17,530 Commits over 1,614 Days - 0.45cph!
Fixed UnitFrame stat bars being wrong, the stupid cunts
Reduced or removed harvesting times on stone, grass, sticks
grazing area no longer has a view
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)
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
disabled auto regen on stick piles
Fixed activity not getting proper tooltip/help text
big hut for campfire (not tested)
Disabled unit target icon indicator, added highlighting
Settlement level up activity, state checks
Added settlement level up activity, settlement activity category and bespoke activity confirmation popup
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.
Settlement level up process no longer requires that all settlement (and inhabitant) Needs are met (optional,
AI research module is same priority as role behaviour
Moved log seating to level 2 because you can't actually harvest logs at level 1
Role on click (RMB) triggers popup confirmation UI
Close building widget when panning away from a settlement
Removed homeless effect and cooking spit need
Fixed some data that was using building categories
Fixed target filter for finding fire to gather for
Building assignment slots highlight unit on hover
Only show BuildingAssignmentWidget when player has a single unit selected
Removed blocker volume on start area prefab (fixes blocked building area)
Fixed player building placement not checking blocked layer
Added blocked layer to building placement mask
added some missing interaction positions to the profession buildings
Fallback to old bounds method if the custom bounds for a building have a size of 0
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
cleaned up building editor scene
Fixed unit frames getting tooltips when they're not supposed to
setting up weaving station again as forgot to check in... and merge
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)
Updated ASE to latest v1.5.4r6
Added Amplify Impostors first public release v0.8.0r3
SettlementInfoWidget stuff
Icon color test
Building widget wip
Tooltip positioning
Some graphic filtering.
Reworked the building categories.
Gave all buildables a description.
Tweaked some other names and stuff.
Added research AI module, conditions etc
Research UI fixes
Buildings now store a bounds in their data, used for placement checks and creation of blocker objects in the view
Various UI, fixed widgets controlled by Animators not having their state properly restored when switching screens (e.g. when pausing)
Collated text for can't find crafting ingredients activity.