2,268 Commits over 274 Days - 0.34cph!
Adjusted the mummy bones to fit our VFX spawning system.
Wood sounds for the wood sword.
Proper stats for wood sword.
Let's make the LODs use the right skin too.
Forest goblin chief uses the right skin.
Zero'd some prefabs.
Stateffect damage types.
Heat damage is Fire damage
Cold damage is Frost damage
Forest goblin tribe NPCs.
Manifest.
Chitin plate set.
Misc item fixes.
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
Fixed combat log not showing incoming crits
Combat log now stores and displays blocked damage amounts
Fixed copse looting not using the assigned loot panel
Disabled position checks on looting (for now)
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
Merging NPC status effects
Added alert box text prefabs for: requires target, can't target players, can't target NPC's
Added a TargetFilterType to spells so that targeted spells can be modified to only target players or NPC's (defaulted to everyone for now)
Reenabled soft targeting for non-players
Fixed healing NPC's not sending a network update
Fixed spell targeting status effect application not working on npc's
Hooked up the fill images on the Status Effect Widgets
Status Effects affect run speed of a unit
Status Effects that stun now pause AI
Fallen miner corpse uses lootpanel generic4
Wood shield looks proper in 3rd person.
Fixed burning status and fx.
Added a DurationFill to statuseffect widgets and prefabs.
NPC stuff
New armor pierce effect.
Made shields even more responsive.
Repeated 3rd person 1h swing animations don't lag behind the actual attacks anymore.
Made shield blocking & bashing timings more responsive.
Prepped tooltip prefab for code tweaks.
Removed metabolism flag on status effects (was no longer used, that UI has been replaced)
Added an AttributeDamageTo field to status effects
WIP status effects on NPC's
Talent available alert in the inventory is more obvious.
Added a hasShield float to the 2h animator to stop that warning spam.
Fixed grass tint mismatch, maybe.
More checks to stop 0 damage combat logs appearing
Random uncommited prefabs apparently.
CombatEvents now store the majority damage type
Damage type should now read properly in the combat log UI
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
Fixed trinkets not showing armor value in tooltip
Relevant undead use weapon swing animations.
Fixed an inaccurate item description.
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)
New range of undead.
Manifest.
New NPC variants, meshes & LODs.
Fixed some NPCs having armor stats when they shouldn't have.
Weapon worldmodels.