19,298 Commits over 1,614 Days - 0.50cph!
Cleaning up unit portraits class
Fixed UI.CraftingOrderElement not resetting isCompleted and causing the order listing item to animate out
Crafting stations can expose an order limit (defaults to 20) which is respected by the orders UI
Fixed UI widget activation events being triggered by tweener events when we intend to ignore them
Crafting station tab should now refresh worker slots when the building owners change
Force player tribe portrait update via OnGameReady callback
Unit portrait requests can force a view update
CanFindBuildingForTarget checks stockpiles and writes
Moved the Dispenser OnReplenish event to after the quantity gets updated.
Withdraw from Stockpile interaction.
Added withdraw interaction to can find building that requires this condition
Fixed UnitPortraits key not found
Fixes to withdraw from stockpile action
Various gathering AI bits
Various gathering AI tweaks
Fixed crafting orders UI adding double
CanFindBuildingForTarget fix
Fixed error in UnitPortraits.CreateNewClone when a stranger gets spawned
Moved OnValidate to non-unity method, added button the base DataAsset editor and "validate all" tool to Assets menu
Fixed a bunch of issues with Unit.Morphs
Char creation screen plays animations after trait choices
Fixed NRE when combat anim event is received during char create
Reverted some lost morphs data
Merged various building gathering conditions into one
Withdraw From Stockpile now checks if we can pick up the resulting item
Regenerated enums.
Fixes to make gathering for fire from stockpile work.
Definition.NiceName lazy getter
Asset name caching in database init before warmup
Force customisation unit morphs tick in char create
Added Apply Layer masking option to standard decal shader
No but actually do what i said in the last commit
Fucked off lerping morphs, just set the bone targets on demand. Added custom ranges and anim curve eval for weight blends
Fixed attribute slider point redistrubtion not respecting the min/max values
Normalized curve attribute,
Fixed char create customise widget hiding itself (dont assign close button)
Updated Amplify Impostors to v0.9.1
Recompiled impostor runtime shader
Fixed UIManager loading scenes multiple times
Fixed building preview mesh pool generation using wrong allocation method (was filling main scene with a bunch of preview mesh objects)
Interactions can now be positional when contained, meaning if the entity is contained it will use interaction positions from the containing entity instead of its own.
Fixed BEF-485 When restrating a game the loading screen starts on incorrect value from last state
Fixed BEF-477: Panel on left doesn't update when building construction is complete
Menu scene cleanup, fixed potential for TOD cycles to get saved to config when they should just be copied