userJarryd Campicancel
branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

87 Commits over 29 Days - 0.13cph!

2 Years Ago
Set up initial mesh colliders on the crane
2 Years Ago
Add a parent volume to the top of the container so players can stand on top of them while they move
2 Years Ago
WIP crane saving
2 Years Ago
Cargo ship crane gets started in dev scene via new dev trigger component
2 Years Ago
Compile fixes
2 Years Ago
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)
2 Years Ago
Merge from main
2 Years Ago
Store a static list of cargo cranes, save a Vis
2 Years Ago
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
2 Years Ago
Add tools to show possible pickup and drop points via gizmos
2 Years Ago
Fixed arm movement not getting interpolated Burst compile the line renderer jobs and make it all read only for easier scheduling
2 Years Ago
Fixed cargo ship incorrectly flagging some destinations as possible
2 Years Ago
Better arm movement Expose object rotation speed
2 Years Ago
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
2 Years Ago
Crane visual work
2 Years Ago
Parent the containers to the ship
2 Years Ago
Fixed container doors getting deleted when they enter the cargo ship bounds
2 Years Ago
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
2 Years Ago
Harbor cranes now pick up container spawn points dynamically
2 Years Ago
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
2 Years Ago
Destination assigning
2 Years Ago
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
2 Years Ago
S2P harbor_1 for testing
2 Years Ago
First pass on a harbor container manager entity, spawns containers and stacks them appropriately semi randomly (crane functionality is broken for now)
2 Years Ago
Update containers with a static version of the double door prefab
2 Years Ago
Merge from main
2 Years Ago
Protobuf + manifest
2 Years Ago
Merge from main
2 Years Ago
Unsaved
2 Years Ago
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
2 Years Ago
Update test container model, manifest
2 Years Ago
Unsaved
2 Years Ago
Saving and loading
2 Years Ago
Crane can pickup and move objects to a specific target position/rotation
2 Years Ago
Boilerplate GenericLerp implementation for crane and entity setup
2 Years Ago
Merge from main
2 Years Ago
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