branchSkyCruise/cinematiccancel

6 Commits over 212 Days - 0.00cph!

5 Years Ago
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 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 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 More fixes for missing restock jobs Safeguards to stop more passengers boarding than there are rooms Fixed a misleading label on the concurrent passengers objective Attempting to track down infinite trash pick up bug Fixed disembark process breaking Fixed rooms that don't have max passenger counts from triggering the overcrowded warning Reordered some tech unlocks Show room space dimensions in purchaseable details Play tab click sounds when placing rooms Restock tweaks for buffet tables Tiki bar luxury level Better material on bubble wedge Added a glowing coals shader for the rocks in the sauna pit Added dedicated sleeping action chain Make hud popups non-interactable while placing rooms Trying out some new water stuff Potential fix for error spam when quitting a session Fix endless loop when changing price of a prop Fixed tiki bar not being marked as exterior only Fixed a balloon reference when placing an expansion Refactor rotation logic to function universally across all placement modes More work Added a rotation line for better guidance Fixed all units getting their positions reset to 0,0,0 after loading the game Codegen Fixed codegen not saving serialised component data Fixed disposed flag not being reset after loading a game Converted the process for passengers finding talk targets into a job system Some minor wall creation optimisations Trying out a new prepool system to speed up instantiation of new ship expansions Walls will no longer trigger neighbour logic if they are of different types Potentially fixed some issues that were making units move without playing their walk animation More water experiments Fixed not being able to place props More ocean tests Minor action chain optimisation Moved the bulk of fire systems into jobs Added an editor pref to disable modal tutorials Contain fire to ship space Moved prop durability into jobs Remove old collider from fire Fixed burst compilation in prop degradation Fire deals damage to props Don't process durability on archways More water tweaks Refactor some fire stuff to work generically for puddles Fix compile error Update water leak prefab New hazard controller singleton to periodocally start fires and water leaks Click configs for putting out fire and mopping up pudlde, sfx and effects for fire Unit influence checks are now done in jobs Puddle job click sfx and particle effect Burst compile the influence tracker New system for props to be completely broken - once broken they can't be used and must be repurchased More broken roots Clear fire job is fire gets pooled Can now adjust damage range of fire Added influence tracking for sea sick safe areas Compile fix Tweaked how staff rooms define what jobs staff can do Can now remove a target generator from an action chain without the inspector throwing exceptions Updated put out fire action chain to no longer need fire extinguisher dispensers WIP fire wardens office room for putting out nearby fires Boilerplate stuff for thunderstorms Thunderstorm controller now runs an override post volume profile + lightning strikes Notifications and sfx for storms Fixed pooled particle systems not replaying again when deployed from the pool WIP rain effects for thunderstorm Added rain sfx WIP lighting rod room to absorb incoming lightning strikes Storm end notification Boilerplate for turbulence event Reenable sickness, hook up effects and job click configs Fixed exception when click completing jobs that don't pool Fix influence objects not cleaning up when disabled New gyroscope room that prevents nearby passengers from getting sick Show influence radius when placing rooms Start and end notifications for turbulence New persistent widgets for active turbulence and thunderstorms New categories and preview thumbnails for new rooms More score metrics to track all of the new types of food New IncomeFromProp score metric Added a new entity selector dropdown that displays a new searchable selection of options instead of having to use the project view New income by passenger type metric WIP new graphs for lifetime financials panel Move charts to a namespace Convert chart labels to text mesh pro More metrics for retail stores, more work on charts New line chart, show income over days Convert sell items metric to track value and totals solds Can track jobs completed with clicks via score metrics WIP support for placing free standing walls More placement edge cases Process purchase costs Sprite and description More water tweaks Unsaved Fixed being able to rotate some ship expansions that shouldn't be rotateable Refactor some hazard stuff Added progress bars to the hazard notifications New radial effect applier component, passengers close to vomit puddles will now grossed out Fixed some need calculation bugs Removed massive allocation every time a passenger drops rubbish Rubbish now causes a new negative status effecet on nearby passengers, rather than just silently ticking down hygiene Restock jobs now use the supplier rooms of a the room the prop is in, rather than an EntityFilter Update entity packages and fix being able to place walls outside of the ship space WIP floors support Basic controls to switch floors New composite detail shader with floor