2,005 Commits over 274 Days - 0.30cph!
New range of undead.
Manifest.
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.
fixed hasShield animator warning spam
Fixed fireball FX.
Fireball balance tweak.
Starting gear changes.
Weather sound test.
Rusty equipment is properly trash-tier.
New weapon & shield setup stuff
Manifest
Less ridiculous shader wind settings
Less dull reds (fire) in storm post
Item fix.
Item fixes.
New icons.
Manifest.
Necklaces, stats & sounds.
Manifest.
Missing stats on trinkets and rings.
fixed bad item stats editor labels
cleaned up damage calculations, moved to CombatUtility class
udpated crit calc multiplier (increased by 0.2 from 1.2 to 1.4)
renamed baseCombatEntity.CriticalDamageRating and related members to Ferocity
added Ferocity and Resilience stats to ItemStatsProperties
fixed ItemStatsPropertiesEditor not showing new fields
lightning spawn range tweak and 20% less blue
Fixed starting gear not being given to players on respawn
Fixed craggy island navmesh
Lightning tweaks (WIP)
Start inventory changes.
Rings & icons.
Proper UI sounds for the items.
Manifest.
fixed weather types that share the same particle FX causing them to fade out on transition
lightning spawn rate/range fix
craggy cleanup, fixed navmesh etc
debug weather toggle in editor window
deferred fog control in weather settings
Fixed missing motion blur
Catacombs aren't missing.
Shield bash doesn't stun rocks.
Weather and post tweaks
Fixed post profile pop-in
ripped out a bunch of climate weather shit
made a new set weather console command
code gen
merge from weather system
Might have fixed the NRE on load if someone equipped something with RMB
Revert rmb to equip items
Force medieval item loadout for builds
Spiderfang; fbx, textures, prefab and materials - materials subject to change - i'd love some subsurface scattering on the fleshy parts
fixed sword lod materials