userJarryd Campicancel
branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

87 Commits over 29 Days - 0.13cph!

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