2,268 Commits over 274 Days - 0.34cph!
Fixed missing graphics in some of the loot panels.
Added generic 4 and 8 slot loot panels.
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
Tweaked third person orientation of shield
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Added a physical spell school.
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
If an effect is added while the same effect is already added, the duration of the existing effect is reset rather than adding a new effect
Fixed bleeding effect healing rather than hurting
Fixed damage from status effects procing the status effect on hit of an NPC (should fix effect spam)
Removed that helmet overlay code that we don't want and was erroring.
NPC tuning.
Fixed missing sounds on Beetles.
Tweaked fireball stats and made the radius inline with the vfx.
NPC tuning.
NPC stats from the spreadsheet.
LOD tweaks.
Baked yet another navmesh.
Fixed the error spam while unarmed.
Proximity to a fireball projectile doesn't make you crouch anymore.
Added an onStatusEffectsChanged callback to GlobalMessages
Fixed ArmorIndex ui element not checking status effect protection values
Added a statuseffects.removeall command to remove all active effects
Added Bleeding and Frozen effects to demo all of the fullscreen effects
Added ability for ItemStatsProperties to lower protection values (previously could only do positive values)
Bleeding slows by 20% and deals 5 dmg per second for 10 seconds
Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
Moved status effect fxPrefabs into the standard Effect system
Fixed charge effect on fireball spell not working (was missing an EffectRecycle)
Fixed spell charge bar looking weird after casting multiple spells
Hooked poison effect up to the Poison fullscreen fx
Hooked up the spell charging bar
Added a StatusEffectFullscreenFX manager that enables/disables fullscreen UI roots as necessary
Spellcasting fx script stuff
New spell channeling bar & cooldown timers on the hud slots
And don't play it on startup.
fullscreen fx for statuses
Zombies don't moan on startup.
Added a RemoveOnDamage field to StatusEffectDefinition
Added a new FastHeal status effect that heals over time and gets removed if the player takes damage
Added a console command to add effects to the local player eg. statuseffects.add poison
Removed the status effect slot on the shield, not necessary with a console command
Poison no longer slows
Added a new Slowed effect to show how to slow down the player
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
Unarmed improvements.
Organized the files a bit.
DeathFX for all our NPCs because it makes them more enjoyable to murder.
Fixed some exceptions for StatusEffects with no stats assets
Added a basic stun field to StatusEffect, just locks off all input (except UI) right now (needs some effects, it looks like the game locks up)
Instead of just putting all of the examples onto Poison, made a few other examples to showcase actual functionality:
-ProtectionBuff raises all damage protection values to max
-Stun
-Weakness temporarily lowers the max HP and Stamina by 50
Added some damping to the shield animator params on the PlayerModel
Mapped Health, Mana and Stamina fields on StatusEffects to appropriate stats (Pool and Per Second modes work)
Hooked up crit chance modifier on effects
Theoretically hooked up the protection values (Physical, Heat, Cold, Poison, Magic, Decay - same as items)
Status Effect protection buffs happens after shield damage has been calculated but before damage is dealt to the player
Stamina bar turns red when low.
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Excluded a bunch of prefabs from being navmesh considered.