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12,618 Commits over 2,284 Days - 0.23cph!

1 Year Ago
Adjusted parenting layers on swing bridge to support ragdolls, dropped items and other vehicles
1 Year Ago
Set up proximity manager for harbor 2 First pass swing bridge
1 Year Ago
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
1 Year Ago
Initial docking path for harbor_2
1 Year Ago
Item setup
1 Year Ago
Merge from main
1 Year Ago
Fix container doors getting deleted when moving onto cargo ship
1 Year Ago
Adjust docked cargo position for better container access
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
1 Year Ago
Fix container Ids Manifest
1 Year Ago
Compile fixes, player animator update
1 Year Ago
Merge from main (stomped animator changes, will need to be regenerated)
1 Year Ago
Compile fixes
1 Year Ago
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
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
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
1 Year Ago
Fixed missing collider on crashed helicopter
1 Year Ago
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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
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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
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)
1 Year Ago
Fix wrong tooltip on tutorial tag in server browser Fix incorrect alignment on tutorial tag in tag list on loading screen
1 Year Ago
Pass the player ducked state to the WearableFadeToggles
1 Year Ago
Fixed female wearable chicken version having a slightly different randomisation setup, leading to a mismatch with the world model
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
Added a WearableFadeToggle component that is added dynamically to leg renderers if the LegFade toggle is enabled on a Wearable Currently awaiting a material integration, so it can be toggled via the Fade toggle on the PlayerModel, eventually we'll toggle it if the player is crouching
1 Year Ago
Fix tutorial achievements not unlocking (they were set up as client side awards but we block achievement progress while on tutorial island - this block was removed specifically for the two new achievements but only on the server when it needed to be on both sides)
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
Fixed some tutorial pop up video prompts not working after the player respawns due to triggers not getting a proper exit/enter