923 Commits over 638 Days - 0.06cph!
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
Codegen
Wall tweaks
What's New assets
Premium luxury stuff in room inspector
Fixes
Lowered luxury requirements
Rooms now take wall mounted props and surface paints into luxury considerations
Recategorized some props
Toilets no longer decay over time, only when used
Modified Hud popup depth
Action Chains cna now optionally check if all of the tagets are reachable
WIP popup system for communicating luxury changes
More luxury stuff
Fix some wall issues when deleting a prop
Fix not being able to delete exterior windows
A few lod groups
Added a start cash option to the game config
Prop placment remembers your rotation when switching between props
Added a little bit of lerp to prop placement
Might have fixed some collision issues on load
Fixed curved world messing with LODS
Lowered need decay rates
Props cna now sustain needs (not help them, but stop them from decaying)
Marked all chairs as sustaining fatigue
Fix rooms staying visible after loading a game
Fixed passengers sometimes not using some props
NRE fix
Lowered the price of heaps of paints
Lowered intensity of some lights, fixed ceiling lights affecting navmesh
Reduced radius of bin pick up
Generator is now free during power tutorial stage
Double jukebox/radio need replenish rate
Fix passengers only ever acting on hunger need
Fix units reattaching to smartobjects on load
Fixed paint contract not updating after painting floors
Fix units getting stuck in dance ai routine, some new AI debug tools
Fixed passengers disembarking via the baggage area
Some new music tracks, can skip to next track with "next_track" console command
Fixed staff not unloading baggage
Bunk beds now enforce some space to their side
Fix some areas inside the baggage stack being walkable
Fixed/simplified some rounding logic when dragging out walls
Eyebrow controls, clothing lods
Update citizen assets
Citizen clothing setup WIP
More fixes, LOD stuff
Clothing items can now specify what skin sections to disable
Delete some old saved scenes
Abstract item offsets into a standalone asset
Some blendshape controllers for citizen stuff
Fixed several baggage issues
Lowered ceiling lights and fire sprinklers for new ceiling height
Fixed an endless loop
Fixed navigation around doors
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
Fixed some prop scales, adjusted bunk bed offset
Unsaved
Fix some legacy staff data
Fix some bad data on floors preventing serialisation
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
Don't allow ship to disembark until there are passengers to embark
Passengers will now look out windows
Shrunk fire and water hazards down to new scale
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
Fixed dummy sizes when placing props
Only show room fill animation when a room is first placed, fixed some visual issues
Fixed weird mouse offset when placing a wall
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
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
Turned on fake ambient lights on exterior windows
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
Fixed some window issues, deleted some old unused stuff
Passengers can sit in chairs while idling
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