Wall mounted ship entrance, force AI tick when an AI is spawned
Disable helium tank
Incoming ships text display
WIP incoming flights UI
Fixed boarding state not being incremented
Ticked DM's are now updated every frame, FindEntity can now sort by prop heat
Better landing logic
Better take-off logic
Fixed a serialisation issue on ShipGates, manifests
Check in counter model
WIP car drop off
Better car drop off curve
More cars
Fix ships being able to disembark early
Models for ship gate
Stop adjusting shadow distance at runtime
Better backdrop grass texture and directional light settings
New archway that only lets checked in passengers pass, bug fixes
Tweak to prop heat calculation
WIP airline contracts
Airline contract panel acceptance
Acceptance logic
Disable background props that are covered up by buildings
Fixed grid manager not updating
Contracts expire, more ship handling
WIP schedule management
Hooked up last few bits of flight scheduling, fixed flights not leaivng if they are late
UI tweaks, show current hour on UI
WIP conditions/metrics for tutorials
More tutorial flow
Don't show weight on purchaseable details
Fixed case where background props wouldnt be disabled by expansions
Props can disable background props
Enforce maximum contracts count
Show active contracts in contracts menu
Can now override notification sprite
Pop a notification when an airline contract is completed
New sub categories
Update expansion previews
Tooltip when hovering over blimps
Don't run quests
Smartobjects can now specify a specific type of required worker
WIP Security checkpoint
Disable baggage stack prop, include security checkpoint in tutorial
Contract tweaks
Trying out optional objectives on airline contracts
Notification when completing optional objectives
Can mark which metrics to use in objectives
New metrics for checking in and security
Removed some ship references
Jenkins project version
Jenkins
Better ship entrance
Build fixes
Better passenger inspector
Chairs now replenish fatigue, disabled beds
Disabled cabins and sleeping rooms
New archway, updated icons
Some small QOL improvements to EntityInspector
Show progress of contract optional objectives
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
TMP & Some conversions.
New Panel_BuildMenu
Proper filtering on thumbnails.
EntityPurchaseWidget
Icons
Missing TMP
Various build menu related.
Cleanup
Fix
Various TMP fixes.
BottomBar anim stuff
Icon stuff
GameplayUI WIP
Hooking some text up
Merge branch 'master' into grounded
New research station prop
Research lab room area, buffs research rate with luxury
Control tower icon for airline contracts panel
Merge branch 'grounded' into passive_research
WIP tech ordering system
Particle effect for research points earned
Show points per minute on the tech panel
Converted some tooltips to TextMeshPro
Fixed being able to place overlapping boarding gates
Update research contract
Ships now depart after an hour even if all passengers haven't boarded
Fix manifests being generated outside of the content folder
Can now rebuild all manifests
Don't end the day until all ships have departed
Callback for assets being created
Manifests are now automatically udpated when creating an asset in the Content folder via the Creator tool
Fixed passengers lining up in the wrong direction on security checkpoints
Delete prefabs on build menu
Jenkins
Disable net manager
Tech tree inspector now displays some warnings about any misconfigured techs
Cleaned up some deprecated stuff on the tech tree
Don't show decals in build menu, more tech cleanup
Disabled balloons on a bunch of expansions
Add grounded backdrop scene
Codegen
Fix ships stats not updating when game is run from main menu
Fix errors when accepting contracts before placing a starting expansion
Replaced routes modal tutorial
Water and power can now run indefinitely over distance
Lowered new and contract stickers on entity purchase buttons
Fixed contract highlights on right side of bottom bar always highlighting
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 grounded
WIP grounded default furniture
Fix entrance not being included in blueprint
More blueprint stuff
Fixed not having any contract slots when starting a new game
Disable cargo point prop
Contract availability is now respected when loading contracts, disabled a bunch of deprecated contracts
Don't auto place starting expansions when loading a blueprint
Added max contracts to minnow and cumulus
Fix NRE in smartobject line position calculation
Update text description on new game
Another line fix
WIP baggage flow
Fix ship traveller NRE when late departing
