19,298 Commits over 1,614 Days - 0.50cph!
UnitAttachments unfuckery
Fixed unit inspector tabs hiding themselves
Added bool to BaseUIObject which defines whether or not we use the first available top level Tweener component for state animations and callbacks (defaults to true, set to false if you want a tweener on the top level that doesn't drive the element's object active state)
Group progression init cleanup
Unit inspector tabs. open from unit frame WIP
More building persistence and container fix
UnitAnimation and UnitAttachments pooling fixes
Added support for rect/drag command flagging via the command UI
Reset entity interactable state properly
Fixed command buttons not working
Fixed fleeing getting stuck (although it's still a bit janky)
State cleanup Tree, Trap, Wearable, Growable, Resource
State cleanup ItemContainer, ItemAttachments, Decay
EntityComponent.Enabled checks parent entity != ull && enabled
Entity destruction cleanup as coroutine
Fixed entities being disabled when created by the pool factory method
Fixed settlement setup NRE
Fixed Personality.Setup NRE (moved to first time init)
Refactoring of entity loading and first time init
Fixed entity components not loading
changed AbilitySettings.All to AbilitySettings.GameReady
Moved a bunch of stuff to Agent constructor
InfluenceAndTerritory cleanup
More (Collections, Diplomacy, GroupKnowledge, GroupNeeds)
More (Supplies, Dispenser, Machine, Influence, Ignitable, Ownable, Vehicle, Vicinity Effect)
More component pooling cleanup (CraftingStation, ResearchStation, Stockpile, Container, Corpse)
Various entity/component state cleanup and refactoring
Logging for missing entries in the component map
Agent NRE fix when controller is nulled
MFM, singleton widget editor warning of duplicates being a bad idea