userJarryd Campicancel

12,959 Commits over 2,619 Days - 0.21cph!

5 Years Ago
Unsaved change UI changes to communicate when a room cannot be on the ground floor Icon for luxury economy cabin Increased tolerance for exterior window check during room placement
5 Years Ago
Delete balcony after deleting room, more room deletion fixes Fix balconies deleting walls on lower floors New transparent emissive clipped shader Fixed some ship space issues when placing rooms Don't show hire popups on different floors Don't allow click/hover events to go to props on different floors Also filter tooltips
5 Years Ago
Update to 2019.1.5f1 Convert nav elevator system to use chunks Can restrict room placement by floor WIP balcony support
5 Years Ago
Rework Elevator system to support traversing offmesh links between ships
5 Years Ago
New ship transit room - must be constructed on the edges of ships in order to make bridges between ships Bridge mesh and rounding error fixes Codegen
5 Years Ago
Floor mesh toggler now works appropriately for entities spawned on high floors Fixed elevator location and addeed a door to the starter oval ship WIP ship connections for connecting separated ship expansions Manually modify standard clipping to be opaque Show a connection preview when connecting boats
5 Years Ago
More material swaps More materials, fixed damaged effects being spawned on props Seal off interior/exterior spaces, place new exterior archway to connect these spaces Propogate floor level across hazards
5 Years Ago
Don't run hazard systems when there are no hazards Merge branch 'master' into floors Job popups now respect viewing floor
5 Years Ago
Don't run hazard systems when there are no hazards
5 Years Ago
Fixed being able to delete or eyedrop the elevator Added a menu item to reset the clip level to max Reworked ceiling clip system to use new floor clipping system instead of the old ship shell faders Exception fix Railing improvements, less holes in the side of ships
5 Years Ago
Floors cost money to purchase Fixed line breaks on floor upgrade widget Show control prompts when building floors Plop and audio cue fx Better purchaseable UI display for floor upgrades Build floor condition Fixed prop placement not respecting floors Resources can only connect on the same floor - can no longer have power/water on one floor and receivers on another Some space check fixes for room placement Unsaved Navigating units now update their floor
5 Years Ago
Disable TechTreeElement custom editor, was breaking Entity Selector attribute More navigation fixes for floors Disable elevator Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors First pass on exposing floor placement for players Adds a floor upgrade option to the structural section of the build menu WIP UI when building floors
5 Years Ago
Unsaved
5 Years Ago
Refactor build space data on ship expansions to support floors Added custom floor layouts for starter ships More room space refactors to support parts of a floor being marked as indoors or outdoors Instanced props now use original shader for shadows, which prevents higher floor shadows affecting lower floors Enforce elevator placement Fixed units not being able to move up and down in an elevator, fixed units selecting walk to locations on the wrong floor Update clothing mask with clipping Reworked, better clipping shader. Applied to all character skin materials More material swaps
5 Years Ago
Basic floor clipped version of the unity standard shader Updated a heap of shaders with new clipped versions Really dodgy implementation of an elevator More material swaps + elevator work
5 Years Ago
Basic controls to switch floors New composite detail shader with floor mask support, fixed some room placement issues Added a console command to add floors, tweaked floor offsets to eliminate clipping Update placement to repsect floors
5 Years Ago
WIP floors support
5 Years Ago
Rubbish now causes a new negative status effecet on nearby passengers, rather than just silently ticking down hygiene Restock jobs now use the supplier rooms of a the room the prop is in, rather than an EntityFilter Update entity packages and fix being able to place walls outside of the ship space
5 Years Ago
More water tweaks Unsaved Fixed being able to rotate some ship expansions that shouldn't be rotateable Refactor some hazard stuff Added progress bars to the hazard notifications New radial effect applier component, passengers close to vomit puddles will now grossed out Fixed some need calculation bugs Removed massive allocation every time a passenger drops rubbish
5 Years Ago
Can track jobs completed with clicks via score metrics WIP support for placing free standing walls More placement edge cases Process purchase costs Sprite and description
5 Years Ago
Convert sell items metric to track value and totals solds
5 Years Ago
More score metrics to track all of the new types of food New IncomeFromProp score metric Added a new entity selector dropdown that displays a new searchable selection of options instead of having to use the project view New income by passenger type metric WIP new graphs for lifetime financials panel Move charts to a namespace Convert chart labels to text mesh pro More metrics for retail stores, more work on charts New line chart, show income over days
5 Years Ago
Storm end notification Boilerplate for turbulence event Reenable sickness, hook up effects and job click configs Fixed exception when click completing jobs that don't pool Fix influence objects not cleaning up when disabled New gyroscope room that prevents nearby passengers from getting sick Show influence radius when placing rooms Start and end notifications for turbulence New persistent widgets for active turbulence and thunderstorms New categories and preview thumbnails for new rooms
5 Years Ago
WIP rain effects for thunderstorm Added rain sfx WIP lighting rod room to absorb incoming lightning strikes
