1,646 Commits over 638 Days - 0.11cph!
Exterior doesn't get painted when you shift paint interiors.
Fixed the UVs on Ext M windows.
Proper unified window glass
Fixed the Window M/Large prefab issues & ambient lighting.
Sorted the wall & exterior assets. 2/2
Ext door files & ship structure file reorganization 1/2
Merge branch 'master' of SkyCruise
WIP world space shading for floor tiles
Delete amplify attempt
First pass on dynamically generating mesh for floor paints
Paint support
Added support for drag painting floor paint
Converted the composite detail shader to a world space triplanar setup
Cash paint setup
Unsaved
Hooked up nav mesh areas on new paint volumes
Some optimisations
Hooked up nav mesh areas on new paint volumes
WIP world space shading for floor tiles
Delete amplify attempt
First pass on dynamically generating mesh for floor paints
Paint support
Added support for drag painting floor paint
Converted the composite detail shader to a world space triplanar setup
Cash paint setup
Turned on fake ambient lights on exterior windows
Citizen assets
Female citizen
Updated Rubbish Bin
Update stockpile
Merge branch 'master' into citizens
Merge branch 'master' into citizens
Update from CItizens repo
Merge branch 'master' into citizens
Hook up new stove
Switch to regular models
Fixed some window issues, deleted some old unused stuff
Passengers can sit in chairs while idling
WIP AI rework
Merge branch 'master' into ai_rework
Setup idle actions, action chaining, replaced wander logic
Need replenishment stuff
Reimplented lines in new system
Merge branch 'master' into ai_rework
Refactor targets, some custom editor stuff
Added And/or support for target generators
Start of job work
Rubbish pick up action chain
Mop up action chain
Empty Bin chain
Baggage chains
Staff can wander around if there is nothing to do
Repair prop chain
Put out fire chain
Merge branch 'master' into ai_rework
Better line logic for passengers
Cleaned up heaps of now deprecated passenger AI stuff
Deliver meal chain
Remove old job logic, fixed work at logic
Merge branch 'master' into ai_rework
New fidget emote, triggers after wandering
Unsaved
Dance emote
Added a dance action chain
Bake dance position
More idle behaviour
More stuff
Merge branch 'master' into ai_rework
Staff resume jobs after loading
Removed old canvas text objects from RoomAreas
Lowered radius of jukebox, removed some unneeded colliders
6 new contracts to transport passengers per month
Tooltip manager is now a prefab, can use regular tooltips in menu
Removed TextMeshPro, will replace with Package manager version when needed
Fixed some issues after loading walls
Month Duration and Need decay game config options
More idle behaviour
More stuff
Merge branch 'master' into ai_rework
Month Duration and Need decay game config options
Removed old canvas text objects from RoomAreas
Lowered radius of jukebox, removed some unneeded colliders
6 new contracts to transport passengers per month
Tooltip manager is now a prefab, can use regular tooltips in menu
Removed TextMeshPro, will replace with Package manager version when needed
Fixed some issues after loading walls
Dance emote
Added a dance action chain
Bake dance position
Install SRP, HDRP, Updated Post Processing, deleted eunused shaders
Made a HDPipeline asset and hooked it up
Exterior wall bottom caps.
Merge branch 'master' of SkyCruise
Merge branch 'master' of SkyCruise
Window prefab improvements & glass meshes.
Better line logic for passengers
Cleaned up heaps of now deprecated passenger AI stuff
Deliver meal chain
Remove old job logic, fixed work at logic
Merge branch 'master' into ai_rework
New fidget emote, triggers after wandering
Window prefab improvements & glass meshes.
Exterior wall bottom caps.
Merge branch 'master' of SkyCruise
Merge branch 'master' of SkyCruise
Refactored the exterior and exteriorbot pieces to include the mid/underfloor padding. Added UVs.
Windows with actual holes.
MatID fix
Backup
Unified materials for exterior walls
Fixed the exterior L/R straight UV mismatch
Lighting/post tweaks in sandbox
Wall improvements.
More
Faked some SSS on clouds (for now)
Grid & placement improvements in Sandbox.
Exterior walls default to the correct material.
Exterior walls don't get rendered twice.
Added CFX 3rd party. Some post tweaks.
More sandbox post/lighting.
Scanline filter in sandbox just to shock Jarryd. Youtube prank gone pregnant.
Project version to 2018.2.3f1
Fixed some issues placing walls near exterior walls
Disabled the bottom edges on rooms
Small UI alignment fix
Exterior window setup
Expose archway
UI alignment shit
Merge branch 'master' of SkyCruise
Didn't need this folder anyway.
