1,362 Commits over 638 Days - 0.09cph!
Fixed build
Colour refactor
More jobs work
-Staff select jobs based on distance + priority (was just priority)
-Fixed cases where units would fail to pick up rubbish
-Improved firefighting effiency (staff will grab the closest fire extinguisher and put out the closest fire)
Fixed props spamming fire if they are damaged
Unsaved change
Don't screen edge pan if game window has no focus
Fixed being able to close the Main Menu
Fixed props not working with eyedropper
Lights lower shadow quality based on camera distance
Add blur to eyedropper and delete UI
Show cash based metric progress with a $ prefix
Fixed complaints not decaying properly
Bin load fixes
Lowered light penalty rate
Fixed eyedropper/delete/paint modes being cancelled by camera rotation
Fixed being able to eyedrop destroyed props
Water tech description, Tech tweaks
Merge branch 'master' of SkyCruise
Fixed staff deleting themselves while putting out fires
Lowered light intensity
New discord link
Fire and prop tweaks
Merge branch 'master' of SkyCruise
Added a save name error to the laod/save screen
Don't progress time until route creation contract is finished
ProtoIncludes
New plumbing contract + some cleanup
Discord URL in main menu
More contract stuff
Fixed a bad refactor in StaffCount condition
Load/Save screen now selects the first entry
Removed LoadSave requiring a button to save
Menu buttons, new icons from Rob, more What's New
Disable water leaks for now
Merge branch 'master' of SkyCruise
Fixed passengers geting stuck in toilets
WIP Puddles (will spread if a water prop is damaged)
WIP audio cue pitch randomisation
Split out animation logic from UIPanelFader into a new class
Three global modifiers are now selected each month
Display monthly modifiers when mousing over time
Merge branch 'master' of SkyCruise
Prop purchase screen now expands to screen width
Expose PointerEnter on UIButtonExt and remove button requirement
Integrated some of the new menu UI into the panel system
Print asset path when UI texture post processor runs
Big jobs refactor, jobs are now serializable
Behaviour while on a job is now controlled by the job, not the unit (less giant switch cases in staff scripts)
AUto Travel now defaults to on, can't turn it off
Somewhat nicer character portraits
Added a time scale slider to the cheat tool
Better time strings on the load screen
Applied blur to a bunch of UI stuff
Load Save exception fixes
Stole some UI blur shaders from Tub
Lightning strike sfx
New animation pack + eating animations
Repair animations
Cleaned up some old research logic
Fixed custom cursors not working - they couldn't be in the UI folder
More tech unlocks
Fixd bin using a cpasule collider for prop overlap checks
Quick save/load remapped to F1/F2 to fix overlapping with FP stuff
Hooked up toggle groups on save info
Update steamworks to new .net version
Trying out a new steam shutdown process
Trying to fix busted menu button
New tech unlocks
Some minor tech tree UI changes
Metrics can now show their goal as $
New score metrics
Fixed come contract UI alignment issues
Get rid of IList in AssetRegistry
Don't allow edge panning while rotating camera
Increased base reasearch rate by 25%
Staff UI tweaks
Added particles UI material to always included materials