branchrust_reboot/main/gjn.weaponrefactor/weaponrefactor.damagecancel
37 Commits over 0 Days - ∞cph!
Phrase, items, Icons updated
Removed debug output
Updated some armor prefab names
Updated armor balance
more general armor protection
renamed and moved some armor items
Don't run triggers on clientside entities
Check that baseProtection is valid before trying to use it
TriggerHurt now takes a Damage Type
Fixed animals thinking clientside
Fixed some clothes not having protection properties
Fixed animals not having protection properties
Changed how GameManifest holds ProtectionProperties
updated jacket materials
added protection values to clothes
Download icons slower (if your internet connection suuucks)
DamageProtection becomes ProtectionProperties
Added ProtectionProperties assets for clothes and buildings
Fixed some clothing not having colliders
Fixed some clothing materials using the wrong shader
Optimized builfing block health networking
Fixed NRE when using shotgun
Fixed player networking queue not actually queuing
Fixed a bunch of warnings
Clothing protection values
building protection values and health balance
fixed grade damage assignment on default spawn
Assert that UpdateNetworkGroup is only called serverside
Cleaned out @zon's debug comments
Reformatted @zon's unformatted code
Fixed snow jackets making you immortal
Added prefabproperties to gamemanifest
Player compound protection values
Fixed bug in ArrayPropertyDrawer
Fixed damage protection being applied twice
Fixed meshcollider damage protection not being applied proper
BuildingBlock derives from CombatEntity
FixedUpdateEvent has fixed tick time (listen server enhancement)
Added a bunch of profiling stuff
Split BaseCombatEntity into shared/server/client
Moved Healt()/MaxHealth() from BaseEntity
BaseResource uses BaseCombatEntity
Tweaked entity network update timings
BuildingBlock network updates when taking damage
BaseCorpse derives from BaseCombatEntity
Renamed some DamageTypes
Fixed animals not bleeding when shot/killed/hit
Gave rabbit a skinnedcollider
Replaced damageAmount
BaseCombatEntity should scale damage properly using its own baseProtection
Added Protection to building block grades
Disabled damage indicator (temporarily)
Fixed not being an admin in editor
AI: try not to target clientside entities in editor
Tagged skins
Fixed bear anim controller error
Added ArrayPropertyDrawer base (for properties inside arrays, lets you get array and index)
Added ArrayIndexIsEnum to show array index as a enum string instead of a number in inspector
Added ArrayIndexIsEnumRanged - as above with min/max
Added BoneInfoComponent (todo)
Cleaned up SkinnedMeshCollision attributes into GameManifest.MeshColliderInfo
Temporarily removed MeshColliderInfo per bone properties
MeshColliderInfo has encompassing DamageProtection
merge from weaponrefactor
baseanimal is now a basecombatentity
basecombatentity tries to work with skinnedmeshcollision (and fails to)
Added protection system and multiple damagetypes per hitinfo
Storage box now uses BaseCombatEntity
BaseCombatEntity uses lifestate