Tweaked flight tolerances and day duration
Increase run speed
Fixed airline contract not included in manifest
Update starter blueprint with more staff and no traffic controller
Lowered price of check in counter passenger fee
Staff costs are now deducted at the end of each day
Renabled old gauges, turned off overlay toggle
Ship traveller now waits a set amount of time before departing (not based on time of day)
Ship gates now increase in price linearly
Fixed contracts being initialised incorrectly when loading a blueprint
Admin Desk prop
Research modal tutorial
Unsaved
Disabled some deprecated techs
Don't generate old ShipRoutes (hasn't been used in months)
Generate more contracts based on max contracts stat
Stockpiles are now always full
Added a skip day button when close to the end of the day and no further flights are scheduled
Passengers now arrive earlier for their flights
Added a current time indicator to the flight scheduler
Fixed happiness widget
Update default starter blueprint with a baggage stack
Convert flights array to a list to try and deal with serialization issues
Can now unlock other passenger types via airline contracts
Updated expansion icons and descriptions
Placeholder road mesh
WIP sunglasses stand
Retail registers no longer need to be in a RoomArea, spend points can now equip clothing
Hooked up sunglasses stand icon
Smartobjects can limit interaction via gender
Hat stand prop
Fixed category ordering in retail section
Retail posters, buffs nearby souvenir sales
Disabled exterior ship expansions and associated props
Fix small oval expansion being disabled incorrectly
Increase max research slots
Can place admin desks and research stations flush with wall
Fixed score metrics not showing cash notation
Remove reference to this month on financials screem
Don't include weather controller in blueprints
Delete all passengers, baggage, cars and ships at the end of the day
More end of day deletions
Fixed research stations not working if placed inside staff rooms
Route creation is no longer a tutorial contract
New games now default to starting with furniture if player has saves in directory (has played before)
Flight status widget now shows flight code
Upscale fp logo
Simplified and fixed some prop heat issues, heat resets at end of day
Lowered decay rate on security checkpoint and check in counter
Check in counter no longer earns money
Fix showing financial stats for props that don't sell anything
Convert ScheduledFlightInfo to a class, seems to serialise better
Fix duplicate weather managers in starting blueprint
Typo fix in research tutorial
Show a pulser on the tech currently being researched
Fixed skip day button not animating properly
Some event cleanup for baggage
Fix memory leak in mesh instance manager
Fix beer bottle held item position
Tech tree in progress animation is unscaled
Fixed pinball machine queue going in wrong direction
Hot dogs now replenish 50 hunger
Bathroom sink unlocks earlier, disabled landscaping tech
More tech fixes, Ice Cream stand is now available in-game
Fixed incoming flights widget affected by timescale
Increased research station rate
Don't finish day until all ships have departed
Increase max passengers per car once player starts advancing in game
Negative needs are red on smart object inspector
Fixed beer bottle rubbish
Fix background props not getting disabled after loading
Clothing store icon
Disable stockpile while travelling option
Fixed economy contract not starting
Rescaled transport economy/premium passenger counts
Don't line up for things if the line is full
Updated a heap of prices
Lowered passenger spending money
Text mesh pro converter
Airline contract widgets bold passenger type, converted to TMPro
WIP What's New
Turn save errors into warnings in builds
Rooms can now lock themselves to a specific passenger type, made a premium lounge
First class lounge
Whats new
LOD window frames, use existing LOD if available
Fixed Ice Cream stand LOD
Sub category singulars
New foliage assets from before
Unsaved
Some upgrades for check in counters and security checkpoints
Fixed exception when placing wine bar
Lowered all of the food carts
Fixed balloon stand
Disable Traffic OnGUI
Purchased clothing now gets overriddeden by later purchased clothing (stops infinte hat stacking)
Added a scroll indicator for airline contracts
Added scroll indicator to manage tab in airline contracts, auto scrolls for placement
Optimisations
Reenabled shadow/clip adjustment based on zoom
Instance some materials
Moved some more props into mesh instance drawers
Disabled prop static batching
Can no longer delete ship gates
Disabled shadows on point lights
