13,705 Commits over 2,922 Days - 0.20cph!
Exposed a field on status effects to control whether to show health change logs
Disabled logs on all the healing effects
Cleaned up some old status effect damage reduction logic that never really worked?
Might have fixed some compile errors on build
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Re-exposed min/max counts for loot
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)
EffectParentToWeaponBone now works on BaseViewModel
Fireball channel fx now parents to l_hand when in first person on the local client
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
Might have fixed blood fx playing when the player blocks a hit
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Fixed some cone spell issues
Wrapped spell debug stuff behind spells.debugvis convar
Fixed combat log displaying damage as decay if the damage was fully blocked
Loot tooltip now shows health/mana/stamina per second as per minute
Fixed armour protection being counted twice when calculating damage
Converted ValuePerSecond to ValuePerMinute on ItemStatsProperties (values are unchanged)
Fixed combat log not displaying any logs from enemies with"corpse" in their name
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack
Added TimerProcs to NPC's, triggers at set intervals while a NPC is aggroed
Don't show healing combat log lines when self-healing
Fixed a voice exception with the playermodel?
Clearing bindings now triggers a cfg save
New default bindings:
Equipment slots are now mapped to Q,E,R,C
Can also trigger slot1 and slot 2 with mouse wheel up/down respectively
Crafting menu shortcut is now Z
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)
Added a text component that shows the current key binding to each belt bar slot
Removed reload binding
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Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
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Sped up casting progress bar so it could keep up with new spell speeds
Reworked some logic in PhysicsForceCurves to use non-allocating physics and use local forward/up when calculating directions
Spell casting now uses the cast and release animations
Added infinite mana cheat
Fixed item tooltip leaving some weapon stats on if mousing over a spell immediately after mousing over a weapon
Added a hud element that shows your current team and the HP of the other team's boss NPC
Fixed another build error
Added a second hud bar for the other faction boss
Added a 10 second timeout to spells in case anything goes wrong with the cast process
Lower spell timeout to 5 seconds
Disable team join chat message