13,600 Commits over 2,710 Days - 0.21cph!
Auto build placement guides for rooms
Build space blockers automatically
New room entrance blocker type
Soda clipping
Some steam branding stuff
Merge branch 'room_automation'
Fixed rooms on high floors not loading properly in scenarios
Updated medium scenario with proper floor
Added a prompt on quit to give feedback
Better styling on tech tree element buttons
clear_passengers no longer clears staff, added staff-only command
Fixed case where staff room could be filled with deleted staff
Fixed resource line connections not working on floors
Better item slot prefab and tooltip
New meal categories, delivery points can have multiple inputs
Apply effects and satisfaction for meals consumed
Price and satisfaction displays on tooltip
Starting to fill in meal content
Added support for locked meals
Show item info on tech unlocks
Merge branch 'master' into meals
Fixed preview sprite accessor on entity item
Food categories, surface categories in purchaseable menu
Advanced kitchen to cook international dishes
Better styling on tech tree element buttons
clear_passengers no longer clears staff, added staff-only command
Fixed case where staff room could be filled with deleted staff
Fixed resource line connections not working on floors
Serialise interaction points, WIP MealEatPoint variant
New ItemDeliverySystem to allocate destinations to items
Item Factories can now produce multiple items
FIlled in plural descriptors
Can change production on item factories via inspector
Pipe need replenishment from item to replenisher
UI support for changing input/output
Better hold position for newspapers
Added mesh togglers to all of the alert indicators
Lowered volume of radio retune sfx
Showers can now apply a squeaky clean buff that increases happiness
TMPro status effect tooltip
Fixed the oval expansion throwing errors during a save
Don't show preview walls that are in blocked locations
Reordered some techs, floors are now in the first 3 upgrades
Fixed end of month panel throwing an exception
Fixed current cash being blurred while in tech panel
Ship placement is now cancelled after placing the first expansion
Show walls during room placement
Re-enable hazards, fix passengers not returning to normal after fleeing
Fixed exception when trying to save with no save name
Fixed being able to eyedrop paints that haven't been unlocked yet
Fixed leak native arrays in hazard systems
Fixed snack stand being unlocked too early
Readded baby head company logo
Wall fixes for exterior rooms
Doubled time between hazards
Fixed delete mode not working after building floors
Fixed some visual weirdness when zooming out of a ship with floors
Temporarily disabled hazards
Hook up soda can model
Hooked up newspaper model
Fixed stove and poker tables not clipping properly
Pool area now only contains a pool - no deck chairs
New food and utility exterior rooms
Some ship transit fixes
Fixed missing exterior doors for luxury cabins
Fixed transit rooms left on in starter oval
Fixed warning sign clipping material
Better contrast on hazard progress widgets
Better contrast on financial charts
Pinball machine glass clipping
Can now modify clipping height on screenshot camera
Potentially fixed passengers getting stuck while fleeing
Simplified how ship transit rooms affect navigation
Fix financial row error on smartobject inspector
Fixed various floor clipping material issues
Even more clipping stuff
Pool clipping
Fixed has room above check not working consistently
Made multiple colour fade opaque
Basic skydome
Disable hud popups during any placement, not just rooms
Increased bin radius by 50% and removed line of sight check
Fix passengers getting stuck disembarking though load/save
Fixed sick passengers vomiting while disembarking from a ship
Disable timed fires
Putting out a fire via clicking will now put out fires in a small radius
Increased duration of turbulence + thunderstorms
Fix turbulence applying sea sickness to the whole ship at once
Status effects are now displayed in the happiness summary tooltip
Staff entity NRE check
Make some effects run in unscaled time
Starting a fire now scatters several fire instances rather than just one
Tweak sick effect duration and vomit spawn rates
Some NRE fixes
Fix fires not starting in builds
Set sub category for ship transit room
Fixed several placement controllers processing rotations and failing
Fixed eyedropper working over multiple floors
Icon for floor upgrades
Replace with sick puddle with a standard cutout quad
Fixed some food props making people sick
Fixed gyroscope unlocking on game start
Fixed fires and water leaks not working in builds
Cleanup some room stuff
Remove old change ship logic
Fixed rooms getting parented to wrong floor on load
More room cleanup
Rider update
Added a tutorial prompt for changing floors via mouse wheel
Loading screen hints
Fixed weird wall placement on level 3 of oval ship
Rename some ships
Floor layouts for small bubble
Added floor count and size info to purchase info
Fixed exception when placing first expansion
Added ship transit rooms for other 2 expansions
Floor work for small oval ship
Fixed misaligned collider on premium cabin - fancy
WIP new exterior single doorway
Move door controls out to a new, non-entity derived class
Fixed standalone prop placement on higher floors
Fixed wall caps not updating after deleting standalone walls
Ocean tweaks
Hooked up luxury cabin sprite
Transparent clipping for snowglobe stand
More what's new content
Clean up some old tech tree stuff
Move hazard stuff and new premium cabin into the tech tree
Fixed some issues with balconies on upper floors
Fix for rooms with exterior windows building invalid walls
New premium cabin with balcony
Fix pause menu not opening properly
Ocean tweak
Fix not being able to place ships when starting with no furniture
Fix collision box size on various props
Redid the starting blueprints
Fixed build menu tabs not refreshing after placing the first ship
Fix interior walls not loading in blueprints
Redid starter blueprints again
Fixed some load issues with floors
More ocean experiments
Merge branch 'floors' into ocean2
Merge branch 'master' into ocean2
Another gerstner implementation
More ocean stuff
Reorganised what's new folder
Placeholder what's new
New contract for building a floor upgrade
New ship expansion contract
Reordered tech tree to fit new unlocks
WIP changes
More ocean work
More ocean stuff
Tweak reflection probe
Merge branch 'ocean2'
Update instancer bindings
Floor and expansion contracts unlock when player is near unlocking
Update standard clipping shader with new ASE clip node
Fix wall material
Better exterior archway
Better transit room archway and thumbnail
Tweaked starting tech unlock process with expansions
Removed corridors and exterior deck expansions
Show build notes during expansion placement
WIP floors support
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
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
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
Unsaved
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
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
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
Merge branch 'master' into floors
Job popups now respect viewing floor
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
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
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
Rework Elevator system to support traversing offmesh links between ships
Update to 2019.1.5f1
Convert nav elevator system to use chunks
Can restrict room placement by floor
WIP balcony support
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
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
Remove deprecated ship connection entity
Placeholder bridge visual for ship connections
Enforce angle and distance limits when making ship connections
Refactor floor rule system from rooms
Added a floor change toggle to the bottom bar UI
Merge branch 'floors'
Upgrade ASE to 1.6.7 r05
Added a floor change toggle to the bottom bar UI
Remove deprecated ship connection entity
Placeholder bridge visual for ship connections
Enforce angle and distance limits when making ship connections
Refactor floor rule system from rooms
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
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
Update to 2019.1.5f1
Convert nav elevator system to use chunks
Can restrict room placement by floor
WIP balcony support
Rework Elevator system to support traversing offmesh links between ships
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
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
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
Don't run hazard systems when there are no hazards
Merge branch 'master' into floors
Job popups now respect viewing floor
Don't run hazard systems when there are no hazards