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1,362 Commits over 638 Days - 0.09cph!

6 Years Ago
Fixed a misleading label on the concurrent passengers objective
6 Years Ago
Revert "Speed up intial traffic controller ship" This reverts commit bc54ca7b79265697367ef7ee68ffe0a794a64264. More fixes for missing restock jobs Safeguards to stop more passengers boarding than there are rooms Merge branch 'master' into demo
6 Years Ago
More fixes for missing restock jobs Safeguards to stop more passengers boarding than there are rooms
6 Years Ago
Fix time progress not unlocking after completing starting tutorial Starting expansions no longer cost money Fixed rooms purchased as part of a tutorial not playing the spend cash sfx Moved HudPopups to be below most of the HUD Potentially fixed case where props that are out of stock will never get refilled Fixed overlapping id on balloon-coffee Merge branch 'master' into demo
6 Years Ago
Fix time progress not unlocking after completing starting tutorial Starting expansions no longer cost money Fixed rooms purchased as part of a tutorial not playing the spend cash sfx Moved HudPopups to be below most of the HUD Potentially fixed case where props that are out of stock will never get refilled Fixed overlapping id on balloon-coffee
6 Years Ago
Build demo with -release
6 Years Ago
Turn on incremental gc, bake reflection probe on awake in sandbox Move viewing lounge to proper tech tree location More what's new content Refresh sauna job Deleting a room with staff members in it now deletes the staff members Fixed resource hud popups being left on after deleting a room Moved room overcrowding toggles out of update and into jobs HUD popup nre fix Null out images before changing them in main menu logo, build notes, tech tree Decrease frequency of radio frequency events Tweaked star colours of currenct satisfaciton HUD Fixed missing icon on cheap clothing store Remove old luxury level field on props Clamp camera zoom level at very high frame rates Book case now uses stock Fixed some rooms still costing money during tutorial Fix some categories on utlity Maybe fixed a case where a prop wouldn't show a restock job indicator Updated old contracts to use new conditions, changed prereqs so they unlock, added two new satisfaction contracts Merge branch 'master' into demo
6 Years Ago
Fix some categories on utlity Maybe fixed a case where a prop wouldn't show a restock job indicator Updated old contracts to use new conditions, changed prereqs so they unlock, added two new satisfaction contracts
6 Years Ago
HUD popup nre fix Null out images before changing them in main menu logo, build notes, tech tree Decrease frequency of radio frequency events Tweaked star colours of currenct satisfaciton HUD Fixed missing icon on cheap clothing store Remove old luxury level field on props Clamp camera zoom level at very high frame rates Book case now uses stock Fixed some rooms still costing money during tutorial
6 Years Ago
Moved room overcrowding toggles out of update and into jobs
6 Years Ago
Move viewing lounge to proper tech tree location More what's new content Refresh sauna job Deleting a room with staff members in it now deletes the staff members Fixed resource hud popups being left on after deleting a room
6 Years Ago
Save jumbo window blender file Turn on incremental gc, bake reflection probe on awake in sandbox
6 Years Ago
Wall mounted ship entrance, force AI tick when an AI is spawned Disable helium tank Incoming ships text display WIP incoming flights UI Fixed boarding state not being incremented Ticked DM's are now updated every frame, FindEntity can now sort by prop heat Better landing logic Better take-off logic Fixed a serialisation issue on ShipGates, manifests Check in counter model WIP car drop off Better car drop off curve More cars Fix ships being able to disembark early Models for ship gate Stop adjusting shadow distance at runtime Better backdrop grass texture and directional light settings New archway that only lets checked in passengers pass, bug fixes Tweak to prop heat calculation WIP airline contracts Airline contract panel acceptance Acceptance logic Disable background props that are covered up by buildings Fixed grid manager not updating Contracts expire, more ship handling WIP schedule management Hooked up last few bits of flight scheduling, fixed flights not leaivng if they are late UI tweaks, show current hour on UI WIP conditions/metrics for tutorials More tutorial flow Don't show weight on purchaseable details Fixed case where background props wouldnt be disabled by expansions Props can disable background props Enforce maximum contracts count Show active contracts in contracts menu Can now override notification sprite Pop a notification when an airline contract is completed New sub categories Update expansion previews Tooltip when hovering over blimps Don't run quests Smartobjects can now specify a specific type of required worker WIP Security checkpoint Disable baggage stack prop, include security checkpoint in tutorial Contract tweaks Trying out optional objectives on airline contracts Notification when completing optional objectives Can mark which metrics to use in objectives New metrics for checking in and security Removed some ship references Jenkins project version Jenkins Better ship entrance Build fixes Better passenger inspector Chairs now replenish fatigue, disabled beds Disabled cabins and sleeping rooms New archway, updated icons Some small QOL improvements to EntityInspector Show progress of contract optional objectives Citizen update Update chairs and sofas with new citizens models New cash register props Swatch creator window Enable mannequins WIP retail props - snowglobe stand WIP new retail purchase logic TMP & Some conversions. New Panel_BuildMenu Proper filtering on thumbnails. EntityPurchaseWidget Icons Missing TMP Various build menu related. Cleanup Fix Various TMP fixes. BottomBar anim stuff Icon stuff GameplayUI WIP Hooking some text up Merge branch 'master' into grounded New research station prop Research lab room area, buffs research rate with luxury Control tower icon for airline contracts panel Merge branch 'grounded' into passive_research WIP tech ordering system Particle effect for research points earned Show points per minute on the tech panel Converted some tooltips to TextMeshPro Fixed being able to place overlapping boarding gates Update research contract Ships now depart after an hour even if all passengers haven't boarded Fix manifests being generated outside of the content folder Can now rebuild all manifests Don't end the day until all ships have departed Callback for assets being created Manifests are now automatically udpated when creating an asset in the Content folder via the Creator tool Fixed passengers lining up in the wrong direction on security checkpoints Delete prefabs on build menu Jenkins Disable net manager Tech tree inspector now displays some warnings about any misconfigured techs Cleaned up some deprecated stuff on the tech tree Don't show decals in build menu, more tech cleanup Disabled balloons on a bunch of expansions Add grounded backdrop scene Codegen Fix ships stats not updating when game is run from main menu Fix errors when accepting contracts before placing a starting expansion Replaced routes modal tutorial Water and power can now run indefinitely over distance Lowered new and contract stickers on