2,005 Commits over 274 Days - 0.30cph!
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)
Added a text component that shows the current key binding to each belt bar slot
Removed reload binding
Added vertex alpha mask toggle for wetness (rust/std + core/foliage)
Enabled wetness in all quality modes (rust/std)
Removed ununsed wetness references
potential spell casting fix
Fixed players having idle noise value of 1
Fixed item stats values being lost (wrong FormerlySerializedAs fieldname). Updated all values to x60 their original per second values
Dead players should no longer cast spells
Thicc spell projectile hitboxes.
fixed double binding for F in default keys
Make sure that nav stops when attacking
AI must have FOV and LOS checks to attack
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Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
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Sped up casting progress bar so it could keep up with new spell speeds
Team equipment
Scene stuff
Manifest
Various combat arena related.
Gravity spell WIP.
Hud improvements.
Other minor things.
Reworked some logic in PhysicsForceCurves to use non-allocating physics and use local forward/up when calculating directions
Spell casting now uses the cast and release animations
Added infinite mana cheat
Fixed item tooltip leaving some weapon stats on if mousing over a spell immediately after mousing over a weapon
Added a hud element that shows your current team and the HP of the other team's boss NPC
Fixed another build error
Potential Definition<T>.All NRE fix
DeathmatchSystem sets factions for players , added red/blue factions
NPC agro checks faction first
NPC fight v flight rolls only happen when setting target
Added a second hud bar for the other faction boss
Fixed bad labels on factions
Manifest.
Removed the client rigidbody cube from testmap.
PlayerInventory to shared content bundle. (was none)
Make sure ItemManager is initialized before we create any items
Added a 10 second timeout to spells in case anything goes wrong with the cast process