repoSkyCruisecancel

1,646 Commits over 638 Days - 0.11cph!

6 Years Ago
Show a description on hover for job clicks Better tooltips and custom fail texts in job tooltip Particle fx for crate restock
6 Years Ago
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? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues 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 WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix 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 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 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
6 Years Ago
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? Merge branch 'ocean' into 2019.1 Compile/merge fixes Import ECS Navigation system WIP implementing navigation system Reset HasArrived, convert flags to bools Merge branch 'ocean' into 2019.1 Import animation baker WIP baked character setup, can override generated class name Can now bake specific datasets, instead of having to bake everything WIP new character renderer implementation, still some issues 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 WallSystem cleanup Support for double wide wall fills Railing support, more cleanup, delete support Merge branch 'master' into 2019.1 Merge fix 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 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 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
6 Years Ago
Don't init animation systems if animation instancing is disabled Fixed disembarking logic
6 Years Ago
Fixed staff spawning in inaccessible locations, updated starter furniture Fixed staff not getting on arrived nav callbacks, other pathfinding fixes
6 Years Ago
More toggle 2019 fixes More toggle fixes Fixed sessions not loading walls from blueprints More toggles
6 Years Ago
Added a pause while in fullscreen panels toggle in settings, defaults to true Pie charts can now animate their values in 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 2019.1 Fixed toggle group issue introduced in 2019.1
6 Years Ago
Can now disable animation instancing via game config Restructed how on arrived callbacks are processed for units Added support for override stopping distances
6 Years Ago
Unsaved
6 Years Ago
Some sfx for hiring staff
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Added a pause while in fullscreen panels toggle in settings, defaults to true Pie charts can now animate their values in 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
6 Years Ago
New optimised male premium model, fixed premium passengers not being included in build (!) Moved Clothing, outfits and MiscVisuals out of Content Rescaled expansion costs
6 Years Ago
Click configs can now spawn a particle effect
6 Years Ago
Pie charts can now animate their values in
6 Years Ago
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
6 Years Ago
Added a pause while in fullscreen panels toggle in settings, defaults to true
6 Years Ago
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
6 Years Ago
Fixed pie chart editor not applying New graph based tooltip when hovering over passenger count 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
6 Years Ago
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 Added a graphs package - fast graphs rendering using a single mesh in the UI 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 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
6 Years Ago
Added a graphs package - fast graphs rendering using a single mesh in the UI Fixed pie chart editor not applying New graph based tooltip when hovering over passenger count Merge branch 'master' into resource_rework
6 Years Ago
Fixed pie chart editor not applying New graph based tooltip when hovering over passenger count
6 Years Ago
Added a graphs package - fast graphs rendering using a single mesh in the UI
6 Years Ago
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 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
6 Years Ago
Fixed placing an expansion after loading a game triggering a tutorial even if tutorials were skipped
6 Years Ago
Fixed misaligned room placement grid
6 Years Ago
Can now zoom in further when placing a ship expansion Added a palcement grid when placing rooms, increased visibility of grids
6 Years Ago
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
6 Years Ago
Shorter rich presence Allow need replenishment to run consecutively New ai routine that makes happy passengers actively seek out high satisfaction props
6 Years Ago
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
6 Years Ago
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
6 Years Ago
WIP ECS components for tracking nearby points of interest Merge branch 'master' into objectlookup Merge branch 'master' into objectlookup Basic scoring, pipe results into target generator Run lookups in background thread 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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Run lookups in background thread
6 Years Ago
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
6 Years Ago
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
6 Years Ago
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
6 Years Ago
Discord logo Update discord link in-game
6 Years Ago
Convert entity to SCEntity via Session
6 Years Ago
Lower hygiene penalty for being close to hygiene, passengers board at 100% happiness Implemented need blocks for 10 seconds after a need is increased
6 Years Ago
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
6 Years Ago
WIP ECS components for tracking nearby points of interest
6 Years Ago
Scenario names Unsaved Changed colour of current stars widget on HUD Increased starting cash on scenarios Fixed exterior decks not generating railings
6 Years Ago
6 Years Ago
Medium scenario tweaks
6 Years Ago
Typo fix More cap optimisations
6 Years Ago
Push satisfaction weighting even further
6 Years Ago
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