12,959 Commits over 2,619 Days - 0.21cph!
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
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)
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
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)
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
Hooked up the spell charging bar
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary
Save notifications
Basic notification history stuff
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
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
Placement controllers can now toggle whether to pause
Disabled pausing on props + delete placement modes
Fixed some more contract pulsing states
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
Added some damping to the shield animator params on the PlayerModel
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
Route Creation contract only requires 10 passengers
Route creation tweaks
Can now specify a contract pulser to target a specific condition
More steam updates
Added a clean saves console command
Category fix
Set repair job to high priority
Block search auto focus when using eyerdropper
More meal NRE wrapping
Maybe fixed some contract errors on load
Bar now distributes beer bottles, hold pos fixes
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
Route unlocked notification
Fixed route info not showing level up rewards when selected
New route modifier system
Added a continue widget to the main menu
Fixed not being able to access fleet
What's New info
Disabled inventory and research entitlements + all item rewards
Potentially fixed a stove serialisation issue
Backdrop dock stuff
Added a dock building when the ship isn't travelling
New three seat chair
New prop: Wine bar
XP tracking + xp notifications
Route stuff + some unit nav fixes
Codegen
Unit animation tweaks
Fixed bins not working new rubbish types
Broke staff contracts into two different contracts
Can now lock staff types via entitlements
HasShield animator param on ModelState should now be correctly assigned
Items not held as primary no longer modify the HoldModel
Status Effects now spawn and destroy their fxPrefab
Added a terrible particle effect to Poison to demonstrate
Trying out moving fleet widget to side of screen
Rehooked up shield effect on the prefab
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
New coffee cup item
Can override rubbish to drop, coffee and soda now drop accurate rubbish models
Added UI-BUILDER asset store pack and reworked Main Menu UI
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
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)
Generate data/entity serialisers rather than hand making them