branchrust_reboot/main/Tugboatcancel
80 Commits over 31 Days - 0.11cph!
Don't show Tugboat health info if driver is mounted
Opacity adjustment for floating text
Removed E for Exit indicator
Tugboat UI fully functional
Basic tugboat monitor UI, static for the moment
Added sonar to tugboat, but only detects subs up to 3m below the tugboat
Adjusted tugboat front position
Added support for forward travel FX to add MotorRowboat subclasses, instead of just Tugboat. RHIB is going to have a forward travel effect as well.
Moved Tugboat visual components to the World layer. Apparently this will make cubemaps work correctly
Ik hands for tugboat, and visible arms when driving
Merge RHIB_IK -> Tugboat, so I can use some of the same system for the tugboat driver
Use a different, simpler system for tugboat wheel rotation
Tugboat steering wheel turns
Merge CargoPreventBuilding -> Tugboat. This will temporarily break ladder deployment on cargo ship, but a fix is coming in the next few days
Have the tugboat headlights (spotlight) on by default
Fixed spotlight still looking kind of on when it was off. We didn't have an "off" spotlight in the archives, so I've pieced one together
Added support for turning the main spotlight on and off with the light key
Fixed light meshes disappearing when lights are off, and fixed some scripts not being set to IsDynamic
Removed colliders from Tugboat lights, since they'd be client-side only
Some tugboat lights now only on when engine is on. Left some on all the time tough, to avoid player inconvenience
Hooked up exhaust effect. Set all tugboat FX to the correct initial state.
Decrease frontWakeMinSpeed to 1m/s. Looks jarring when it starts up, otherwise
Only play tugboat front wake effect if submerged and moving at at least 9km/h (2.5m/s)
Added support to boats for a separate reverse throttle effect
Adjusted tugboat driving performance for slower acceleration, but higher maximum speed
Added Vehicle World and Vehicle Large layers to the default bounds check masks used by spawn handlers
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
Use vehicle spawn points for tugboat instead of generic ones
- Added two spawners for tugboats to each of the two harbour monuments
- Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
Added sockets for the other two doorways
Test map spawn point edit to support tugboat testing
Added support for deploying doors of any type on the tugboat
- Set up new tugboat doors to be the tugboat's doors
- Buoyancy adjustment, mainly to better serve ladder use
Added ladder volumes for the new external ladders
Updated my controls convex collider to better fit the new design from Damian
Added new controls model + basic setup
Fixed tugboat controls mesh actually having a second duplicate of the mesh way off the grid
Set up additional railing colliders for Tugboat. Mid level, top level, and stairs.
Removed tugboat_a_driveable, swapped in tugboat_a_interior
Cherry pick tugboat model rename
Added a curve to the water mask plane