branchrust_reboot/main/Tugboatcancel
110 Commits over 31 Days - 0.15cph!
Cleaned up the tugboat props and tugboat props_alt textures / removed some unnecessary details
Better UV mapping on the tugboat door frames
Tweaked sonar emissive to match the other control panel
Tugboat controls LOD setup
Hull material tweaks
tugboat sounds (WIP but mostly there)
Tugboat control panel LODs and sonar emissive
Don't show Tugboat health info if driver is mounted
Opacity adjustment for floating text
Removed E for Exit indicator
Tugboat UI fully functional
Basic tugboat monitor UI, static for the moment
Added sonar to tugboat, but only detects subs up to 3m below the tugboat
Adjusted tugboat front position
Added support for forward travel FX to add MotorRowboat subclasses, instead of just Tugboat. RHIB is going to have a forward travel effect as well.
Moved Tugboat visual components to the World layer. Apparently this will make cubemaps work correctly
Tugboat LODs
Tugboat door LODs
Ik hands for tugboat, and visible arms when driving
Merge RHIB_IK -> Tugboat, so I can use some of the same system for the tugboat driver
Use a different, simpler system for tugboat wheel rotation
Tugboat steering wheel turns
One more tweak to controls LOD0 mesh
Finished tugboat and controls LOD0
Tugboat texture tweaks
New specular map for glass
Merge CargoPreventBuilding -> Tugboat. This will temporarily break ladder deployment on cargo ship, but a fix is coming in the next few days
Have the tugboat headlights (spotlight) on by default
Fixed spotlight still looking kind of on when it was off. We didn't have an "off" spotlight in the archives, so I've pieced one together
Added support for turning the main spotlight on and off with the light key
Fixed light meshes disappearing when lights are off, and fixed some scripts not being set to IsDynamic
Removed colliders from Tugboat lights, since they'd be client-side only
Some tugboat lights now only on when engine is on. Left some on all the time tough, to avoid player inconvenience
Hooked up exhaust effect. Set all tugboat FX to the correct initial state.
Decrease frontWakeMinSpeed to 1m/s. Looks jarring when it starts up, otherwise
Only play tugboat front wake effect if submerged and moving at at least 9km/h (2.5m/s)
Added support to boats for a separate reverse throttle effect
Adjusted tugboat driving performance for slower acceleration, but higher maximum speed
Added Vehicle World and Vehicle Large layers to the default bounds check masks used by spawn handlers
Updated tugboat door mesh
Tugboat interior mesh update
Refactored AddStartingFuel. And tell Tugboat to spawn without any fuel.
Use vehicle spawn points for tugboat instead of generic ones
- Added two spawners for tugboats to each of the two harbour monuments
- Made any static tugboats at existing harbour monuments look obviously sunk, i.e. non-operational
Prevent Building volumes for the Tugboat, with the option to either allow everywhere except the bridge, or allow only the lower enclosed area
Tugboat control panels update
Tweaked door frames to match standard door
Added a custom tugboat door variant that matches standard door sizes
Tweaked tugboat cabin and added a driveable version of the mesh again
Stop the push interact option appearing while a player is on board the tugboat (this makes pushing impossible as being on the outside is now considered too far to push, will likely need revision)
Animated building blocks no longer modify batching if they are parented to a vehicle (fixes door batching issues after opening/closing)
Batching fix for parented entities
Doors now properly parent to tugboat and the entity follows as expected, even if visual renderers do not
Added sockets for the other two doorways
Test map spawn point edit to support tugboat testing