19 Jun 2017 - 23 Jun 2017

[Red Alert Graphic]

1.) Added some basic animations to the walls when in a red alert.

2.) Implemented the red alert UI indicator.

 

[Bullet Implementation]

1.) Bullet damager

2.) Bullet death

3.) Bleed disease

4.) Bleed symptom

5.) Blood damager

6.) Bleed death

 

[Misc]

1.) DPSprite Palette will now work with meshes. You'll need to use the mesh shader, though.

2.) Deleted the sounds

3.) Line of sight checks will now check all 4 corners of a target object, instead of just the center.

12 Jun 2017 - 16 Jun 2017

[Emp]

1.) Implemented basic EMP

 

[Red Alert]

1.) Added Red Alert system

2.) Added red alert objects. They'll be told when the red alert status changes.

[Turrets]

1.) Added turrets. Right now they'll shoot at anyone that comes near.

2.) Turrets need line of sight.

[Secondary Jobs]

1.) Implemented secondary jobs. Actually, colonists can have any number of jobs. The highest priority job is always tried first.

2.) Use the "Dev_AssignColonitsJob" to assign a secondary job right now.

[Misc]

1.) Added a BuildableObject Collider automatically to all BuilableObjects. This is used for raycasting and line of sight

2.) Exposed the spawn duration of colonists in the ColonistSpawner script (used by the BioTank.)

3.) Doors are now breakable objects, but they don't really do anything right now.

4.) Adjusted carry slot offset of carry pose from 0,0,0 to 0, -.08, 0

5.) Colonists will now socialize if their jobs can't be performed.

[Bug]

1.) Fixed a bug where generators weren't removed from power grid when they broke.

2.) Secondary animations are now correctly restored when job outfits are changed.

3.) Fixed a bug where coroutines weren't stopped on removed grids.

05 Jun 2017 - 09 Jun 2017

[Gun Range]

1.) Implemented some basic gun range animations.

 

[Soldier]

1.) Added GunRange_GameObject

2.) Soldiers will train at a gun range once every 3 hours. This raises their soldier skill.

 

 

[Animation Changes]

1.) BodyAnimationGroups now have a pose type, and they are enabled / disabled by calling ColonistRenderer_GameObject.Event_ChangePoseTo(AnimationPoseType)

2.) Added position offsets to HybridSprites. They aren't exposed in the editor, but they exist internally.

3.) BodyAnimationGroups now have a "HeadOffset" variable. Every single HybridSprite in the head hierarchy will change its offsets to match this.

4.) BodyAnimationGroups now have a "CarrySlot" offset. It's supposed to adjust the HybridSprite offset of all gameobjects in the carry slot.

5.) The exact same state (at the same time) is played when outfits change now.

 

 

[Misc]

1.) Thought bubbles now have a local scale of .5,.5,.5 and a local position of 0,.34, 0

2.) Added a state that can refresh itself if any target gameobjects move. This is used for colonists walking up to other colonists, among other things.

29 May 2017 - 02 Jun 2017

[Use States]

1.) Implemented a basic use state for smoking cigarettes.

2.) Implemented a basic use state for drinking beer.

3.) Implemented a basic use state for reading a book.

4.) Added carryable objects for item types.

5.) Colonists will now place items into their carry slot when they are used.

[Misc]

1.) Added "Sub vertices" to pathfinding vertices so that special vertices can require multiple "normal vertices" to traverse.

2.) Adjusted the scale of the Object Window to 1,1,1. Because it was 2,2,2 and this causes issues with automatic text resizing.

3.) You can now paint an entire room by holding left-shift and clicking

4.) Doubled the real seconds per day.

5.) Toilets will now place hidden water pipes

6.) Added boolean to BuildableObjects, "ShouldHideFloor." If it's true then the object will use the forced step cursor (and it will hide the floor.)

[Bug]

1.) Morale adjustments with a 0 adjustment should no longer be added to the colonist window (this isn't really a bug.)

2.) Fixed a bug where increasing class level would cause morale adjustment reversions to reduce morale by too much.

