19,298 Commits over 1,614 Days - 0.50cph!
Building widget wip
Tooltip positioning
Some graphic filtering.
SettlementInfoWidget stuff
Icon color test
Updated ASE to latest v1.5.4r6
Added Amplify Impostors first public release v0.8.0r3
Fixed Unit list elements not animating properly
Fixed building category toggles not showing their toggled state
Fixed IUpdateActiveState widgets not being properly managed (and thus not working)
setting up weaving station again as forgot to check in... and merge
Fixed unit frames getting tooltips when they're not supposed to
cleaned up building editor scene
UnitFrame's tooltip is defined in the inspector, fixed weird cases of child elements (e.g. job toggles) showing tooltip text for the unit's name
Fallback to old bounds method if the custom bounds for a building have a size of 0
added some missing interaction positions to the profession buildings
Added blocked layer to building placement mask
Removed blocker volume on start area prefab (fixes blocked building area)
Fixed player building placement not checking blocked layer
Only show BuildingAssignmentWidget when player has a single unit selected
Building assignment slots highlight unit on hover
Fixed target filter for finding fire to gather for
Fixed some data that was using building categories
Removed homeless effect and cooking spit need
Close building widget when panning away from a settlement
Role on click (RMB) triggers popup confirmation UI
Moved log seating to level 2 because you can't actually harvest logs at level 1
AI research module is same priority as role behaviour
Settlement level up process no longer requires that all settlement (and inhabitant) Needs are met (optional,
Fixed Ownable.HasMaxOwners always being true.
Removed AI for autonomous building claiming.
Added a mode to OwnableCondition to account for people sleeping in the building who don't own it.
People will sleep in available huts if they don't have a home.
Added settlement level up activity, settlement activity category and bespoke activity confirmation popup
Settlement level up activity, state checks
Disabled unit target icon indicator, added highlighting
big hut for campfire (not tested)
Fixed activity not getting proper tooltip/help text
disabled auto regen on stick piles
Dispensers can make their parent entity non-interactable when depleted
Disabled people leaving the tribe pending improvements
Fixed bad activity text assignment (notification was displaying full help text)
Fixed settlement level up not working when instant build cheat is on
Added StringEx.ToArticle with returns nouns with correct articles (a/an)
Fixed Unit Needs not being gated by settlement level (if a level if specified in the Need definition the Unit must belong to settlement of that level or above for the Need to trigger)
grazing area no longer has a view
Fixed UnitFrame stat bars being wrong, the stupid cunts
Reduced or removed harvesting times on stone, grass, sticks
UI value element binding, content refresh
Fixed tooltips on unit stats in the inspector disappearing
Removed MoodDrainFromNeed simulator, update manipulator values in Need.Tick
Added source string to need stat manipulators
Fixed conversation UI not updating position while still animating out
Research station empty text, hide content frame when nothing is selected or available
Building status overlay UI shows research when active
Unit frame role icon colors
Fixed empty text in research window