branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel
87 Commits over 29 Days - 0.13cph!
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
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)
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
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
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
First pass on a harbor container manager entity, spawns containers and stacks them appropriately semi randomly (crane functionality is broken for now)
Update containers with a static version of the double door prefab
Added temporary doors and a parenting volume to container
Crane can now track a list of target entities to move with a list of destination points, each item will be moved in sequence
Update test container model, manifest
Crane can pickup and move objects to a specific target position/rotation
Boilerplate GenericLerp implementation for crane and entity setup
Fix HLOD generator failing if it finds a RendererLOD with a renderer that is missing a mesh/material
Adjusted harbor_2 hlod settings to include roads
Added a DebugMode option on the HOLDBounds asset, this will print out each asset while processing so it's easier to track down specific objects that are causing problems