mask support, fixed some room placement issues Added a console command to add floors, tweaked floor offsets to eliminate clipping Update placement to repsect floors Basic floor clipped version of the unity standard shader Updated a heap of shaders with new clipped versions Really dodgy implementation of an elevator More material swaps + elevator work Refactor build space data on ship expansions to support floors Added custom floor layouts for starter ships More room space refactors to support parts of a floor being marked as indoors or outdoors Instanced props now use original shader for shadows, which prevents higher floor shadows affecting lower floors Enforce elevator placement Fixed units not being able to move up and down in an elevator, fixed units selecting walk to locations on the wrong floor Update clothing mask with clipping Reworked, better clipping shader. Applied to all character skin materials More material swaps Unsaved Disable TechTreeElement custom editor, was breaking Entity Selector attribute More navigation fixes for floors Disable elevator Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors First pass on exposing floor placement for players Adds a floor upgrade option to the structural section of the build menu WIP UI when building floors Floors cost money to purchase Fixed line breaks on floor upgrade widget Show control prompts when building floors Plop and audio cue fx Better purchaseable UI display for floor upgrades Build floor condition Fixed prop placement not respecting floors Resources can only connect on the same floor - can no longer have power/water on one floor and receivers on another Some space check fixes for room placement Unsaved Navigating units now update their floor Fixed being able to delete or eyedrop the elevator Added a menu item to reset the clip level to max Reworked ceiling clip system to use new floor clipping system instead of the old ship shell faders Exception fix Railing improvements, less holes in the side of ships Don't run hazard systems when there are no hazards Merge branch 'master' into floors Job popups now respect viewing floor More material swaps More materials, fixed damaged effects being spawned on props Seal off interior/exterior spaces, place new exterior archway to connect these spaces Propogate floor level across hazards Floor mesh toggler now works appropriately for entities spawned on high floors Fixed elevator location and addeed a door to the starter oval ship WIP ship connections for connecting separated ship expansions Manually modify standard clipping to be opaque Show a connection preview when connecting boats New ship transit room - must be constructed on the edges of ships in order to make bridges between ships Bridge mesh and rounding error fixes Codegen Rework Elevator system to support traversing offmesh links between ships Update to 2019.1.5f1 Convert nav elevator system to use chunks Can restrict room placement by floor WIP balcony support Delete balcony after deleting room, more room deletion fixes Fix balconies deleting walls on lower floors New transparent emissive clipped shader Fixed some ship space issues when placing rooms Don't show hire popups on different floors Don't allow click/hover events to go to props on different floors Also filter tooltips Unsaved change More ocean experiments UI changes to communicate when a room cannot be on the ground floor Icon for luxury economy cabin Increased tolerance for exterior window check during room placement Remove deprecated ship connection entity Placeholder bridge visual for ship connections Enforce angle and distance limits when making ship connections Refactor floor rule system from rooms Added a floor change toggle to the bottom bar UI Merge branch 'floors' into ocean2 Merge branch 'floors' Upgrade ASE to 1.6.7 r05 Merge branch 'master' into ocean2 Another gerstner implementation Update standard clipping shader with new ASE clip node Fix wall material Better exterior archway Better transit room archway and thumbnail Tweaked starting tech unlock process with expansions Removed corridors and exterior deck expansions Show build notes during expansion placement More ocean stuff Reorganised what's new folder Placeholder what's new New contract for building a floor upgrade New ship expansion contract Reordered tech tree to fit new unlocks WIP changes More ocean work More ocean stuff Tweak reflection probe Merge branch 'ocean2' Update instancer bindings Floor and expansion contracts unlock when player is near unlocking Fix pause menu not opening properly Ocean tweak Fix not being able to place ships when starting with no furniture Fix collision box size on various props Redid the starting blueprints Fixed build menu tabs not refreshing after placing the first ship Fix interior walls not loading in blueprints Redid starter blueprints again Fixed some load issues with floors Transparent clipping for snowglobe stand More what's new content Clean up some old tech tree stuff Move hazard stuff and new premium cabin into the tech tree Fixed some issues with balconies on upper floors Fix for rooms with exterior windows building invalid walls New premium cabin with balcony Fixed misaligned collider on premium cabin - fancy WIP new exterior single doorway Move door controls out to a new, non-entity derived class Fixed standalone prop placement on higher floors Fixed wall caps not updating after deleting standalone walls Ocean tweaks Hooked