19,298 Commits over 1,614 Days - 0.50cph!
Jobs management UI will show all jobs, jobs that require stations are disabled when no slots are available
Building assignment slots have a remove button
Properly fixed bad cursor state from player command buttons
Fixed missing weaver station ownership slot icon
Fixed building inspector crafting/research tab state getting into a mess
Fixed inspector pick research button being interactable when the tech tree has no content to show
Fixed weaving station missing research skill and interaction data (causing an NRE when you tried to view the research tech tree for the building)
Dispenser replenishment can be disabled per season
Berries only grow in autumn
Deconstruction now works (but looks a little janky)
Context menu collates targets and commands
Context menu stays in screen bounds, blocks player input again
Building assignment slots are RMB or LMB
Fixed player command toggles not changing cursor when toggled off via UI click (was fine when using escape)
Fixed TimedButton not stopping audio if you release mouse button early
Fixed delayed tooltips showing after mouse-off the target
ItemActionEventData listens to AIAction events and resets itself
Fixed NRE in PlayerController.EvaluateGeneralTargetCommands
Building worker/job assignment via context menu
Allow player commands to command the interaction already being performed.
Hide depositing of individual items from the UI.
OwnableCondition checks if building is useable.
Command pooling debug logging
COmmand pooling cleanup, implemented IPooled
PlayerController cleanup
GUI save (should fix unit widget buttons again)
ContextMenuWidget.MenuItem returns children to pool when entering the pool
Fix context menu actions getting duplicated sometimes
updated jenkinsfile to unity.Setup( '2018.2.4f1' )
enabled goat spawner in testbox to see if they are fixed
Replaced radial menu with context menu, opens instantly with RMB
Fixed context menu indicator not showing
Fixed unit inspector buttons not working
Fixed need fulfillment not increasing mood back up to pre-needs values
Fixed some warnings related to setting animator IK weight outside of OnAnimatorIK
ObjectPool NRE safety
Game.Version ++ (nuke saves)
Buildings hide their own preview mesh when finished, rather than doing it in PlayerBuildingPlacement
Fixed construction when requirements in order is enabled
Added UIElementPosition.useEntityBounds option (fixes messy alignment of some UI elements with their
Disabled goat spawns on island01 until they're fixed
Fixed EvaluateExpiryConditions NRE
Removed stupid effect state check in removal method
Post pro from package manager
Text mesh pro from package manager, migration
Better stats debugging to show caps.
Potential fix for GroupNeeds cap getting reset and applying bad cap to mood.
Fixed UnitView.Awake NRE
Data, prefabs
Target Filter Condition can now run as a Condition or a Selector.
Relevant conditions in building goal changed to condition.
Building AI partial revert to single goal
Fixed construction renderers and capacity renderers
target filter caching test