14,019 Commits over 2,772 Days - 0.21cph!
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
Added a carrying animation for units
Vending machines now dispense sodas
Fixed NRE when equipping clothing
More route stuff
Fixed some search issues in the entity purchaser
Toned down animator culling
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
Menu backdrop is now randomised
Contracts can now offer free props
Initial fitout contract can now be completed without spending money
Passengers now sit at the dining booth
One shot need replenishers now trigger a Use animation
Optimised and cleaned up unit visuals
Added in all of the skin/clothing colour combos
Mesh combine attribution
Background music system + Audio directory cleanup
Fixed some panel faders and made a quick setup tool for panels
Better music transition when quitting a game
Button click sounds
Fixed bad audio transitions while game is paused
Baked the city blocks together and shrunk the textures
More city backdrop stuff
More panel fading
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
Added Urban City Set, WIP city biome for background
Hooked pick up animation into pick up rubbish action
Interaction points can now declare a animation type and string
Scale changes, multi-apply prefab tool
Reordered passenger init
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
A few asset store packs + full github recheckout