up luxury cabin sprite Fixed exception when placing first expansion Added ship transit rooms for other 2 expansions Floor work for small oval ship Rider update Added a tutorial prompt for changing floors via mouse wheel Loading screen hints Fixed weird wall placement on level 3 of oval ship Rename some ships Floor layouts for small bubble Added floor count and size info to purchase info Cleanup some room stuff Remove old change ship logic Fixed rooms getting parented to wrong floor on load More room cleanup Set sub category for ship transit room Fixed several placement controllers processing rotations and failing Fixed eyedropper working over multiple floors Icon for floor upgrades Replace with sick puddle with a standard cutout quad Fixed some food props making people sick Fixed gyroscope unlocking on game start Fixed fires and water leaks not working in builds Some NRE fixes Fix fires not starting in builds Staff entity NRE check Make some effects run in unscaled time Starting a fire now scatters several fire instances rather than just one Tweak sick effect duration and vomit spawn rates Increased duration of turbulence + thunderstorms Fix turbulence applying sea sickness to the whole ship at once Status effects are now displayed in the happiness summary tooltip Fixed sick passengers vomiting while disembarking from a ship Disable timed fires Putting out a fire via clicking will now put out fires in a small radius Disable hud popups during any placement, not just rooms Increased bin radius by 50% and removed line of sight check Fix passengers getting stuck disembarking though load/save Fix financial row error on smartobject inspector Fixed various floor clipping material issues Even more clipping stuff Pool clipping Fixed has room above check not working consistently Made multiple colour fade opaque Basic skydome Potentially fixed passengers getting stuck while fleeing Simplified how ship transit rooms affect navigation Fixed warning sign clipping material Better contrast on hazard progress widgets Better contrast on financial charts Pinball machine glass clipping Can now modify clipping height on screenshot camera Some ship transit fixes Fixed missing exterior doors for luxury cabins Fixed transit rooms left on in starter oval Pool area now only contains a pool - no deck chairs New food and utility exterior rooms Hook up soda can model Hooked up newspaper model Fixed stove and poker tables not clipping properly New snack stand room Temporarily disabled hazards Re-enable hazards, fix passengers not returning to normal after fleeing Fixed exception when trying to save with no save name Fixed being able to eyedrop paints that haven't been unlocked yet Fixed leak native arrays in hazard systems Fixed snack stand being unlocked too early Readded baby head company logo Wall fixes for exterior rooms Doubled time between hazards Fixed delete mode not working after building floors Fixed some visual weirdness when zooming out of a ship with floors Show walls during room placement Fixed end of month panel throwing an exception Fixed current cash being blurred while in tech panel Ship placement is now cancelled after placing the first expansion Don't show preview walls that are in blocked locations Reordered some techs, floors are now in the first 3 upgrades Fixed the oval expansion throwing errors during a save Better hold position for newspapers Added mesh togglers to all of the alert indicators Lowered volume of radio retune sfx Showers can now apply a squeaky clean buff that increases happiness TMPro status effect tooltip Clip neon shader Serialise interaction points, WIP MealEatPoint variant New ItemDeliverySystem to allocate destinations to items Item Factories can now produce multiple items FIlled in plural descriptors Can change production on item factories via inspector Better styling on tech tree element buttons clear_passengers no longer clears staff, added staff-only command Fixed case where staff room could be filled with deleted staff Pipe need replenishment from item to replenisher UI support for changing input/output Fixed resource line connections not working on floors Better item slot prefab and tooltip New meal categories, delivery points can have multiple inputs Apply effects and satisfaction for meals consumed Price and satisfaction displays on tooltip Starting to fill in meal content Added support for locked meals Show item info on tech unlocks Merge branch 'master' into meals Fixed preview sprite accessor on entity item Food categories, surface categories in purchaseable menu Advanced kitchen to cook international dishes Added a prompt on quit to give feedback Auto build placement guides for rooms Build space blockers automatically Updated medium scenario with proper floor Fixed rooms on high floors not loading properly in scenarios New room entrance blocker type Soda clipping Soda clipping Some steam branding stuff Merge branch 'room_automation' Merge branch 'master' into meals Merge stuff? More merge stuff Store food chains in category, update stoves to produce chains Fixed some negative collider sizes in room colliders WIll need this as well Fixed missing entrance collider on fancy economy cabin Click rooms over props inside rooms SmartObject widget in room inspector TMPro room area details, better selection cursor location Fixed selection NRE WIP new room selector More room selection stuff Show passenger slots on smartobject inspector Added