13,760 Commits over 2,953 Days - 0.19cph!
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)
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Tweaked third person orientation of shield
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
All status effects are removed when killed
Hooked up spell cooldown UI
Moving while channelling a spell cancels the spell
Fixed player movement not fully being disabled during a stun
Also fixed gravity not being applied during a stun
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion
Minor fireball now applies Poison5-30 (for demo purposes)
Fixed equipment and worn items not appearing when looting another player
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though)
Also increased distance tolerance for looting from 4 units to 8
Exposed status effect procs on BaseMelee
Made combat logs event serializable
When a combat event is triggered it is now sent to the owning player client
When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
CombatLog now fades out 10 seconds after receiving a message
CombatLog will become visible if chat field has input
CombatLog now stores whether an attack was a crit
CombatLog UI now shows crit status
Exposed a cancel spell sound effect on the Player prefab
Refactored some spell casting logic to function better under button mashing and to give the client more information about spell fails
Hooked up status effect widgets
Hooked up spell fail reasons to the AlertUI
Fixed spells getting double fired
Fixed being able to cast spells with non-channelling weapons in the editor
Player now has to hold sprint +move to cancel a channelled spell (used to just be move)
Exposed a channelling spell move modifier to Player, set to -60
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
(Hopefully) Hooked up new item tooltip
Fixed ItemStatValueAdvanced inspector not updating
Fixed run speed ItemStatValue pointing to the completely wrong stat
Fixed ItemStatValueAdvanced not showing negative stats
Can now mark showSign on an ItemStatValue to put a + or - before the stat value
SelectedItem now picks up all of it's child StatValues automatically (no need to hook them up in inspector)
Fixed cancel spell sfx not playing (was playing at world origin)
Fixed max mana and max stamina values not getting sent to client (fixed mana and stamina bars not appearing correctly after changing gear)
Fixed stat ticks happening more than once per second
Fixed player inventory size set to 6, needs to be 8 to fit the ring slots
Deleted occupationSlots on new jewellery items
Fixed being unable to equip a ring in the second ring slot
Added a TargetingType to spells, defaulted to FreeAim (old behaviour)
Added a TargetEntity target type that requires the player to target an entity
Uses a lightly modified version of the Use trace to find an appropriate target in front of the player
Added a placeholder indicator to the HUD to show which entity is currently targeted (only visible when a magic appropriate item is equipped)
Exposed some variables from the new spell targeting on to the player prefab
Lowered target radius from 5 to 3
Reenabled some targeting checks
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Added effect procs for shield bashes
Added a stun to the test shield
Added a CastingRoot to BeltBarIcon, gets turned on when the player is channelling a spell equipped in that slot (also appears for a frame if a spell fails)
Getting stunned mid spell channel now interrupts the spell
Crouching and jumping now cancels channelling spells
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Custom statuseffect lines for the combat log
Status effects applied via the console now get attributed to the player
Made all combat event fields optional
Combat log now mentions when a status effect is applied to you
Refactored the status effect system into StatusEffectManager, an entity component
No actual in-game difference, but now that it's a component we should be able to add it to NPC's in the future
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
Fixed some server compile errors