1,362 Commits over 638 Days - 0.09cph!
Transparent clipping for snowglobe stand
More what's new content
Clean up some old tech tree stuff
Move hazard stuff and new premium cabin into the tech tree
Fixed some issues with balconies on upper floors
Fix for rooms with exterior windows building invalid walls
New premium cabin with balcony
Fix pause menu not opening properly
Ocean tweak
Fix not being able to place ships when starting with no furniture
Fix collision box size on various props
Redid the starting blueprints
Fixed build menu tabs not refreshing after placing the first ship
Fix interior walls not loading in blueprints
Redid starter blueprints again
Fixed some load issues with floors
More ocean experiments
Merge branch 'floors' into ocean2
Merge branch 'master' into ocean2
Another gerstner implementation
More ocean stuff
Reorganised what's new folder
Placeholder what's new
New contract for building a floor upgrade
New ship expansion contract
Reordered tech tree to fit new unlocks
WIP changes
More ocean work
More ocean stuff
Tweak reflection probe
Merge branch 'ocean2'
Update instancer bindings
Floor and expansion contracts unlock when player is near unlocking
Update standard clipping shader with new ASE clip node
Fix wall material
Better exterior archway
Better transit room archway and thumbnail
Tweaked starting tech unlock process with expansions
Removed corridors and exterior deck expansions
Show build notes during expansion placement
WIP floors support
Basic controls to switch floors
New composite detail shader with floor mask support, fixed some room placement issues
Added a console command to add floors, tweaked floor offsets to eliminate clipping
Update placement to repsect floors
Basic floor clipped version of the unity standard shader
Updated a heap of shaders with new clipped versions
Really dodgy implementation of an elevator
More material swaps + elevator work
Refactor build space data on ship expansions to support floors
Added custom floor layouts for starter ships
More room space refactors to support parts of a floor being marked as indoors or outdoors
Instanced props now use original shader for shadows, which prevents higher floor shadows affecting lower floors
Enforce elevator placement
Fixed units not being able to move up and down in an elevator, fixed units selecting walk to locations on the wrong floor
Update clothing mask with clipping
Reworked, better clipping shader. Applied to all character skin materials
More material swaps
Unsaved
Disable TechTreeElement custom editor, was breaking Entity Selector attribute
More navigation fixes for floors
Disable elevator
Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors
First pass on exposing floor placement for players
Adds a floor upgrade option to the structural section of the build menu
WIP UI when building floors
Floors cost money to purchase
Fixed line breaks on floor upgrade widget
Show control prompts when building floors
Plop and audio cue fx
Better purchaseable UI display for floor upgrades
Build floor condition
Fixed prop placement not respecting floors
Resources can only connect on the same floor - can no longer have power/water on one floor and receivers on another
Some space check fixes for room placement
Unsaved
Navigating units now update their floor
Fixed being able to delete or eyedrop the elevator
Added a menu item to reset the clip level to max
Reworked ceiling clip system to use new floor clipping system instead of the old ship shell faders
Exception fix
Railing improvements, less holes in the side of ships
Merge branch 'master' into floors
Job popups now respect viewing floor
More material swaps
More materials, fixed damaged effects being spawned on props
Seal off interior/exterior spaces, place new exterior archway to connect these spaces
Propogate floor level across hazards
Floor mesh toggler now works appropriately for entities spawned on high floors
Fixed elevator location and addeed a door to the starter oval ship
WIP ship connections for connecting separated ship expansions
Manually modify standard clipping to be opaque
Show a connection preview when connecting boats
New ship transit room - must be constructed on the edges of ships in order to make bridges between ships
Bridge mesh and rounding error fixes
Codegen
Rework Elevator system to support traversing offmesh links between ships
Update to 2019.1.5f1
Convert nav elevator system to use chunks
Can restrict room placement by floor
WIP balcony support
Delete balcony after deleting room, more room deletion fixes
Fix balconies deleting walls on lower floors
New transparent emissive clipped shader
Fixed some ship space issues when placing rooms
Don't show hire popups on different floors
Don't allow click/hover events to go to props on different floors
Also filter tooltips
Unsaved change
