19,298 Commits over 1,614 Days - 0.50cph!
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
Merged building widget to settlement inspector tab
Building editor NRE
last update before I give up on highlighter fixes
human clothing shader and material update
before highlight shader update
altar wip
Fixed duplicate widgets in main/gui scenes
Rigidity shows in building settings editor
merge from building collapse
Fixed random chance evaluation.
Decay logging improvements.
PlacementGuideWidget
Other misc minors
Building collapse chance WIP
Only show building status stuff on hover
Building placement auto-rotates buildings to face settlement root building (should be nearest campfire but this works for now)
Added a MachineProcess fact for crafting stations.
Crafting AI uses said fact.
Added InteractionPlanFactProvider base class for BuildingRequirements, MachineProcessRequirements and StockpileRequirements
Fixed BuildingStockpileTab NRE
Highlighting tweaks
Terrain decal splat sync is optional
Puddle decal test
Data validation
Force LOD0 when highlighting things (not units), fixed imposters showing on tree highlights
UnneededItems fact ignores weapons
Job defs added to enum gen
Enum gen tidy up
DefinitionEnumConvertible lookup, TEnum parse on Warmup
Added Unit.HasPendingPortraitRequest, prevent UnitPortraits request queue potentially getting spammed
MachineProcessRequirements fact
Buildings hide their associated TerrainDecal when toggling vis
Fixed some entities not getting ticked properly (BEF-623)
Fixed BEF-622: AI tribe settlements are visible in placement guides (respects fog of war)
Context menu reworked back to vertical standard sort of thing for now
Fixed GroupMemberBehaviourCountConsideration returning trash
Fixed errors when trying to return a generic view (group, etc) to the pool