userJarryd Campicancel

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

6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Commit
6 Years Ago
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
6 Years Ago
Faster navigation calculation (from perf branch) WIP need refactor (cherry picked from commit f56fecac8fdf9405566a3fdaba3ba1d594897373) More wip needs (cherry picked from commit 3395a88d33f3ecd623ed880fd4a8812b495561ea) Hook up global multiplier (cherry picked from commit 1df92d6370e4af4e4279bee04a12e9d90d7b2479) Hooked up all needs, more optimisations (cherry picked from commit 7d5bb019c2a7e8cf69f10a78898399e8277dc517) Update need storing stats, needs are now serialised Merge branch 'master' into ocean Merge fixes, notification when passengers board Mousing over entrance shows time to next passenger boat
6 Years Ago
WIP need refactor (cherry picked from commit f56fecac8fdf9405566a3fdaba3ba1d594897373) More wip needs (cherry picked from commit 3395a88d33f3ecd623ed880fd4a8812b495561ea) Hook up global multiplier (cherry picked from commit 1df92d6370e4af4e4279bee04a12e9d90d7b2479) Hooked up all needs, more optimisations (cherry picked from commit 7d5bb019c2a7e8cf69f10a78898399e8277dc517) Update need storing stats, needs are now serialised
6 Years Ago
Faster navigation calculation (from perf branch)
6 Years Ago
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)
6 Years Ago
Citizens update Update bathroom prop Fixed first play control tutorials not operating in unscaled time Don't set staff video every time player clicks a button Citizens update, implement new vending machine model 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
6 Years Ago
Citizens update, implement new vending machine model
6 Years Ago
Casino floor icon Better wall painting for premade rooms Tweaked some foam
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Disable temperature calculation per-unit, disable temperature management props Fixed entity Ids not being assigned to filter data after a load Get rid of allocation in GetEntityWithId Lower default entity array size
6 Years Ago
Citizens update Hooked up new radio prop Fix cargo stacks NRE on load Fixed errors when loading a game that was late in the day Rider update Fix some baggage pooling issues Unsaved changes Merge branch 'master' into entity_filter_jobs Citizens update, implement jukebox UnitVisuals can now be pooled Unsaved Citizens update Update bathroom prop Fixed first play control tutorials not operating in unscaled time Don't set staff video every time player clicks a button Merge branch 'master' into entity_filter_jobs Fixed targets getting misassigned, fixed getting queue position allocating memory
6 Years Ago
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
6 Years Ago
Don't set staff video every time player clicks a button
6 Years Ago
Citizens update Update bathroom prop Fixed first play control tutorials not operating in unscaled time
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Premade room conditions Update Resources contract
6 Years Ago
Typo fix Citizens update, implement jukebox UnitVisuals can now be pooled Unsaved 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
6 Years Ago
Unsaved
6 Years Ago
Citizens update, implement jukebox UnitVisuals can now be pooled
6 Years Ago
Staff Room, Power Generator Room, Water Tank Room Categories for premade rooms Eyedropper supports rooms Disabled a bunch of props that are room exclusive
6 Years Ago
Added support for a room to require an exterior wall (for windows) Thumbnails for rooms Ship now boards passengers based on available rooms
6 Years Ago
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
6 Years Ago
Can now rotate premade rooms
6 Years Ago
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
6 Years Ago
WIP premade room placement Basic wall building controls Citizens update Hooked up new radio prop Fix cargo stacks NRE on load Fixed errors when loading a game that was late in the day Rider update Fix some baggage pooling issues Unsaved changes 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
6 Years Ago
Unsaved changes
6 Years Ago
Rider update Fix some baggage pooling issues
6 Years Ago
Fixed errors when loading a game that was late in the day
6 Years Ago
Fix cargo stacks NRE on load
6 Years Ago
Citizens update Hooked up new radio prop
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
6 Years Ago
Catch for null entity results, faster movement checks WIP need refactor More wip needs Hook up global multiplier Hooked up all needs, more optimisations Some reorganisation Switch entity filter to IJobProcessComponentDataWithEntity GaugeController allocation fix Stagger decision making over multiple frames (still has issues)
6 Years Ago
First pass, convert all direct method calls into calls with action callbacks Compiling, but not functional jobbed entity filters Actual results from the entity filter system Add support for ProvidesItem and Distance filters CustomChecks, method overload updates Cache profiler strings on UnitActionChains Profiler fixes
6 Years Ago
Removed LOD2 and LOD3 from some small items of clothing Replace real time portraits in staff screen with premade video
6 Years Ago
