6 Years Ago
Delete a heap of flight management code/prefabs
Water plane
Reimplement boarding flow
Passengers now disembark at any time if they are unhappy for a prolonged period of time
Remove admin desks, MaxContracts stat
Merge branch 'master' into ocean
WIP premade room placement
Basic wall building controls
Merge branch 'master' into ocean
Codegen
Show a volume to show room space + blockers
Placement checking, check can afford premade room
Add support for wall replacements, RoomArea placement
Fix some wall placement issues
Support for wall/floor auto painting
Room cost equals combined cost of props
Show premade rooms in entity purchase menu
Deleting any prop in a prefabbed room now deletes the whole room
Can now rotate premade rooms
Merged PremadeRoom class into RoomArea (too much functionality overlap)
New sizing placement QOL fixes, fancy economy cabin + basic common area
Cafe room
Bathroom prefab room
Added lights to each room
No longer need to connect power/water (still need generators and water tanks)
Fixed overlap collider on cafe
Auto setup process for rooms in new prefab scene
Premium cabin, WIP exterior windows support
Added support for a room to require an exterior wall (for windows)
Thumbnails for rooms
Ship now boards passengers based on available rooms
Staff Room, Power Generator Room, Water Tank Room
Categories for premade rooms
Eyedropper supports rooms
Disabled a bunch of props that are room exclusive
Typo fix
Merge branch 'master' into ocean
Shower Block + Premium Cabin - Fancy rooms
Cleaned up some deprecated boarding logic
Show days on board stat on passenger details
Passengers now pay for their room each night
Fixed ships getting stuck in embarking/disembarking loop
Premade room conditions
Update Resources contract
Supply room
Disable some more props
Set a default route + more contract stuff
Don't show disembarking widget
Added Bar premade room
Wine Bar
Fixed water supply room not working
Can now see combined water/energy usage from purchaseable details
Casino Floor + caluclate room price based on builtin props
Disable old RoomAreas
Clothing and Souvenir stores
Sort rooms into proper/existing categories
Show price per hire on room details, disabled some deprecated UI info
Fix lights flickering when power is overflowing
Contracts can now offer any entity for free, starting rooms are now free
Can now toggle blimp mode
Passengers jump out of the ship with a parachute when they are unhappy
Doorways now need to be clear
Hardcode time between locations to 60 seconds
Hygiene decays
New default starter blueprint
Fixed rooms doubling their props after loading the game and parent deserialisation
Loading premade rooms now has special handling for nested entities
Instead of loading an entity from the prefab, the premade room will now attempt to match presaved data to the existing prefab. This is to ensure that props with custom, per room modifications (like lights) aren't wiped and replaced with stock settings when loading a game.
Update blueprint loading for premade rooms
Disable routes button
Updating starting blueprint
Updated some lights
Passengers are now dropped off via cars
Passengers without rooms will now be auto assigned a room if one is built
Buying rooms now deducts cash
Background water moves
Tech is unlocked immediately via cash, driven by multiplier on tech tree
Tug boat prop for dropping off passengers
More room thumbnails
Shorter days, boat foam fx
Extend exterior walls to sink into the water
Passengers float away on lifeboats
UI tweaks
Added a vertical scroll bar to the build menu
Ocean steam branch
Cap passenger count to cabin count
Fixed another passenger capping issue
End of month no longer triggers automatically, must be opened via a notification
Casino floor icon
Better wall painting for premade rooms
Tweaked some foam
Merge branch 'master' into ocean
Pop a notification when passengers leave due to unhappiness
Update ECS packages, rooms now count all passengers that are inside them
Added IsEditingInPrefabScene check on Entity
Added some corner chunks to small oval
Fix exception when placing room
Show passenger happiness all the time, reflect all current passengers (not departed)
Merge branch 'master' into ocean
Merge fixes, notification when passengers board
Mousing over entrance shows time to next passenger boat
Disable ceiling shadows, allow toggle mesh instance renderers
Disable lights, new directional light, disable instancing for now
New skybox
WIP new satisfaction system
Satisfaction/need retrieval clarification
Fixed needs not being clamped properly and ticking in the wrong direction
Fixed not initialising satisfaction array
Fixed soda cans getting dropped immediately
Added satisfaction structs to need replenishers
Don't show needs on passenger inspector
Passenger needs now normalised to 0-100 for everyone
Star slider, satisfaction info scriptable objects
Show summary of satisfaction in room purchaseable details
Applied lots of food/entertainment satisfaction values
Fix rounding on satisfaction values
Show satisfaction on passenger details
Hook up tooltip on satisfaction sliders
Adjusted need values
Average calculation for satisfaction + store most pressing need
Added a widget that shows the most important need of the passenger selected
Show current average star rating
Fix modification array access in jobs
Update saved highest star rating
Disabled some unused complaint paths in ExpensiveUpdate
Remove injects from the passenger coom count system
Rooms now have a luxury level, gets processed along with other stats
Implemented a better system for serialising ECS data
Unsaved stuff
Codegen for new ECS serialisation, attribute driven
Minimum satisfaction is now 0.5
Double sliders for HUD star rating, tooltip for actual number breakdowns
Enable entities for everything
Disable all overworld rendering
Import gpu instancer asset
Fixed some instancer issues
Hooked MeshInstance Drawing system up to GPU Instancer
Instance some more common props
Merge branch 'ocean' into lighting_rework
Merge branch 'gpuinstancer' into lighting_rework
Updated composite_detail shader to support instancing
Unsaved, skin tweaks
Changes?
