJarryd Campicancel

12,959 Commits over 2,619 Days - 0.21cph!

7 Years Ago
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
7 Years Ago
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
7 Years Ago
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
7 Years Ago
If an effect is added while the same effect is already added, the duration of the existing effect is reset rather than adding a new effect Fixed bleeding effect healing rather than hurting Fixed damage from status effects procing the status effect on hit of an NPC (should fix effect spam)
7 Years Ago
Added an onStatusEffectsChanged callback to GlobalMessages Fixed ArmorIndex ui element not checking status effect protection values Added a statuseffects.removeall command to remove all active effects
7 Years Ago
Added Bleeding and Frozen effects to demo all of the fullscreen effects Added ability for ItemStatsProperties to lower protection values (previously could only do positive values) Bleeding slows by 20% and deals 5 dmg per second for 10 seconds Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
7 Years Ago
Moved status effect fxPrefabs into the standard Effect system Fixed charge effect on fireball spell not working (was missing an EffectRecycle) Fixed spell charge bar looking weird after casting multiple spells Hooked poison effect up to the Poison fullscreen fx
7 Years Ago
Hooked up the spell charging bar
7 Years Ago
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary
7 Years Ago
Save notifications Basic notification history stuff
7 Years Ago
Added a RemoveOnDamage field to StatusEffectDefinition Added a new FastHeal status effect that heals over time and gets removed if the player takes damage Added a console command to add effects to the local player eg. statuseffects.add poison Removed the status effect slot on the shield, not necessary with a console command Poison no longer slows Added a new Slowed effect to show how to slow down the player
7 Years Ago
Exposed a field to assign an NPC a chance to add a status effect on impact Spider attacks now apply poison status effect
7 Years Ago
Placement controllers can now toggle whether to pause Disabled pausing on props + delete placement modes Fixed some more contract pulsing states
7 Years Ago
Fixed some exceptions for StatusEffects with no stats assets Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up) Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality: -ProtectionBuff raises all damage protection values to max -Stun -Weakness temporarily lowers the max HP and Stamina by 50
7 Years Ago
Added some damping to the shield animator params on the PlayerModel
7 Years Ago
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work) Hooked up crit chance modifier on effects Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items) Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
7 Years Ago
Route Creation contract only requires 10 passengers Route creation tweaks Can now specify a contract pulser to target a specific condition
7 Years Ago
More steam updates Added a clean saves console command
7 Years Ago
Update Steamworks
7 Years Ago
Category fix Set repair job to high priority Block search auto focus when using eyerdropper More meal NRE wrapping
7 Years Ago
Quick NRE fix
7 Years Ago
Maybe fixed some contract errors on load
7 Years Ago
Codegen
7 Years Ago
Contract complete sfx
7 Years Ago
Notification sfx
7 Years Ago
Bar now distributes beer bottles, hold pos fixes
7 Years Ago
Remove old stars widget Some logs Play construction sfx while placing props Wine bar description change First stockpile is free Increased passenger sizes on ships Fixed route unlock requirement text Contract condition stuff
7 Years Ago
Route unlocked notification
7 Years Ago
Fixed route info not showing level up rewards when selected New route modifier system
7 Years Ago
Added a continue widget to the main menu Fixed not being able to access fleet
7 Years Ago
What's New info Disabled inventory and research entitlements + all item rewards Potentially fixed a stove serialisation issue Backdrop dock stuff
7 Years Ago
Added a dock building when the ship isn't travelling
7 Years Ago
New three seat chair New prop: Wine bar
7 Years Ago
XP tracking + xp notifications Route stuff + some unit nav fixes
7 Years Ago
Codegen Unit animation tweaks
7 Years Ago
Fixed bins not working new rubbish types
7 Years Ago
Prop unlock flow rework
7 Years Ago
Broke staff contracts into two different contracts Can now lock staff types via entitlements
7 Years Ago
HasShield animator param on ModelState should now be correctly assigned
7 Years Ago
Items not held as primary no longer modify the HoldModel
7 Years Ago
Status Effects now spawn and destroy their fxPrefab Added a terrible particle effect to Poison to demonstrate
7 Years Ago
Trying out moving fleet widget to side of screen
7 Years Ago
Rehooked up shield effect on the prefab
7 Years Ago
Fixed starting shield not being visible when game starts Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
7 Years Ago
New coffee cup item Can override rubbish to drop, coffee and soda now drop accurate rubbish models
7 Years Ago
Added UI-BUILDER asset store pack and reworked Main Menu UI
7 Years Ago
Some logo variations
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Generate data/entity serialisers rather than hand making them