198,903 Commits over 4,140 Days - 2.00cph!
Fixed tooltips being hidden when being triggered quickly by multiple UI elements
Fixed building UI not registering clicks in some cases
Hand/arm meshes added to clothing .fbx
Added viewmodel clothing prefabs
mod slot index now gets correctly set on equip
fixed a bug with free mod slot check when trying to equip mods.
(Hopefully) Hooked up new item tooltip
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
Proper item tooltip UI widget.
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
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
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
Hooked up status effect widgets
Fixed enemy overlay widget flickering
Fixed secondary DM attack AI never winning (now highest priority, might cause issues with weapon management @sebov?)
Icons for status effect UI
- Moved network physics checks (Bill F's ones for listen servers) out of NetworkEntity and into GamePhysics, since all they need as a reference is any GameObject, and this allows things without a NetworkEntity to use them.
- Fixed explosion damage not working correctly on listen servers.
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
Spider tweaks.
Temporarily start with 100 epic magic healing pumpkins.
Nerfed the spiders because they are OP with venom and web attacks.
Spiderweb receives sunlight.
Various status fixes.
Manifest.
Made EffectRecycle timers not be read-only, as they require manual tweaking for now.
Memory optimized & applied sounds to the remaining status effect vfx
Building decay is gated by a few more conditions
UIElementPositioning supports curves for each value (offset/scale/alpha)
BuildingView's materialPropertyBlock no longer static
Beauty shots can specify FOV
Added beauty shot position to testbox
Fixed missing weather defs in scenario data causing NREs on load
Passing cheat commands with no argument will toggle their value
Building debug UI
Pre-warming spell projectile fx
Fixed portrait rendering being badly offset when inspecting a sleeping unit
Fixed building.CurrentHitPoints not being properly set on init
FX memory optimizations.
Visual tweaks.
Devhaxers start with frostbolt.
Going through the spell prefabs.
Fixed biome editor not showing weather data
Reworked building decay calc somewhat. Editor has dedicated structural data section, with area to test decay values and see the calculation for decay time
Made a bunch of zone component events static (seasons, weather)
Various UI