201,299 Commits over 4,171 Days - 2.01cph!
Better(?) way to access current active game mode on server or client
CombatLog now fades out 10 seconds after receiving a message
CombatLog will become visible if chat field has input
GameModes can now create a custom NetworkEntity and destroy it on game end, allowing for fully custom per-game-mode code, or sharing data from server to clients
GameMode custom prefabs no longer HAVE to be networked. Use them just to store data on the server if you like
Semi-porting the ZGameMode to the new system
CombatLog now stores whether an attack was a crit
CombatLog UI now shows crit status
Exposed a cancel spell sound effect on the Player prefab
Refactored some spell casting logic to function better under button mashing and to give the client more information about spell fails
flagged torso clothing to remove armpit hair and legs clothing to remove pubic hair
Building decay added to value elements in tooltip/detail overlay
tweak UI colors / fix career squad editor color bug
Added stat/value element stuff to EntityInspectionWidget
Added ShowOnUI and ValueColorGradient to StatTypeDefinition
Added StatsUtility.GetColor ext method for IStat, which uses the gradient defined in data evaluated
Always show decay value for buildings that can decay
fuse box and fuse textures/mats
Combatlog doesn't show fractions, fades after 12 sec.
fusebox and fuse models/LODs/COL and prefabs
Reworked building decay calc somewhat. Editor has dedicated structural data section, with area to test decay values and see the calculation for decay time
Made a bunch of zone component events static (seasons, weather)
Various UI
Fixed biome editor not showing weather data
Going through the spell prefabs.
FX memory optimizations.
Visual tweaks.
Devhaxers start with frostbolt.
Fixed portrait rendering being badly offset when inspecting a sleeping unit
Fixed building.CurrentHitPoints not being properly set on init
Pre-warming spell projectile fx
Passing cheat commands with no argument will toggle their value
Building debug UI
Fixed missing weather defs in scenario data causing NREs on load
Beauty shots can specify FOV
Added beauty shot position to testbox
BuildingView's materialPropertyBlock no longer static
Building decay is gated by a few more conditions
UIElementPositioning supports curves for each value (offset/scale/alpha)
Memory optimized & applied sounds to the remaining status effect vfx
Made EffectRecycle timers not be read-only, as they require manual tweaking for now.
Various status fixes.
Manifest.
Nerfed the spiders because they are OP with venom and web attacks.
Spiderweb receives sunlight.
Spider tweaks.
Temporarily start with 100 epic magic healing pumpkins.