2,005 Commits over 274 Days - 0.30cph!
Wooden Shield, fbx, prefab, textures (there's a couple of extra textures for when the core shader is fixed, unless it's the version i'm on) and material.
Wooden Sword, fbx, prefab, textures (there's a couple of extra textures for when the core shader is fixed, unless it's the version i'm on) and material.
Reenabled item equipping with RMB from inventory for head/chest/legs and feet slots
Fixed decay text on the item tooltip not being filled in
Players spawned via console commands are now added to the active player list (this fixes systems like status effects not working on dummy players, might have side effects?)
Added combat logs for heals
CombatLogUI can now recognize heals and prints appropriate messages
Cleaned up animator parameter warning spam
Fixed blocking animator parameters
Heal fix.
Loot table tweak.
Check ItemModProjectileSpell actually has a projectile before attempting to spawning it
Better mana gear in the editor
Healing spell setup.
Added one to the editor starting gear.
AI reacts to aggression beyond its aggro range.
Broken talent icon fix.
Heal fx fix.
added blocking (no shield) animations for unarmed / 1hand / 2hand weapons
Hooked up new magic animations
Fixed activeSpell not being set correctly on client
CombatLog should insert player names instead of prefab names when possible
Slight item tooltip spacing improvements
Item tooltip doesn't go crazy when it's on the far right side of the screen
Fixed corpse loot prefab lookup
tons of player animation fixes.. man this shit was broken ( moar stuff )
tons of player animation fixes.. man this shit was broken
Can cast magic with item equipped in secondary hand.
Fixed the connect and disconnect buttons
Might have fixed server not recognizing when player was on secondary equipment set
Fixed popups root in main menu not being enabled (was breaking server info)
Fixed combat log displaying damage prompts when 0 damage was dealt
Default graphic level isn't potato
Fixed hud targeting and missing status effect widgets
Fix NRE on spell complete
Added a tooltip to explain the new naming stuff
AppliedToYouString on StatusEffectDefinition now inserts the entity name of the person responsible for the status effect if {ENTITYNAME} is in the string
Belt should no longer accept any item that isn't a spell or consumable
Wearable and holdable items now go into main inventory by default when picked up (not the belt bar)
Spells and consumables should still go onto the belt
LookAtHealth ui now appears if the player has a spell target (can see other players health when casting spells, good for healing)
Bypass movement antihack detection for now
Fixed FP API public key (was rust's)
Move items.asset into an assetbundle
Rebuild manifest
AssetBundle splits
Print asset bundle paths on boot
Ruined my wrist by painting field topo masks.
Scene stuff
Project settings & proper icon