13,600 Commits over 2,710 Days - 0.21cph!
Suppress first play on load or when tutorials aren't enabled
Shrunk world distance multiplier, demo branch for jenkins
Lowered intensity of exterior windows
Added a new first play tutorial to teach players the move and rotate controls
New suitcase model, combined renderers
Generic rubbish model
Better radio prop
Hooked up new drinking and eating anims
Holding Alt now lets player tilt camera
Shell fader tweaks
Stress test console command
Fixed staff surface not restricting passenger movement
Switch to FXAA rather than TAA
Two bones per vertex at High quality
Removed a heap of HasFlag
Citizen update
Hair Style 4
Support for randomised sitting animations
Fixed random assignment bitmask
Hooked up new sleeping animations, made animation randomisation more generic
Don't show status effect popups more than once every 10s
Hot Dog stand setup
Moved the line of sight process into a job
Unsaved stuff
Disable nearby surfaces pass, wasn't being used at all
Sped up passenger ExpensiveCallbacks, now processing over 30 units a frame
Profiler
Burst compile mesh batcher jobs
Allocation clean up
Clean up triangle allocation in MeshBatcher
Check if bone gameobject exists before returning it's transform in Skeleton
This was needed in SkyCruise as this was breaking when an Animator was optimised - the bones no longer exist after the hierarchy is deleted.
Trying out a new mesh batching system for walls - merge all walls into a single large mesh
Mesh batcher improvements
Moved parts of the mesh batcher into jobs
Support for left hand held props
More EntityFilter stuff
Better sort in DistanceLight
Reduce shadow distance as camera is zoomed in
Profiler coverage
Fixed some incorrect fire extinguisher calculations
Destroyed props now store what prop they were originally
Distance sorting in EntityFilter is now allocation free and faster
New deferred light shading for point lights
Tweaked graphics settings based on clatter presets
Fixed allocations in UIMapInfoWidget
Fixed allocations in FlexibleScreenSpace
More profiler coverage, sped up some animator processing
More profiler coverage, sped up some entity filter processing
Removed all type checking as part of entity filtering
Refactored job serialisation to use a new JobHandle system, makes job saving less broken
Fixed units optimizing their hold points (deleting them)
Disabled motion vectors on a heap of props
Support for disabling prop batching
Don't run bootstrapper in normal unity scenes
Fixed some duplicate clothing item components
Unit visual hierarchies are now optimised
Fixed some broken clothing references
New Switft winds route modifier
New criminal chance route modifier
Update manifests
Fixed not being able to click on the icons on tech widgets
Can now click during a tech unlock process to speed it up
SkyCruise.StringUtils, improved names in data overlay widget
Placing windows and doorways will now attempt to copy the existing paint over
Fix paint particle effect sometimes playing in the opposite direction
Default quality settings to high
Can now update vsync/frame cap in settings screen
Resolution and full screen controls
Added grid falloff to a bunch of data overlays
New ship ceilings
Fixed hard lock when placing an archway on a wide tile wide wall
Fixed wall replacement props sometimes being able to replace other wall replacements
Some last minute fire suppression fixes
Possible save exception fix
Unsaved
Restock jobs can now be repeated until a prop is fully restocked
Fixed UI still being interactable while rotating a prop
Fixed some paint undo issues
Can override what item is required to restock a prop
Meat and Veg stockpiles and Crates
Vege prep table
Unsaved
Meat and Veg trays
WIP restocking actions
AI successfullly restocks, some restock logic tweaks
Hide cursor and set cursor position back to original position when rotating a prop
Some more category organisation
Increase chess table luxury level
Fixed some save game issues
Fixed passengers not using t-shirt stands
Fixed incorrect behaviour when alt tabbing while placing a wall
WIP undo functionality
Fixed exception when clicking on fire/water leak notifications
Notifications can now replace previous notifications of a specific type
Paint Undo support
Some cleanup
Exposed Music, World and UI volume sliders, relayed out settings screen
Tweaked tooltip display on resource hovers
Bloom, time controls and more Screenshot camera stuff
Fix static batching conflicting with prop move
Side of screen HUD elements now move in when they are obscured by other UI
Disable some logs
Scrolling financial panel, disabled some debug stuff
Moved lots of props into a static batching system, sped up resource calculations
Can rotate ceiling lights
Might have fixed misaligned resource connections
Lowered radio/jukebox audio ranges, fixed some audio proximity issues
Fixed ship entrance possibly being auto sold if player can't meet loan repayments
Categories now have a singular string
Premium cabins will now accept all types of sofas, not just sofa 01
Fix typo in main menu
Fixed external windows not counting towards a rooms window requirement
Tweaked crowd sfx falloff range
Fixed resource nodes being in wrong rotation on load
Console system now saves last 5 commands, expose buttons to trigger them without typing
Fixed weird sorting issue in decor category
Lowered helium tank price, increased weight gain
Lowered economy contract passenger counts
Temporarily disable route modifiers sytem, levelling up a route now awards cash
Fix coffee station missing an inactive root
Some logic to stop passengers favouriting some specific props
Helium tank now only takes up 2x2
Unsaved
NRE fix
Potentially fixed a job loading issue
Some signs for the food carts
Signs glow, toggle on/off based on power state
Halved lights required for lighting contract
Action chains now have prioritry, high prio chains will be run more often
New vendor cart prop, replaced bar with a much smaller prop
Update wine bar to new design
WIP refresh of the passenger stats display
Udpate coffee stand to new design, fixed grid offset
Reworked distance light calculations to use exposed fields in game config
Fixed a contract appearing too early
Randomise rooms that are being populated, fixed a staff load issue
Fixed luxury popup blocking clicks
Looking out a window now restores a small amount of entertainment
Slightly increased time between ship destinations
Wall fix
Potentially fixed a rubbish job issue
Fixed luxury popups staying on forever
Fixed shine effects not running in unscaled time
Entrance fix
Look at target before repairing
Fix some issues where epeople would use items in rooms that aren't theirs
WIP new entrance model
Fixes, hooked up paint surfaces
Reenabled controls help during entity placement
Props can now override their control prompts
More help for room placement and paint modes