WIP Creative mode
Exposed new paintings for in-game use
Exterior bottom trims
Add a toggle to the new game panel
Expose game mode on save game settings
S/M exterior window files.
Merge branch 'master' of SkyCruise
Various window related. Trims now use the trim normals. Scanlines turned off.
Added a game config panel that exposes some options when starting campaigns
Merge branch 'creative_mode'
Window trim setup
Merge branch 'master' into ai_rework
WIP Creative mode
Add a toggle to the new game panel
Expose game mode on save game settings
Added a game config panel that exposes some options when starting campaigns
Merge branch 'creative_mode'
Various window related. Trims now use the trim normals. Scanlines turned off.
S/M exterior window files.
Merge branch 'master' of SkyCruise
Exposed new paintings for in-game use
Exterior bottom trims
Didn't need this folder anyway.
Small UI alignment fix
UI alignment shit
Merge branch 'master' of SkyCruise
Project version to 2018.2.3f1
Fixed some issues placing walls near exterior walls
Disabled the bottom edges on rooms
Exterior window setup
Scanline filter in sandbox just to shock Jarryd. Youtube prank gone pregnant.
More sandbox post/lighting.
Added CFX 3rd party. Some post tweaks.
Exterior walls default to the correct material.
Exterior walls don't get rendered twice.
Grid & placement improvements in Sandbox.
Backup
Unified materials for exterior walls
Fixed the exterior L/R straight UV mismatch
Lighting/post tweaks in sandbox
Wall improvements.
More
Faked some SSS on clouds (for now)
Refactor targets, some custom editor stuff
Added And/or support for target generators
Start of job work
Rubbish pick up action chain
Mop up action chain
Empty Bin chain
Baggage chains
Staff can wander around if there is nothing to do
Repair prop chain
Put out fire chain
Refactored the exterior and exteriorbot pieces to include the mid/underfloor padding. Added UVs.
Windows with actual holes.
Fix softmask assembly
Merge branch 'master' into ai_rework
WIP AI rework
UIExtensions.Effects definition and duplicate cleanup
Remove wireframe examples
Deleted some unused props and rooms
Softmask assembly definition
Removed support for migrating saves from the old folder to the new folder
Upped save data version, old saves are no longer incompatible (wall change is too big)
Enabled cap on autosaves, if more than 4 autosaves exist for a campaign the oldest will be deleted
Merge branch 'master' into ai_rework
Setup idle actions, action chaining, replaced wander logic
Need replenishment stuff
Reimplented lines in new system
UIExtensions.Effects definition and duplicate cleanup
Remove wireframe examples
Deleted some unused props and rooms
Softmask assembly definition
Removed support for migrating saves from the old folder to the new folder
Upped save data version, old saves are no longer incompatible (wall change is too big)
Enabled cap on autosaves, if more than 4 autosaves exist for a campaign the oldest will be deleted
Exterior bottom meshes. (Getting shifted tomorrow tho)
Merge branch 'master' of SkyCruise
SkyCruise.Audio assembly definition
Disable corners
WIp new wall palcement stuff
More placement
Fit to edge of grid
Clamp walls to 45 degrees
Space blockers now support scaled transform hierarchies
Unsaved
Better clamping
More math rounding
Merge branch 'master' into newwalls
Collision fixes
Expansions system now uses new wall system
Better external walls
Fixed a weird ship colour issue I might have introduced
WIP fill mesh work
Merge branch 'master' into newwalls
More wall reworks
Basic connector logic
WIP connectors
More wall stuff
Doorway mesh
Mats, test prefab.
Cut down a huge amount of unneeded wall building
Walls affect pathfinding
WIP door placement
Codegen
WallFill is now an Entity for serialisation
Can now shift click to fully paint a section of wall
Exposed paint options for doorways
Layer changes, fix nav around new single width doorways
Rooms now recognize new walls in enclosure checks
Potentially fixed rooms not checking all props in range
Bug fixes
Fixed several deletion issues in the new walls
Various mat & UV wip
Backup
Various wall/floor related
Example prefab.
Doorframe, window M and S. Plus various style test related clutter files that I'll remove later.
Missing meta.
Arrow markers for walls
Added small and large windows, some cleanup
Some thumbnails
Build materials during wall placement
Various fixes. Archway.
Wall placement is now done via click+drag
Merge branch 'newwalls' of SkyCruise into newwalls
Removed scale hacks on windows
Initial flood fill logic for auto room placement
More auto fill
More room updates, auto fill rooms update with walls and check props
Fixed walls not working with eyedropper
Fixed some wall placement issues, can no longer palce walls outside of the ship
Converted wall pieces to be 10 wide with side trims included, instead of 12.
Fixed the vertices Max 2019 exploded.
