109 Commits by 2 Authors. 0 files added, 0 deleted, 0 moved.
22 August 2018
Jarryd Campi
Turned on fake ambient lights on exterior windows
21 August 2018
Jarryd Campi
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_reworkai_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
20 August 2018
Jarryd Campi
Dance emote Added a dance action chain Bake dance positionai_rework
Install SRP, HDRP, Updated Post Processing, deleted eunused shaders Made a HDPipeline asset and hooked it uphdrp
Unsavedai_rework
Exterior wall bottom caps. Merge branch 'master' of https://github.com/Facepunch/SkyCruise Merge branch 'master' of https://github.com/Facepunch/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 wanderingai_rework
17 August 2018
Petur Agust
Window prefab improvements & glass meshes.
Exterior wall bottom caps. Merge branch 'master' of https://github.com/Facepunch/SkyCruise Merge branch 'master' of https://github.com/Facepunch/SkyCruise
Various window related. Trims now use the trim normals. Scanlines turned off.
S/M exterior window files. Merge branch 'master' of https://github.com/Facepunch/SkyCruise
Didn't need this folder anyway.
Small UI alignment fix UI alignment shit Merge branch 'master' of https://github.com/Facepunch/SkyCruise
Jarryd Campi
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 https://github.com/Facepunch/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 https://github.com/Facepunch/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_reworkai_rework
Window trim setup
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'
Exposed new paintings for in-game use Exterior bottom trims
Expose archway
Project version to 2018.2.3f1 Fixed some issues placing walls near exterior walls Disabled the bottom edges on rooms Exterior window setup
16 August 2018
Petur Agust
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)
Jarryd Campi
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 chainai_rework
15 August 2018
Petur Agust
MatID fix
Refactored the exterior and exteriorbot pieces to include the mid/underfloor padding. Added UVs. Windows with actual holes.
Exterior bottom meshes. (Getting shifted tomorrow tho) Merge branch 'master' of https://github.com/Facepunch/SkyCruise
Jarryd Campi
Fix softmask assembly Merge branch 'master' into ai_reworkai_rework
Fix softmask assembly
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 systemai_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
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 https://github.com/Facepunch/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 https://github.com/Facepunch/SkyCruise into newwalls First set of trim meshes. Updated the example prefab. Merge branches 'newwalls' and 'newwalls' of https://github.com/Facepunch/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 https://github.com/Facepunch/SkyCruise into newwalls Wall Test 1 mat texture. Implemented new door models Merge branches 'newwalls' and 'newwalls' of https://github.com/Facepunch/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 https://github.com/Facepunch/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 https://github.com/Facepunch/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
Wall fixesnewwalls
First pass on exterior wallsnewwalls
14 August 2018
Petur Agust
Exterior walls, mid section.newwalls
Jarryd Campi
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 stuffnewwalls
Update Facepunch.System Facepunch.Skeleton Facepunch.Gibs Add VisualizeTexelDensity Meta Update Facepunch.Unity Compile fixes Merge branch 'fpupdates' into newwallsnewwalls
Some new paintings Fix some wall placement issuesnewwalls
More details about invalid rooms in the room inspector Placement indicator for roomsnewwalls
13 August 2018
Jarryd Campi
Update Facepunch.System Facepunch.Skeleton Facepunch.Gibs Add VisualizeTexelDensity Meta Update Facepunch.Unity Compile fixesfpupdates
Fix not being able to delete some wall props Fix not being able to eyedrop some wall propsnewwalls
Added Curved World package, updated backdrop shaders and settings Load backdrop scene in Editor Scene loader Eagle eye component to fix culling issues Adjusted backdrop prop settings, should be 30-50% less backdrop props Scale anim for cloud pop in Settings tweaks Fixed outdoor areas not supporting paint and corrupting saves Merge branch 'master' into newwallsnewwalls
WIP support for double wide wall pieces Fixed double width connections and issues when loading Fixed some sorting issues in Structural categorynewwalls
Fixed outdoor areas not supporting paint and corrupting saves
Room stats, can now select rooms and see a Room inspectornewwalls
12 August 2018
Petur Agust
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.newwalls
10 August 2018
Petur Agust
GPU instancing on the structure mats. Missing meta. Doors fixed.newwalls
Trim orientations & smoothing issues. M window fixes.newwalls
Secondary door trim. Fixed the wall trim meshes. Fixed Unity's arbitrary matID import orders by jumping through ridiculous hoops.newwalls
Various wall/door/window related.newwalls
