17,530 Commits over 1,614 Days - 0.45cph!
RadialIndicator clashes less with outline shader
Less spammy resourcewidget until implemented.
Went over a bunch of effects for color consistency and icon stuff.
Merge hell too.
Added DamageElement to display the damage of the highest damage combat ability of a given type.
ResourceWidget
Herb stuff & icons.
Added StatElement for displaying stat values / descriptions.
Updated some staged descriptions on stats.
UIConfig gradient for stat value colours.
BiggestThreat fact boilerplate
Chop Down Tree interaction is player exposed.
Diet Balance uses range 1-Max instead of 0-Max so that eating a single food type doesn't count.
Different tick rates for Diet Balance increase and decrease.
Better caching of goal/plan priorities in AI modules (removes sometimes expensive priority update on every tick, now only happens if the data gets dirty in playmode)
UnitCollection.Tick no longer sets position to follow unit average at ground height, removing raycast unless we see a need for such precision
Removed player command widget script from UI.ResourceWidget causing NREs
meta
Varied diet removal trigger
MeasurementOperators extension method to perform measurements.
Added effects for poor diet and varied diet.
Fixed editor array header NREs
Untested ContextMenuWidget
Supply value element dropdown now only shows items that are tracked by supplies
Floating resource widget for click-locking. UI.ResourceWidget.
Went back to green highlights, and testing another green build button notification fx
Some misc clarity tweaks.
More build menu & related.
SettlementInspector slide in/out doesn't adjust canvas group alpha because performance
Tweaked notification tabs
Better consistency in the "new" highlights
Fixed some "new" highlights being rendered behind tabs that had nothing new
Job assignment panel doesn't display the mood background in the 3rd redundant place on screen anymore
Construction menu category buttons (ended up kinda crappy, so subject to change)
Some other shit that I'm forgetting
Properized SettlementInfoWidget
Prater font stroked proper.
Added DietBalance stat that tracks how balanced a unit's recent diet has been.
Added Diet component.
Diet component tracks time since eating food types.
Time since eating food affects dietary preference weight.
Ported diet stuff from Ecological to Diet.
Fixed DataAsset.ResetDataIds ext method not giving the root asset a new ID
Various SettlementInfoWidget, including a deposit tween tester.
Set first body mesh in UnitView as Skin (fixes bad hover menu placement in tribe create)
Tribe create sliders show correct values.
Better random assigning of values.
Fixed buildings that can't decay entering decaying state (was causing the decay bar to show when it shouldn't)
Fixed BuildingView.Show calling base.Hide