userIan Hendersoncancel
branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

53 Commits over 31 Days - 0.07cph!

47 Days Ago
Merge main
53 Days Ago
Small changes
53 Days Ago
Prevent cargo from tilting on harbor approach Improve error messages if approach node isn't found
54 Days Ago
Ensured cargo ignores height of waypoints - keeping it at the correct water height
54 Days Ago
Revert Procedural Map - Sorry Aux2!
55 Days Ago
Made the docking test map smaller again
55 Days Ago
Fixed egress working if it was in the process of actually entering or leaving harbor
55 Days Ago
Fixed harbor 1 to work with new path
55 Days Ago
Refactored all of the movement code Remade harbor 2 path to work with new movement
55 Days Ago
Improved cargo docking movement code to handle tighter situations Prevents clipping on harbor geometry Moves on rails with more deterministic movement overall
56 Days Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
56 Days Ago
Push prefab
56 Days Ago
Added a more accessible harbor 2 cargo path
59 Days Ago
Fixed issue preventing harbor 2 from being considered as a docking point
59 Days Ago
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
59 Days Ago
Fixed bug causing cargo to freeze when swapping between standard points and approach points. Bowpoint used for steering throughout
59 Days Ago
Slowed down ship turning
59 Days Ago
Prevented cargo from waiting twice Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed Fixed isues causing follow to zero rotation on approach
59 Days Ago
Fixed cargo speed limiting bugs Cargo now looks at previous node to find desired speed
2 Months Ago
Completely remove throttle based movement on approach. On rails style movement instead
2 Months Ago
Fixed off centre harbor 2 incoming path Fixed swing bridge partly opening
2 Months Ago
Cargo now steers with its front rather than pivot point when docking: This prevents: -clipping with geometry -turning too fast/too slow -Innacurate movements
2 Months Ago
Removed a bunch of throttle lerps and rotation lerps when docking
2 Months Ago
Tried to fix broken swing bridge animation
2 Months Ago
Fixed weird cargo movement bug
2 Months Ago
Added cargoship save support Ran protobuf
2 Months Ago
Flipped harbor 1 path Adjusted swing bridge animation Smoothed approach path Still broken spawn nearby command
2 Months Ago
Harbor 1 ladder and parent triggers
2 Months Ago
First attempt at spawn near for docking command
2 Months Ago
Cargo decides what harbor to dock at based on spawn distance
2 Months Ago
Cargoship now moves around the island anti-clockwise
2 Months Ago
Re-added cargo notifier to harbor2 Scene2Prefab
2 Months Ago
Added should_dock convar to cargoship Harbor 1 now does additional terrain checks to ensure cargo docking path is clear Increased required boat depth in costmap to ensure cargo can dock at the appropriate harbor
2 Months Ago
Fixed cargo NRE if theres no harbors in the world
2 Months Ago
Ensured cargo only docks once
2 Months Ago
Set default dock time to 8 minutes
2 Months Ago
Set better stopping location on harbor 1
2 Months Ago
Smooth cargo ship docking rotation
2 Months Ago
Codegen
2 Months Ago
Cargo dock time now uses convar Debug docking now set as a replicated var
2 Months Ago
Removed cargo docking from harbor 2 Ensured harbor 1 and 2 now have boat access
2 Months Ago
Ensured approach nodes list is initialised Added second harbor to test scene
2 Months Ago
Added docking path to harbor 2 CargoShip now supports multiple harbor paths registered
2 Months Ago
Flipped entry path so cargo comes in from the other direction Added check to ensure container destinations have at least 1 element before passing Ensure harbor crane isnt null before assinging desination Added a debug log when leaving
2 Months Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal
2 Months Ago
Cargo Docking~ Cargo does basic docking at a harbor (currently only supports big harbor) Cargo now selects best node from the outer patrol to start entry from Cargo now adjusts waypoint distance dynamically when entering docking Cargo ship now responds to max velocity on harbor entry Base Path Adjusted a bunch of speed and position values on harbor entry path Bunch of debug stuff to show patrol tangents and docking point scores Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
2 Months Ago
Sorted test map so boat outer patrol paths can be generated properly
2 Months Ago
Adjusted cargo path Notifier component placed harbor Reran Scene2Prefab
2 Months Ago
Initial approach logic: Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point Debug outputs for this
2 Months Ago
Scene2Prefab Added docking path to harbor 1