userIan Hendersoncancel
branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

53 Commits over 31 Days - 0.07cph!

1 Year Ago
Merge main
1 Year Ago
Small changes
1 Year Ago
Prevent cargo from tilting on harbor approach Improve error messages if approach node isn't found
1 Year Ago
Ensured cargo ignores height of waypoints - keeping it at the correct water height
1 Year Ago
Revert Procedural Map - Sorry Aux2!
1 Year Ago
Made the docking test map smaller again
1 Year Ago
Fixed egress working if it was in the process of actually entering or leaving harbor
1 Year Ago
Fixed harbor 1 to work with new path
1 Year Ago
Refactored all of the movement code Remade harbor 2 path to work with new movement
1 Year Ago
Improved cargo docking movement code to handle tighter situations Prevents clipping on harbor geometry Moves on rails with more deterministic movement overall
1 Year Ago
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
1 Year Ago
Push prefab
1 Year Ago
Added a more accessible harbor 2 cargo path
1 Year Ago
Fixed issue preventing harbor 2 from being considered as a docking point
1 Year Ago
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
1 Year Ago
Fixed bug causing cargo to freeze when swapping between standard points and approach points. Bowpoint used for steering throughout
1 Year Ago
Slowed down ship turning
1 Year Ago
Prevented cargo from waiting twice Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed Fixed isues causing follow to zero rotation on approach
1 Year Ago
Fixed cargo speed limiting bugs Cargo now looks at previous node to find desired speed
1 Year Ago
Completely remove throttle based movement on approach. On rails style movement instead
1 Year Ago
Fixed off centre harbor 2 incoming path Fixed swing bridge partly opening
1 Year Ago
Cargo now steers with its front rather than pivot point when docking: This prevents: -clipping with geometry -turning too fast/too slow -Innacurate movements
1 Year Ago
Removed a bunch of throttle lerps and rotation lerps when docking
1 Year Ago
Tried to fix broken swing bridge animation
1 Year Ago
Fixed weird cargo movement bug
1 Year Ago
Added cargoship save support Ran protobuf
1 Year Ago
Flipped harbor 1 path Adjusted swing bridge animation Smoothed approach path Still broken spawn nearby command
1 Year Ago
Harbor 1 ladder and parent triggers
1 Year Ago
First attempt at spawn near for docking command
1 Year Ago
Cargo decides what harbor to dock at based on spawn distance
1 Year Ago
Cargoship now moves around the island anti-clockwise
1 Year Ago
Re-added cargo notifier to harbor2 Scene2Prefab
1 Year Ago
Added should_dock convar to cargoship Harbor 1 now does additional terrain checks to ensure cargo docking path is clear Increased required boat depth in costmap to ensure cargo can dock at the appropriate harbor
1 Year Ago
Fixed cargo NRE if theres no harbors in the world
1 Year Ago
Ensured cargo only docks once
1 Year Ago
Set default dock time to 8 minutes
1 Year Ago
Set better stopping location on harbor 1
1 Year Ago
Smooth cargo ship docking rotation
1 Year Ago
Codegen
1 Year Ago
Cargo dock time now uses convar Debug docking now set as a replicated var
1 Year Ago
Removed cargo docking from harbor 2 Ensured harbor 1 and 2 now have boat access
1 Year Ago
Ensured approach nodes list is initialised Added second harbor to test scene
1 Year Ago
Added docking path to harbor 2 CargoShip now supports multiple harbor paths registered
1 Year Ago
Flipped entry path so cargo comes in from the other direction Added check to ensure container destinations have at least 1 element before passing Ensure harbor crane isnt null before assinging desination Added a debug log when leaving
1 Year Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal
1 Year Ago
Cargo Docking~ Cargo does basic docking at a harbor (currently only supports big harbor) Cargo now selects best node from the outer patrol to start entry from Cargo now adjusts waypoint distance dynamically when entering docking Cargo ship now responds to max velocity on harbor entry Base Path Adjusted a bunch of speed and position values on harbor entry path Bunch of debug stuff to show patrol tangents and docking point scores Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
1 Year Ago
Sorted test map so boat outer patrol paths can be generated properly
1 Year Ago
Adjusted cargo path Notifier component placed harbor Reran Scene2Prefab
1 Year Ago
Initial approach logic: Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point Debug outputs for this
1 Year Ago
Scene2Prefab Added docking path to harbor 1