Backdrop tweaks, starting expansion stuff Basic boarding/traffic control Codegen Merge branch 'master' into grounded WIP blimp movement Rotation fixes, rider updates Better ship gates Trying out a new passive research system Merge branch 'master' into grounded Disable weight consideration Flight status widget WIP passenger check-in flow Smartobjects now have a fallback interact duration if no NeedReplenisher is available Can skip security stage via unit settings Some line logic tweaks Wall mounted ship entrance, force AI tick when an AI is spawned Disable helium tank Incoming ships text display WIP incoming flights UI Fixed boarding state not being incremented Ticked DM's are now updated every frame, FindEntity can now sort by prop heat Better landing logic Better take-off logic Fixed a serialisation issue on ShipGates, manifests Check in counter model WIP car drop off Better car drop off curve More cars Fix ships being able to disembark early Models for ship gate Stop adjusting shadow distance at runtime Better backdrop grass texture and directional light settings New archway that only lets checked in passengers pass, bug fixes Tweak to prop heat calculation WIP airline contracts Airline contract panel acceptance Acceptance logic Disable background props that are covered up by buildings Fixed grid manager not updating Contracts expire, more ship handling WIP schedule management Hooked up last few bits of flight scheduling, fixed flights not leaivng if they are late UI tweaks, show current hour on UI WIP conditions/metrics for tutorials More tutorial flow Don't show weight on purchaseable details Fixed case where background props wouldnt be disabled by expansions Props can disable background props Enforce maximum contracts count Show active contracts in contracts menu Can now override notification sprite Pop a notification when an airline contract is completed New sub categories Update expansion previews Tooltip when hovering over blimps Don't run quests Smartobjects can now specify a specific type of required worker WIP Security checkpoint Disable baggage stack prop, include security checkpoint in tutorial Contract tweaks Trying out optional objectives on airline contracts Notification when completing optional objectives Can mark which metrics to use in objectives New metrics for checking in and security Removed some ship references Jenkins project version Jenkins Better ship entrance Build fixes Better passenger inspector Chairs now replenish fatigue, disabled beds Disabled cabins and sleeping rooms New archway, updated icons Some small QOL improvements to EntityInspector Show progress of contract optional objectives TMP & Some conversions. New Panel_BuildMenu Proper filtering on thumbnails. EntityPurchaseWidget Icons Missing TMP Various build menu related. Cleanup Fix Various TMP fixes. BottomBar anim stuff Icon stuff GameplayUI WIP Hooking some text up Merge branch 'master' into grounded New research station prop Research lab room area, buffs research rate with luxury Control tower icon for airline contracts panel Merge branch 'grounded' into passive_research WIP tech ordering system Particle effect for research points earned Show points per minute on the tech panel Converted some tooltips to TextMeshPro Fixed being able to place overlapping boarding gates Update research contract Ships now depart after an hour even if all passengers haven't boarded Fix manifests being generated outside of the content folder Can now rebuild all manifests Don't end the day until all ships have departed Callback for assets being created Manifests are now automatically udpated when creating an asset in the Content folder via the Creator tool Fixed passengers lining up in the wrong direction on security checkpoints Delete prefabs on build menu Jenkins Disable net manager Tech tree inspector now displays some warnings about any misconfigured techs Cleaned up some deprecated stuff on the tech tree Don't show decals in build menu, more tech cleanup Disabled balloons on a bunch of expansions Add grounded backdrop scene Codegen Fix ships stats not updating when game is run from main menu Fix errors when accepting contracts before placing a starting expansion Replaced routes modal tutorial Water and power can now run indefinitely over distance Lowered new and contract stickers on entity purchase buttons Fixed contract highlights on right side of bottom bar always highlighting Merge branch 'master' into grounded WIP grounded default furniture Fix entrance not being included in blueprint More blueprint stuff Fixed not having any contract slots when starting a new game Disable cargo point prop Contract availability is now respected when loading contracts, disabled a bunch of deprecated contracts Don't auto place starting expansions when loading a blueprint Added max contracts to minnow and cumulus Fix NRE in smartobject line position calculation Update text description on new game Another line fix WIP baggage flow Fix ship traveller NRE when late departing Tweaked flight tolerances and day duration Increase run speed Fixed airline contract not included in manifest Update starter blueprint with more staff and no traffic controller Lowered price of check in counter passenger fee Staff costs are now deducted at the end of each day Renabled old gauges, turned off overlay toggle Ship traveller now waits a set amount of time before departing (not based on time of day) Ship gates now increase in price linearly Fixed contracts being initialised incorrectly when loading a blueprint Admin Desk prop Research modal tutorial Unsaved Disabled some deprecated techs Don't generate old ShipRoutes (hasn't been used in months) Generate more contracts based on max contracts stat Stockpiles are now always full Added a skip day button when close to the end of the day and no further flights are scheduled Passengers now arrive earlier for their flights Added a current time indicator to the flight scheduler Fixed happiness widget Update default starter blueprint with a baggage stack Convert flights array to a list to try and deal with serialization issues Can now unlock other passenger types via airline contracts Updated expansion icons and descriptions Placeholder road mesh WIP sunglasses stand Retail registers no longer need to be in a RoomArea, spend points can now equip clothing Hooked up sunglasses stand icon Smartobjects can limit interaction via gender Hat stand prop Fixed category ordering in retail section Retail posters, buffs nearby souvenir