Don't show tech tree notification if research panel is open
Added a print_container_stack command to debug the container flow issues people are seeing
Unsaved
Removed a spamming log
Reseach lab is now unlocked much later
Souvenir store typo fix and icon
Can no longer mount wall mounted props onto the outside of the airport
Fix check ins contract repeating after a load (manifest needed updating)
Fixed departing passengers analytic not firing
Don't spawn a reflection probe via TOD system
Surfaces can now block mounted props, block props on ship gate
WIP skylight props
Update ceiling after skylight deletion
ShipTraveller serialisation changes
More FlightInfo tweaks
One last serialisation fix attempt
Zeppelin Chassis model
Show airline colour and icon on zeppelins
Fixed misaligned airline icons
Flight status widget now updates in real time
Baggage returns interact point at 0 height to fix units not being able to reach stacked baggage
Minor back compat improvements for saves
Implemented an entity pooling system
Added "clear_all_airline_contracts" to potentially recover some old saves
Fixed duplicate skins sometimes being rendered
Pool incoming cars
Pool stock and need replenishers
Fixed skylights generating navmesh
Fixed missing icon for skylights tech
Delete a heap of flight management code/prefabs
Water plane
Reimplement boarding flow
Passengers now disembark at any time if they are unhappy for a prolonged period of time
Remove admin desks, MaxContracts stat
Removed LOD2 and LOD3 from some small items of clothing
Replace real time portraits in staff screen with premade video
Merge branch 'master' into ocean
WIP premade room placement
Basic wall building controls
Citizens update
Hooked up new radio prop
Fix cargo stacks NRE on load
Fixed errors when loading a game that was late in the day
Rider update
Fix some baggage pooling issues
Unsaved changes
Merge branch 'master' into ocean
Codegen
Show a volume to show room space + blockers
Placement checking, check can afford premade room
Add support for wall replacements, RoomArea placement
Fix some wall placement issues
Support for wall/floor auto painting
Room cost equals combined cost of props
Show premade rooms in entity purchase menu
Deleting any prop in a prefabbed room now deletes the whole room
Can now rotate premade rooms
Merged PremadeRoom class into RoomArea (too much functionality overlap)
New sizing placement QOL fixes, fancy economy cabin + basic common area
Cafe room
Bathroom prefab room
Added lights to each room
No longer need to connect power/water (still need generators and water tanks)
Fixed overlap collider on cafe
Auto setup process for rooms in new prefab scene
Premium cabin, WIP exterior windows support
Added support for a room to require an exterior wall (for windows)
Thumbnails for rooms
Ship now boards passengers based on available rooms
Staff Room, Power Generator Room, Water Tank Room
Categories for premade rooms
Eyedropper supports rooms
Disabled a bunch of props that are room exclusive
Typo fix
Citizens update, implement jukebox
UnitVisuals can now be pooled
Unsaved
Merge branch 'master' into ocean
Shower Block + Premium Cabin - Fancy rooms
Cleaned up some deprecated boarding logic
Show days on board stat on passenger details
Passengers now pay for their room each night
Fixed ships getting stuck in embarking/disembarking loop
Premade room conditions
Update Resources contract
Supply room
Disable some more props
Set a default route + more contract stuff
Don't show disembarking widget
Added Bar premade room
Wine Bar
Fixed water supply room not working
Can now see combined water/energy usage from purchaseable details
Casino Floor + caluclate room price based on builtin props
Disable old RoomAreas
Clothing and Souvenir stores
Sort rooms into proper/existing categories
Show price per hire on room details, disabled some deprecated UI info
Fix lights flickering when power is overflowing
Contracts can now offer any entity for free, starting rooms are now free
Can now toggle blimp mode
Passengers jump out of the ship with a parachute when they are unhappy
Doorways now need to be clear
Hardcode time between locations to 60 seconds
Hygiene decays
New default starter blueprint
Fixed rooms doubling their props after loading the game and parent deserialisation
Loading premade rooms now has special handling for nested entities
Instead of loading an entity from the prefab, the premade room will now attempt to match presaved data to the existing prefab. This is to ensure that props with custom, per room modifications (like lights) aren't wiped and replaced with stock settings when loading a game.