UI changes to communicate when a room cannot be on the ground floor
Icon for luxury economy cabin
Increased tolerance for exterior window check during room placement
Remove deprecated ship connection entity
Placeholder bridge visual for ship connections
Enforce angle and distance limits when making ship connections
Refactor floor rule system from rooms
Added a floor change toggle to the bottom bar UI
Merge branch 'floors'
Upgrade ASE to 1.6.7 r05
Added a floor change toggle to the bottom bar UI
Remove deprecated ship connection entity
Placeholder bridge visual for ship connections
Enforce angle and distance limits when making ship connections
Refactor floor rule system from rooms
Unsaved change
UI changes to communicate when a room cannot be on the ground floor
Icon for luxury economy cabin
Increased tolerance for exterior window check during room placement
Delete balcony after deleting room, more room deletion fixes
Fix balconies deleting walls on lower floors
New transparent emissive clipped shader
Fixed some ship space issues when placing rooms
Don't show hire popups on different floors
Don't allow click/hover events to go to props on different floors
Also filter tooltips
Update to 2019.1.5f1
Convert nav elevator system to use chunks
Can restrict room placement by floor
WIP balcony support
Rework Elevator system to support traversing offmesh links between ships
New ship transit room - must be constructed on the edges of ships in order to make bridges between ships
Bridge mesh and rounding error fixes
Codegen
Floor mesh toggler now works appropriately for entities spawned on high floors
Fixed elevator location and addeed a door to the starter oval ship
WIP ship connections for connecting separated ship expansions
Manually modify standard clipping to be opaque
Show a connection preview when connecting boats
More material swaps
More materials, fixed damaged effects being spawned on props
Seal off interior/exterior spaces, place new exterior archway to connect these spaces
Propogate floor level across hazards
Don't run hazard systems when there are no hazards
Merge branch 'master' into floors
Job popups now respect viewing floor
Don't run hazard systems when there are no hazards
Fixed being able to delete or eyedrop the elevator
Added a menu item to reset the clip level to max
Reworked ceiling clip system to use new floor clipping system instead of the old ship shell faders
Exception fix
Railing improvements, less holes in the side of ships
Floors cost money to purchase
Fixed line breaks on floor upgrade widget
Show control prompts when building floors
Plop and audio cue fx
Better purchaseable UI display for floor upgrades
Build floor condition
Fixed prop placement not respecting floors
Resources can only connect on the same floor - can no longer have power/water on one floor and receivers on another
Some space check fixes for room placement
Unsaved
Navigating units now update their floor
Disable TechTreeElement custom editor, was breaking Entity Selector attribute
More navigation fixes for floors
Disable elevator
Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors
First pass on exposing floor placement for players
Adds a floor upgrade option to the structural section of the build menu
WIP UI when building floors
Refactor build space data on ship expansions to support floors
Added custom floor layouts for starter ships
More room space refactors to support parts of a floor being marked as indoors or outdoors
Instanced props now use original shader for shadows, which prevents higher floor shadows affecting lower floors
Enforce elevator placement
Fixed units not being able to move up and down in an elevator, fixed units selecting walk to locations on the wrong floor
Update clothing mask with clipping
Reworked, better clipping shader. Applied to all character skin materials
More material swaps
Basic floor clipped version of the unity standard shader
Updated a heap of shaders with new clipped versions
Really dodgy implementation of an elevator
More material swaps + elevator work
Basic controls to switch floors
New composite detail shader with floor mask support, fixed some room placement issues
Added a console command to add floors, tweaked floor offsets to eliminate clipping
Update placement to repsect floors
Rubbish now causes a new negative status effecet on nearby passengers, rather than just silently ticking down hygiene
Restock jobs now use the supplier rooms of a the room the prop is in, rather than an EntityFilter
Update entity packages and fix being able to place walls outside of the ship space
More water tweaks
Unsaved
Fixed being able to rotate some ship expansions that shouldn't be rotateable
Refactor some hazard stuff
Added progress bars to the hazard notifications
New radial effect applier component, passengers close to vomit puddles will now grossed out
