repoMosscancel

2,268 Commits over 274 Days - 0.34cph!

7 Years Ago
Part 2
7 Years Ago
Moving stuff around part 1
7 Years Ago
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
7 Years Ago
Refactoring weapons backup
7 Years Ago
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7 Years Ago
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)
7 Years Ago
Fixed inventory UI particles; switched shader to ui-ext/particles/add
7 Years Ago
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7 Years Ago
Fixed server compile
7 Years Ago
Fixed NRE when equipping clothing
7 Years Ago
Scene stuff. Respawn button isn't so hard to click.
7 Years Ago
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
7 Years Ago
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
7 Years Ago
Cleanup
7 Years Ago
Fireball isn't a rocket. Doesn't throw NRE's.
7 Years Ago
Various
7 Years Ago
Scene stuff Made some viewport fx and sounds for shield blocking and bashing.
7 Years Ago
Scene stuff.
7 Years Ago
More? More.
7 Years Ago
And more NPC behaviour.
7 Years Ago
More NPC behaviour.
7 Years Ago
NPC work
7 Years Ago
NPC setup.
7 Years Ago
Toadlok setup.
7 Years Ago
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)
7 Years Ago
Basic shield bash implementation
7 Years Ago
NPC setup & sound files.
7 Years Ago
Various fixes.
7 Years Ago
Landmark stuff
7 Years Ago
Buncha more NPC stuff. Manifest.
7 Years Ago
Backup
7 Years Ago
More NPCs from the list. Manifest.
7 Years Ago
1st person shield bash
7 Years Ago
Fixed the right side of the inventory screen being completely broken.
7 Years Ago
More NPCs from the list.
7 Years Ago
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack Hooked up Block-Wood to the current test shield
7 Years Ago
Shield block placeholder sounds & definitions.
7 Years Ago
This file shouldn't exist.
7 Years Ago
Going through the NPC list.
7 Years Ago
Potentially fixed impact sounds not playing when getting hit
7 Years Ago
Craggy doesn't kill NPCs
7 Years Ago
Topo masks for spawning. Various world.
7 Years Ago
Various world stuff. Materials to BaseShield.
7 Years Ago
shield bash 3rd player animations
7 Years Ago
Merging equipment_slot_rework
7 Years Ago
Merge from main
7 Years Ago
Updated Data.dll with new primary/secondary containers Hopefully fixed the weapon disappearing bug Reduced belt size back down to 4
7 Years Ago
Ran CodeGen to make new button input work
7 Years Ago
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
7 Years Ago
Q to swap equipment sets (not currently working, code is setup though) Some belt stuff