Update blueprint loading for premade rooms
Disable routes button
Updating starting blueprint
Citizens update
Update bathroom prop
Fixed first play control tutorials not operating in unscaled time
Don't set staff video every time player clicks a button
Updated some lights
Passengers are now dropped off via cars
Passengers without rooms will now be auto assigned a room if one is built
Buying rooms now deducts cash
Background water moves
Tech is unlocked immediately via cash, driven by multiplier on tech tree
Tug boat prop for dropping off passengers
More room thumbnails
Shorter days, boat foam fx
Extend exterior walls to sink into the water
Passengers float away on lifeboats
UI tweaks
Added a vertical scroll bar to the build menu
Ocean steam branch
Cap passenger count to cabin count
Fixed another passenger capping issue
End of month no longer triggers automatically, must be opened via a notification
Casino floor icon
Better wall painting for premade rooms
Tweaked some foam
Citizens update, implement new vending machine model
Merge branch 'master' into ocean
Pop a notification when passengers leave due to unhappiness
Update ECS packages, rooms now count all passengers that are inside them
Added IsEditingInPrefabScene check on Entity
Added some corner chunks to small oval
Fix exception when placing room
Show passenger happiness all the time, reflect all current passengers (not departed)
Faster navigation calculation (from perf branch)
WIP need refactor
(cherry picked from commit f56fecac8fdf9405566a3fdaba3ba1d594897373)
More wip needs
(cherry picked from commit 3395a88d33f3ecd623ed880fd4a8812b495561ea)
Hook up global multiplier
(cherry picked from commit 1df92d6370e4af4e4279bee04a12e9d90d7b2479)
Hooked up all needs, more optimisations
(cherry picked from commit 7d5bb019c2a7e8cf69f10a78898399e8277dc517)
Update need storing stats, needs are now serialised
Merge branch 'master' into ocean
Merge fixes, notification when passengers board
Mousing over entrance shows time to next passenger boat
Disable ceiling shadows, allow toggle mesh instance renderers
Disable lights, new directional light, disable instancing for now
New skybox
WIP new satisfaction system
Satisfaction/need retrieval clarification
Fixed needs not being clamped properly and ticking in the wrong direction
Fixed not initialising satisfaction array
Fixed soda cans getting dropped immediately
Added satisfaction structs to need replenishers
Don't show needs on passenger inspector
Passenger needs now normalised to 0-100 for everyone
Star slider, satisfaction info scriptable objects
Show summary of satisfaction in room purchaseable details
Applied lots of food/entertainment satisfaction values
Fix rounding on satisfaction values
Show satisfaction on passenger details
Hook up tooltip on satisfaction sliders
Adjusted need values
Average calculation for satisfaction + store most pressing need
Added a widget that shows the most important need of the passenger selected
Show current average star rating
Fix modification array access in jobs
Update saved highest star rating
Disabled some unused complaint paths in ExpensiveUpdate
Remove injects from the passenger coom count system
Rooms now have a luxury level, gets processed along with other stats
Implemented a better system for serialising ECS data
Unsaved stuff
Codegen for new ECS serialisation, attribute driven
Minimum satisfaction is now 0.5
Double sliders for HUD star rating, tooltip for actual number breakdowns
Enable entities for everything
Disable all overworld rendering
Import gpu instancer asset
Fixed some instancer issues
Hooked MeshInstance Drawing system up to GPU Instancer
Instance some more common props
Merge branch 'ocean' into lighting_rework
Merge branch 'gpuinstancer' into lighting_rework
Updated composite_detail shader to support instancing
Unsaved, skin tweaks
Changes?
Tweaked water
Reworked crowding mechanic
Some cleanup stuff, stop sorting needs
Fixed some wall issues, warning cleanup
Better fader on overcrowded room material
Update to 2019.1.0b7 for ecs updates
WIP 2019.1 API upgrades
More wall integration
Lots more wall stuff
WIP support for external walls
Did some cleanup, removed old inventory system
Cleaned up some missing component objects
Jenkins?
Combined citizens
Hooked up new combined skinned mesh renderers, disabled some clothing logic on precombined meshes
Fix hard hat LODS
Fixed overcrowded material getting saved in asset at runtime
Add loadingBlueprint flag to session, add default wall and floor paints
Some renames
Fixed not being able to build rooms in a new session
Fix some bad room placement maths
Fixed some wall rendering issues
Fixed exceptions when pasengers spawn
Merge branch 'ocean' into lighting_rework
Re enable mesh instancing
Disabled more room lights
New sun controller
Fix vsync not properly applying on boot
Fix service LODs casting shadows
Beds replensih fatigue, enable decks
Different defauilt floor texture for outdoor areas
Lower area mesh on outdoor areas
Remove InstantiateViaPrefabInsancer
New exterior lounge area, some new support for exterior rooms and rooms that have no walls
WIP pool prop and room
Fixed some load game issues
Added a notification when a room has been overcrowded for too long
Don't allow needs or satisfaction to go up while a room is overcrowded
