1,442 Commits over 397 Days - 0.15cph!
Cargo dock time now uses convar
Debug docking now set as a replicated var
Removed cargo docking from harbor 2
Ensured harbor 1 and 2 now have boat access
Ensured approach nodes list is initialised
Added second harbor to test scene
Added docking path to harbor 2
CargoShip now supports multiple harbor paths registered
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
Cargo ship calls OnArrivedAtHarbor then waits
Once finished waiting it rejoins the outer patrol as normal
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
Sorted test map so boat outer patrol paths can be generated properly
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
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
Scene2Prefab
Added docking path to harbor 1
Test scene init
Sorted clipping terrain in test scene
Properly split terrain from other scenes
Fixed remaining issues with condition display
Now respects updated max condition properly
Rebuilt phrases
Slightly moved some alignment to look right with new text
Conditional bar is no longer shown for listings with full hp
Rewrote conditional checks to take advantage of normalised values
normalise condition fill amount
Changed vendor listings to display 'selling' rather than available
Gave text more room before wrapping to support translations
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
Added icon for broken items
Condition is now displayed if its less than max on the vendor UI
Set references to conditional objects
Ensured proper alignment
Added foundational elements to support available condition
Merged vendor ui emoji support
Fixed issues with emoji placement
Added emoji display support to vendor names
Fixed issue with no listings not expanding properly
Scrollbar just hides rather than disables
Ensured accordions are closed by default
Increase size of vendor name box
Hide scrollbar for single vendors
Ensured vending screen only cancels invoke if the handler hasn't already been destroyed (prevents an error push in editor)
Vending Machine Screen now cleans up it's invokes on destroy
First attempt at hiding scrollbar when single vendor is shown
Aligned close button to the list
Ensured display of BP items is consitent with other BP displays in game
Set rangefinders to dashes when cast fails
Clamped max distance to 999m
Ensured selector gets drawn above vending machine icons in marketplace
Possible fix for fade out NRE
Added BP icon if a BP is being sold
Fixed bug causing BP to be added to both selling and currency tooltip
Fixed boat vendor again - I could've sworn I've fixed this 3 times already
Fixed bug causing RustText to not be enabled on listings taken from pool
Market terminal no longer allocates to allow clusters to be clicked
Attempted solution to killing players when dismounting from ComputerStation
Ensured local player has items respects conditiional check
Ensured blueprint buttons respects conditional check