entity purchase buttons Fixed contract highlights on right side of bottom bar always highlighting WIP implemention of a blueprint file that can store and load configurations of props Asset files, gameconfig setup, load blueprint on new session Can start with starting furniture from new game menu Blueprint saves ground paint states Save wall rotations Refactored blueprint system Merge branch 'master' into grounded WIP grounded default furniture Fix entrance not being included in blueprint More blueprint stuff Fixed not having any contract slots when starting a new game Disable cargo point prop Contract availability is now respected when loading contracts, disabled a bunch of deprecated contracts Don't auto place starting expansions when loading a blueprint Added max contracts to minnow and cumulus Fix NRE in smartobject line position calculation Update text description on new game Another line fix WIP baggage flow Fix ship traveller NRE when late departing Tweaked flight tolerances and day duration Increase run speed Fixed airline contract not included in manifest Update starter blueprint with more staff and no traffic controller Lowered price of check in counter passenger fee Staff costs are now deducted at the end of each day Renabled old gauges, turned off overlay toggle Ship traveller now waits a set amount of time before departing (not based on time of day) Ship gates now increase in price linearly Fixed contracts being initialised incorrectly when loading a blueprint Admin Desk prop Research modal tutorial Unsaved Disabled some deprecated techs Don't generate old ShipRoutes (hasn't been used in months) Generate more contracts based on max contracts stat Stockpiles are now always full Added a skip day button when close to the end of the day and no further flights are scheduled Passengers now arrive earlier for their flights Added a current time indicator to the flight scheduler Fixed happiness widget Update default starter blueprint with a baggage stack Convert flights array to a list to try and deal with serialization issues Can now unlock other passenger types via airline contracts Updated expansion icons and descriptions Placeholder road mesh WIP sunglasses stand Retail registers no longer need to be in a RoomArea, spend points can now equip clothing Hooked up sunglasses stand icon Smartobjects can limit interaction via gender Hat stand prop Fixed category ordering in retail section Retail posters, buffs nearby souvenir sales Disabled exterior ship expansions and associated props Fix small oval expansion being disabled incorrectly Increase max research slots Can place admin desks and research stations flush with wall Fixed score metrics not showing cash notation Remove reference to this month on financials screem Don't include weather controller in blueprints Delete all passengers, baggage, cars and ships at the end of the day More end of day deletions Fixed research stations not working if placed inside staff rooms Route creation is no longer a tutorial contract New games now default to starting with furniture if player has saves in directory (has played before) Flight status widget now shows flight code Upscale fp logo Simplified and fixed some prop heat issues, heat resets at end of day Lowered decay rate on security checkpoint and check in counter Check in counter no longer earns money Fix showing financial stats for props that don't sell anything Convert ScheduledFlightInfo to a class, seems to serialise better Fix duplicate weather managers in starting blueprint Typo fix in research tutorial Show a pulser on the tech currently being researched Fixed skip day button not animating properly Some event cleanup for baggage Fix memory leak in mesh instance manager Fix beer bottle held item position Tech tree in progress animation is unscaled Fixed pinball machine queue going in wrong direction Hot dogs now replenish 50 hunger Bathroom sink unlocks earlier, disabled landscaping tech More tech fixes, Ice Cream stand is now available in-game Fixed incoming flights widget affected by timescale Increased research station rate Don't finish day until all ships have departed Increase max passengers per car once player starts advancing in game Negative needs are red on smart object inspector Fixed beer bottle rubbish Fix background props not getting disabled after loading Clothing store icon Disable stockpile while travelling option Fixed economy contract not starting Rescaled transport economy/premium passenger counts Don't line up for things if the line is full Updated a heap of prices Lowered passenger spending money Text mesh pro converter Airline contract widgets bold passenger type, converted to TMPro WIP What's New Turn save errors into warnings in builds Rooms can now lock themselves to a specific passenger type, made a premium lounge First class lounge Whats new LOD window frames, use existing LOD if available Fixed Ice Cream stand LOD Sub category singulars New foliage assets from before Unsaved Some upgrades for check in counters and security checkpoints Fixed exception when placing wine bar Lowered all of the food carts Fixed balloon stand Disable Traffic OnGUI Purchased clothing now gets overriddeden by later purchased clothing (stops infinte hat stacking) Added a scroll indicator for airline contracts Added scroll indicator to manage tab in airline contracts, auto scrolls for placement Optimisations Reenabled shadow/clip adjustment based on zoom Instance some materials Moved some more props into mesh instance drawers Disabled prop static batching Can no longer delete ship gates Disabled shadows on point lights Don't show tech tree notification if research panel is open Added a print_container_stack command to debug the container flow issues people are seeing Unsaved Removed a spamming log Reseach lab is now unlocked much later Souvenir store typo fix and icon Can no longer mount wall mounted props onto the outside of the airport Fix check ins contract repeating after a load (manifest needed updating) Fixed departing passengers analytic not firing Don't spawn a reflection probe via TOD system Surfaces can now block mounted props, block props on ship gate WIP skylight props Update ceiling after skylight deletion ShipTraveller serialisation changes More FlightInfo tweaks One last serialisation fix attempt Zeppelin Chassis model Show airline colour and icon on zeppelins Fixed misaligned airline icons Flight status widget now updates in real time Baggage returns interact point at 0 height to fix units not being able to reach stacked baggage Minor back compat improvements for saves Implemented an entity pooling system Added "clear_all_airline_contracts" to potentially recover some old saves Fixed duplicate skins sometimes being rendered Pool incoming cars Pool stock and need replenishers Fixed skylights generating navmesh Fixed missing icon for skylights tech Delete a heap of flight management code/prefabs Water plane Reimplement boarding flow Passengers now disembark at any time if they are unhappy for a prolonged period of time Remove admin desks, MaxContracts stat Removed LOD2 and LOD3 from some small items of clothing Replace real time portraits in staff screen with premade video Merge branch 'master' into ocean WIP premade room placement Basic wall building controls Citizens update Hooked up new radio prop Fix cargo stacks NRE on load Fixed errors when loading a game that was late in the day Rider update Fix some baggage pooling issues Unsaved changes Merge branch 'master' into ocean Codegen Show a volume to show room space + blockers Placement checking, check can afford premade room Add support for wall replacements, RoomArea placement Fix some wall placement issues Support for wall/floor auto painting Room cost equals combined cost of props Show premade rooms in entity purchase menu Deleting any prop in a prefabbed room now deletes the whole room Can now rotate premade rooms Merged PremadeRoom class into RoomArea (too much functionality overlap) New sizing placement QOL fixes, fancy economy cabin + basic common area Cafe room Bathroom prefab room Added lights to each room No longer need to connect power/water (still need generators and water tanks) Fixed overlap collider on cafe Auto setup process for rooms in new prefab scene Premium cabin, WIP exterior windows support Added support for a room to require an exterior wall (for windows) Thumbnails for rooms Ship now boards passengers based on available rooms Staff Room, Power Generator Room, Water Tank Room Categories for premade rooms Eyedropper supports rooms Disabled a bunch of props that are room exclusive Typo fix Citizens update, implement jukebox UnitVisuals can now be pooled Unsaved Merge branch 'master' into ocean Shower Block + Premium Cabin - Fancy rooms Cleaned up some deprecated boarding logic Show days on board stat on passenger details Passengers now pay for their room each night Fixed ships getting stuck in embarking/disembarking loop Premade room conditions Update Resources contract Supply room Disable some more props Set a default route + more contract stuff Don't show disembarking widget Added Bar premade room Wine Bar Fixed water supply room not working Can now see combined water/energy usage from purchaseable details Casino Floor + caluclate room price based on builtin props Disable old RoomAreas Clothing and Souvenir stores Sort rooms into proper/existing categories Show price per hire on room details, disabled some deprecated UI info Fix lights flickering when power is overflowing Contracts can now offer any entity for free, starting rooms are now free Can now toggle blimp mode Passengers jump out of the ship with a parachute when they are unhappy Doorways now need to be clear Hardcode time between locations to 60 seconds Hygiene decays New default starter blueprint Fixed rooms doubling their props after loading the game and parent deserialisation Loading premade rooms now has special handling for nested entities Instead of loading an entity from the prefab, the premade room will now attempt to match presaved data to the existing prefab. This is to ensure that props with custom, per room modifications (like lights) aren't wiped and replaced with stock settings when loading a game. Update blueprint loading for premade rooms Disable routes button Updating starting blueprint Citizens update Update bathroom prop Fixed first play control tutorials not operating in unscaled time Don't set staff video every time player clicks a button Updated some lights Passengers are now dropped off via cars Passengers without rooms will now be auto assigned a room if one is built Buying rooms now deducts cash Background water moves Tech is unlocked immediately via cash, driven by multiplier on tech tree Tug boat prop for dropping off passengers More room thumbnails Shorter days, boat foam fx Extend exterior walls to sink into the water Passengers float away on lifeboats UI tweaks Added a vertical scroll bar to the build menu Ocean steam branch Cap passenger count to cabin count Fixed another passenger capping issue End of month no longer triggers automatically, must be opened via a notification Casino floor icon Better wall painting for premade rooms Tweaked some foam Citizens update, implement new vending machine model Merge branch 'master' into ocean Pop a notification when passengers leave due to unhappiness Update ECS packages, rooms now count all passengers that are inside them Added IsEditingInPrefabScene check on Entity Added some corner chunks to small oval Fix exception when placing room Show passenger happiness all the time, reflect all current passengers (not departed) Faster navigation calculation (from perf branch) WIP need refactor (cherry picked from commit f56fecac8fdf9405566a3fdaba3ba1d594897373) More wip needs (cherry picked from commit 3395a88d33f3ecd623ed880fd4a8812b495561ea) Hook up global multiplier (cherry picked from commit 1df92d6370e4af4e4279bee04a12e9d90d7b2479) Hooked up all needs, more optimisations (cherry picked from commit 7d5bb019c2a7e8cf69f10a78898399e8277dc517) Update need storing stats, needs are now serialised Merge branch 'master' into ocean Merge fixes, notification when passengers board Mousing over entrance shows time to next passenger boat Disable ceiling shadows, allow toggle mesh instance renderers Disable lights, new directional light, disable instancing for now New skybox WIP new satisfaction system Satisfaction/need retrieval clarification Fixed needs not being clamped properly and ticking in the wrong direction Fixed not initialising satisfaction array Fixed soda cans getting dropped immediately Added satisfaction structs to need replenishers Don't show needs on passenger inspector Passenger needs now normalised to 0-100 for everyone Star slider, satisfaction info scriptable objects Show summary of satisfaction in room purchaseable details Applied lots of food/entertainment satisfaction values Fix rounding on satisfaction values Show satisfaction on passenger details Hook up tooltip on satisfaction sliders Adjusted need values Average calculation for satisfaction + store most pressing need Added a widget that shows the most important need of the passenger selected Show current average star rating Fix modification array access in jobs Update saved highest star rating Disabled some unused complaint paths in ExpensiveUpdate Remove injects from the passenger coom count system Rooms now have a luxury level, gets processed along with other stats Implemented a better system for serialising ECS data Unsaved stuff Codegen for new ECS serialisation, attribute driven Minimum satisfaction is now 0.5 Double sliders for HUD star rating, tooltip for actual number breakdowns Enable entities for everything Disable all overworld rendering Import gpu instancer asset Fixed some instancer issues Hooked MeshInstance Drawing system up to GPU Instancer Instance some more common props Merge branch 'ocean' into lighting_rework Merge branch 'gpuinstancer' into lighting_rework Updated composite_detail shader to support instancing Unsaved, skin tweaks Changes? Tweaked water Reworked crowding mechanic Some cleanup stuff, stop sorting needs Fixed some wall issues, warning cleanup Better fader on overcrowded room material Update to 2019.1.0b7 for ecs updates WIP 2019.1 API upgrades More wall integration Lots more wall stuff WIP support for external walls Did some cleanup, removed old inventory system Cleaned up some missing component objects Jenkins? Combined citizens Hooked up new combined skinned mesh renderers, disabled some clothing logic on precombined meshes Fix hard hat LODS Fixed overcrowded material getting saved in asset at runtime Add loadingBlueprint flag to session, add default wall and floor paints Some renames Fixed not being able to build rooms in a new session Fix some bad room placement maths Fixed some wall