2,005 Commits over 274 Days - 0.30cph!
fixed hasShield animator warning spam
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.
New range of undead.
Manifest.
Fixed player resilience, ferocity and Crit chance not taking items in the wear slots into account
Fixed Critical Chance and Resilience UI labels showing base stats instead of actual stats (base stats don't change)
Fixed crits being measured as 0-1 on entities and 0-100 in items (is now measured as 0-100 everywhere)
Relevant undead use weapon swing animations.
Fixed an inaccurate item description.
Fixed trinkets not showing armor value in tooltip
Fixed wrong weapon root on tooltip being disabled if the item being inspected wasn't a weapon
Condition text on tooltip now gets disabled instead of being set to string.empty
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
Random uncommited prefabs apparently.
More checks to stop 0 damage combat logs appearing
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
Talent available alert in the inventory is more obvious.
Prepped tooltip prefab for code tweaks.
Made shield blocking & bashing timings more responsive.
Made shields even more responsive.
Repeated 3rd person 1h swing animations don't lag behind the actual attacks anymore.
NPC stuff
New armor pierce effect.
Added a DurationFill to statuseffect widgets and prefabs.
Fixed burning status and fx.
Wood shield looks proper in 3rd person.
Fallen miner corpse uses lootpanel generic4
Merging NPC status effects
Added line breaks to description
Append Two Handed and Channelling tags to the item classification
Spells now show the required mana to cast on the tooltip
Fixed copse looting not using the assigned loot panel
Disabled position checks on looting (for now)
Combat log now stores and displays blocked damage amounts
Fixed combat log not showing incoming crits
Item protection sources are now calculated in baseProtection and no longer dampened by the wearable container size
Fixed protection sources being double counted by the ArmorIndex ui element
Chitin plate set.
Misc item fixes.
Forest goblin tribe NPCs.
Manifest.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Let's make the LODs use the right skin too.
Proper stats for wood sword.
Wood sounds for the wood sword.
Adjusted the mummy bones to fit our VFX spawning system.
Made rats and toadloks statuseffect vfx compatible.
Doing it without breaking all the animations too.
Fixed stunning other players throwing exceptions
Fixed status effects normalized time check not working at all