userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

6 Years Ago
Fixed missing runtime data exception on MeshInstanceManager More tiki bar work, fix room areas not respecting blocked wall locations
6 Years Ago
Unsaved Project version Woops, commit again Navigator can now detect when it's stuck and trigger a repath Build notes and control prompts no longer block clicks
6 Years Ago
Move repair logic to staff out of maintenance Added cloud shadows package, hooked up in main scene Convert some overcrowding ints to boosl now that we're in modern burst Overcrowded transforms are now updated as needed, rather than checking every frame, every passenger New company icon, updated ship entrance Fix service staff error Update default starter blueprint Fix blueprint load not getting company logo material Fix company secondary colours not being reflected on outside trim Updated both scenario starting blueprints Food supply room icon Power and water dedicated rooms now offer more power/water than the standard utilty room and can reach further WIP tiki bar Moved wall neighbour calculations into threads, should speed up placing rooms and expansions Wall tweaks Fixed Premium lounge always requiring power Don't show resource popups for rooms that have met their requirements Update resources tutorial, convert tutorial panel to tmpro Updated resources contract to include food and new conditions, remove old deprecated staff contract Condition fix Hacky fix for sprite update changes not occuring in 2019.1 Colour swapper NRE fix Fix hud popups being depooled with their minimised state remembered Fixed the staff hire point popup wrong pivot Added a small fade out animation when player click completes jobs Came up with a really bad solution for unity's image color setting bug on the category widget First pass on What's New Unsaved Project version Woops, commit again Merge branch 'master' into lwrp More material fixes Unsaved
6 Years Ago
Came up with a really bad solution for unity's image color setting bug on the category widget First pass on What's New
6 Years Ago
Fix hud popups being depooled with their minimised state remembered Fixed the staff hire point popup wrong pivot Added a small fade out animation when player click completes jobs
6 Years Ago
Update resources tutorial, convert tutorial panel to tmpro Updated resources contract to include food and new conditions, remove old deprecated staff contract Condition fix Hacky fix for sprite update changes not occuring in 2019.1 Colour swapper NRE fix
6 Years Ago
Moved wall neighbour calculations into threads, should speed up placing rooms and expansions Wall tweaks Fixed Premium lounge always requiring power Don't show resource popups for rooms that have met their requirements
6 Years Ago
New company icon, updated ship entrance Fix service staff error Update default starter blueprint Fix blueprint load not getting company logo material Fix company secondary colours not being reflected on outside trim Updated both scenario starting blueprints Food supply room icon Power and water dedicated rooms now offer more power/water than the standard utilty room and can reach further WIP tiki bar
6 Years Ago
Convert some overcrowding ints to boosl now that we're in modern burst Overcrowded transforms are now updated as needed, rather than checking every frame, every passenger
6 Years Ago
Move repair logic to staff out of maintenance Added cloud shadows package, hooked up in main scene
6 Years Ago
Updated models with busted eyelid skinning, fixed premium male scale QualitySettings update Menu branding update Video menu fade .exe icon New company icon assets Hooked up some new company icons Disable clouds in gameplay UI Merge branch 'master' into lwrp Update ASE, remake composite surface in ASE with lwrp compatibility, re-enable mesh instancing
6 Years Ago
QualitySettings update Menu branding update Video menu fade .exe icon New company icon assets Hooked up some new company icons Disable clouds in gameplay UI
6 Years Ago
Material printer editor tool Manifest update Update GPU Instancer to v1.0.2 Unsaved Updated models with busted eyelid skinning, fixed premium male scale
6 Years Ago
Main menu blur fix
6 Years Ago
Update GPU Instancer to v1.0.2 Unsaved Merge branch 'master' into lwrp Fixed upside down blur shader Material fixes
6 Years Ago
