19,298 Commits over 1,614 Days - 0.50cph!
Fixed overlay UI canvas not being hidden when current screen is toggled (fixes save game snapshots showing the quicksave overlay)
Rename MachineProcess.OnDestroy -> Reset
Rename MachineProcess.OnDestroy -> Reset
BuildingView blocker creation in Awake, fixed potential double listening to event
Debug selected entity now matches player selection changes, fixed dropdown selected entities not working
EntityView.Setup-> EntityView.Initialize for clarity
resetting while interacting fixes
VicinityEffectTrigger NRE fix
Debug entity selection cleanup
Compile fix
Vicinity effects component cleanup and trigger pooling
merge from ui branch + fixes
block emote triggers by unit flags, animator sleeping bool
tooltip management moved to its own component on each UI screen
fixed top unit list not being interactable
Morphs checks Data.Enabled instead of the property that also checks if the entity is enabled
Selected overlay on UnitListWidget
Unit panel, inspector, bars etc.
Dont update morph bone targets if parent Unit entity is not yet fully initialized
Fixed exception in Supplies init
Various entity destruction, collection view cleanup
invoke group member added event when loading
Updated post processing package
Stat events now use System.Action<>
Cleaned up morphs init/load
Combat one-time init stuff moved to Setup
Added selected element object to UnitFrame
Fixed unit loading not getting the a prefab for their age/gender combo (and NREing)
Moved dead components setting back to unit init
Fixed UnitSettings.Load not pre-loading
Added error logging to BaseEntity.PreLoadComponents when we couldnt find a matching field for the data type
Fixed UnitPortraits request queue processing causing NRE during load
clear grid positions when an entity enters the pool