19,298 Commits over 1,614 Days - 0.50cph!
Added perception stat, AverageStatSimulator
StatBar can append label to value text element (including staged strings)
Enum gen
Stripped out some useless shit from ValueElement
Attributes can be simulated
Fixed stat bars getting wrong stats
Stat bars in large tooltip
TooltipElement can hold an IEntity reference, for more consistent tooltip handling
Fixed some bad values showing up in stat tooltips
StatBar implements IComparable for sorting by StatTypeDefinition.SortValue
UnitInspector, attib/vital assets.
Fixed perception missing its simulator
Implemented Goal Plan to make people wait if they want to perform an interaction but can't.
People should now pick up food as well as harvesting when filling the stockpiles.
Force Tick after setting combat target.
Fixed pingponging between targeting sleeping enemies and non sleeping enemies.
Break additive emote goal if in combat.
SelectedUnitWidget
Art assets.
Attribute asset tweaks.
Activity/ActivityData IEquitable
Context menu fixes
Context menu modality, escape to close, animation
Fixed bad human stat data
Tab buttons will toggle if already active
Fixed global generic prompt not working
Jogging actually drains some stamina, and not half a % per minute.
Fixed needs glow
Fixed item tooltips
removed empty condition group
Gathering Goal on Hunting module now checks if we're already cooking
Corpse cooking AI should check if the corpse is skinned or we have the tools to skin it
Context menu
Crafting window tweaks
Added wood supply consideration to woodcutter module and made it actually consider wood and not stone
Unit inspector tweaks
Crafting widget
Context menu
Added required stone and wood per group member fields for supplies scoring
Entities can be flagged for player command/interaction
Dispensed items now flagged for player command if the dispenser is.
AI data for filtering by flagged.
People will now only gather items when getting materials for building or fire
Added jobs to UnitInspector
SelectedUnit layout tweak
UI files
Attribute color mods
Resources can define a job required to harvest them.
Filtering by flagged will exclude flagged resources for which the unit doens't have the correct job.