14,071 Commits over 2,772 Days - 0.21cph!
Can now disable tech tree elements
Moving some source blender files from personal dropbox to repo
Fire Extinguisher icon
Passenger Count label, fixed ships overloading with passengers
Added a research contract
Better prop plop
Added fire extinguisher to maintenance contract, new model
Console clears itself after 200 lines
Fix fire extinguisher counting towards recommended service staff
Fix plop particle rotation
Protobuf fix, typo fixes
Prop inspector changes
Fixed a bunch of props with happiness multiplier set to 0
Show Tech Reward on contract complete UI
Halved weight and power limits, reduced tech costs
Less complaints
Hooked up prop happiness modifier
Tech staff now produce tech points over time
Can click an unavailable tech to get notified when you can afford it
Placeholder tech costs
Fixed status effects normalized time check not working at all
Fixed stunning other players throwing exceptions
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 combat log not showing incoming crits
Combat log now stores and displays blocked damage amounts
Fixed copse looting not using the assigned loot panel
Disabled position checks on looting (for now)
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
Merging NPC status effects
Added alert box text prefabs for: requires target, can't target players, can't target NPC's
Added a TargetFilterType to spells so that targeted spells can be modified to only target players or NPC's (defaulted to everyone for now)
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
Status Effects affect run speed of a unit
Status Effects that stun now pause AI
Better tech descriptions
New Icon
Codegen ship stat types, new tech nodes
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
WIP status effects on NPC's
More checks to stop 0 damage combat logs appearing
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
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
Fixed trinkets not showing armor value in tooltip
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)
More Tech stuff
Tech transactions, Contracts reward tech points
Might have fixed the NRE on load if someone equipped something with RMB
Revert rmb to equip items
Force medieval item loadout for builds
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
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
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Hooked up new magic animations
Fixed activeSpell not being set correctly on client
CombatLog should insert player names instead of prefab names when possible
Fixed corpse loot prefab lookup
Might have fixed server not recognizing when player was on secondary equipment set
Fixed popups root in main menu not being enabled (was breaking server info)
Fixed combat log displaying damage prompts when 0 damage was dealt
Fix NRE on spell complete
Added a tooltip to explain the new naming stuff
AppliedToYouString on StatusEffectDefinition now inserts the entity name of the person responsible for the status effect if {ENTITYNAME} is in the string
Belt should no longer accept any item that isn't a spell or consumable
Wearable and holdable items now go into main inventory by default when picked up (not the belt bar)
Spells and consumables should still go onto the belt