Fixed some issues with interact points and navigation checking
Combined deck chair mesh
Combined umbrella mesh
Cache target generator profiler strings
Merge branch 'ocean' into lighting_rework
Sun tweaks
Fixed some weather exceptions
Another weather fix
Readded need sorting
Turned off shadows on most held items
Fixed incorrectly setup text labels on satisfaction tooltip
Fixed cached profiler strings failing on null target generators
Prop cost changes, new Small utility room, small supply room, change default exterior material
Disable crime, disable security guard
New newsagent room, new postcards stand in souvenir store
Removed lights from rooms, made individual lights unavailable
Filling in some luxury and shopping satisfaction values, lots of previews
Show overcrowded indicator on passengers
Proper exclamation icon
Tried to fix the happiness out of range display bug
Some new conditions for new game mechanics
Overcrowding tutorial
Don't allow room placement until an expansion is purchased
Basic satisfaction contract
Fixed contracts not making props free correctly
Fixed category highlights not working for contracts with premade rooms
Update lots of contracts to fit with new game flow
Revert common area room
Added a passenger count contract, update manifests
Merge branch 'ocean' into 2019.1
Compile/merge fixes
Citizens update
Updated newspaper dispenser prop
Rename JobHandle to SCJobHandle to reduce ECS conflicts
Rename Entity to SCEntity to reduce ECS conflicts
New default walls and floors
Import ECS Navigation system
WIP implementing navigation system
Reset HasArrived, convert flags to bools
Trying out some ship wedge pieces for the corners
Merge branch 'ocean' into 2019.1
Import animation baker
WIP baked character setup, can override generated class name
Smooth lerp room placement
Plop particles for room placement
Need and satisfaction can now increase their buffer sizes dynamically
Can now bake specific datasets, instead of having to bake everything
WIP new character renderer implementation, still some issues
Fixed ship entrance locations
ListView tool to quickly see prop states
More list stuff, filled in some names
WIP what's new
Can finally delete techs from the tech tree
Disabled a heap of props that are no longer placed individually
Disable wine bar prop
Delete all of the tech, start putting together new stuff
First pass on all initial tech unlocks
More tech hookups, sort left to right
Can mark techs to ignore prerequisites
Fixed room bounds being calculated incorrectly on rotated rooms
Disabled ship status text in HUD, relaid out some stuff
Disabled region selector on new game panel
Store last 100 passengers satisfaciton information
Added a new bounds that blocks walls to room areas
Exception fix in action chain
Show averge food/shopping/etc values on satisfaction tooltip
WIP scenario support
Scenario support on main menu
Can start scenarios
Start session contracts at the start of scenario session
Tweaked satisfaciton level condition display text
Added scenario end/start framework, triggers on success
Fail scenario if you go over time limit, notification warning
Mark bp files as lfs
Better scenario starting point, image
Rooms can now be clicked (bounds check isntead of physics)
Catch some NaN's coming out of the needs system
Medium scenario first pass
Added single chairs to instance manager
Various build fixes
Add scenario name to autosave/quicksave filename
New arcade room
New kitchen room
New movie theater room
Add supply room to tech tree and starting contract
Fix sink positions in bathroom
Removed some old stuff from room area inspector, moved inspectors into prefabs
Scenario info in what's new, custom editor for release info objects
Fix being able to place rooms at bad angles by clicking during animations
Updated resources tutorial content
Movie theater applies entertainment need and satisfaction, preview image
Fixed scenario select toggles
Increase bathroom sink need replenishment
Research manager costs, show money on top of research panel
Icons for tech tree
More tech fixes
New diner room
Trying out some ship chassis tweaks
Some what's new content
Typo fix
Unlock bins by default
Reduced tech increase cost by $100
Fixed overlapping ID on tech tree
Fixed some calculations in the satisfaction system
Fixedf several rooms being marked as only usable by room owner
Instance some more props
Added support for props to declare a "stat prop"
When set, the stat prop is used for all stats (needs/prices/etc) instead of the base prop.
This is used int he movie theater, wehre all of the chairs are linked to the theater screen (so sitting in a chair replenishes entertainment)
Fixed bad trigger setup on movie theater
Fixed bathroom sink not applying needs
Remove incoming ships text on gauge cluster
Reomve unneeded UI
New skin randomisation system
More info on scenario panel
Unsaved
Try out screen space reflections
Better exterior materials
Reworked passenger wallet, passengers have unlimited money but spend different amounts
Removed stock system on stockpiles, proper icon
Can now modify unit needs from unity inspector
Overcrowding penalty is now 50%, tweaked bathroom need replenishers
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
Merge branch 'master' into demo
Shift + 1 to reset the scenario
Can skip intro movie
Speed up intial traffic controller ship