2,268 Commits over 274 Days - 0.34cph!
Moving stuff around part 1
Pressing H while holding a shield triggers the Poisoned effect in the editor (for testing)
Status Effects can now mark themselves as related to a metabolism effect, the corresponding VitalNote on the HUD will be displayed while that effect is active
Enabled poison VitalNote and filled in the text so it reads correctly
Status Effects can now apply damage over their duration (standard DamageTypes list implementation)
Added an ItemStatsProperties field to StatusEffects (same as Items) so status effects can now modify movement speeds
Refactoring weapons backup
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First pass on StatusEffects framework
Effects are defined via a definition file in Resources/StatusEffects/
Currently adds and removes the effect over the network (based on the duration of the effect specified in the definition)
Fixed inventory UI particles; switched shader to ui-ext/particles/add
Fixed NRE when equipping clothing
Scene stuff.
Respawn button isn't so hard to click.
Can no longer equip a weapon that blocks the offhand if you have an offhand item equipped
Can no longer equip an offhand if you have a primary weapon that blocks offhand
Fixed not being able to equip tools in Primary Slot
Exposed a valid Categories field on DropMe, primary slot can take Primary and Tool, secondary slot can take Offhand only
Fireball isn't a rocket. Doesn't throw NRE's.
Scene stuff
Made some viewport fx and sounds for shield blocking and bashing.
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Basic shield bash implementation
Buncha more NPC stuff.
Manifest.
More NPCs from the list.
Manifest.
Fixed the right side of the inventory screen being completely broken.
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack
Hooked up Block-Wood to the current test shield
Shield block placeholder sounds & definitions.
This file shouldn't exist.
Going through the NPC list.
Potentially fixed impact sounds not playing when getting hit
Topo masks for spawning.
Various world.
Various world stuff.
Materials to BaseShield.
shield bash 3rd player animations
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff