11,679 Commits over 2,435 Days - 0.20cph!
First pass on swing bridge functionality
See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Fix container Ids
Manifest
Compile fixes, player animator update
Merge from main (stomped animator changes, will need to be regenerated)
Split the base off of the crane and rotate the entre entity rather than a child
This allows us to parent the player to the crane platform while it rotates
S2P harbor_1
Set up initial mesh colliders on the crane
Add a parent volume to the top of the container so players can stand on top of them while they move
Cargo ship crane gets started in dev scene via new dev trigger component
Don't allow talk to survivor mission objective to start until both cook and consume chicken steps are complete
Cook chicken mission stage now checks for cooked chicken in the players inventory when starting in case the player cooked chicken early
Fixed missing collider on crashed helicopter
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Merge from harbor_tweaks_4_cargoship
Spawn containers when the ship docks (temp)
Containers don't save (temp)
Added a second dynamic crane to harbor_1 so it can reach more of the ship
Don't spawn containers if there is already a container there (there will probably be more save/load issues but this should stop the worst of it for initial testing)
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Store a static list of cargo cranes, save a Vis
Update container drop points on both cargo styles
Add IsDocked flag to cargo ship and properly zero out throttle
Increase docking time to 2 minutes
Show a gizmo mesh on container drop points
Add tools to show possible pickup and drop points via gizmos
Fixed arm movement not getting interpolated
Burst compile the line renderer jobs and make it all read only for easier scheduling
Fixed cargo ship incorrectly flagging some destinations as possible
Better arm movement
Expose object rotation speed
Added a new TrasnsformLineRenderer component that takes a series of transforms and feeds the positions into an attached line renderer
Needed for the crane as we need a single line renderer to connect points across multiple transform hierarchies
Most processing is done in a job so should be very efficient
Add BypassClothingMountBlocks option to BaseMountable
Enable on parachute, allowing the chicken costume to be worn while parachuting (despite chickens not being known for their aerobatic skills)
Fix wrong tooltip on tutorial tag in server browser
Fix incorrect alignment on tutorial tag in tag list on loading screen
Pass the player ducked state to the WearableFadeToggles
Fixed female wearable chicken version having a slightly different randomisation setup, leading to a mismatch with the world model
Parent the containers to the ship
Fixed container doors getting deleted when they enter the cargo ship bounds
Implement new crane into harbor_1 monument, S2P and enable cargo ship in CargoDocking scene for demo purposes
Added the test scenes for the harbor refresh to the scenes drop down
Harbor cranes now pick up container spawn points dynamically
Add a temporary set of container destinations to the cargo ship (to both layout variants)
Add an OnArrivedAtHarbor method to cargo ship that finds nearby cranes and tells them to start moving
Added a WearableFadeToggle component that is added dynamically to leg renderers if the LegFade toggle is enabled on a Wearable
Currently awaiting a material integration, so it can be toggled via the Fade toggle on the PlayerModel, eventually we'll toggle it if the player is crouching
Fix tutorial achievements not unlocking (they were set up as client side awards but we block achievement progress while on tutorial island - this block was removed specifically for the two new achievements but only on the server when it needed to be on both sides)
Revert Playground to version from main
Add new CargoCraneTest scene to test the crane in isolation
Removed the HarborCraneManager script from last week, roll all of the functionality into the crane as we might have multiple
Fixed some tutorial pop up video prompts not working after the player respawns due to triggers not getting a proper exit/enter
Make debug.starttutorial set tutorialenabled to true when called in the editor, saves manually enabling tutorial every time
Don't show return to survivor mission step until player has filled TC
Optimise UpdateResourcePings process further, don't run a Vis at all since we can just iterate over the networkable entities in our tutorial group
Make it run every 3s instead of every 1s
Delete TutorialHelpModalStageWidget component, no longer used
Fixed mission objectives not getting picked up by Phrases build - this seems to have affected all mission objectives, not just the tutorial island
Refactor tutorial help prompts so that the Localization system can pick up the text on it
Should be no visible changes, just moved the Phrases out of a struct on the help prompts
Fixed player not being able to process tutorial if player corpse despawns and is replaced with a bag (objective will complete if the player opens the bag, although the ping will no longer be visible)
Don't wipe the players sleeping bags when starting the tutorial, don't show mainland bags while the player is in the tutorial