1,389 Commits over 274 Days - 0.21cph!
Starting gear changes.
Weather sound test.
Rusty equipment is properly trash-tier.
Fixed fireball FX.
Fireball balance tweak.
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.
New range of undead.
Manifest.
Relevant undead use weapon swing animations.
Fixed an inaccurate item description.
Random uncommited prefabs apparently.
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
Talent available alert in the inventory is more obvious.
Prepped tooltip prefab for code tweaks.
Made shield blocking & bashing timings more responsive.
Made shields even more responsive.
Repeated 3rd person 1h swing animations don't lag behind the actual attacks anymore.
NPC stuff
New armor pierce effect.
Added a DurationFill to statuseffect widgets and prefabs.
Fixed burning status and fx.
Wood shield looks proper in 3rd person.
Fallen miner corpse uses lootpanel generic4
Chitin plate set.
Misc item fixes.
Forest goblin tribe NPCs.
Manifest.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Let's make the LODs use the right skin too.
Proper stats for wood sword.
Wood sounds for the wood sword.
Adjusted the mummy bones to fit our VFX spawning system.
Made rats and toadloks statuseffect vfx compatible.
Doing it without breaking all the animations too.
Crab and Homo Crabbus VFX.
Spiders, rats & mummies VFX.
Werewolves & Toadloks VFX'd
Made the inventory stat tooltips behave nicer.
Elemental resist widgets on inventory screen.