rendering issues Fixed exceptions when pasengers spawn Merge branch 'ocean' into lighting_rework Re enable mesh instancing Disabled more room lights New sun controller Fix vsync not properly applying on boot Fix service LODs casting shadows Beds replensih fatigue, enable decks Different defauilt floor texture for outdoor areas Lower area mesh on outdoor areas Remove InstantiateViaPrefabInsancer New exterior lounge area, some new support for exterior rooms and rooms that have no walls WIP pool prop and room Fixed some load game issues Added a notification when a room has been overcrowded for too long Don't allow needs or satisfaction to go up while a room is overcrowded Fixed some issues with interact points and navigation checking Combined deck chair mesh Combined umbrella mesh Cache target generator profiler strings Merge branch 'ocean' into lighting_rework Sun tweaks Fixed some weather exceptions Another weather fix Readded need sorting Turned off shadows on most held items Fixed incorrectly setup text labels on satisfaction tooltip Fixed cached profiler strings failing on null target generators Prop cost changes, new Small utility room, small supply room, change default exterior material Disable crime, disable security guard New newsagent room, new postcards stand in souvenir store Removed lights from rooms, made individual lights unavailable Filling in some luxury and shopping satisfaction values, lots of previews Show overcrowded indicator on passengers Proper exclamation icon Tried to fix the happiness out of range display bug Some new conditions for new game mechanics Overcrowding tutorial Don't allow room placement until an expansion is purchased Basic satisfaction contract Fixed contracts not making props free correctly Fixed category highlights not working for contracts with premade rooms Update lots of contracts to fit with new game flow Revert common area room Added a passenger count contract, update manifests Merge branch 'ocean' into 2019.1 Compile/merge fixes Citizens update Updated newspaper dispenser prop Rename JobHandle to SCJobHandle to reduce ECS conflicts Rename Entity to SCEntity to reduce ECS conflicts New default walls and floors Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Trying out some ship wedge pieces for the corners Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Smooth lerp room placement Plop particles for room placement Need and satisfaction can now increase their buffer sizes dynamically Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues Fixed ship entrance locations ListView tool to quickly see prop states More list stuff, filled in some names WIP what's new Can finally delete techs from the tech tree Disabled a heap of props that are no longer placed individually Disable wine bar prop Delete all of the tech, start putting together new stuff First pass on all initial tech unlocks More tech hookups, sort left to right Can mark techs to ignore prerequisites Fixed room bounds being calculated incorrectly on rotated rooms Disabled ship status text in HUD, relaid out some stuff Disabled region selector on new game panel Store last 100 passengers satisfaciton information Added a new bounds that blocks walls to room areas Exception fix in action chain Show averge food/shopping/etc values on satisfaction tooltip WIP scenario support Scenario support on main menu Can start scenarios Start session contracts at the start of scenario session Tweaked satisfaciton level condition display text Added scenario end/start framework, triggers on success Fail scenario if you go over time limit, notification warning Mark bp files as lfs Better scenario starting point, image Rooms can now be clicked (bounds check isntead of physics) Catch some NaN's coming out of the needs system Medium scenario first pass Added single chairs to instance manager Various build fixes Add scenario name to autosave/quicksave filename New arcade room New kitchen room New movie theater room Add supply room to tech tree and starting contract Fix sink positions in bathroom Removed some old stuff from room area inspector, moved inspectors into prefabs Scenario info in what's new, custom editor for release info objects Fix being able to place rooms at bad angles by clicking during animations Updated resources tutorial content Movie theater applies entertainment need and satisfaction, preview image Fixed scenario select toggles Increase bathroom sink need replenishment Research manager costs, show money on top of research panel Icons for tech tree More tech fixes New diner room Trying out some ship chassis tweaks Some what's new content Typo fix Unlock bins by default Reduced tech increase cost by $100 Fixed overlapping ID on tech tree Fixed some calculations in the satisfaction system Fixedf several rooms being marked as only usable by room owner Instance some more props Added support for props to declare a "stat prop" When set, the stat prop is used for all stats (needs/prices/etc) instead of the base prop. This is used int he movie theater, wehre all of the chairs are linked to the theater screen (so sitting in a chair replenishes entertainment) Fixed bad trigger setup on movie theater Fixed bathroom sink not applying needs Remove incoming ships text on gauge cluster Reomve unneeded UI New skin randomisation system More info on scenario panel Unsaved Try out screen space reflections Better exterior materials Reworked passenger wallet, passengers have unlimited money but spend different amounts Removed stock system on stockpiles, proper icon Can now modify unit needs from unity inspector Overcrowding penalty is now 50%, tweaked bathroom need replenishers Made a bad fix for the satisfaction calculation bug empty_all console command Fixed restocking not working, remove cost to restock Props will no longer be destroyed by damage/fire, instead become unusable until repaired Disable fire extinguisher prop, remove references in tutorial Fixed rooms sometimes not getting navmeshed correctly Better verbs eCan't move props inside rooms, don't show shift-click info if prop can't be moved Movie projector tech icon, shower block is unlocked earlier Fixed navmesh being generated on top of poker tables Roulette table nav fixes Passengers will no longer use props in staff rooms Added weighting to prop searches so higher satisfaction props should be used more New Or Operator target generator New need status check target generator New targets generators for dance chain, dancing should be much less common Better need replenishment values on newspaper Don't let luxury stat go down Added some ocean sfx when zoomed in Seagulls sfx Show times used on smartobject inspector Don't open ship happiness panel Show summary of popular needs when mousing over happiness bar Fixed cash spent UI in passenger details Instance wall trims, refelct shadow casting mode on instanced props Added wall paints to techs Radial need replenishers now update satisfaction over time, instead of once Instancer exception fix Fixed dancing nre New shoe store Movie theater -> retail Can disable status effects via asset, disabled drunk effect New premium common area Added staff and supply room to easy scenario Add supply room to medium scenario Incraesed need replenish rates for a bunch of props Increased chance of passenger dancing More weighting for higher satisfaction props, some heat considerations Fixed spend points not registering nearby registers