2,268 Commits over 274 Days - 0.34cph!
Print asset bundle paths on boot
Ruined my wrist by painting field topo masks.
Scene stuff
Project settings & proper icon
various magic casting animations
fixed melee attack animations
Text strings for statuses.
Scene stuff.
Manifest.
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
Fixed some server compile errors
Delete BasePlayer-StatusEffects (again?)
Recommit player prefab
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
What's new shouldn't start open
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
Reworked the main menu so that you can access the options screen while connected to a server. Nextest-gen.
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
Manifest.
Items.
New energized status category.
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Crouching and jumping now cancels channelling spells
Getting stunned mid spell channel now interrupts the spell
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)
Added effect procs for shield bashes
Added a stun to the test shield
Made the functional elixirs be functional.
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Small bunch of functional potions and elixirs.
Manifest.
Spells.
Consumable sound improvements.
Manifest.
Improved targeting icon.
Tuned the soft targeting to work a bit better in a crowd.
Exposed some variables from the new spell targeting on to the player prefab
Lowered target radius from 5 to 3
Reenabled some targeting checks
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)