14,087 Commits over 2,772 Days - 0.21cph!
Update GPU Instancer to v1.0.2
Unsaved
Merge branch 'master' into lwrp
Fixed upside down blur shader
Material fixes
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
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
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
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
Nicer resource popups and more selective conditions for showing them
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
More burst fixes, disabled more unused action chains
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
Cleaner shutdown/session cleanup process
Rename/sort currencies
Show currencies in purchaseable details
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
Show stockpile radius during placement
Unsaved
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
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
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
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
Repair prop click effect
Disable staff type checks (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
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)
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)
Show a description on hover for job clicks
Better tooltips and custom fail texts in job tooltip
Particle fx for crate restock
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
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
Don't init animation systems if animation instancing is disabled
Fixed disembarking logic
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
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
Fixed staff spawning in inaccessible locations, updated starter furniture
Fixed staff not getting on arrived nav callbacks, other pathfinding fixes
More toggle 2019 fixes
More toggle fixes
Fixed sessions not loading walls from blueprints
More toggles
Added a pause while in fullscreen panels toggle in settings, defaults to true
Pie charts can now animate their values in
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 2019.1
Fixed toggle group issue introduced in 2019.1
Can now disable animation instancing via game config
Restructed how on arrived callbacks are processed for units
Added support for override stopping distances
Some sfx for hiring staff
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
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
Added a pause while in fullscreen panels toggle in settings, defaults to true
Pie charts can now animate their values in
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
New optimised male premium model, fixed premium passengers not being included in build (!)
Moved Clothing, outfits and MiscVisuals out of Content
Rescaled expansion costs
Click configs can now spawn a particle effect
Pie charts can now animate their values in
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
Added a pause while in fullscreen panels toggle in settings, defaults to true
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
Fixed pie chart editor not applying
New graph based tooltip when hovering over passenger count
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
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
Added a graphs package - fast graphs rendering using a single mesh in the UI
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
Added a graphs package - fast graphs rendering using a single mesh in the UI
Fixed pie chart editor not applying
New graph based tooltip when hovering over passenger count
Merge branch 'master' into resource_rework
Fixed pie chart editor not applying
New graph based tooltip when hovering over passenger count
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
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
Fixed placing an expansion after loading a game triggering a tutorial even if tutorials were skipped
Fixed misaligned room placement grid
Can now zoom in further when placing a ship expansion
Added a palcement grid when placing rooms, increased visibility of grids
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
Shorter rich presence
Allow need replenishment to run consecutively
New ai routine that makes happy passengers actively seek out high satisfaction props