17,530 Commits over 1,614 Days - 0.45cph!
Item world views take color of wearables (might be lacking shader support?)
Fixed wearable colors changing when taking off/wearing clothing
Fixed missing building overlay icons
Fixed potential NRE in DetailOverlayUnitElement
Building construction state overlay
Cleaned up a bunch of old UI prefabs
Container registration now applies to stockpiling too
Building destroy on decay optional
Unit.GroupMember holds a join time
Fixed cohesion leave/join events using incorrect dateTime
Cohesion leaver stuff no longer tests mood threshold, never picks leader
Necessities cohesion drain now uses a min/max range for the time and value, evaluated by an animation curve
merge from container registration stuff
Stuck a load of Unit.Items logging behind UnitDebug.Items option, exposed in debug tools
Debug tools settings tab is now visible outside of playmode
Moved all debug bools to BeforeDebug static
Fixed micro tooltip missing followCursor component
Fixed some bad tooltip assignments
Fixed tooltips being hidden when being triggered quickly by multiple UI elements
Fixed building UI not registering clicks in some cases
Fixed enemy overlay widget flickering
Fixed secondary DM attack AI never winning (now highest priority, might cause issues with weapon management @sebov?)
Building decay is gated by a few more conditions
UIElementPositioning supports curves for each value (offset/scale/alpha)
BuildingView's materialPropertyBlock no longer static
Beauty shots can specify FOV
Added beauty shot position to testbox
Fixed missing weather defs in scenario data causing NREs on load
Passing cheat commands with no argument will toggle their value
Building debug UI
Fixed portrait rendering being badly offset when inspecting a sleeping unit
Fixed building.CurrentHitPoints not being properly set on init
Fixed biome editor not showing weather data
Reworked building decay calc somewhat. Editor has dedicated structural data section, with area to test decay values and see the calculation for decay time
Made a bunch of zone component events static (seasons, weather)
Various UI
Always show decay value for buildings that can decay
Added stat/value element stuff to EntityInspectionWidget
Added ShowOnUI and ValueColorGradient to StatTypeDefinition
Added StatsUtility.GetColor ext method for IStat, which uses the gradient defined in data evaluated
Building decay added to value elements in tooltip/detail overlay
Fixed an out of range in MenuScene
Fucked off DOF for now, just disable during tribe create
Added tribeCreate mode to DynamicDOF
Fixed loading UI not reseting values
Detail overlay UI only shows for buildings that have either active constructions or machine processes
Restore UI widgets to their default state when session ends
Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault
Various other UI
Fixed NRE in GameSpeedControlsWidget
Detail overlay UI no longer blocks raycasts
Tab overlay UI is now toggled, shows building details
Standardised a bunch of UI element positioning code