2,005 Commits over 274 Days - 0.30cph!
Fixed max mana and max stamina values not getting sent to client (fixed mana and stamina bars not appearing correctly after changing gear)
Various item & spell things.
Brute-force organizing icons part 1
Metas. Scene and item fix.
Fixed stat ticks happening more than once per second
Consistent filtering for all our icons.
Some items.
Manifest.
Fixed player inventory size set to 6, needs to be 8 to fit the ring slots
Deleted occupationSlots on new jewellery items
Fixed being unable to equip a ring in the second ring slot
Rings & trinkets don't dress you up in a purple shirt.
First healing potion.
Manifest.
Cleanup.
Added a TargetingType to spells, defaulted to FreeAim (old behaviour)
Added a TargetEntity target type that requires the player to target an entity
Uses a lightly modified version of the Use trace to find an appropriate target in front of the player
Added a placeholder indicator to the HUD to show which entity is currently targeted (only visible when a magic appropriate item is equipped)
Exposed some variables from the new spell targeting on to the player prefab
Lowered target radius from 5 to 3
Reenabled some targeting checks
Tuned the soft targeting to work a bit better in a crowd.
Spells.
Consumable sound improvements.
Manifest.
Improved targeting icon.
Small bunch of functional potions and elixirs.
Manifest.
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Made the functional elixirs be functional.
Added effect procs for shield bashes
Added a stun to the test shield
Added a CastingRoot to BeltBarIcon, gets turned on when the player is channelling a spell equipped in that slot (also appears for a frame if a spell fails)
Getting stunned mid spell channel now interrupts the spell
Crouching and jumping now cancels channelling spells
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Manifest.
Items.
New energized status category.
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Reworked the main menu so that you can access the options screen while connected to a server. Nextest-gen.
Custom statuseffect lines for the combat log
Status effects applied via the console now get attributed to the player
Made all combat event fields optional
Combat log now mentions when a status effect is applied to you
What's new shouldn't start open
Refactored the status effect system into StatusEffectManager, an entity component
No actual in-game difference, but now that it's a component we should be able to add it to NPC's in the future
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
Fixed some server compile errors
Inventory menu should now default to the inventory set that's equipped when opened
Should also switch the actively equipped set when the set is switched in the UI