Trying out the light weight render pipeline Unsaved Merge branch 'master' into lwrp Composite surface shader in shader graph Unsaved Material printer editor tool Update composite detail materials to new composite shader Shader graph version of citizen clothing mask Manifest update Merge branch 'master' into lwrp Update render pipeline asset New ocean shader More water work Half dome in background Fixed some materials More material changes Updated blur shaders to use new grab pass version
6 Years Ago
Load game fix "equip_item" command now works on editor seleted units Remove old roomareas Remove old paint thumbnails Crossfade land animation on staff spawn sequence
6 Years Ago
Fix build notes not animating independent of time scale New finance tooltip for cash widget Build notes improvements Disable kitchen room Randomise spawn position in staff room
6 Years Ago
First pass on new resource system, just removed some old stuff Merge branch 'master' into resource_rework Resource requirements + supplies (reusing currency asset) More legacy resource stuff removal Room resources popup Added support for resource radius check Show resource popups during placement Room ceiling display, shows when room isn't meeting requirements Merge branch 'master' into resource_rework WIP for showing connections between resource suppliers during placement + some refactoring Merge branch 'master' into resource_rework Merge branch 'master' into resource_rework Merge fix Merge branch 'master' into resource_rework Fixed supply room not showing radius guide Better lines between resource connections, bathrooms now require water resource First pass of resource requirements New food currency and small food room Rename/sort currencies Show currencies in purchaseable details Generate the room resources popup on demand, rather than start Merge branch 'master' into resource_rework Nicer resource popups and more selective conditions for showing them Disable gauge cluster, fix radio reset timing New build notes UI when placing rooms OnUILoaded callback for all entities, show missing resource requirements all the time Added a system to clamp units to the navmesh
6 Years Ago
Nicer resource popups and more selective conditions for showing them
6 Years Ago
Generate the room resources popup on demand, rather than start Cleaner shutdown/session cleanup process Updated ECS packages and fixed some deprecated API usage Marked some passenger types as unavailable so they don't appear in stress spawns Pooling for hud popups Added pooling support for particle effects Skip modal tutorials in editor Burst compile the nearby object lookup Fixed contracts not awarding start cash Disable drunk rampage chain for now More burst fixes, disabled more unused action chains Merge branch 'master' into resource_rework
6 Years Ago
More burst fixes, disabled more unused action chains
6 Years Ago
Updated ECS packages and fixed some deprecated API usage Marked some passenger types as unavailable so they don't appear in stress spawns Pooling for hud popups Added pooling support for particle effects Skip modal tutorials in editor Burst compile the nearby object lookup Fixed contracts not awarding start cash Disable drunk rampage chain for now
6 Years Ago
Cleaner shutdown/session cleanup process
6 Years Ago
Rename/sort currencies Show currencies in purchaseable details
6 Years Ago
Some custom emojis for discord Get rid of serialisation warning WIP rest system - a way for props to pop periodic jobs that require player/staff attention Staff can reset props SFX and particles for retune radio job Replace sheets job for bedding Tiki torch prop Cleanup some missing script warnings Disable staff hire button New master data file, used for storing general non-settings data that isn't per save file Store which modal tutorials the player has seen and don't show them again Another missing script reference Deleting some old UI stuff Click configuration for restocking diner tables Click effects for meat and veg restocking Shrink hud popups that are too far away from the cursor Trying out a new ship point Blender files New jobs tutorial Show stockpile radius during placement Unsaved Merge branch 'master' into resource_rework Fixed supply room not showing radius guide Better lines between resource connections, bathrooms now require water resource First pass of resource requirements New food currency and small food room
6 Years Ago
Show stockpile radius during placement Unsaved
6 Years Ago
Another missing script reference Deleting some old UI stuff Click configuration for restocking diner tables Click effects for meat and veg restocking Shrink hud popups that are too far away from the cursor Trying out a new ship point Blender files New jobs tutorial
