branchSkyCruise/mastercancel

1,062 Commits over 638 Days - 0.07cph!

5 Years Ago
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 Fixed resource line connections not working on floors
6 Years Ago
Clip neon shader
6 Years Ago
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
6 Years Ago
Fixed the oval expansion throwing errors during a save
6 Years Ago
Don't show preview walls that are in blocked locations Reordered some techs, floors are now in the first 3 upgrades
6 Years Ago
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
6 Years Ago
6 Years Ago
Show walls during room placement
6 Years Ago
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
6 Years Ago
Temporarily disabled hazards
6 Years Ago
New snack stand room
6 Years Ago
Hook up soda can model Hooked up newspaper model Fixed stove and poker tables not clipping properly
6 Years Ago
Pool area now only contains a pool - no deck chairs New food and utility exterior rooms
6 Years Ago
Some ship transit fixes Fixed missing exterior doors for luxury cabins Fixed transit rooms left on in starter oval
6 Years Ago
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
6 Years Ago
Potentially fixed passengers getting stuck while fleeing Simplified how ship transit rooms affect navigation
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Some NRE fixes Fix fires not starting in builds
6 Years Ago
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
6 Years Ago
Cleanup some room stuff Remove old change ship logic Fixed rooms getting parented to wrong floor on load More room cleanup
6 Years Ago
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
6 Years Ago
Fixed exception when placing first expansion Added ship transit rooms for other 2 expansions Floor work for small oval ship
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
More ocean experiments Merge branch 'floors' into ocean2 Merge branch 'master' into ocean2 Another gerstner implementation More ocean stuff Reorganised what's new folder Placeholder what's new New contract for building a floor upgrade New ship expansion contract Reordered tech tree to fit new unlocks WIP changes More ocean work More ocean stuff Tweak reflection probe Merge branch 'ocean2' Update instancer bindings Floor and expansion contracts unlock when player is near unlocking
6 Years Ago
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
6 Years Ago
WIP floors support Basic controls to switch floors New composite detail shader with floor mask support, fixed some room placement issues Added a console command to add floors, tweaked floor offsets to eliminate clipping Update placement to repsect floors Basic floor clipped version of the unity standard shader Updated a heap of shaders with new clipped versions Really dodgy implementation of an elevator More material swaps + elevator work Refactor build space data on ship expansions to support floors Added custom floor layouts for starter ships More room space refactors to support parts of a floor being marked as indoors or outdoors Instanced props now use original shader for shadows, which prevents higher floor shadows affecting lower floors Enforce elevator placement Fixed units not being able to move up and down in an elevator, fixed units selecting walk to locations on the wrong floor Update clothing mask with clipping Reworked, better clipping shader. Applied to all character skin materials More material swaps Unsaved Disable TechTreeElement custom editor, was breaking Entity Selector attribute More navigation fixes for floors Disable elevator Cleaned up some input, Escape now cancels out of UI panels, Tab/Shift+Tab moves up down in floors, can hold LShift and scroll to change floors First pass on exposing floor placement for players Adds a floor upgrade option to the structural section of the build menu WIP UI when building floors Floors cost money to purchase Fixed line breaks on floor upgrade widget Show control prompts when building floors Plop and audio cue fx Better purchaseable UI display for floor upgrades Build floor condition Fixed prop placement not respecting floors Resources can only connect on the same floor - can no longer have power/water on one floor and receivers on another Some space check fixes for room placement Unsaved Navigating units now update their floor Fixed being able to delete or eyedrop the elevator Added a menu item to reset the clip level to max Reworked ceiling clip system to use new floor clipping system instead of the old ship shell faders Exception fix Railing improvements, less holes in the side of ships Merge branch 'master' into floors Job popups now respect viewing floor More material swaps More materials, fixed damaged effects being spawned on props Seal off interior/exterior spaces, place new exterior archway to connect these spaces Propogate floor level across hazards Floor mesh toggler now works appropriately for entities spawned on high floors Fixed elevator location and addeed a door to the starter oval ship WIP ship connections for connecting separated ship expansions Manually modify standard clipping to be opaque Show a connection preview when connecting boats New ship transit room - must be constructed on the edges of ships in order to make bridges between ships Bridge mesh and rounding error fixes Codegen Rework Elevator system to support traversing offmesh links between ships Update to 2019.1.5f1 Convert nav elevator system to use chunks Can restrict room placement by floor WIP balcony support Delete balcony after deleting room, more room deletion fixes Fix balconies deleting walls on lower floors New transparent emissive clipped shader Fixed some ship space issues when placing rooms Don't show hire popups on different floors Don't allow click/hover events to go to props on different floors Also filter tooltips Unsaved change UI changes to communicate when a room cannot be on the ground floor Icon for luxury economy cabin Increased tolerance for exterior window check during room placement Remove deprecated ship connection entity Placeholder bridge visual for ship connections Enforce angle and distance limits when making ship connections Refactor floor rule system from rooms Added a floor change toggle to the bottom bar UI Merge branch 'floors' Upgrade ASE to 1.6.7 r05
6 Years Ago
Don't run hazard systems when there are no hazards
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Convert sell items metric to track value and totals solds
6 Years Ago
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
6 Years Ago
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
6 Years Ago
WIP rain effects for thunderstorm Added rain sfx WIP lighting rod room to absorb incoming lightning strikes
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
More water tweaks Refactor some fire stuff to work generically for puddles
6 Years Ago
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
6 Years Ago
More ocean tests Minor action chain optimisation Moved the bulk of fire systems into jobs Added an editor pref to disable modal tutorials
6 Years Ago
More water experiments Fixed not being able to place props
6 Years Ago
Potentially fixed some issues that were making units move without playing their walk animation
6 Years Ago
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
6 Years Ago
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