after a load Pinball machine fix Upped a heap of satisfaction values by 0.5 Increased hunger decay speed Don't allow hazards Heat fixes Block eyedropping walls Passenger boats drop off more passengers, entrance widget updates in real time Bathroom need text White need text on important need widget Foam fx on sphere ship, marked deck attachments as background Cabin doors should now only open if the room owner is in range (not for everybody) Basic support for rebuilding walls when building an expansion Remove month reference on loan widgets Remove old static batching system Remove old mesh batcher system (was deprecated by instancing) Mesh instancing updates, fixed issues with expansions Fixed expansion corner bits getting disabled incorrectly Fixed wallet hover text not triggering on passenger inspector Update default starting ship Update scenario files Can now place exteiror pool flush with railings Stove and prep table only require generic supplies Rooms can now be marked as requires indoors Publish to dev First pass on new resource system, just removed some old stuff Merge branch 'master' into 2019.1 Merge branch '2019.1' of SkyCruise into 2019.1 Merge fixes Fix session create not finishing More wall stuff, moving some bit out of ECS, still needs lots of cleanup Unsaved Better expansion purchase sfx, remove old unused room placement controller Citizens update Disable sick status effect Merge branch 'master' into resource_rework Resource requirements + supplies (reusing currency asset) More legacy resource stuff removal Room resources popup Added support for resource radius check Show resource popups during placement Room ceiling display, shows when room isn't meeting requirements Put some empty files into entity cache so it can be committed New icons and descriptions for expansions Fixed a bad wall appearing in the second scenario Rescaled room costs Increased starting cash amounts for sandbox New smaller starter ships WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix Port wall stuff from 2019 branch Properly delete wall entrance bits Basic multi paint support for walls Fixed bubble starter Updated easy scenario Fixed purchasing expansions leaving incorrect walls active Rebuild medium scenario Update default starter blueprint NRE fix in satisfaction system Prioritize working at objects over jobs Disable variable staff levels at props, all staff slots will now automatically be filled Instance bathroom sink Mesh instance editor Added a notification showing how much room profit was earned at end of day Increased profits from renting rooms Renamed add_month command to add_day Lower shower stall water cost Don't show weight icon on smart object inspector Disabled loan repayment penalties (don't randomly sell props) Fixed casino showing 0 entertainment stars Rescaled some shopping rooms, swapped shoe stand and clothing store in tech tree Imported material colours swatch, standardised notification colours Fixed second scenario not updating objective Can now unlock techs on start of scenario, med scenario now unlocks some techs Controls help for room placement, controls bounce in/out Fixed exception on load for interact points Triple prop heat increase rate Delete walls when placing rooms with windows, updated exterior walls Some analytics for room placement and scenarios Fixed text colours on purchaseable tooltip Added a new indicator to the scenario button Show passenger spend multiplier on room purchase details Fixed screenshot camera errors Interactions will now fail on staffed objects if a staff member leaves Cap tweaks Don't disable prop blockers on rooms Rescaled food satisfaction, fixed some props not affecting food satisfaction New concessions room ID fix Fixed some walls being mistakenly deleted when building an expansion Fixed staff being counted in passenger satisfacation calc Increased satisfaction per item consumed for food products Halved hygiene decay rate Cleaned up some debug stuff Fixed units never, ever using the bathroom Fixed deco props not getting disbaled when building a new expansion Don't show needs on smart object inspector Show passenger activity string on passenger inspector Show day remaining on contracts widget instead of days Added space blockers to all walls Ice cream hold point Update loading screen hints Push satisfaction weighting even further Typo fix More cap optimisations Medium scenario tweaks Scenario names Unsaved Changed colour of current stars widget on HUD Increased starting cash on scenarios Fixed exterior decks not generating railings WIP ECS components for tracking nearby points of interest Fixed research contract not unlocking and updated some out of date stuff on it Show first entity description if no tech description has been assigned Fixed being able to build stuff in front of the ship entrance Fixed deleted rooms leaving some gaps in walls Rooms now give a refund when selling Cleanup Reworked custom stock system for buffet tables Added a two minute timeout to walk to actions Fixed dining table and diner booths not being marked as places to sijt Add deck chair to list as well Lower hygiene penalty for being close to hygiene, passengers board at 100% happiness Implemented need blocks for 10 seconds after a need is increased Convert entity to SCEntity via Session Merge branch 'master' into objectlookup Discord logo Update discord link in-game Only register a need as a complaint if the need is < 75% Fully disable net manager Fixed satisfaction NRE on quit More networking cleanup Fixed passengers not being assigned a room when boarding Stronger contrast on main menu buttons and pause menu GPU instance the green sofa Fixed bathroom sink in premium cabin - fancy GPU Instance rugs Premium female passengers now use a combined/optimised Fixed walls with windows in them being deleted when purchasing an expansion Merge branch 'master' into objectlookup Basic scoring, pipe results into target generator Run lookups in background thread Fix not being able to load levels that have exterior decks Fix being able to delete/eyedrop ship entrance Fixed being able to block the ship entrance with expansions Staff will now use the closest stock room when restocking a prop Boost score of satisfaction props in lookup, fix not using objects that don't support lines Enable lines for bathroom props Moved prop heat into a job system Reworked RoomAreaPassengerCountSystem to use chunk iteration Merge branch 'objectlookup' Rider update Fixed a typo on the scenario complete panel Don't show days remaining text after finishing a contract Fixed being able to complete a scenario after failing it Clamped research costs to a max of $1500 per tech Attempt to build a window on load to catch issues with old saves getting loaded Lookup fix Enabled corridor expansion Attempted to speed up some wall stuff, not entirely successful Fixed cash widget getting offsetted when opening the tech tree while a prop/unit was selected Store line length in smartobject info, score accordingly Fixed load issue Cleanup Move passenger stop use on load into PostLoad rather than EntityStart Fixed navmesh issues after a load Store stock level in component data, disregard props with no stock in object lookups Increase bathroom sink use speed Slide cash over when a passenger is inspected Fixed build options not updating after unlocking a tech Fixed missing icon on wall paints tech Add pot plant tech Rugs tech Reordered