5 Years Ago
Thunderstorm controller now runs an override post volume profile + lightning strikes Notifications and sfx for storms Fixed pooled particle systems not replaying again when deployed from the pool
5 Years Ago
New system for props to be completely broken - once broken they can't be used and must be repurchased More broken roots Clear fire job is fire gets pooled Can now adjust damage range of fire Added influence tracking for sea sick safe areas Compile fix Tweaked how staff rooms define what jobs staff can do Can now remove a target generator from an action chain without the inspector throwing exceptions Updated put out fire action chain to no longer need fire extinguisher dispensers WIP fire wardens office room for putting out nearby fires Boilerplate stuff for thunderstorms
5 Years Ago
Fix compile error Update water leak prefab New hazard controller singleton to periodocally start fires and water leaks Click configs for putting out fire and mopping up pudlde, sfx and effects for fire Unit influence checks are now done in jobs Puddle job click sfx and particle effect Burst compile the influence tracker
5 Years Ago
More water tweaks Refactor some fire stuff to work generically for puddles
5 Years Ago
Contain fire to ship space Moved prop durability into jobs Remove old collider from fire Fixed burst compilation in prop degradation Fire deals damage to props Don't process durability on archways
5 Years Ago
More ocean tests Minor action chain optimisation Moved the bulk of fire systems into jobs Added an editor pref to disable modal tutorials
5 Years Ago
More water experiments Fixed not being able to place props
5 Years Ago
Potentially fixed some issues that were making units move without playing their walk animation
5 Years Ago
Fixed all units getting their positions reset to 0,0,0 after loading the game Codegen Fixed codegen not saving serialised component data Fixed disposed flag not being reset after loading a game Converted the process for passengers finding talk targets into a job system Some minor wall creation optimisations Trying out a new prepool system to speed up instantiation of new ship expansions Walls will no longer trigger neighbour logic if they are of different types
5 Years Ago
Fixed tiki bar not being marked as exterior only Fixed a balloon reference when placing an expansion Refactor rotation logic to function universally across all placement modes More work Added a rotation line for better guidance
5 Years Ago
Fix endless loop when changing price of a prop
5 Years Ago
Trying out some new water stuff Potential fix for error spam when quitting a session
5 Years Ago
Make hud popups non-interactable while placing rooms
5 Years Ago
Reordered some tech unlocks Show room space dimensions in purchaseable details Play tab click sounds when placing rooms Restock tweaks for buffet tables Tiki bar luxury level Better material on bubble wedge Added a glowing coals shader for the rocks in the sauna pit Added dedicated sleeping action chain
5 Years Ago
Fixed rooms that don't have max passenger counts from triggering the overcrowded warning Merge branch 'master' into demo
5 Years Ago
Fixed rooms that don't have max passenger counts from triggering the overcrowded warning
5 Years Ago
Attempting to track down infinite trash pick up bug Fixed disembark process breaking Merge branch 'master' into demo
5 Years Ago
Attempting to track down infinite trash pick up bug Fixed disembark process breaking
5 Years Ago
Disable auto replay mode after replaying Fixed a misleading label on the concurrent passengers objective Merge branch 'master' into demo
5 Years Ago
Fixed a misleading label on the concurrent passengers objective
5 Years Ago
Revert "Speed up intial traffic controller ship" This reverts commit bc54ca7b79265697367ef7ee68ffe0a794a64264. More fixes for missing restock jobs Safeguards to stop more passengers boarding than there are rooms Merge branch 'master' into demo
5 Years Ago
More fixes for missing restock jobs Safeguards to stop more passengers boarding than there are rooms
5 Years Ago
Fix time progress not unlocking after completing starting tutorial Starting expansions no longer cost money Fixed rooms purchased as part of a tutorial not playing the spend cash sfx Moved HudPopups to be below most of the HUD Potentially fixed case where props that are out of stock will never get refilled Fixed overlapping id on balloon-coffee Merge branch 'master' into demo
5 Years Ago
Fix time progress not unlocking after completing starting tutorial Starting expansions no longer cost money Fixed rooms purchased as part of a tutorial not playing the spend cash sfx Moved HudPopups to be below most of the HUD Potentially fixed case where props that are out of stock will never get refilled Fixed overlapping id on balloon-coffee
5 Years Ago
Build demo with -release
5 Years Ago
Turn on incremental gc, bake reflection probe on awake in sandbox Move viewing lounge to proper tech tree location More what's new content Refresh sauna job Deleting a room with staff members in it now deletes the staff members Fixed resource hud popups being left on after deleting a room Moved room overcrowding toggles out of update and into jobs HUD popup nre fix Null out images before changing them in main menu logo, build notes, tech tree Decrease frequency of radio frequency events Tweaked star colours of currenct satisfaciton HUD Fixed missing icon on cheap clothing store Remove old luxury level field on props Clamp camera zoom level at very high frame rates Book case now uses stock Fixed some rooms still costing money during tutorial Fix some categories on utlity Maybe fixed a case where a prop wouldn't show a restock job indicator Updated old contracts to use new conditions, changed prereqs so they unlock, added two new satisfaction contracts Merge branch 'master' into demo