Tweaked water
Reworked crowding mechanic
Some cleanup stuff, stop sorting needs
Fixed some wall issues, warning cleanup
Better fader on overcrowded room material
Combined citizens
Hooked up new combined skinned mesh renderers, disabled some clothing logic on precombined meshes
Fix hard hat LODS
Fixed overcrowded material getting saved in asset at runtime
Add loadingBlueprint flag to session, add default wall and floor paints
Some renames
Fixed not being able to build rooms in a new session
Fix some bad room placement maths
Fixed some wall rendering issues
Fixed exceptions when pasengers spawn
Merge branch 'ocean' into lighting_rework
Re enable mesh instancing
Disabled more room lights
New sun controller
Fix vsync not properly applying on boot
Fix service LODs casting shadows
Beds replensih fatigue, enable decks
Different defauilt floor texture for outdoor areas
Lower area mesh on outdoor areas
Remove InstantiateViaPrefabInsancer
New exterior lounge area, some new support for exterior rooms and rooms that have no walls
WIP pool prop and room
Fixed some load game issues
Added a notification when a room has been overcrowded for too long
Don't allow needs or satisfaction to go up while a room is overcrowded
Fixed some issues with interact points and navigation checking
Combined deck chair mesh
Combined umbrella mesh
Cache target generator profiler strings
Merge branch 'ocean' into lighting_rework
Sun tweaks
Fixed some weather exceptions
Another weather fix
Readded need sorting
Turned off shadows on most held items
Fixed incorrectly setup text labels on satisfaction tooltip
Fixed cached profiler strings failing on null target generators
Prop cost changes, new Small utility room, small supply room, change default exterior material
Disable crime, disable security guard
New newsagent room, new postcards stand in souvenir store
Removed lights from rooms, made individual lights unavailable
Filling in some luxury and shopping satisfaction values, lots of previews
Show overcrowded indicator on passengers
Proper exclamation icon
Tried to fix the happiness out of range display bug
Some new conditions for new game mechanics
Overcrowding tutorial
Don't allow room placement until an expansion is purchased
Basic satisfaction contract
Fixed contracts not making props free correctly
Fixed category highlights not working for contracts with premade rooms
Update lots of contracts to fit with new game flow
Revert common area room
Added a passenger count contract, update manifests
Citizens update
Updated newspaper dispenser prop
Rename JobHandle to SCJobHandle to reduce ECS conflicts
Rename Entity to SCEntity to reduce ECS conflicts
New default walls and floors
Trying out some ship wedge pieces for the corners
Smooth lerp room placement
Plop particles for room placement
Need and satisfaction can now increase their buffer sizes dynamically
Fixed ship entrance locations
ListView tool to quickly see prop states
More list stuff, filled in some names
WIP what's new
Can finally delete techs from the tech tree
Disabled a heap of props that are no longer placed individually
Disable wine bar prop
Delete all of the tech, start putting together new stuff
First pass on all initial tech unlocks
More tech hookups, sort left to right
Can mark techs to ignore prerequisites
Fixed room bounds being calculated incorrectly on rotated rooms
Disabled ship status text in HUD, relaid out some stuff
Disabled region selector on new game panel
Store last 100 passengers satisfaciton information
Added a new bounds that blocks walls to room areas
Exception fix in action chain
Show averge food/shopping/etc values on satisfaction tooltip
WIP scenario support
Scenario support on main menu
Can start scenarios
Start session contracts at the start of scenario session
Tweaked satisfaciton level condition display text
Added scenario end/start framework, triggers on success
Fail scenario if you go over time limit, notification warning
Mark bp files as lfs
Better scenario starting point, image
Rooms can now be clicked (bounds check isntead of physics)
Catch some NaN's coming out of the needs system
Medium scenario first pass
Added single chairs to instance manager
Various build fixes
Add scenario name to autosave/quicksave filename
New arcade room
New kitchen room
New movie theater room
Add supply room to tech tree and starting contract
Fix sink positions in bathroom
Removed some old stuff from room area inspector, moved inspectors into prefabs
