userJarryd Campicancel

13,532 Commits over 2,710 Days - 0.21cph!

6 Years Ago
Abstract item offsets into a standalone asset Some blendshape controllers for citizen stuff
6 Years Ago
Fixed several baggage issues
6 Years Ago
Lowered ceiling lights and fire sprinklers for new ceiling height Fixed an endless loop Fixed navigation around doors
6 Years Ago
Updated more shaders to work in world space Fix doors and windows being affected by fire Units now look at targets when doing some actions
6 Years Ago
Fixed some prop scales, adjusted bunk bed offset Unsaved
6 Years Ago
Fix some legacy staff data Fix some bad data on floors preventing serialisation
6 Years Ago
Fix blog link, add to pause menu Fix not being able to place pot plants Fix incorrect position for missing power/water icons Tweaked dof settings
6 Years Ago
Don't allow ship to disembark until there are passengers to embark
6 Years Ago
Blog link in main menu
6 Years Ago
Passengers will now look out windows
6 Years Ago
Shrunk fire and water hazards down to new scale
6 Years Ago
Switch colour profile
6 Years Ago
Update rubbish bin WIP What's new for August Lowered texture res of some materials, tweaked post settings, can now set post setting per biome Disabled prop cheer
6 Years Ago
Fixed dummy sizes when placing props
6 Years Ago
Only show room fill animation when a room is first placed, fixed some visual issues Fixed weird mouse offset when placing a wall
6 Years Ago
Fixed being able to shift paint windows and paint the exterior of the ship FIx room inspector showing enclosed text incorrectly Potentially fixed neighbour issue on walls with windows
6 Years Ago
WIP world space shading for floor tiles Delete amplify attempt First pass on dynamically generating mesh for floor paints Paint support Added support for drag painting floor paint Converted the composite detail shader to a world space triplanar setup Cash paint setup Unsaved Hooked up nav mesh areas on new paint volumes Some optimisations
6 Years Ago
Hooked up nav mesh areas on new paint volumes
6 Years Ago
Unsaved
6 Years Ago
WIP world space shading for floor tiles Delete amplify attempt First pass on dynamically generating mesh for floor paints Paint support Added support for drag painting floor paint Converted the composite detail shader to a world space triplanar setup Cash paint setup
6 Years Ago
Turned on fake ambient lights on exterior windows
6 Years Ago
Citizen assets Female citizen Updated Rubbish Bin Update stockpile Merge branch 'master' into citizens Merge branch 'master' into citizens Update from CItizens repo Merge branch 'master' into citizens Hook up new stove Switch to regular models
6 Years Ago
Fixed some window issues, deleted some old unused stuff Passengers can sit in chairs while idling
6 Years Ago
WIP AI rework Merge branch 'master' into ai_rework Setup idle actions, action chaining, replaced wander logic Need replenishment stuff Reimplented lines in new system Merge branch 'master' into ai_rework Refactor targets, some custom editor stuff Added And/or support for target generators Start of job work Rubbish pick up action chain Mop up action chain Empty Bin chain Baggage chains Staff can wander around if there is nothing to do Repair prop chain Put out fire chain Merge branch 'master' into ai_rework Better line logic for passengers Cleaned up heaps of now deprecated passenger AI stuff Deliver meal chain Remove old job logic, fixed work at logic Merge branch 'master' into ai_rework New fidget emote, triggers after wandering Unsaved Dance emote Added a dance action chain Bake dance position More idle behaviour More stuff Merge branch 'master' into ai_rework Staff resume jobs after loading
6 Years Ago
Removed old canvas text objects from RoomAreas Lowered radius of jukebox, removed some unneeded colliders 6 new contracts to transport passengers per month Tooltip manager is now a prefab, can use regular tooltips in menu Removed TextMeshPro, will replace with Package manager version when needed Fixed some issues after loading walls Month Duration and Need decay game config options More idle behaviour More stuff Merge branch 'master' into ai_rework
6 Years Ago
Month Duration and Need decay game config options
6 Years Ago
Removed old canvas text objects from RoomAreas Lowered radius of jukebox, removed some unneeded colliders 6 new contracts to transport passengers per month Tooltip manager is now a prefab, can use regular tooltips in menu Removed TextMeshPro, will replace with Package manager version when needed Fixed some issues after loading walls
6 Years Ago
Dance emote Added a dance action chain Bake dance position
6 Years Ago
Install SRP, HDRP, Updated Post Processing, deleted eunused shaders Made a HDPipeline asset and hooked it up
6 Years Ago
Unsaved
6 Years Ago
Exterior wall bottom caps. Merge branch 'master' of SkyCruise Merge branch 'master' of SkyCruise Window prefab improvements & glass meshes. Better line logic for passengers Cleaned up heaps of now deprecated passenger AI stuff Deliver meal chain Remove old job logic, fixed work at logic Merge branch 'master' into ai_rework New fidget emote, triggers after wandering
