2,005 Commits over 274 Days - 0.30cph!
More NPCs from the list.
Manifest.
Buncha more NPC stuff.
Manifest.
Basic shield bash implementation
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)
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
Fireball isn't a rocket. Doesn't throw NRE's.
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
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
Scene stuff.
Respawn button isn't so hard to click.
Fixed NRE when equipping clothing
Fixed inventory UI particles; switched shader to ui-ext/particles/add
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)
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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
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
Cave prefabs were on the wrong layer.
Terrain triggers to trigger layer.
Maincam reflection probe tweak test.
Full dynamic reflection cubemap test
Auroras to the reflection cubemap, because it looks cool.
Terrain mat tweaks.
Scene.
Rehooked up shield effect on the prefab
Fat toadloks now more inclined to squeeze through the narrow caves that they reside in.
Status Effects now spawn and destroy their fxPrefab
Added a terrible particle effect to Poison to demonstrate
Items not held as primary no longer modify the HoldModel
HasShield animator param on ModelState should now be correctly assigned
3rd person stuff for the longswords.
2h and 1h staff setup WIP
NPC roaming works.
NPCs properly damaged by spells.
Manually spawned NPCs not stuck anymore.