branchSkyCruise/ai_reworkcancel
8 Commits over 0 Days - ∞cph!
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
Dance emote
Added a dance action chain
Bake dance position
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
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
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
Fix softmask assembly
Merge branch 'master' into ai_rework
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