Initial tooltip elements attached to buttons. Backed by a shared database of tooltip texts, docs (and more testing) incoming.
Not entirely happy with how this works, but it's probably the simplest method to ensure inventory items can find tooltips (otherwise it's going to need regexp to happen, plus, I kind of prefer the button next mandating a space between <itemname> and x<quantity>)
Short to Long name conversions.
Reorganised the code to handle tooltip display/updating, added some of the interface calls to setup tooltip data for items and shit. It's not ideal, but it's a workable solution in the short term, that we can expand later pretty easily, if and when the requirement comes up.
Fixed a charcreation perk bug.
Documented the tooltip database shit somewhat, clarified intentions, some future directions to go -- will sit on complicating it until we identify a need to do the work/actually complicate shit up.
Fiddled the button tooltip interaction code to make its flow nicer; will update an in-place tooltip where appropriate, and hide it correctly if and when a button "action" changes the buttons displayed.
Added the initial stuff for all the current items to properly add their data to the tooltip db
Removing the test cheat shit - it's served its purpose now.
Renamed EmbeddedAssets to StatusIcons, updated references
Starting to rebuild the left side bar. Playing around with ideas for how to remove the bust images from the FLA, and move over to a similar system to status effect icons. Might need some more complications/work to enable some potentially handy features (like setting/getting offsets for each individual image etc). Still need to poke the rest of the code to use this system, I'll do it once all the other side bar elements have been built.
Mangling the existing UI whilst I build up the new coded variant.
Code re-use? In MY TiTs? Its more likely than you think!

Using pre-build UI components to build the enemy enounter stats.
GOTTA COUNT THEM PIXELS YO.

Hand-tweaked padding for some label positioning values because TextFields are batshit.
Adding some more vector path sources (Illustrator) files that I've broken out into raw SVGs; easier to work with in Inkscape than Illustrator.

Starting to build up a new button class, need to get the icons in from the vector sources as prep.
Building up the button block + button class for the side bar
Buttons + Glows working!
Chasing down shit that needs to be rewired for the new sidebar layout
Wiring done, time to fix inconsistencies.
Wired up, busts working.
Leaving a note for later perusal.
Added support for button tooltips to the menu buttons. Discovered issues with the bust selection wrt to Rival/Jack/Jill, need to figure out what do