2,005 Commits over 274 Days - 0.30cph!
More weapon stuff
Manifest
So much 3rd person stuff I don't even remember it all.
Shield orientation stuff.
Target healthbars visible at a proper distance.
Spellcasting bool for weapons.
Flagged the staves.
Metabolism spell test.
Manifest.
Scene spawns & some tweaks.
Excluded a bunch of prefabs from being navmesh considered.
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Stamina bar turns red when low.
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Added some damping to the shield animator params on the PlayerModel
Fixed some exceptions for StatusEffects with no stats assets
Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up)
Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality:
-ProtectionBuff raises all damage protection values to max
-Stun
-Weakness temporarily lowers the max HP and Stamina by 50
DeathFX for all our NPCs because it makes them more enjoyable to murder.
Unarmed improvements.
Organized the files a bit.
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
Added a RemoveOnDamage field to StatusEffectDefinition
Added a new FastHeal status effect that heals over time and gets removed if the player takes damage
Added a console command to add effects to the local player eg. statuseffects.add poison
Removed the status effect slot on the shield, not necessary with a console command
Poison no longer slows
Added a new Slowed effect to show how to slow down the player
Zombies don't moan on startup.
fullscreen fx for statuses
And don't play it on startup.
New spell channeling bar & cooldown timers on the hud slots
Spellcasting fx script stuff
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary
Hooked up the spell charging bar
Moved status effect fxPrefabs into the standard Effect system
Fixed charge effect on fireball spell not working (was missing an EffectRecycle)
Fixed spell charge bar looking weird after casting multiple spells
Hooked poison effect up to the Poison fullscreen fx
Added Bleeding and Frozen effects to demo all of the fullscreen effects
Added ability for ItemStatsProperties to lower protection values (previously could only do positive values)
Bleeding slows by 20% and deals 5 dmg per second for 10 seconds
Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
Added an onStatusEffectsChanged callback to GlobalMessages
Fixed ArmorIndex ui element not checking status effect protection values
Added a statuseffects.removeall command to remove all active effects
Proximity to a fireball projectile doesn't make you crouch anymore.
Fixed the error spam while unarmed.
NPC stats from the spreadsheet.
LOD tweaks.
Baked yet another navmesh.
Tweaked fireball stats and made the radius inline with the vfx.
NPC tuning.