Fixed some need calculation bugs
Removed massive allocation every time a passenger drops rubbish
Can track jobs completed with clicks via score metrics
WIP support for placing free standing walls
More placement edge cases
Process purchase costs
Sprite and description
Convert sell items metric to track value and totals solds
More score metrics to track all of the new types of food
New IncomeFromProp score metric
Added a new entity selector dropdown that displays a new searchable selection of options instead of having to use the project view
New income by passenger type metric
WIP new graphs for lifetime financials panel
Move charts to a namespace
Convert chart labels to text mesh pro
More metrics for retail stores, more work on charts
New line chart, show income over days
Storm end notification
Boilerplate for turbulence event
Reenable sickness, hook up effects and job click configs
Fixed exception when click completing jobs that don't pool
Fix influence objects not cleaning up when disabled
New gyroscope room that prevents nearby passengers from getting sick
Show influence radius when placing rooms
Start and end notifications for turbulence
New persistent widgets for active turbulence and thunderstorms
New categories and preview thumbnails for new rooms
WIP rain effects for thunderstorm
Added rain sfx
WIP lighting rod room to absorb incoming lightning strikes
Thunderstorm controller now runs an override post volume profile + lightning strikes
Notifications and sfx for storms
Fixed pooled particle systems not replaying again when deployed from the pool
New system for props to be completely broken - once broken they can't be used and must be repurchased
More broken roots
Clear fire job is fire gets pooled
Can now adjust damage range of fire
Added influence tracking for sea sick safe areas
Compile fix
Tweaked how staff rooms define what jobs staff can do
Can now remove a target generator from an action chain without the inspector throwing exceptions
Updated put out fire action chain to no longer need fire extinguisher dispensers
WIP fire wardens office room for putting out nearby fires
Boilerplate stuff for thunderstorms
Fix compile error
Update water leak prefab
New hazard controller singleton to periodocally start fires and water leaks
Click configs for putting out fire and mopping up pudlde, sfx and effects for fire
Unit influence checks are now done in jobs
Puddle job click sfx and particle effect
Burst compile the influence tracker
More water tweaks
Refactor some fire stuff to work generically for puddles
Contain fire to ship space
Moved prop durability into jobs
Remove old collider from fire
Fixed burst compilation in prop degradation
Fire deals damage to props
Don't process durability on archways
More ocean tests
Minor action chain optimisation
Moved the bulk of fire systems into jobs
Added an editor pref to disable modal tutorials
More water experiments
Fixed not being able to place props
Potentially fixed some issues that were making units move without playing their walk animation
Fixed all units getting their positions reset to 0,0,0 after loading the game
Codegen
Fixed codegen not saving serialised component data
Fixed disposed flag not being reset after loading a game
Converted the process for passengers finding talk targets into a job system
Some minor wall creation optimisations
Trying out a new prepool system to speed up instantiation of new ship expansions
Walls will no longer trigger neighbour logic if they are of different types
Fixed tiki bar not being marked as exterior only
Fixed a balloon reference when placing an expansion
Refactor rotation logic to function universally across all placement modes
More work
Added a rotation line for better guidance
Fix endless loop when changing price of a prop
Trying out some new water stuff
Potential fix for error spam when quitting a session
Make hud popups non-interactable while placing rooms
Reordered some tech unlocks
Show room space dimensions in purchaseable details
Play tab click sounds when placing rooms
Restock tweaks for buffet tables
Tiki bar luxury level
Better material on bubble wedge
Added a glowing coals shader for the rocks in the sauna pit
Added dedicated sleeping action chain
Fixed rooms that don't have max passenger counts from triggering the overcrowded warning
Merge branch 'master' into demo
Fixed rooms that don't have max passenger counts from triggering the overcrowded warning
Attempting to track down infinite trash pick up bug
Fixed disembark process breaking
Merge branch 'master' into demo
Attempting to track down infinite trash pick up bug
Fixed disembark process breaking
Disable auto replay mode after replaying
Fixed a misleading label on the concurrent passengers objective
Merge branch 'master' into demo