support for expandable content to smartobject widget Remove erroring colour picker component Fix room bounds generation issue Merge branch 'selection_rework' Merge branch 'master' into meals Hook up item factory controls onto smartobject widget Show food category colour on item icons Show food category on item tooltip Show status effects on food tooltip Fixed painting walls and floors on higher floors Show some recommended purchases when hovering over satisfaction Show recommended state in purchase screen Update satisfaction info when receiving a meal Basic vegetarian restaurant Basic steakhouse Custom shop banners Diner setup Restaurants category Show input items on smartobject widget Merge branch 'master' into meals Fixed some incorrectly sized space blockers on rooms Better string display on generic slider for item consumers Fixed NRE when moving meals Lots of meal delivery fixes Stove positions and custom click configs per food category Added a trail and nicer move logic Food test debug scenes Merge branch 'master' into meals Fill in mexican, thai and italian foods Hooked up advanced kitchen with new food options GPU Instance some food props Instance stove Food blend Unsaved WIP new models for ships Bluegill model Add exterior archways and make deck areas walkable WIP ship deck prop with some smokey chimneys Unsaved stuff Can override location of ship deck for specific floors More unsaved First pass on exterior ship transit rooms Hook up bluegill deck Haddock WIP Allow external rooms to be placed in prebuilt space Mackerel WIP Hook up deck on mackerel Merge branch 'new_ships' Rear doorway for small oval Rear doors for guppy Merge branch 'master' into meals Italian restaurant Mexican restaurant Removed exterior windows on Steak and Veg restaurants Move source art into Flotel-Art repo Status effects for first tier food varieties Status effects for advanced foods Hooked up status effects to props, extrapolated lvl 2 and 3 effects Initial tech setup Potential tech reorder Clean up debug food stuff Tech tree costs are now increased per family Some diner work Italian restaurant visuals Codegen Red checkerboard table cloths for the italian restaurant Vegetarian Counter Barrel prop Some streamers for mexican restaurant Room fixes Preview thumbnails for new restaurants Set prices for restaurants Merge branch 'meals' Remove old airlines type New kitchens sub category, remove basic suffix from restaurants Diner rename to bring into line with other restaurants Rescaled some food props to push restaurant usage Fixed tooltip on smartobject widget and header font sizing Fixed food stats not getting piped into purchaseable details for rooms Make a new dining able for use outside of restaurants Remove deprecated PreferenceItem Various warning cleanup and replacing some obsolete stuff Store in a save file if cheats have been used Scenarios have a scoring metric Show scenario score and progress in contracts widget Define a steam leaderboard for scenarios and upload scores Fixed in-game UI not appearing Fix build compile error Update Facepunch.Steamworks and Facepunch.Unity Merge branch 'master' into scenario_scoring Update leaderboard calls to new async methods WIP leaderboard view Fixed avatar loading on leaderboards Open user overlay when clicking leaderboard entries Rework scenario complete panel Save medals earned Also save high score as well Renamed some food props and categories New meals tutorial, categories can now invoke tutorials Steamworks shutdown Error sound when triggering placement error Merge branch 'scenario_scoring' Don't upload scores if console commands were used Show a prompt on game over explaining why scores weren't saved Medal icons on scenario complete Register item sold from meal point, other fixes Removed the double image on tabs now that the unity ui bug is fixed Fixed being able to block the exterior archway with rooms Better walk to, stop using position logic Meals tutorial assets Score metrics for meals, update financial tracking Check for NaN when making chart labels Update some food names Show more detailed status effect descriptions on item tooltip WIP what's new Taco and salad props, gpu instanced Pasta sign Taco and noodle shop banners Tweaked how profit calculation is run on financial screen Halve size of shower block Add support for max score metrics, changed easy scenario to max economy Fixed icon on floor upgrade Fixed room bounds not respecting floors Greyed stairs icon for better readability Exposed chance to drop rubbish, lowered across the board by 40% Lowered global decay rate of props by 20% Show a medal icon on scenarios that are finished Restructured how sitting animator bool is toggled Reduced length of room entrance colliders, added a batch room rebuild Rebuild easy scenario Rebuild medium scenario Upgrade to 2019.1.9f1 Rider update Show balcony space in room preview Lots of tech fixes, updated advanced food contract Fix staff not being able to move meals Fixed units using meal props before they have meals present Fixed restock effect getting floor clipped Added a small delay to the leaderboard populate Redesign leaderboard widget to show ranks and some animation Added option to review tutorials from pause menu TMPro contract widgets, some visual tweaks Update research tutorial Delete old overworld buildings and world map tutorials Delete airline contracts New satisfaction tutorial Expansions tutorial Revert floor and wall to default