tech tree to better fit the various tech families Better water texture in pool, fixed pool not affecting entertainment, fixed deck chairs not being used Updated steam rich presence strings Shorter rich presence Allow need replenishment to run consecutively New ai routine that makes happy passengers actively seek out high satisfaction props New statues tech unlock Lowered push satisfaction to medium priority Fixed some collision issues on exterior railings Fixed neighbouring exterior decks not deleting their railings Instance umbrellas and deck chairs Can now zoom in further when placing a ship expansion Added a palcement grid when placing rooms, increased visibility of grids Fixed misaligned room placement grid Fixed placing an expansion after loading a game triggering a tutorial even if tutorials were skipped Merge branch 'master' into resource_rework WIP for showing connections between resource suppliers during placement + some refactoring Added a graphs package - fast graphs rendering using a single mesh in the UI Fixed pie chart editor not applying Merge commit '11f898629b87ca68eecb0fcd6dbd869439f667a4' into 2019.1 # Conflicts: # Assets/AnimationBaking/CitizenEconomyFemale.2.Material.mat.meta # Assets/AnimationBaking/PassengerAnimatorComponent.cs.meta # Assets/Content/Props/DoubleArchway.prefab # Assets/Content/Props/Walls/WallRepresentation.prefab.meta # Assets/Scripts/Entities/Props/Prop.cs # Assets/Scripts/Entities/Props/Walls/WallFill.cs # Assets/Scripts/Entities/Props/Walls/WallFillVolume.cs.meta # Assets/Scripts/Entities/Ships/Ship.cs # Assets/Scripts/Generated/Generated.cs # Assets/Scripts/Player/Placement_SurfacePaint.cs # Assets/Scripts/Session.cs # Assets/Scripts/UI/UIPurchaseableDetails.cs Merge branch 'master' into 2019.1 # Conflicts: # Assets/Scenes/GameplayUI.unity # Assets/Scripts/Entities/RoomArea/RoomAreaPassengerCountSystem.cs # Assets/Scripts/Entities/Units/UnitECS/Unit+LineOfSight.cs # Assets/Scripts/Player/Placement_PremadeRooms.cs # Assets/Scripts/SkyCruise.Scripts.asmdef New graph based tooltip when hovering over passenger count Merge branch 'master' into resource_rework Merge fixes Jenkins Fix units not running action chains Baked hold positions, trigger fix Fix ECS init order, support scaling of animators Sync walking animation state Merge remote-tracking branch 'origin/master' into 2019.1 # Conflicts: # Assets/Scripts/SkyCruise.Scripts.asmdef Another merge fix Added support for look at in the navigator component, disable conversations for now WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Added a pause while in fullscreen panels toggle in settings, defaults to true Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Pie charts can now animate their values in Click configs can now spawn a particle effect New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1 More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes Don't init animation systems if animation instancing is disabled Fixed disembarking logic Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now) Merge branch 'master' into resource_rework Merge fix Some custom emojis for discord Get rid of serialisation warning WIP rest system - a way for props to pop periodic jobs that require player/staff attention Staff can reset props SFX and particles for retune radio job Replace sheets job for bedding Tiki torch prop Cleanup some missing script warnings Disable staff hire button New master data file, used for storing general non-settings data that isn't per save file Store which modal tutorials the player has seen and don't show them again Another missing script reference Deleting some old UI stuff Click configuration for restocking diner tables Click effects for meat and veg restocking Shrink hud popups that are too far away from the cursor Trying out a new ship point Blender files New jobs tutorial Show stockpile radius during placement Unsaved Merge branch 'master' into resource_rework Fixed supply room not showing radius guide Better lines between resource connections, bathrooms now require water resource First pass of resource requirements New food currency and small food room Rename/sort currencies Show currencies in purchaseable details Generate the room resources popup on demand, rather than start Cleaner shutdown/session cleanup process Updated ECS packages and fixed some deprecated API usage Marked some passenger types as unavailable so they don't appear in stress spawns Pooling for hud popups Added pooling support for particle effects Skip modal tutorials in editor Burst compile the nearby object lookup Fixed contracts not awarding start cash Disable drunk rampage chain for now More burst fixes, disabled more unused action chains Merge branch 'master' into resource_rework Nicer resource popups and more selective conditions for showing them Disable gauge cluster, fix radio reset timing New build notes UI when placing rooms OnUILoaded callback for all entities, show missing resource requirements all the time Added a system to clamp units to the navmesh Fix build notes not animating independent of time scale New finance tooltip for cash widget Build notes improvements Disable kitchen room Randomise spawn position in staff room Load game fix "equip_item" command now works on editor seleted units Remove old roomareas Remove old paint thumbnails Crossfade land animation on staff spawn sequence Material printer editor tool Manifest update Update GPU Instancer to v1.0.2 Unsaved Updated models with busted eyelid skinning, fixed premium male scale QualitySettings update Menu branding update Video menu fade .exe icon New company icon assets Hooked up some new company icons Disable clouds in gameplay UI Move repair logic to staff out of maintenance Added cloud shadows package, hooked up in main scene Convert some overcrowding ints to boosl now that we're in modern burst Overcrowded transforms are now updated as needed, rather than checking every frame, every passenger New company icon, updated ship entrance Fix service staff error Update default starter blueprint Fix blueprint load not getting company logo material Fix company secondary colours not being reflected on outside trim Updated both scenario starting blueprints Food supply room icon Power and water dedicated rooms now offer more power/water than the standard utilty room and can reach further WIP tiki bar Moved wall neighbour calculations into threads, should speed up placing rooms and expansions Wall tweaks Fixed Premium lounge always requiring power Don't show resource popups for rooms that have met their requirements Update resources tutorial, convert tutorial panel to tmpro Updated resources contract to include food and new conditions, remove old deprecated staff contract Condition fix Hacky fix for sprite update changes not occuring in 2019.1 Colour swapper NRE fix Fix hud popups being depooled with their minimised state remembered Fixed the staff hire point popup wrong pivot Added a small fade out animation when player click completes jobs Came up with a really bad solution for unity's image color setting bug on the category widget First pass on What's New Unsaved Project version Woops, commit again Navigator can now detect when it's stuck and trigger a repath Build notes and control prompts no longer block clicks Fixed missing runtime data exception on MeshInstanceManager More tiki bar work, fix room areas not respecting blocked wall locations Tiki Bar icon + tech unlock Re-enable kitchen Wooden Bench prop WIP new sauna room WIP new jewellery store + sauna fixes New jumbo size windows and viewing lounge room Save jumbo window blender file Merge branch 'master' into demo Shift + 1 to reset the scenario Can skip intro movie Speed up intial traffic controller ship
