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10 Commits over 0 Days - ∞cph!
Power and water 3d icons
Merge branch 'master' into resources
Power and water icons
Show icons on props missing water or power
Fixed some icons
Fixed some purchasing bugs when drag placing props like power/water
More drag fixes
New tutorial contract and conditions for connecting props to resources
Fixed some cases where passengers were able to use props that were unpowered
Hovering over a gauge highlights the cabling/pipes
Stagger gauge updates to once a second, was kinda heavy
Lots of resource calculation changes, optimisations
Zero out starting power/water
Can now place more things than a power grid can support, causes erratic behaviour
Singleton notifications
Remove TextMeshPro, IAP, Ads packages
Remove builtin post processing, use package manager instead
Merge branch 'master' into resources
Resource points don't need navmesh
WIP drag placement
More drag placement
More
Optimised some loops, fixed some endless loops
More loop stuff
Auto API updates
Merge branch 'master' into resources
Send null event when category is closed
Merge branch 'master' into resources
Update to 2018.2.0f2
Merge branch 'master' into resources
Various UI WIP
More
Backup
Bottom dock WIP
Corner fixes.
Decals icon
Less confusing floor vs wall icons
More clear exterior icon
Pre-animation
Anim WIP. Controller override etc.
Backup
Balloons are a category.
Various. Backup.
Unsaved
Overlay controller
Progress
EntityPurchaseWidget & TabWidget improvs. Scene.
Nixed the old sub-categories.
Balloons have more concise names & actual descriptions.
Some unsaved balloon files.
EntityPurchaseWidget updated for the new left menu.
Don't auto select a tab when opening the entity placement menu
Category toggle fades.
Organized some controllers & overrides (WIP). More anim stuff.
UI scale compatability for the fades.
Stagger tab population (speed exposed on panel as TabStaggerDuration)
Merge branch 'master' into HUD2
Exposed an initial tab delay on Entity Purchasing
Stagger entity content
Apply delay to locked content
Various
0.3 sec tooltip delay
Special cursors aren't so pixelated anymore.
BottomBar-Button prefab
Overlay anim improvs.
Unsaved
Category can override tab click sounds
See TabClickSound on category assets
Merge branch 'HUD2' of SkyCruise into HUD2
Animation stuff
Organized anims better.
Anim stuff
Categories anims
Fixing git stuff
Fixes
Cloud foreground fix not needed anymore
Snappier master controller
Overlay controller fix
Various
Various
Scene
Fixed being able to mess up tab population by switching between build/paint rapidly
Tooltip controller override & anim files. Some other stuff too.
Merge branch 'HUD2' of SkyCruise into HUD2
Fix
Only fade out tooltips, added fader anim to simple text tooltip
Fix tab widget button callback
Fix eyedropper cursor offset
Various
Various
Few scripts/shaders from Unity UI Extensions. Fancy fade on tooltips.
Various. UI sound stuff & files.
Utility 1
Removed Utility 1 again
Placing a prop now plays the category sfx
PassDetails panel fixes.
More fixes.
Consolidated complaints.
Merge branch 'HUD2' of SkyCruise into HUD2
NRE
Pre-anim
Exposed a complaints root on passenger details
Various
Merge branch 'HUD2' of SkyCruise into HUD2
Hooked up complaints root
Removed the Class: prefix for passengers because self explanatory.
Cursor hotspot fix. Random icon fix.
Font improvs
Various.
Props file
Fixed some tooltip issues
Turn on passenger details
Merge branch 'master' into HUD2
Rehooked up the new staff controls
Clicking the background behind a modal panel now closes the panel
Fixed inconsistency when right clicking to cancel eyedropper/delete
Fixed incorrect category highlighting during tutorial
Fixed contract highlights not displaying on build/paint buttons
Disabled the background click colliders on modal panels, they weren't working
Nav fixes
New prop models
Hooking up new props
Thumbnails
Tech unlocks
More thumbnails
Shrunk generator, generator now connects to power circuits
Shrunk water tank to one tile, hooked it up to new piping system
Thumbnails for pipes/power circuits
Added callback when a tab is selected
Merge branch 'master' into resources
Hooked up a bunch more props with active/inactive states
More props
Props are powered when taking thumbnails
Props support an on/off state, will use off if no power/water nearby
Delayed activation
Thicker exterior walls
More trim stuff
More resource connections, state propagation
Shaders and visual stuff
Pipe and conduit meshes
Merge branch 'master' into resources
Can now turn on/off resource visuals
Water pipes
Fixed nav gen issues
New tracker for items sold (soda, coffee, beer, etc)
WIP resource connections prototype