paints when deleting a room Floors tutorial Fixed tutorial panel erroring on exit Fixed being able to place ship transit rooms overlapping decks New small bathroom, existing bathroom is now medium sized Ellipsis overflow on entity purchase widget TMPro sub category header Fix concessions, convert to outdoor room Update shower block icon Ship Expansions tech description Fixed work boots on maintenance staff not clipping Fixed newspaper dispenser not clipping Fixed second scenario objective missing description Fixed case where tooltip rays could go through floors Shrunk souvenir store Haddock floor deck and redesigned floor layout Mackerel deck point redesign Fixed diner requiring food supply Fixed a case where passengers disembarking would be broken by fires Fixed exterior food supply room supplying water SCEntity now tracks if it's pooled, update JobRequest remove logic New exterior hot tub room New exterior category Enforce minimum interact duration for props, delete old unused props Hot Tub requires water Print room name when placing something intersecting with room Shrink casino floor, fix poker table not affecting satisfaction Add GitScratch, a tool to show what changes are currently modified Double time required to trigger rubbish effect Reduced rubbish happiness effect by 50% Fix room highlight indicator not showing on upper floors Hazard systems auto dismiss their starting notification Fixed hull scale on ship transit room Fix leaderboard description on scenario complete Some leaderboard testing logic Added editor prefs for git scratch Show missing resources on room area details Fixed rooms not updating resource state after deleting a room Shrunk cafe a little bit Fixed a game loading issue Sauna tech icon Fixed duplicate serialized component references on rooms Added staff doors to rooms passengers shouldn't go into Fixed clipping on exterior windows Fixed bad scale on window wall fill mesh Show objective progress as cash in contracts widget Staff now get a notification when a job they are performing is clicked Clear produced food when changing food output on stove Some what's new content Fixed staff door not clipping Some debugging stuff for nearby lookups, halved hunger decay rate Tweaked some AI routines to limit distance travelled Removed heaps of unneeded rigidbodies Speed up talk target system Early exit Item Delivery system if there are no delivery receptors Tweaked some attraction values to push passengers to use more things Trying out some linking for il2cpp Merge branch 'master' into cinematic Update Cinemachine, switch to package manager version of recorder New steak eating scene More changes
6 Years Ago
Fixed not being able to delete engines Female mannequin Unsaved New chandelier prop Jenkins 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 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 cinematic
6 Years Ago
gitignore Can now double click to load a save Fixed some memory leaks in MeshInstancing Mesh instance doorway frames Fixed wall mounted rubbish bin showing full all the time Removed light on fire Fixed painted trims getting doubled up Trying out some props on the globe Improved world ship rotation Better starting expansion text Fixed some issues when placing pipes and power circuits Better assign ship route tutorial wording Replace passenger type icon with text on route option popup Disable threaded line of sight query, was crashing game Fixed placement of price dropdown on smart objects Move ship stats to a prefab Lowered specular on all citizen props Water leaks can't be triggered until player finishes plumbing contract Q now snaps then rotates a prop by 90 degrees Analytics Linux vdf Fix bottom trim colour not working after a load Fixed some job cleanup logic Reduced wall sconce light radius Fallback to stop units getting stuck in sitting state Better interaction point positions for Chess Table, Dining Table, Diner Booth, Toilet Added an indicator for props that are out of stock Stockpiles now restock when ship is idling Log passenger counts to analytics Log Quest completion NetPlayer NRE Move control prompts out of Content, add Ctrl-z to entity placement Better frames around the bottom bar buttons for tutorials Fixed bottom scroll gradient on entity purchasing scroller Added a zoom UI prompt after placing the first expansion Show power and water while deleting Fixed duplicate power nodes being placed Ice Cream stand setup Unsaved Update Rider plugins to 2018.3 Destroy colliders on backdrop after prefill UI is now hidden when taking a screenshot Added a post process script for citizens content Citizens update First pass on passenger talking logic Unsaved Prewarm data assets Hook up vomit animation Don't run talk chains on game start Fixed case where some wall pieces would remain visible after pucharsing an expansion Store enitties by tag to make filters run a bit faster WIP retail stuff Show register requirement when mousing over a retail prop Manifests update Props can now whitelist what unit types can use them Dummy humans spawned on interaction points are now using proper Citizen model New clothes stand model, new dress stand New PropBuffer prop type, buffs nearby props Put some clothes on the mannequin Merge branch 'master' into cinematic Convo sequence
6 Years Ago
Unsaved
6 Years Ago
Final hot dog tweaks
6 Years Ago
Don't update a mesh instance unless the transform is dirty Cinemachine + Unity Recorder Hot dog sequence