2,005 Commits over 274 Days - 0.30cph!
Zombie AI (that don't have a concept of fleeing) won't be as stupid when they get shot at a distance
First try at special talent effects approach.
Talent effects (damage type and metabolism effects) are now applied.
Let Hobgoblins and Horses move again
Armor Index, Critical Chance, Critical Strike Rating and Resilience Rating added to UI.
protection stat bars now display in ui correclty based on clothing.
take worn armor into the calculation of DefenderArmorValue, not just natural protection.
Attempt to fix movement speed when wearing big armor, but did this break running modifiers? (hard to debug on remote desktop)
Fixed NRE on crafting menu
Sound now play on filled xp bar.
Multiple talent levels and talent tree point pool requirement option (for each level).
Rough levelup effect, but sound is broken!
Further tooltip refinement.
UI sounds.
Cleanup
Fixed some recipes.
Manifest.
Various tooltip improvements and some random things.
Got skeleton to animate again
Fix Zombie AI.
Separate Movement and Action AI.
Removed EasyRoads from repo.
TalentDefinition calls base.DoPrepare because that seems like a good idea
Talent tooltip improvements.
One talent tree.
Can now unlock more than just one talent icon.
Updated the Talent system to work properly with respect to Client/Server.
A few switch fixes.
Added requirement to spend all available TP before xp clock continues after each level up.
AttackerCriticalDamageRating and DefenderResilience defaults to 0
Item stats properties editor fix for number caps on armor.
Fixed monument info label displaying on hud.
Working hunger, which affects EXP gain.
Hungry and Well Fed statuses now affect xp gain.
A bit of love for the XP system.
Triggers for landmarks on Craggy.
Debug log entry on the trigger script.
SMAA fixes.
Player renderer fix.
Various other things.
UI Scaling fixes for clarity.