19,298 Commits over 1,614 Days - 0.50cph!
Various editor fuckery for the new possessions requirements
Some terrainMeta cleanup, removed unused components and added TerrainDecals as required component in TerrainMetaInspector
Trying green instead of brown on the new highlights.
Large tooltip.
UnitInspector tweaks.
Scene.
Fixed the dead space on a bunch of entity icon renders.
Set icon renders to more sane size and format.
Reworked SelectedUnitWidget for consistency. More apparent that the face is a button, and gave it anims.
Some more widget stuff that I forgot what was.
A 'new' overlay highlight on the new BuildingWidget tabs.
Animation for the sleep fast forward.
Various widgetry.
Added critical tweeners to the stomach/thermal gauges.
Added some functionality to SliderControl.cs.
Tooltip.Small doesn't blend into panels so much
Cleaned UnitListWidget and gave it proper radial glows
Small fix in building widget.
Reverted the UnitInspector.prefab from main because mine had too many changes.
Unscaled btn.Toggle.Bare.prefab
Fixed potential NRE in Possessions.OnHour
Added SliderControl component, hooked up nutrition and temperate meters on SelectedUnitWidget
got possessions using ItemFilter to a compiling state
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
made a start on possessions rework (not compiling yet)
Human initial pool allocation = 16
Removed StatsUtility and fixed potential bug in editor caused by cached definition lookup
GroupStats collection reset
Fixed attributes not being editable (script has new GUID, might require manual reimport of Resources/Data/Definitions/Stats/Attributes folder
Fixed potential exception in Unit.Wearables.Save
ResourceView pooling cleanup
Settlement level building requirements no longer limited to addons on the root building, regular buildings will trigger player placement and wait for a placement callback
Building construction persistence fixes