13,600 Commits over 2,710 Days - 0.21cph!
Disable log spam for proximity manager
Harbor_1 curve adjustments
Update harbor_2 docking points to better fit new cargo ship handling
Update BasePath.GetPathProgress to work purely off the supplied position rather than an index, use dot checks to determine where in the path the position is
Fix cargo ship not restarting it's LeaveHarbor invoke on a load
Fix some parent colliders with negative scale
Hooked up three interior variants for the containers that get picked up and dropped on the cargo ship
Merge from harbor_tweaks_4_cargoship
Update harbor_1 movement prefabs
Add a debug visualisation to the harbor proximity manager
Subtract
94449, causes ships to get stuck when docking
Hooked up the sunken crates animation on harbor_2
Angle the ship directly at the target in TriggeredEventSpawnDockingTest to reduce excessive turning
Adjusted parenting layers on swing bridge to support ragdolls, dropped items and other vehicles
Set up proximity manager for harbor 2
First pass swing bridge
Cranes reset to their starting angle after a move
Cranes now adjust the height during the move if placing the container on a really high destination
Setup harbor_2 cranes and container spawn points
Applied new container spawn point decal art, removed placeholder white cube
Initial docking path for harbor_2
Merge from harbor_tweaks_4_cargoship
Fix container doors getting deleted when moving onto cargo ship
Adjust docked cargo position for better container access
Big crane refactor
Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic
Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting
Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes
Re-enabled the static crane on harbor_1 and converted it into this new crane type
Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
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