2,268 Commits over 274 Days - 0.34cph!
Sped up casting progress bar so it could keep up with new spell speeds
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Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
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Make sure that nav stops when attacking
AI must have FOV and LOS checks to attack
fixed double binding for F in default keys
Thicc spell projectile hitboxes.
Fixed item stats values being lost (wrong FormerlySerializedAs fieldname). Updated all values to x60 their original per second values
Dead players should no longer cast spells
Fixed players having idle noise value of 1
potential spell casting fix
Added vertex alpha mask toggle for wetness (rust/std + core/foliage)
Enabled wetness in all quality modes (rust/std)
Removed ununsed wetness references
Added a text component that shows the current key binding to each belt bar slot
Removed reload binding
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
Fixed a voice exception with the playermodel?
Clearing bindings now triggers a cfg save
New default bindings:
Equipment slots are now mapped to Q,E,R,C
Can also trigger slot1 and slot 2 with mouse wheel up/down respectively
Crafting menu shortcut is now Z
hearing and visibility scoring tweaks, vision multiplier
player visibility value
Player voice affects their noise value, so you can shout at NPCs to agro them (probably)
Player visibility and noise value exposure
Fixed some NPCS with 0 vision
Ogre knockback test
Manifest.
Ogre stat/anim/sound/material tuning
Cleanup
Don't show healing combat log lines when self-healing
Made the ogres work again
Added TimerProcs to NPC's, triggers at set intervals while a NPC is aggroed
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack
Fixed combat log not displaying any logs from enemies with"corpse" in their name
NPC stat/sound/animation improvs.
Proper testbox navmesh.
Converted ValuePerSecond to ValuePerMinute on ItemStatsProperties (values are unchanged)
Fixed armour protection being counted twice when calculating damage
Attack movement improvement
AI have a hearing sensitivity mulitplier
Crab stats tweaks
Loot tooltip now shows health/mana/stamina per second as per minute
NPCs will consider others aggressive before they hit them if they're within double their melee attack range and targeting them