Convex & concave corner normal fixes.
Proper unity scaling.
Concave scaling fix.
Convex scale fix.
Remaining M pieces.
Forgot the L & R straights.
Remapped the default wall mats.
Cleanup & demo prefab updated.
Prefab tweaks. Glass test mat.
UV maps 1/2
Some meta bullshit.
Update fill prefab, fix walls not updating after a wall gets deleted
Smoothing & material fixes on some pieces.
More fill fixes
Merge branch 'newwalls' of SkyCruise into newwalls
First set of trim meshes. Updated the example prefab.
Merge branches 'newwalls' and 'newwalls' of SkyCruise into newwalls
Rescaled and adjusted move speed for all passengers, first pass rescaling props
Fixed some more wall scale issues
Fixed room spaces not sizing appropriately after a load
Fixed some missing materials on windows
Resized wall mount range
Shrunk wall lamp, delete fixes
Rescaled items
Serialise creator of wall fill
More art
Added support for trim meshes
See blue wallpaper for example usage
Hooked up another window trim (also on blue wallpaper)
Unsaved
Walls now work with mid-section connections, simplified some logic
R_Concave axis fix.
L Fix
Can no longer delete exterior walls or place doors in the side of the ship
Fixed some roof issues
Fixed some issues with the new walls and ship expansions
More exterior stuff
Prices and weights for walls
New door & trim files. Updated Wall Examples prefab with a door.
Merge branch 'newwalls' of SkyCruise into newwalls
Wall Test 1 mat texture.
Implemented new door models
Merge branches 'newwalls' and 'newwalls' of SkyCruise into newwalls
Update default unpainted wall texture
Fix being able to place overlapping walls, don't tank performance when placing walls
Fixed exterior sections
Doorway stuff
Hooked up new windows with fake ambient lights
Glass material improvs
Windows are unlocked at start.
Sandbox uses temporal AA, and has increased max zoom.
Syntax changes, move alignment indicator to appropriate wall position
Props now have a luxury level, Rooms now enforce a minimum luxury level
Various wall/trim/window/glass related. Updated the example prefab too.
Room takes paint luxury levels into account when calculating luxury
Merge branch 'newwalls' of SkyCruise into newwalls
Fixed some issues when loading the game
Room fixes, scale fixes
Tweaked depth of field clamps for new walls
Combined the cash earned and xp earned notifications
Added the required tech name when hovering over a locked item
Lowered requirements for Basic Fitout contract
Room details UI stuff
Wall clock unsaved change
Rooms now require total luxury, not average
Adjust toilet cubicle scale
Previews for new walls
Remove luxury need from passengers
Rebalanced luxury levels
Luxury levels for paints
More room details UI stuff
More room UI
Lotsa wall/trim related shit.
Disable diagonal walls for now, fixed taking screenshots messing up wall prefabs
Merge branch 'newwalls' of SkyCruise into newwalls
Refactored trim system to support multiple trims per surface
Various wall/door/window related.
Update window and door trims/material counts
Fix paint trims breaking save games
Various bits
Secondary door trim.
Fixed the wall trim meshes.
Fixed Unity's arbitrary matID import orders by jumping through ridiculous hoops.
Trim orientations & smoothing issues.
M window fixes.
GPU instancing on the structure mats.
Missing meta.
Doors fixed.
Cleaned up some example materials/shaders we'll never use to free up shader keywords.
Preliminary prop shader from Diogo.
Mat stuff & a post profile.
Room stats, can now select rooms and see a Room inspector
WIP support for double wide wall pieces
Fixed double width connections and issues when loading
Fixed some sorting issues in Structural category
Merge branch 'master' into newwalls
Fix not being able to delete some wall props
Fix not being able to eyedrop some wall props
Update Facepunch.System
Facepunch.Skeleton
Facepunch.Gibs
Add VisualizeTexelDensity
Meta
Update Facepunch.Unity
Compile fixes
More details about invalid rooms in the room inspector
Placement indicator for rooms
Some new paintings
Fix some wall placement issues
Merge branch 'fpupdates' into newwalls
Can toggle texel density viz by "toggle_texeldensity" command
Can toggle background curve via "toggle_curvedbackground" command
Colour wall markers when building
Adjusted passenger line spacing to match new passenger size
More wall placement stuff
Exterior walls, mid section.
First pass on exterior walls
Wall fixes
Wall fixes
First pass on exterior walls
Exterior walls, mid section.
Can toggle texel density viz by "toggle_texeldensity" command
Can toggle background curve via "toggle_curvedbackground" command
Colour wall markers when building
Adjusted passenger line spacing to match new passenger size
More wall placement stuff