17,530 Commits over 1,614 Days - 0.45cph!
Scene settings
Crafting order listing design updated to match building widget
Removed building panel tooltips
blocked interaction positions are now handled by a list to account for overlapping positions.
Fixed Nutrition and Temperature tooltip text
Tab toggles unit inspector for selected unit, disabled detail view pending redesign
Added "all" category to building widget
Added building category click sounds
Fixed activity notifications tinting icons badly (now tints background stroke thing, default color is on the prefab otherwise pulls from activity data)
Building assignment slots show on hover regardless of selection
Fixed building widget listing not marking unlocks as seen
Fixed Nutrition and Temperature tooltip text
Tab toggles unit inspector for selected unit, disabled detail view pending redesign
Added "all" category to building widget
Added building category click sounds
Fixed activity notifications tinting icons badly (now tints background stroke thing, default color is on the prefab otherwise pulls from activity data)
Building assignment slots show on hover regardless of selection
Fixed building widget listing not marking unlocks as seen
Fixed the Speed control widget behaviour.
Various UI related and hid some status effects.
Possessions requirements can now all define a settlement level.
Removed requirements from settlement levels, use the possessions parameters and set the required level instead.
Fix for detatching item with null view
Only enable skill based possession requirements if we have a job enabled that uses that skill
Stat bars no longer pass preview image for tooltip
Fixed building tooltips not getting preview image
Building widget text hookups
Fixed new building widget tab setup
removed healing and hunting skills from animals.
skill init stuff to fix skill levels not being set.
Building widget element fixes, UI object editor warnings/errors when tweeners and pointer event components conflict with widget setup, added safety and warnings in awake to deal with potential conflicts at runtime.
merge from possessions branch
UnitFrame uses live portrait whenever possible
Cache unit animator properties on the UnitSettings asset during warmup
Fixed potential NRE in Possessions.OnHour
Added SliderControl component, hooked up nutrition and temperate meters on SelectedUnitWidget
Expose starving effect to UI
Don't create SettlementCanLevelUp activity if the level has no building requirement (just instantly level up instead)
Fixed settlement levels missing building requirements
Added placeholder Leader's Hut
Buildings can now define a limit per settlement
It's now possible to build multiple campfires
Immediate entity destruction via optional Destroy arg
Fixed random stat allocation not spending all available points in char create
Fixed clickthrough on unit inspector and tabs
null check in Building.SetFinished
Call EnterPool on entity views that we destroy so we unsubscribe from events.
ResourceView event subscription fix.
ButtonSound component can override clips used for, added support pointer up/down and toggling and overriding each event
Human initial pool allocation = 16
Removed StatsUtility and fixed potential bug in editor caused by cached definition lookup
GroupStats collection reset