19,298 Commits over 1,614 Days - 0.50cph!
Activity popup override via data property
BuildingView.Update dictionary safety, profiler sample
Attempt at fixing decal color issues
Activity types popup usage is optional
Potential fix for sleeping standing up anim bug
UI panel noise mat tweak
Settlement level up activity/notification color fix
Various unit creation optimsations
Various data tweaks to tree felling time to make it a bit faster, especially with blade tool.
Woodcutting and mining AI uses appropriate jobs instead of Gather.
Fleeing action now only gets a new destination when we've reached the current one
sleeping in unclaimed building uses set next interaction to stop people from sleeping by the fire if the interaction position in the hut is blocked at the time of wanting to sleep.
not really any changes but just checking in so I can update without having a pending merge
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
Hunting recommended item changed to bow
UnitFrame uses live portrait whenever possible
ItemFilterSet save/load implementations
Cache unit animator properties on the UnitSettings asset during warmup
HumanUtility optimisation
Wearable prefab pooling
Removed usage of slow af Utility.GetRandomEnum<T>
Cache animator properties where we use AnimatorStateBackup