Lotsa wall/trim related shit.newwalls
Jarryd Campi
Update window and door trims/material counts Fix paint trims breaking save games Various bitsnewwalls
Added Curved World package, updated backdrop shaders and settings Load backdrop scene in Editor Scene loader Eagle eye component to fix culling issues Adjusted backdrop prop settings, should be 30-50% less backdrop props Scale anim for cloud pop in Settings tweaks
Adjusted backdrop prop settings, should be 30-50% less backdrop props Scale anim for cloud pop incurved_backdrop
Refactored trim system to support multiple trims per surfacenewwalls
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 Disable diagonal walls for now, fixed taking screenshots messing up wall prefabs Merge branch 'newwalls' of https://github.com/Facepunch/SkyCruise into newwallsnewwalls
9 August 2018
Jarryd Campi
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 stuffnewwalls
Props now have a luxury level, Rooms now enforce a minimum luxury level Room takes paint luxury levels into account when calculating luxury Merge branch 'newwalls' of https://github.com/Facepunch/SkyCruise into newwallsnewwalls
Syntax changes, move alignment indicator to appropriate wall positionnewwalls
Petur Agust
Various wall/trim/window/glass related. Updated the example prefab too.newwalls
8 August 2018
Petur Agust
Glass material improvs Windows are unlocked at start. Sandbox uses temporal AA, and has increased max zoom.newwalls
Wall Test 1 mat texture.newwalls
New door & trim files. Updated Wall Examples prefab with a door. Merge branch 'newwalls' of https://github.com/Facepunch/SkyCruise into newwallsnewwalls
Jarryd Campi
Hooked up new windows with fake ambient lightsnewwalls
Update default unpainted wall texture Fix being able to place overlapping walls, don't tank performance when placing walls Fixed exterior sections Doorway stuffnewwalls
Implemented new door models Merge branches 'newwalls' and 'newwalls' of https://github.com/Facepunch/SkyCruise into newwallsnewwalls
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 wallsnewwalls
7 August 2018
Petur Agust
L Fixnewwalls
R_Concave axis fix.newwalls
First set of trim meshes. Updated the example prefab.newwalls
Jarryd Campi
Unsaved Walls now work with mid-section connections, simplified some logicnewwalls
Added support for trim meshes See blue wallpaper for example usage Hooked up another window trim (also on blue wallpaper)newwalls
Update fill prefab, fix walls not updating after a wall gets deleted More fill fixes Merge branch 'newwalls' of https://github.com/Facepunch/SkyCruise into newwalls Merge branches 'newwalls' and 'newwalls' of https://github.com/Facepunch/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 artnewwalls
6 August 2018
Petur Agust
Smoothing & material fixes on some pieces.newwalls
Some meta bullshit.newwalls
UV maps 1/2newwalls
Prefab tweaks. Glass test mat.newwalls
Remapped the default wall mats. Cleanup & demo prefab updated.newwalls
Forgot the L & R straights.newwalls
Convex & concave corner normal fixes. Proper unity scaling. Concave scaling fix. Convex scale fix. Remaining M pieces.newwalls
Fixed the vertices Max 2019 exploded.newwalls
Converted wall pieces to be 10 wide with side trims included, instead of 12.newwalls
Various fixes. Archway.newwalls
Jarryd Campi
Fixed walls not working with eyedropper Fixed some wall placement issues, can no longer palce walls outside of the shipnewwalls
Initial flood fill logic for auto room placement More auto fill More room updates, auto fill rooms update with walls and check propsnewwalls
Build materials during wall placement Wall placement is now done via click+drag Merge branch 'newwalls' of https://github.com/Facepunch/SkyCruise into newwalls Removed scale hacks on windowsnewwalls
Arrow markers for walls Added small and large windows, some cleanup Some thumbnailsnewwalls
5 August 2018
Petur Agust
Missing meta.newwalls
Doorframe, window M and S. Plus various style test related clutter files that I'll remove later.newwalls
3 August 2018
Petur Agust
Example prefab.newwalls
Various mat & UV wip Backup Various wall/floor relatednewwalls
Jarryd Campi
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 wallsnewwalls
Added Curved World package, updated backdrop shaders and settings Load backdrop scene in Editor Scene loader Eagle eye component to fix culling issuescurved_backdrop
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 doorwaysnewwalls
2 August 2018
Petur Agust
Mats, test prefab.newwalls
Doorway meshnewwalls
Jarryd Campi
Basic connector logic WIP connectors More wall stuffnewwalls
More wall reworksnewwalls
1 August 2018
Jarryd Campi
New soft seamless wall meshes Nixed test meshes that weren't supposed to be commited. Unit fuckery. Example prefab. Merge branch 'master' into newwallsnewwalls
Clicking on a locked prop will now open the tech tree to the appropriate tech Auto place starting expansion in the editor 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 worknewwalls
Petur Agust
Unit fuckery. Example prefab.
New soft seamless wall meshes Nixed test meshes that weren't supposed to be commited.