6 Years Ago
Tiki torch prop Cleanup some missing script warnings Disable staff hire button New master data file, used for storing general non-settings data that isn't per save file Store which modal tutorials the player has seen and don't show them again
6 Years Ago
Some custom emojis for discord Get rid of serialisation warning WIP rest system - a way for props to pop periodic jobs that require player/staff attention Staff can reset props SFX and particles for retune radio job Replace sheets job for bedding
6 Years Ago
Update to 2019.1.0b7 for ecs updates WIP 2019.1 API upgrades More wall integration Lots more wall stuff WIP support for external walls Did some cleanup, removed old inventory system Cleaned up some missing component objects Jenkins? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues Merge branch 'master' into 2019.1 Merge branch '2019.1' of SkyCruise into 2019.1 Merge fixes Fix session create not finishing More wall stuff, moving some bit out of ECS, still needs lots of cleanup Unsaved WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix Merge commit '11f898629b87ca68eecb0fcd6dbd869439f667a4' into 2019.1 # Conflicts: # Assets/AnimationBaking/CitizenEconomyFemale.2.Material.mat.meta # Assets/AnimationBaking/PassengerAnimatorComponent.cs.meta # Assets/Content/Props/DoubleArchway.prefab # Assets/Content/Props/Walls/WallRepresentation.prefab.meta # Assets/Scripts/Entities/Props/Prop.cs # Assets/Scripts/Entities/Props/Walls/WallFill.cs # Assets/Scripts/Entities/Props/Walls/WallFillVolume.cs.meta # Assets/Scripts/Entities/Ships/Ship.cs # Assets/Scripts/Generated/Generated.cs # Assets/Scripts/Player/Placement_SurfacePaint.cs # Assets/Scripts/Session.cs # Assets/Scripts/UI/UIPurchaseableDetails.cs Merge branch 'master' into 2019.1 # Conflicts: # Assets/Scenes/GameplayUI.unity # Assets/Scripts/Entities/RoomArea/RoomAreaPassengerCountSystem.cs # Assets/Scripts/Entities/Units/UnitECS/Unit+LineOfSight.cs # Assets/Scripts/Player/Placement_PremadeRooms.cs # Assets/Scripts/SkyCruise.Scripts.asmdef Merge fixes Jenkins Fix units not running action chains Baked hold positions, trigger fix Fix ECS init order, support scaling of animators Sync walking animation state Merge remote-tracking branch 'origin/master' into 2019.1 # Conflicts: # Assets/Scripts/SkyCruise.Scripts.asmdef Another merge fix Added support for look at in the navigator component, disable conversations for now WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Added a pause while in fullscreen panels toggle in settings, defaults to true Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Pie charts can now animate their values in Click configs can now spawn a particle effect New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1 More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes Don't init animation systems if animation instancing is disabled Fixed disembarking logic Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now) Merge branch 'master' into resource_rework Merge fix
6 Years Ago
WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Click configs can now spawn a particle effect Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now)
6 Years Ago
Repair prop click effect Disable staff type checks (for now)
6 Years Ago
WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Click configs can now spawn a particle effect Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now)
6 Years Ago
Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock
6 Years Ago
Update to 2019.1.0b7 for ecs updates WIP 2019.1 API upgrades More wall integration Lots more wall stuff WIP support for external walls Did some cleanup, removed old inventory system Cleaned up some missing component objects Jenkins? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues Merge branch 'master' into 2019.1 Merge branch '2019.1' of SkyCruise into 2019.1 Merge fixes Fix session create not finishing More wall stuff, moving some bit out of ECS, still needs lots of cleanup Unsaved WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix Merge commit '11f898629b87ca68eecb0fcd6dbd869439f667a4' into 2019.1 # Conflicts: # Assets/AnimationBaking/CitizenEconomyFemale.2.Material.mat.meta # Assets/AnimationBaking/PassengerAnimatorComponent.cs.meta # Assets/Content/Props/DoubleArchway.prefab # Assets/Content/Props/Walls/WallRepresentation.prefab.meta # Assets/Scripts/Entities/Props/Prop.cs # Assets/Scripts/Entities/Props/Walls/WallFill.cs # Assets/Scripts/Entities/Props/Walls/WallFillVolume.cs.meta # Assets/Scripts/Entities/Ships/Ship.cs # Assets/Scripts/Generated/Generated.cs # Assets/Scripts/Player/Placement_SurfacePaint.cs # Assets/Scripts/Session.cs # Assets/Scripts/UI/UIPurchaseableDetails.cs Merge branch 'master' into 2019.1 # Conflicts: # Assets/Scenes/GameplayUI.unity # Assets/Scripts/Entities/RoomArea/RoomAreaPassengerCountSystem.cs # Assets/Scripts/Entities/Units/UnitECS/Unit+LineOfSight.cs # Assets/Scripts/Player/Placement_PremadeRooms.cs # Assets/Scripts/SkyCruise.Scripts.asmdef Merge fixes Jenkins Fix units not running action chains Baked hold positions, trigger fix Fix ECS init order, support scaling of animators Sync walking animation state Merge remote-tracking branch 'origin/master' into 2019.1 # Conflicts: # Assets/Scripts/SkyCruise.Scripts.asmdef Another merge fix Added support for look at in the navigator component, disable conversations for now Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1 More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes Don't init animation systems if animation instancing is disabled Fixed disembarking logic Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander
6 Years Ago
Update to 2019.1.0b7 for ecs updates WIP 2019.1 API upgrades More wall integration Lots more wall stuff WIP support for external walls Did some cleanup, removed old inventory system Cleaned up some missing component objects Jenkins? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues Merge branch 'master' into 2019.1 Merge branch '2019.1' of SkyCruise into 2019.1 Merge fixes Fix session create not finishing More wall stuff, moving some bit out of ECS, still needs lots of cleanup Unsaved WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix Merge commit '11f898629b87ca68eecb0fcd6dbd869439f667a4' into 2019.1 # Conflicts: # Assets/AnimationBaking/CitizenEconomyFemale.2.Material.mat.meta # Assets/AnimationBaking/PassengerAnimatorComponent.cs.meta # Assets/Content/Props/DoubleArchway.prefab # Assets/Content/Props/Walls/WallRepresentation.prefab.meta # Assets/Scripts/Entities/Props/Prop.cs # Assets/Scripts/Entities/Props/Walls/WallFill.cs # Assets/Scripts/Entities/Props/Walls/WallFillVolume.cs.meta # Assets/Scripts/Entities/Ships/Ship.cs # Assets/Scripts/Generated/Generated.cs # Assets/Scripts/Player/Placement_SurfacePaint.cs # Assets/Scripts/Session.cs # Assets/Scripts/UI/UIPurchaseableDetails.cs Merge branch 'master' into 2019.1 # Conflicts: # Assets/Scenes/GameplayUI.unity # Assets/Scripts/Entities/RoomArea/RoomAreaPassengerCountSystem.cs # Assets/Scripts/Entities/Units/UnitECS/Unit+LineOfSight.cs # Assets/Scripts/Player/Placement_PremadeRooms.cs # Assets/Scripts/SkyCruise.Scripts.asmdef Merge fixes Jenkins Fix units not running action chains Baked hold positions, trigger fix Fix ECS init order, support scaling of animators Sync walking animation state Merge remote-tracking branch 'origin/master' into 2019.1 # Conflicts: # Assets/Scripts/SkyCruise.Scripts.asmdef Another merge fix Added support for look at in the navigator component, disable conversations for now Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1 More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes Don't init animation systems if animation instancing is disabled Fixed disembarking logic
6 Years Ago
Don't init animation systems if animation instancing is disabled Fixed disembarking logic
6 Years Ago
Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes
6 Years Ago
More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles
6 Years Ago
Added a pause while in fullscreen panels toggle in settings, defaults to true Pie charts can now animate their values in New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1
6 Years Ago
Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances
6 Years Ago
Unsaved
6 Years Ago
Some sfx for hiring staff
6 Years Ago
New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes
6 Years Ago
Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room
6 Years Ago
Added a pause while in fullscreen panels toggle in settings, defaults to true Pie charts can now animate their values in New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load
6 Years Ago
New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs
6 Years Ago
Click configs can now spawn a particle effect
6 Years Ago
Pie charts can now animate their values in