3.) Fixed a bug where colonists would become trapped in toilets

22 May 2017 - 26 May 2017

[Security Checkpoint]

1.) Started security checkpoint. Right now it blocks colonists from walking through in one direction. It also blocks movement if it's not currently on (so broken or not powered)

2.) Implemented a basic UI for the security checkpoint.

 

[Conversation]

1.) Colonist memories now have a weight. When weight reaches 0 the memory is forgotten.

2.) Talking about a memory will reduce its weight by 50 (or some value like that)

3.) Colonists now have a 25% chance of talking about something generic, rather than an actual memory. These "generic" topics aren't remember as secondhand memories.

4.) The first thing that colonists say in a conversation will now be some sort of generic response.

5.) Colonists now gain 1 social need whenever they say something (including reactions)

6.) Added a max count to colonist conversations (max of 5 right now)

6.) Colonists now have a random chance to not respond to conversations.

7.) Colonists now respond when the animation event is called on the despawn of the talker. This helps to sync the response.

 

[Misc]

1.) Added couches. They are chairs that can have multiple seated positions. For best results you should use an access position that is in the center of the couch.

2.) Target vertex of colonists is now cleared when they sit in a chair. This allows multiple colonists to walk to the same couch.

3.) SeatableObjects (chairs, couchs, etc) now have a "SeatablePosition" instead of just a boring GameObject. The seated position controls where the colonist is positioned as the game is rotated

4.) Adjusted FOV from 40 to 20. This prevents some sprite relative positions with 3d models.

5.) Adjusted sleep positions of the beds. I think that I got all of them

[Bug]

1.) Fixed a bug where colonists couldn't walk past dead colonists.

2.) Fixed a bug where relative sorting order would underflow. And also fixed a bug where it would overflow

3.) Adjusted raycasting of selectable objects so that their distance is based on the height of the camera (before it was a constant distance of 1000)

4.) Morale adjustments with a 0 adjustment should no longer be added to the colonist window (this isn't really a bug.)

5.) Fixed a bug where increasing class level would cause morale adjustment reversions to reduce morale by too much.

15 May 2017 - 19 May 2017

[Inventory UI]

1.) Added a tab for colonist inventory in the Colonist window

[Social]

1.) Added social need.

 

 

[Misc]

1.) Reduced base energy usage from 1000 to 300. Nutrition now ticks 3 times a day rather than once a day. This is to facilitate eating 3 times a day (or something like that.)

2.) Nutrition now takes up 2 hours rather than just 1 hour. This gives the colonists more time to travel throughout the station.

3.) Kitchen chairs can no longer be walked through.

4.) Queuing an object for deletion if it's already being deleted will cancel the deletion.

5.) Made some tweaks to pathfinding and collisions

6.) Implemented the BioTank a bit. It will spawn a colonist once every 24 hours, while it's powered. Every tick it will generate "part" of the colonist. Once it generates 100 "parts" it will create a colonist.

[Bug]

1.) Dead colonists are now parented to their carriers. This fixed a bug where doors wouldn't close if a colonist died while walking through a door.

2.) Fixed a bug where having credits would prevent deconstruction.

3.) The perform job state is now requeued with a 30 minute (in gametime) delay. This prevents a colonist from repeatedly queueing a job state.

4.) Colonists will now stop visually walking when they have to wait for another colonist.

5.) Fixed a bug where colonists wouldn't refresh their PathfindingVertex while on a route. This caused issues if a door was deleted or placed while a colonist was traveling on a route.

6.) Colonists now raycast to prevent walking into other colonists. This fixed some random edge cases. But it will add some issues too.

7.) Fixed a bug where the food and crop databases weren't actually being loaded in game.

8.) Fixed a bug where rotated objects were added to the wrong parent floors.

9.) Colonists should now pickup food more consistently now.

10.) Adjusted food dish locations on the cafeteria chairs.

11.) Negative temperature can now flow.

12.) Adjusted access position of cafeteria chair so that colonists no longer walk through the floor to sit on it.

13.) Added a boolean for HiddenResourceInventories so that they never automatically request resource offloads. This is used for the ship when it generates resources on missions

14.) Fixed a bug where broken object icon pop-ups weren't removed when the owning object was removed.

15.) Fixed a crash that occurred when placing build resources into an object that has a resource storage animation (like a locker)

16.) Fixed a bug where turning a generator offline wouldn't remove it from the power grid.

08 May 2017 - 12 May 2017

[Conversations]

1.) Secondhand memories only apply a morale affect the first time that they're heard.

2.) Conversation distance is currently 8 tiles (4 floors)

3.) Added line-of-sight based conversations using floors. If atmosphere can flow then conversation can flow. So people could talk through vents, I guess. But they'd have to be standing next to them.

 

 

[Inventory]

1.) Colonists have a random desire for each category. Forced desires are: Strong Want, Weak Want, Neutral, Neutral, Weak Dislike, Strong Dislike

2.) Current categories are: drugs, alcohol, weapons, sabotage, jewelry, medicine, book, ForeignMatter

3.) Items can belong to multiple categories, with a weight in each category. 

For example: 

Pills are a 5 in drugs and a 10 in medicine

Cigarettes are a 7 in drugs.

Space Rocks are a 10 in drugs.

A colonist that wants <drugs> will prioritize: space rock > cigarettes > pills

4.) ItemSpawner_GameObject

5.) ItemLookup_GameObject

6.) Items now have an "Item Type." This serves to distinguish between a generic item type and an instance of an object. So a fridge might spawn beer. "Beer" is a type. Each "instance" of beer is on object of type beer. I can take the instanced object out of the fridge and store in someplace. But I can't take the type "Beer." Well actually, I could, but I want to use an object / instance based storage for items, so that we can do cool things like hatching alien eggs.

7.) Colonists seek out items related to their desired categories. Distance matters, but so does proximity to desired weight.

8.) Added AI states that require specific items. If the colonist doesn't have the item it will look for it. Multiple items can be required, and the colonists will gather all of them. 2 items of the same won't work properly (so requiring 2 bottles of beer, for example.)

9.) Colonist desires now having resting values and "current" values. The current value will slowly move towards the resting value.

10. Items and charge.

11.) Colonists will attempt to satisfy their desires. They will first search for an item to use (unless they already have an item) and then they'll use the item. Using the item will decrease the desire of each individual category by whatever value the item has in that category.

- For example, beer has an alcohol value of 5, so any colonist using alcohol will have their alcohol desire reduced by 5.

12.) SatiateItemDesire state can now be forced to satiate a specific category. So you could queue a Satiate Alcohol State if a colonist has a high alcohol desire, and place that state into a high priority than routine desire satiation.

 

 

[Misc]

1.) Walls now create a collider automatically when their construction is complete

2.) The fridge is now a ResourceStorageObject

 

01 May 2017 - 05 May 2017

[Memory]

1.) Memories can optionally affect morale.

2.) Memories are what colonists talk about.

 

 

[Misc]

1.) Added min/max zoom to camera, and the near clipping planes will be adjusted as the camera zooms so that sprites don't clip through 3d objects. The zoom levels, and clipping are exposed on the MainCamera.

2.) Buildable objects will now use their constant position offset when being placed by a cursor, so objects like chairs will be in a consistent position when they're built.

3.) Placing doors will now change the walls next to them to be "door" paint type.

4.) Added cosmetic item button to the build menu.

5.) Added WallCosmetics and FloorCosmetics. Their sprites are randomized when placed. They'll replace any existing cosmetics (this makes it a bit easier to get the cosmetic that you want.)

6.) Added "Toggle Build Menu" button

7.) Increased size of scroll view in the build menu

8.) Added secondary states to Colonists. These are states that occur (almost) always while colonists are doing other things. Talking is a secondary state, for example. Colonists can talk while walking, working, or watching tv

[Bug]

1.) Fixed a bug where multiple warning icons of the same type wouldn't be correctly removed.

2.) Releasing the middle mouse button will now always stop the camera rotation.

3.) Fixed a bug where AdjacentObjectVisualRefreshers weren't refreshed when an object without an AdjacentObjectVisualRefresher was placed / removed

4.) Fixed a bug where AI states queued to the Any category wouldn't actually start if the current category queue was empty.