6 Years Ago
Navigator can now detect when it's stuck and trigger a repath Build notes and control prompts no longer block clicks Fixed missing runtime data exception on MeshInstanceManager More tiki bar work, fix room areas not respecting blocked wall locations Tiki Bar icon + tech unlock Re-enable kitchen Wooden Bench prop WIP new sauna room WIP new jewellery store + sauna fixes New jumbo size windows and viewing lounge room Merge branch 'master' into lwrp Some more material updates
6 Years Ago
New jumbo size windows and viewing lounge room
6 Years Ago
Tiki Bar icon + tech unlock Re-enable kitchen Wooden Bench prop WIP new sauna room WIP new jewellery store + sauna fixes
6 Years Ago
Fixed missing runtime data exception on MeshInstanceManager More tiki bar work, fix room areas not respecting blocked wall locations
6 Years Ago
Unsaved Project version Woops, commit again Navigator can now detect when it's stuck and trigger a repath Build notes and control prompts no longer block clicks
6 Years Ago
Move repair logic to staff out of maintenance Added cloud shadows package, hooked up in main scene Convert some overcrowding ints to boosl now that we're in modern burst Overcrowded transforms are now updated as needed, rather than checking every frame, every passenger New company icon, updated ship entrance Fix service staff error Update default starter blueprint Fix blueprint load not getting company logo material Fix company secondary colours not being reflected on outside trim Updated both scenario starting blueprints Food supply room icon Power and water dedicated rooms now offer more power/water than the standard utilty room and can reach further WIP tiki bar Moved wall neighbour calculations into threads, should speed up placing rooms and expansions Wall tweaks Fixed Premium lounge always requiring power Don't show resource popups for rooms that have met their requirements Update resources tutorial, convert tutorial panel to tmpro Updated resources contract to include food and new conditions, remove old deprecated staff contract Condition fix Hacky fix for sprite update changes not occuring in 2019.1 Colour swapper NRE fix Fix hud popups being depooled with their minimised state remembered Fixed the staff hire point popup wrong pivot Added a small fade out animation when player click completes jobs Came up with a really bad solution for unity's image color setting bug on the category widget First pass on What's New Unsaved Project version Woops, commit again Merge branch 'master' into lwrp More material fixes Unsaved
6 Years Ago
Came up with a really bad solution for unity's image color setting bug on the category widget First pass on What's New
6 Years Ago
Fix hud popups being depooled with their minimised state remembered Fixed the staff hire point popup wrong pivot Added a small fade out animation when player click completes jobs
6 Years Ago
Update resources tutorial, convert tutorial panel to tmpro Updated resources contract to include food and new conditions, remove old deprecated staff contract Condition fix Hacky fix for sprite update changes not occuring in 2019.1 Colour swapper NRE fix
6 Years Ago
Moved wall neighbour calculations into threads, should speed up placing rooms and expansions Wall tweaks Fixed Premium lounge always requiring power Don't show resource popups for rooms that have met their requirements
6 Years Ago
New company icon, updated ship entrance Fix service staff error Update default starter blueprint Fix blueprint load not getting company logo material Fix company secondary colours not being reflected on outside trim Updated both scenario starting blueprints Food supply room icon Power and water dedicated rooms now offer more power/water than the standard utilty room and can reach further WIP tiki bar
6 Years Ago
Convert some overcrowding ints to boosl now that we're in modern burst Overcrowded transforms are now updated as needed, rather than checking every frame, every passenger
6 Years Ago
Move repair logic to staff out of maintenance Added cloud shadows package, hooked up in main scene
6 Years Ago
Updated models with busted eyelid skinning, fixed premium male scale QualitySettings update Menu branding update Video menu fade .exe icon New company icon assets Hooked up some new company icons Disable clouds in gameplay UI Merge branch 'master' into lwrp Update ASE, remake composite surface in ASE with lwrp compatibility, re-enable mesh instancing
6 Years Ago
QualitySettings update Menu branding update Video menu fade .exe icon New company icon assets Hooked up some new company icons Disable clouds in gameplay UI
6 Years Ago
Material printer editor tool Manifest update Update GPU Instancer to v1.0.2 Unsaved Updated models with busted eyelid skinning, fixed premium male scale
6 Years Ago
Main menu blur fix
6 Years Ago
Update GPU Instancer to v1.0.2 Unsaved Merge branch 'master' into lwrp Fixed upside down blur shader Material fixes
6 Years Ago
Trying out the light weight render pipeline Unsaved Merge branch 'master' into lwrp Composite surface shader in shader graph Unsaved Material printer editor tool Update composite detail materials to new composite shader Shader graph version of citizen clothing mask Manifest update Merge branch 'master' into lwrp Update render pipeline asset New ocean shader More water work Half dome in background Fixed some materials More material changes Updated blur shaders to use new grab pass version
6 Years Ago
Load game fix "equip_item" command now works on editor seleted units Remove old roomareas Remove old paint thumbnails Crossfade land animation on staff spawn sequence
6 Years Ago
Fix build notes not animating independent of time scale New finance tooltip for cash widget Build notes improvements Disable kitchen room Randomise spawn position in staff room
6 Years Ago
First pass on new resource system, just removed some old stuff Merge branch 'master' into resource_rework Resource requirements + supplies (reusing currency asset) More legacy resource stuff removal Room resources popup Added support for resource radius check Show resource popups during placement Room ceiling display, shows when room isn't meeting requirements Merge branch 'master' into resource_rework WIP for showing connections between resource suppliers during placement + some refactoring Merge branch 'master' into resource_rework Merge branch 'master' into resource_rework Merge fix Merge branch 'master' into resource_rework Fixed supply room not showing radius guide Better lines between resource connections, bathrooms now require water resource First pass of resource requirements New food currency and small food room Rename/sort currencies Show currencies in purchaseable details Generate the room resources popup on demand, rather than start Merge branch 'master' into resource_rework Nicer resource popups and more selective conditions for showing them Disable gauge cluster, fix radio reset timing New build notes UI when placing rooms OnUILoaded callback for all entities, show missing resource requirements all the time Added a system to clamp units to the navmesh
6 Years Ago
