2,005 Commits over 274 Days - 0.30cph!
Don't start with dummy errors.
Improved the timing on the error sound
Errors don't play the levelup sound
Uncommited magic stuff apparently.
Alert system on the HUD
Made combat logs event serializable
When a combat event is triggered it is now sent to the owning player client
When a client receives an event it gets printed into the chat (uncheck printCombatLog on UIChat to disable this)
Exposed status effect procs on BaseMelee
Bounds checks to check that player is in range of corpse to loot isn't working reliably, check now also measures distance to the model's transform (not a great solution, seems to help though)
Also increased distance tolerance for looting from 4 units to 8
Fixed equipment and worn items not appearing when looting another player
Added a StatusEffectChance list to TimedExplosive to apply effects to units in range of an explosion
Minor fireball now applies Poison5-30 (for demo purposes)
Fixed player movement not fully being disabled during a stun
Also fixed gravity not being applied during a stun
Moving while channelling a spell cancels the spell
Hooked up spell cooldown UI
All status effects are removed when killed
Sleeping player lootpanel
Playercorpses have a proper loot panel
Fixed missing graphics in some of the loot panels.
Added generic 4 and 8 slot loot panels.
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
Tweaked third person orientation of shield
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Added a physical spell school.
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect