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5,995 Commits over 974 Days - 0.26cph!

2 Years Ago
First attempt at spawn near for docking command
2 Years Ago
Cargo decides what harbor to dock at based on spawn distance
2 Years Ago
Cargoship now moves around the island anti-clockwise
2 Years Ago
Re-added cargo notifier to harbor2 Scene2Prefab
2 Years 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 Years Ago
Fixed cargo NRE if theres no harbors in the world
2 Years Ago
Ensured cargo only docks once
2 Years Ago
Set default dock time to 8 minutes
2 Years Ago
Set better stopping location on harbor 1
2 Years Ago
Smooth cargo ship docking rotation
2 Years Ago
Codegen
2 Years Ago
Cargo dock time now uses convar Debug docking now set as a replicated var
2 Years Ago
Removed cargo docking from harbor 2 Ensured harbor 1 and 2 now have boat access
2 Years Ago
Ensured approach nodes list is initialised Added second harbor to test scene
2 Years Ago
Added docking path to harbor 2 CargoShip now supports multiple harbor paths registered
2 Years 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 Years Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal
2 Years 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 Years Ago
Sorted test map so boat outer patrol paths can be generated properly
2 Years Ago
Adjusted cargo path Notifier component placed harbor Reran Scene2Prefab
2 Years 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 Years Ago
Scene2Prefab Added docking path to harbor 1
2 Years Ago
Test scene init Sorted clipping terrain in test scene Properly split terrain from other scenes
2 Years Ago
Merge main
2 Years Ago
Merged to main
2 Years Ago
Fixed remaining issues with condition display Now respects updated max condition properly
2 Years Ago
Merge vendor fixes 5
2 Years Ago
Rebuilt phrases Slightly moved some alignment to look right with new text
2 Years Ago
Merge vendor ui fixes 5
2 Years Ago
Conditional bar is no longer shown for listings with full hp Rewrote conditional checks to take advantage of normalised values
2 Years Ago
normalise condition fill amount
2 Years Ago
Changed vendor listings to display 'selling' rather than available Gave text more room before wrapping to support translations
2 Years Ago
All client entity binoculars now share the same reference to the rangefinder This prevents NRE from firing Added an additional null check just in case
2 Years Ago
Added icon for broken items
2 Years Ago
Condition is now displayed if its less than max on the vendor UI
2 Years Ago
Set references to conditional objects
2 Years Ago
Ensured proper alignment Added foundational elements to support available condition
2 Years Ago
Merged vendor ui emoji support
2 Years Ago
Fixed issues with emoji placement
2 Years Ago
Added emoji display support to vendor names Fixed issue with no listings not expanding properly
2 Years Ago
Merge main
2 Years Ago
Merged main
2 Years Ago
Scrollbar just hides rather than disables
2 Years Ago
Ensured accordions are closed by default
2 Years Ago
Increase size of vendor name box
2 Years Ago
Hide scrollbar for single vendors
2 Years Ago
Ensured vending screen only cancels invoke if the handler hasn't already been destroyed (prevents an error push in editor)
2 Years Ago
Merged main
2 Years Ago
Vending Machine Screen now cleans up it's invokes on destroy
2 Years Ago
First attempt at hiding scrollbar when single vendor is shown