1,646 Commits over 638 Days - 0.11cph!
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
Disable ceiling shadows, allow toggle mesh instance renderers
Disable lights, new directional light, disable instancing for now
New skybox
Merge branch 'ocean' into lighting_rework
Merge branch 'gpuinstancer' into lighting_rework
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
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
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
Turned off shadows on most held items
Fixed incorrectly setup text labels on satisfaction tooltip
Fixed cached profiler strings failing on null target generators
Fixed some weather exceptions
Another weather fix
Readded need sorting
Disable ceiling shadows, allow toggle mesh instance renderers
Disable lights, new directional light, disable instancing for now
New skybox
Merge branch 'ocean' into lighting_rework
Merge branch 'gpuinstancer' into lighting_rework
Merge branch 'ocean' into lighting_rework
Re enable mesh instancing
Disabled more room lights
New sun controller
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
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
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
Cleaned up some missing component objects
More wall integration
Lots more wall stuff
WIP support for external walls
Did some cleanup, removed old inventory system
Update to 2019.1.0b7 for ecs updates
WIP 2019.1 API upgrades
Reworked crowding mechanic
Some cleanup stuff, stop sorting needs
Fixed some wall issues, warning cleanup
Better fader on overcrowded room material
Import gpu instancer asset
Fixed some instancer issues
Hooked MeshInstance Drawing system up to GPU Instancer
Instance some more common props
Updated composite_detail shader to support instancing
Unsaved, skin tweaks
Changes?
Tweaked water
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
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
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
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
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
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
Faster navigation calculation (from perf branch)
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)
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
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
Citizens update, implement new vending machine model
Casino floor icon
Better wall painting for premade rooms
Tweaked some foam
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
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
Disable temperature calculation per-unit, disable temperature management props
Fixed entity Ids not being assigned to filter data after a load
Get rid of allocation in GetEntityWithId
Lower default entity array size
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 entity_filter_jobs
Citizens update, implement jukebox
UnitVisuals can now be pooled
Unsaved
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
Merge branch 'master' into entity_filter_jobs
Fixed targets getting misassigned, fixed getting queue position allocating memory
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
Don't set staff video every time player clicks a button
Citizens update
Update bathroom prop
Fixed first play control tutorials not operating in unscaled time
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
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
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
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
Premade room conditions
Update Resources contract
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
Citizens update, implement jukebox
UnitVisuals can now be pooled
Staff Room, Power Generator Room, Water Tank Room
Categories for premade rooms
Eyedropper supports rooms
Disabled a bunch of props that are room exclusive
Added support for a room to require an exterior wall (for windows)
Thumbnails for rooms
Ship now boards passengers based on available 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
Can now rotate premade rooms
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
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
Rider update
Fix some baggage pooling issues
Fixed errors when loading a game that was late in the day