113,184 Commits over 3,959 Days - 1.19cph!
Re-added cargo notifier to harbor2
Scene2Prefab
Rounded upkeep timer minutes
Changed upkeep timer format
player update. CNY spear entity edited so it sits in the player hands correctly
Added container drop off ground decals in both harbors
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
Check scientist target move distance is within a suitable distance from bradley
American truck models
- Worked on AO
- Fixed couple mirroring effects and stretching
- Tuned down the dirt a notch
- Tweaked the colliders
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Removed counter power consumption and active usage (for real this time)
Increased max target number from 100 to 999
CanSeeTarget can now take a source position offset, used to check move points.
moon pool crane texturing
Remove now unused LOS offset code
AIInformationZone LOS improvements for GetBestMovePointNear
enabled material setup on AC unit prop for testing
snow effect material config setup
snow effect material config
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
made black screenbacks all flat geo
merge from material biome improvements
asset zoo prep for props review
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
Use Continuous Speculative
Wheel terrain FX, borrowed from cars for the moment
Bike physics + visual fixes
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace.
Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
merge from full_server_demos -> aux2
merge simple_upload -> full_server_demos
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
Force update passthrough UI when switching between an input/output handle
Use async loading to load the menu+game+engine UI in parallel
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
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Fixed auxiliary outputs messing with how we calculate power drain
Fix container Ids
Manifest