10,950 Commits over 1,950 Days - 0.23cph!
Fix containers getting spawned too high if a cargo ship docked at the same port multiple times while a server was up
Add a crush trigger to the bottom of the harbor containers when descending
Fixed a case where harbor cranes would spawn and have slightly different arm angles between client and server, leading to flyhack kicks due to differing collider positions
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map
Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager
When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest
Fixed swing bridge not marked dynamic LOD
Fixed new cranes missing metal bullet impact fx
Fixed misaligned harbor drop points
Fixed swing bridge not swinging on harbor_1
Fixed ramps on both sides of the swing bridge swinging with the bridge
S2P both harbors
Added a collider to the arm piece that grabs containers on the crane
Fix container dressing prop LODs not marked as dynamic
Merge from harbor_tweaks_4_cargoship
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