13,523 Commits over 2,922 Days - 0.19cph!
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
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)
Fixed NRE when equipping clothing
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Fixed missing stranger AI field in GroupMember on Human
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Basic shield bash implementation
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack
Hooked up Block-Wood to the current test shield
Potentially fixed impact sounds not playing when getting hit
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Reverted the spell commit from yesterday
Lowered bravery stat to +10 so rats will attack people
Disabled wander to territory while raiding
Fix not being able to equip spells in offhand slot
Attempting to make equipped items update automatically after being equipped
WIP weapon switching work
Reverted threat reduction on raiding effect
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Fixed the misaligned text on the progression unlock popup
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory
2 slots each
Reduced belt size back down to 6
Updated Inventory Menu to point to the new containers
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Reworked raids from a desire into a group component
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Fixed a debug tools wrapper NRE
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity
New console command to fill a container under cursor (eg. fill_container Berries)
Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction
This change should make multiple units eat from a basket of berries at the same time
Fixed a HitInfo constructor not assigning PointStart (should fix some blocking irregularities)
New defender role, equips a wooden club and wanders around territory (still WIP)
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours