201,232 Commits over 4,171 Days - 2.01cph!
Always show decay value for buildings that can decay
fuse box and fuse textures/mats
Combatlog doesn't show fractions, fades after 12 sec.
fusebox and fuse models/LODs/COL and prefabs
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
Fixed biome editor not showing weather data
Going through the spell prefabs.
FX memory optimizations.
Visual tweaks.
Devhaxers start with frostbolt.
Fixed portrait rendering being badly offset when inspecting a sleeping unit
Fixed building.CurrentHitPoints not being properly set on init
Pre-warming spell projectile fx
Passing cheat commands with no argument will toggle their value
Building debug UI
Fixed missing weather defs in scenario data causing NREs on load
Beauty shots can specify FOV
Added beauty shot position to testbox
BuildingView's materialPropertyBlock no longer static
Building decay is gated by a few more conditions
UIElementPositioning supports curves for each value (offset/scale/alpha)
Memory optimized & applied sounds to the remaining status effect vfx
Made EffectRecycle timers not be read-only, as they require manual tweaking for now.
Various status fixes.
Manifest.
Nerfed the spiders because they are OP with venom and web attacks.
Spiderweb receives sunlight.
Spider tweaks.
Temporarily start with 100 epic magic healing pumpkins.
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
- 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.
Icons for status effect UI
Fixed enemy overlay widget flickering
Fixed secondary DM attack AI never winning (now highest priority, might cause issues with weapon management @sebov?)
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
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
Proper item tooltip UI widget.
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
(Hopefully) Hooked up new item tooltip