6 Years Ago
Refactored the exterior and exteriorbot pieces to include the mid/underfloor padding. Added UVs. Windows with actual holes. MatID fix Backup Unified materials for exterior walls Fixed the exterior L/R straight UV mismatch Lighting/post tweaks in sandbox Wall improvements. More Faked some SSS on clouds (for now) Grid & placement improvements in Sandbox. Exterior walls default to the correct material. Exterior walls don't get rendered twice. Added CFX 3rd party. Some post tweaks. More sandbox post/lighting. Scanline filter in sandbox just to shock Jarryd. Youtube prank gone pregnant. Project version to 2018.2.3f1 Fixed some issues placing walls near exterior walls Disabled the bottom edges on rooms Small UI alignment fix Exterior window setup Expose archway UI alignment shit Merge branch 'master' of SkyCruise Didn't need this folder anyway. WIP Creative mode Exposed new paintings for in-game use Exterior bottom trims Add a toggle to the new game panel Expose game mode on save game settings S/M exterior window files. Merge branch 'master' of SkyCruise Various window related. Trims now use the trim normals. Scanlines turned off. Added a game config panel that exposes some options when starting campaigns Merge branch 'creative_mode' Window trim setup Merge branch 'master' into ai_rework
6 Years Ago
Window trim setup
6 Years Ago
WIP Creative mode Add a toggle to the new game panel Expose game mode on save game settings Added a game config panel that exposes some options when starting campaigns Merge branch 'creative_mode'
6 Years Ago
Exposed new paintings for in-game use Exterior bottom trims
6 Years Ago
Expose archway
6 Years Ago
Project version to 2018.2.3f1 Fixed some issues placing walls near exterior walls Disabled the bottom edges on rooms Exterior window setup
6 Years Ago
Refactor targets, some custom editor stuff Added And/or support for target generators Start of job work Rubbish pick up action chain Mop up action chain Empty Bin chain Baggage chains Staff can wander around if there is nothing to do Repair prop chain Put out fire chain
6 Years Ago
Fix softmask assembly Merge branch 'master' into ai_rework
6 Years Ago
Fix softmask assembly
6 Years Ago
WIP AI rework UIExtensions.Effects definition and duplicate cleanup Remove wireframe examples Deleted some unused props and rooms Softmask assembly definition Removed support for migrating saves from the old folder to the new folder Upped save data version, old saves are no longer incompatible (wall change is too big) Enabled cap on autosaves, if more than 4 autosaves exist for a campaign the oldest will be deleted Merge branch 'master' into ai_rework Setup idle actions, action chaining, replaced wander logic Need replenishment stuff Reimplented lines in new system
6 Years Ago
UIExtensions.Effects definition and duplicate cleanup Remove wireframe examples Deleted some unused props and rooms Softmask assembly definition Removed support for migrating saves from the old folder to the new folder Upped save data version, old saves are no longer incompatible (wall change is too big) Enabled cap on autosaves, if more than 4 autosaves exist for a campaign the oldest will be deleted
6 Years Ago
SkyCruise.Audio assembly definition Disable corners
6 Years Ago
WIp new wall palcement stuff More placement Fit to edge of grid Clamp walls to 45 degrees Space blockers now support scaled transform hierarchies Unsaved Better clamping More math rounding Merge branch 'master' into newwalls Collision fixes Expansions system now uses new wall system Better external walls Fixed a weird ship colour issue I might have introduced WIP fill mesh work Merge branch 'master' into newwalls More wall reworks Basic connector logic WIP connectors More wall stuff Doorway mesh Mats, test prefab. Cut down a huge amount of unneeded wall building Walls affect pathfinding WIP door placement Codegen WallFill is now an Entity for serialisation Can now shift click to fully paint a section of wall Exposed paint options for doorways Layer changes, fix nav around new single width doorways Rooms now recognize new walls in enclosure checks Potentially fixed rooms not checking all props in range Bug fixes Fixed several deletion issues in the new walls Various mat & UV wip Backup Various wall/floor related Example prefab. Doorframe, window M and S. Plus various style test related clutter files that I'll remove later. Missing meta. Arrow markers for walls Added small and large windows, some cleanup Some thumbnails Build materials during wall placement Various fixes. Archway. Wall placement is now done via click+drag Merge branch 'newwalls' of SkyCruise into newwalls Removed scale hacks on windows Initial flood fill logic for auto room placement More auto fill More room updates, auto fill rooms update with walls and check props Fixed walls not working with eyedropper Fixed some wall placement issues, can no longer palce walls outside of the ship Converted wall pieces to be 10 wide with side trims included, instead of 12. Fixed the vertices Max 2019 exploded. Convex & concave corner normal fixes. Proper unity scaling. Concave scaling fix. Convex scale fix. Remaining M pieces. Forgot the L & R straights. Remapped the default wall mats. Cleanup & demo prefab updated. Prefab tweaks. Glass test mat. UV maps 1/2 Some meta bullshit. Update fill prefab, fix walls not updating after a wall gets deleted Smoothing & material fixes on some pieces. More fill fixes Merge branch 'newwalls' of SkyCruise into newwalls First set of trim meshes. Updated the example prefab. Merge branches 'newwalls' and 'newwalls' of SkyCruise into newwalls Rescaled and adjusted move speed for all passengers, first pass rescaling props Fixed some more wall scale issues Fixed room spaces not sizing appropriately after a load Fixed some missing materials on windows Resized wall mount range Shrunk wall lamp, delete fixes Rescaled items Serialise creator of wall fill More art Added support for trim meshes See blue wallpaper for example usage Hooked up another window trim (also on blue wallpaper) Unsaved Walls now work with mid-section connections, simplified some logic R_Concave axis fix. L Fix Can no longer delete exterior walls or place doors in the side of the ship Fixed some roof issues Fixed some issues with the new walls and ship expansions More exterior stuff Prices and weights for walls New door & trim files. Updated Wall Examples prefab with a door. Merge branch 'newwalls' of SkyCruise into newwalls Wall Test 1 mat texture. Implemented new door models Merge branches 'newwalls' and 'newwalls' of SkyCruise into newwalls Update default unpainted wall texture Fix being able to place overlapping walls, don't tank performance when placing walls Fixed exterior sections Doorway stuff Hooked up new windows with fake ambient lights Glass material improvs Windows are unlocked at start. Sandbox uses temporal AA, and has increased max zoom. Syntax changes, move alignment indicator to appropriate wall position Props now have a luxury level, Rooms now enforce a minimum luxury level Various wall/trim/window/glass related. Updated the example prefab too. Room takes paint luxury levels into account when calculating luxury Merge branch 'newwalls' of SkyCruise into newwalls Fixed some issues when loading the game Room fixes, scale fixes Tweaked depth of field clamps for new walls Combined the cash earned and xp earned notifications Added the required tech name when hovering over a locked item Lowered requirements for Basic Fitout contract Room details UI stuff Wall clock unsaved change Rooms now require total luxury, not average Adjust toilet cubicle scale Previews for new walls Remove luxury need from passengers Rebalanced luxury levels Luxury levels for paints More room details UI stuff More room UI Lotsa wall/trim related shit. Disable diagonal walls for now, fixed taking screenshots messing up wall prefabs Merge branch 'newwalls' of SkyCruise into newwalls Refactored trim system to support multiple trims per surface Various wall/door/window related. Update window and door trims/material counts Fix paint trims breaking save games Various bits Secondary door trim. Fixed the wall trim meshes. Fixed Unity's arbitrary matID import orders by jumping through ridiculous hoops. Trim orientations & smoothing issues. M window fixes. GPU instancing on the structure mats. Missing meta. Doors fixed. Cleaned up some example materials/shaders we'll never use to free up shader keywords. Preliminary prop shader from Diogo. Mat stuff & a post profile. Room stats, can now select rooms and see a Room inspector WIP support for double wide wall pieces Fixed double width connections and issues when loading Fixed some sorting issues in Structural category Merge branch 'master' into newwalls Fix not being able to delete some wall props Fix not being able to eyedrop some wall props Update Facepunch.System Facepunch.Skeleton Facepunch.Gibs Add VisualizeTexelDensity Meta Update Facepunch.Unity Compile fixes More details about invalid rooms in the room inspector Placement indicator for rooms Some new paintings Fix some wall placement issues Merge branch 'fpupdates' into newwalls Can toggle texel density viz by "toggle_texeldensity" command Can toggle background curve via "toggle_curvedbackground" command Colour wall markers when building Adjusted passenger line spacing to match new passenger size More wall placement stuff Exterior walls, mid section. First pass on exterior walls Wall fixes Wall fixes
6 Years Ago
Wall fixes
6 Years Ago
First pass on exterior walls
6 Years Ago
Can toggle texel density viz by "toggle_texeldensity" command Can toggle background curve via "toggle_curvedbackground" command Colour wall markers when building Adjusted passenger line spacing to match new passenger size More wall placement stuff
6 Years Ago
Update Facepunch.System Facepunch.Skeleton Facepunch.Gibs Add VisualizeTexelDensity Meta Update Facepunch.Unity Compile fixes Merge branch 'fpupdates' into newwalls
6 Years Ago
Some new paintings Fix some wall placement issues
6 Years Ago
More details about invalid rooms in the room inspector Placement indicator for rooms