Scenario info in what's new, custom editor for release info objects
Fix being able to place rooms at bad angles by clicking during animations
Updated resources tutorial content
Movie theater applies entertainment need and satisfaction, preview image
Fixed scenario select toggles
Increase bathroom sink need replenishment
Research manager costs, show money on top of research panel
Icons for tech tree
More tech fixes
New diner room
Trying out some ship chassis tweaks
Some what's new content
Typo fix
Unlock bins by default
Reduced tech increase cost by $100
Fixed overlapping ID on tech tree
Fixed some calculations in the satisfaction system
Fixedf several rooms being marked as only usable by room owner
Instance some more props
Added support for props to declare a "stat prop"
When set, the stat prop is used for all stats (needs/prices/etc) instead of the base prop.
This is used int he movie theater, wehre all of the chairs are linked to the theater screen (so sitting in a chair replenishes entertainment)
Fixed bad trigger setup on movie theater
Fixed bathroom sink not applying needs
Remove incoming ships text on gauge cluster
Reomve unneeded UI
New skin randomisation system
More info on scenario panel
Unsaved
Try out screen space reflections
Better exterior materials
Reworked passenger wallet, passengers have unlimited money but spend different amounts
Removed stock system on stockpiles, proper icon
Can now modify unit needs from unity inspector
Overcrowding penalty is now 50%, tweaked bathroom need replenishers
Made a bad fix for the satisfaction calculation bug
empty_all console command
Fixed restocking not working, remove cost to restock
Props will no longer be destroyed by damage/fire, instead become unusable until repaired
Disable fire extinguisher prop, remove references in tutorial
Fixed rooms sometimes not getting navmeshed correctly
Better verbs
eCan't move props inside rooms, don't show shift-click info if prop can't be moved
Movie projector tech icon, shower block is unlocked earlier
Fixed navmesh being generated on top of poker tables
Roulette table nav fixes
Passengers will no longer use props in staff rooms
Added weighting to prop searches so higher satisfaction props should be used more
New Or Operator target generator
New need status check target generator
New targets generators for dance chain, dancing should be much less common
Better need replenishment values on newspaper
Don't let luxury stat go down
Added some ocean sfx when zoomed in
Seagulls sfx
Show times used on smartobject inspector
Don't open ship happiness panel
Show summary of popular needs when mousing over happiness bar
Fixed cash spent UI in passenger details
Instance wall trims, refelct shadow casting mode on instanced props
Added wall paints to techs
Radial need replenishers now update satisfaction over time, instead of once
Instancer exception fix
Fixed dancing nre
New shoe store
Movie theater -> retail
Can disable status effects via asset, disabled drunk effect
New premium common area
Added staff and supply room to easy scenario
Add supply room to medium scenario
Incraesed need replenish rates for a bunch of props
Increased chance of passenger dancing
More weighting for higher satisfaction props, some heat considerations
Fixed spend points not registering nearby registers after a load
Pinball machine fix
Upped a heap of satisfaction values by 0.5
Increased hunger decay speed
Don't allow hazards
Heat fixes
Block eyedropping walls
Passenger boats drop off more passengers, entrance widget updates in real time
Bathroom need text
White need text on important need widget
Foam fx on sphere ship, marked deck attachments as background
Cabin doors should now only open if the room owner is in range (not for everybody)
Basic support for rebuilding walls when building an expansion
Remove month reference on loan widgets
Remove old static batching system
Remove old mesh batcher system (was deprecated by instancing)
Mesh instancing updates, fixed issues with expansions
Fixed expansion corner bits getting disabled incorrectly
Fixed wallet hover text not triggering on passenger inspector
Update default starting ship
Update scenario files
Can now place exteiror pool flush with railings
Stove and prep table only require generic supplies
Rooms can now be marked as requires indoors
Publish to dev
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