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