sales Disabled exterior ship expansions and associated props Fix small oval expansion being disabled incorrectly Increase max research slots Can place admin desks and research stations flush with wall Fixed score metrics not showing cash notation Remove reference to this month on financials screem Don't include weather controller in blueprints Delete all passengers, baggage, cars and ships at the end of the day More end of day deletions Fixed research stations not working if placed inside staff rooms Route creation is no longer a tutorial contract New games now default to starting with furniture if player has saves in directory (has played before) Flight status widget now shows flight code Upscale fp logo Simplified and fixed some prop heat issues, heat resets at end of day Lowered decay rate on security checkpoint and check in counter Check in counter no longer earns money Fix showing financial stats for props that don't sell anything Convert ScheduledFlightInfo to a class, seems to serialise better Fix duplicate weather managers in starting blueprint Typo fix in research tutorial Show a pulser on the tech currently being researched Fixed skip day button not animating properly Some event cleanup for baggage Fix memory leak in mesh instance manager Fix beer bottle held item position Tech tree in progress animation is unscaled Fixed pinball machine queue going in wrong direction Hot dogs now replenish 50 hunger Bathroom sink unlocks earlier, disabled landscaping tech More tech fixes, Ice Cream stand is now available in-game Fixed incoming flights widget affected by timescale Increased research station rate Don't finish day until all ships have departed Increase max passengers per car once player starts advancing in game Negative needs are red on smart object inspector Fixed beer bottle rubbish Fix background props not getting disabled after loading Clothing store icon Disable stockpile while travelling option Fixed economy contract not starting Rescaled transport economy/premium passenger counts Don't line up for things if the line is full Updated a heap of prices Lowered passenger spending money Text mesh pro converter Airline contract widgets bold passenger type, converted to TMPro WIP What's New Turn save errors into warnings in builds Rooms can now lock themselves to a specific passenger type, made a premium lounge First class lounge Whats new LOD window frames, use existing LOD if available Fixed Ice Cream stand LOD Sub category singulars New foliage assets from before Unsaved Some upgrades for check in counters and security checkpoints Fixed exception when placing wine bar Lowered all of the food carts Fixed balloon stand Disable Traffic OnGUI Purchased clothing now gets overriddeden by later purchased clothing (stops infinte hat stacking) Added a scroll indicator for airline contracts Added scroll indicator to manage tab in airline contracts, auto scrolls for placement Optimisations Reenabled shadow/clip adjustment based on zoom Instance some materials Moved some more props into mesh instance drawers Disabled prop static batching Can no longer delete ship gates Disabled shadows on point lights Don't show tech tree notification if research panel is open Added a print_container_stack command to debug the container flow issues people are seeing Unsaved Removed a spamming log Reseach lab is now unlocked much later Souvenir store typo fix and icon Can no longer mount wall mounted props onto the outside of the airport Fix check ins contract repeating after a load (manifest needed updating) Fixed departing passengers analytic not firing Don't spawn a reflection probe via TOD system Surfaces can now block mounted props, block props on ship gate WIP skylight props Update ceiling after skylight deletion ShipTraveller serialisation changes More FlightInfo tweaks One last serialisation fix attempt Zeppelin Chassis model Show airline colour and icon on zeppelins Fixed misaligned airline icons Flight status widget now updates in real time Baggage returns interact point at 0 height to fix units not being able to reach stacked baggage Minor back compat improvements for saves Implemented an entity pooling system Added "clear_all_airline_contracts" to potentially recover some old saves Fixed duplicate skins sometimes being rendered Pool incoming cars Pool stock and need replenishers Fixed skylights generating navmesh Fixed missing icon for skylights tech
6 Years Ago
Fixed missing icon for skylights tech
6 Years Ago
Fixed skylights generating navmesh
6 Years Ago
Baggage returns interact point at 0 height to fix units not being able to reach stacked baggage Minor back compat improvements for saves Implemented an entity pooling system Added "clear_all_airline_contracts" to potentially recover some old saves Fixed duplicate skins sometimes being rendered Pool incoming cars Pool stock and need replenishers
6 Years Ago
Fixed misaligned airline icons Flight status widget now updates in real time
6 Years Ago
ShipTraveller serialisation changes More FlightInfo tweaks One last serialisation fix attempt Zeppelin Chassis model Show airline colour and icon on zeppelins
6 Years Ago
Surfaces can now block mounted props, block props on ship gate WIP skylight props Update ceiling after skylight deletion
6 Years Ago
Disabled prop static batching Can no longer delete ship gates Disabled shadows on point lights Don't show tech tree notification if research panel is open Added a print_container_stack command to debug the container flow issues people are seeing Unsaved Removed a spamming log Reseach lab is now unlocked much later Souvenir store typo fix and icon Can no longer mount wall mounted props onto the outside of the airport Fix check ins contract repeating after a load (manifest needed updating) Fixed departing passengers analytic not firing Don't spawn a reflection probe via TOD system