Nicer resource popups and more selective conditions for showing them
6 Years Ago
Generate the room resources popup on demand, rather than start Cleaner shutdown/session cleanup process Updated ECS packages and fixed some deprecated API usage Marked some passenger types as unavailable so they don't appear in stress spawns Pooling for hud popups Added pooling support for particle effects Skip modal tutorials in editor Burst compile the nearby object lookup Fixed contracts not awarding start cash Disable drunk rampage chain for now More burst fixes, disabled more unused action chains Merge branch 'master' into resource_rework
6 Years Ago
More burst fixes, disabled more unused action chains
6 Years Ago
Updated ECS packages and fixed some deprecated API usage Marked some passenger types as unavailable so they don't appear in stress spawns Pooling for hud popups Added pooling support for particle effects Skip modal tutorials in editor Burst compile the nearby object lookup Fixed contracts not awarding start cash Disable drunk rampage chain for now
6 Years Ago
Cleaner shutdown/session cleanup process
6 Years Ago
Rename/sort currencies Show currencies in purchaseable details
6 Years Ago
Some custom emojis for discord Get rid of serialisation warning WIP rest system - a way for props to pop periodic jobs that require player/staff attention Staff can reset props SFX and particles for retune radio job Replace sheets job for bedding Tiki torch prop Cleanup some missing script warnings Disable staff hire button New master data file, used for storing general non-settings data that isn't per save file Store which modal tutorials the player has seen and don't show them again Another missing script reference Deleting some old UI stuff Click configuration for restocking diner tables Click effects for meat and veg restocking Shrink hud popups that are too far away from the cursor Trying out a new ship point Blender files New jobs tutorial Show stockpile radius during placement Unsaved Merge branch 'master' into resource_rework Fixed supply room not showing radius guide Better lines between resource connections, bathrooms now require water resource First pass of resource requirements New food currency and small food room
6 Years Ago
Show stockpile radius during placement Unsaved
6 Years Ago
Another missing script reference Deleting some old UI stuff Click configuration for restocking diner tables Click effects for meat and veg restocking Shrink hud popups that are too far away from the cursor Trying out a new ship point Blender files New jobs tutorial
6 Years Ago
Tiki torch prop Cleanup some missing script warnings Disable staff hire button New master data file, used for storing general non-settings data that isn't per save file Store which modal tutorials the player has seen and don't show them again
6 Years Ago
Some custom emojis for discord Get rid of serialisation warning WIP rest system - a way for props to pop periodic jobs that require player/staff attention Staff can reset props SFX and particles for retune radio job Replace sheets job for bedding
6 Years Ago
Update to 2019.1.0b7 for ecs updates WIP 2019.1 API upgrades More wall integration Lots more wall stuff WIP support for external walls Did some cleanup, removed old inventory system Cleaned up some missing component objects Jenkins? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues Merge branch 'master' into 2019.1 Merge branch '2019.1' of SkyCruise into 2019.1 Merge fixes Fix session create not finishing More wall stuff, moving some bit out of ECS, still needs lots of cleanup Unsaved WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix Merge commit '11f898629b87ca68eecb0fcd6dbd869439f667a4' into 2019.1 # Conflicts: # Assets/AnimationBaking/CitizenEconomyFemale.2.Material.mat.meta # Assets/AnimationBaking/PassengerAnimatorComponent.cs.meta # Assets/Content/Props/DoubleArchway.prefab # Assets/Content/Props/Walls/WallRepresentation.prefab.meta # Assets/Scripts/Entities/Props/Prop.cs # Assets/Scripts/Entities/Props/Walls/WallFill.cs # Assets/Scripts/Entities/Props/Walls/WallFillVolume.cs.meta # Assets/Scripts/Entities/Ships/Ship.cs # Assets/Scripts/Generated/Generated.cs # Assets/Scripts/Player/Placement_SurfacePaint.cs # Assets/Scripts/Session.cs # Assets/Scripts/UI/UIPurchaseableDetails.cs Merge branch 'master' into 2019.1 # Conflicts: # Assets/Scenes/GameplayUI.unity # Assets/Scripts/Entities/RoomArea/RoomAreaPassengerCountSystem.cs # Assets/Scripts/Entities/Units/UnitECS/Unit+LineOfSight.cs # Assets/Scripts/Player/Placement_PremadeRooms.cs # Assets/Scripts/SkyCruise.Scripts.asmdef Merge fixes Jenkins Fix units not running action chains Baked hold positions, trigger fix Fix ECS init order, support scaling of animators Sync walking animation state Merge remote-tracking branch 'origin/master' into 2019.1 # Conflicts: # Assets/Scripts/SkyCruise.Scripts.asmdef Another merge fix Added support for look at in the navigator component, disable conversations for now WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Added a pause while in fullscreen panels toggle in settings, defaults to true Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Pie charts can now animate their values in Click configs can now spawn a particle effect New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances Merge branch 'master' into 2019.1 Fixed toggle group issue introduced in 2019.1 More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes Don't init animation systems if animation instancing is disabled Fixed disembarking logic Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now) Merge branch 'master' into resource_rework Merge fix
6 Years Ago
WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Click configs can now spawn a particle effect Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now)
6 Years Ago
WIP job click system Remove hudpopups after job is clicked, click handling Can now click complete restock jobs Jobs can mark themselves as not completable Click completes now play a sfx Can pick up rubbish by clicking Minimise clickup UI when transform is too far away from the camera WIP support for staff rooms only allowing staff member to perform jobs in a radius Enable click jobs for emptying rubbish bins Show an icon on the job popup if a staff member is handling the job Add range limits for stockpile restocking Click configs can now spawn a particle effect Merge branch 'master' into jobclicks Minimise clickable popups when ship shell is visible Load job popups on a game load Can now hire staff members directly for vacant work positions via a HUD popup Assign name and gender via entitystart Show room radius for staff rooms, enable generic method for declaring a radius display on rooms Locker prop Update staff room with new lockers and increase staff radius Refactors, new popup widget for staff room hiring/firing Update staff wander logic to leash staff to their staff room New hire effect for staff, spawn a particle effect and drop the staff from height Can fire workers from smart object inspector, more widget fixes Some sfx for hiring staff Unsaved Merge branch 'master' into jobclicks # Conflicts: # Assets/Scripts/Entities/Units/Passenger.cs Fix NRE in staff wander Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock Repair prop click effect Disable staff type checks (for now)
6 Years Ago
Repair prop click effect Disable staff type checks (for now)