branchMoss/maincancel

2,005 Commits over 274 Days - 0.30cph!

7 Years Ago
items M - R
7 Years Ago
Items: G - L
7 Years Ago
7 Years Ago
Weapon backup.
7 Years Ago
More weapon stuff Manifest
7 Years Ago
NPC roaming works. NPCs properly damaged by spells. Manually spawned NPCs not stuck anymore.
7 Years Ago
Manifest.
7 Years Ago
2h and 1h staff setup WIP
7 Years Ago
Pos Fix
7 Years Ago
3rd person stuff for the longswords.
7 Years Ago
HasShield animator param on ModelState should now be correctly assigned
7 Years Ago
Items not held as primary no longer modify the HoldModel
7 Years Ago
Status Effects now spawn and destroy their fxPrefab Added a terrible particle effect to Poison to demonstrate
7 Years Ago
LOD distances.
7 Years Ago
Lighting consistency
7 Years Ago
Cata LOD distances.
7 Years Ago
Interior volume settings
7 Years Ago
Fat toadloks now more inclined to squeeze through the narrow caves that they reside in.
7 Years Ago
Rehooked up shield effect on the prefab
7 Years Ago
Auroras to the reflection cubemap, because it looks cool. Terrain mat tweaks. Scene.
7 Years Ago
Full dynamic reflection cubemap test
7 Years Ago
Scenes.
7 Years Ago
Terrain triggers to trigger layer. Maincam reflection probe tweak test.
7 Years Ago
Cave prefabs were on the wrong layer.
7 Years Ago
Merge from weapons.
7 Years Ago
Fixed starting shield not being visible when game starts Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
7 Years Ago
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing) Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active Enabled poison VitalNote and filled in the text so it reads correctly Status Effects can now apply damage over their duration (standard DamageTypes list implementation) Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
7 Years Ago
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7 Years Ago
First pass on StatusEffects framework Effects are defined via a definition file in Resources/StatusEffects/ Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
7 Years Ago
Fixed inventory UI particles; switched shader to ui-ext/particles/add
7 Years Ago
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7 Years Ago
Fixed server compile
7 Years Ago
Fixed NRE when equipping clothing
7 Years Ago
Scene stuff. Respawn button isn't so hard to click.
7 Years Ago
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped Can no longer equip an offhand if you have a primary weapon that blocks offhand
7 Years Ago
Fixed not being able to equip tools in Primary Slot Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
7 Years Ago
Cleanup
7 Years Ago
Fireball isn't a rocket. Doesn't throw NRE's.
7 Years Ago
Various
7 Years Ago
Scene stuff Made some viewport fx and sounds for shield blocking and bashing.
7 Years Ago
Scene stuff.
7 Years Ago
More? More.
7 Years Ago
And more NPC behaviour.
7 Years Ago
More NPC behaviour.
7 Years Ago
NPC work
7 Years Ago
NPC setup.
7 Years Ago
Toadlok setup.
7 Years Ago
New RPC conditional - IsActiveSecondaryItem Moved some shield bash logic out of BaseMelee into BaseShield BaseShield now derives from AttackEntity (since a shield can now attack things) Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok) Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
7 Years Ago
Basic shield bash implementation
7 Years Ago
NPC setup & sound files.