branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

304 Commits over 122 Days - 0.10cph!

1 Year Ago
Merge main
1 Year Ago
Smoothed out harbor_1 terrain in an attempt to prevent players from getting stuck
1 Year Ago
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
1 Year Ago
fixed LOD texture
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
cracks grass environment volume mask - removed submarine
1 Year Ago
S2P all
1 Year Ago
Structures folder particle accum setup directly on materials
1 Year Ago
Props folder particle accum setup directly on materials
1 Year Ago
junkpiles use biome visuals for foliage like rest of the game foliage
1 Year Ago
updated creeping tree a,b,c billboard textures to match enabled mip alpha coverage, alpha cutout tweaks
1 Year Ago
EnvironmentVolume now draws the gizmo of all selected objects instead of just the last one (it still hides the gizmo if only the parent is selected) Fixed EnvironmentVolume making manually added mesh colliders readonly / unsaved
1 Year Ago
extended building topology reach in H2
1 Year Ago
Lowered barges, fixed a barrel spawn or two
1 Year Ago
lowered both harbors by 1m S2P
1 Year Ago
re-applied water flooding to the H1 tilted barge. Water culling doesn't work in the middle of the sea visually
1 Year Ago
extended monument topology on H2 to prevent seaweed poking
1 Year Ago
Harbors terrain heightmap fixes
1 Year Ago
Adjusted resting position of container pickup cranes so the arm rests at around 40 degrees, should make it easier to climb when not moving containers S2p both harbors
1 Year Ago
Fixed rotation on hanging ladder on rotating crane
1 Year Ago
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time Put a heap of debug logs in case this still doesn't fix the issue
1 Year Ago
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
1 Year Ago
Fixed "Snow Effect" material config
1 Year Ago
Harbor TerrainFilter tweaks in order to find more suitable placements
1 Year Ago
Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
1 Year Ago
Ensured cargo ignores height of waypoints - keeping it at the correct water height
1 Year Ago
Fixed broken lightswitches in harbor 1 Moved bottle prop that was blocking movement Added new lights pointing at the swing bridge to highlight it at night Added ladder triggers to some nets on the sides of containers Added rope ladder to one of the crane arms to allow for traversal in both directions Scene2prefab
1 Year Ago
adding swing bridge baked lod mat/texture/modell fixed ramp normals....again...(?)
1 Year Ago
water wells S2P
1 Year Ago
added back waterwell deployable 'usable secondary' barrel volume
1 Year Ago
water well D - some redesign to fix the blocked access
1 Year Ago
harbor_2 re-applying ambient lights kill S2P
1 Year Ago
added a smidge of radiation to container dressing style 1
1 Year Ago
harbor_2 topology refresh: monument and building topo
1 Year Ago
Revert Procedural Map - Sorry Aux2!
1 Year Ago
reduced rad barrel glow factor
1 Year Ago
updated terrain blend textures for both harbor monuments
1 Year Ago
updated terrain at the back of mills shipping co building
1 Year Ago
missing ladder segment on H2 S2P both Harbors
1 Year Ago
barge water culling volume water visibility fix
1 Year Ago
fixed harbor_grounds_a collider offset
1 Year Ago
Enable r/w on swing bridge collision meshes
1 Year Ago
Another tugboat spawn change for harbor_2
1 Year Ago
Moved tugboat spawns in both harbors to the other side of the island
1 Year Ago
Shrink container spawn check slightly
1 Year Ago
Adjusted cargo dock position in harbor_2
1 Year Ago
Removed all RendererBatch components from the container dressing Marked all MeshCull scripts in the dressing as dynamic
1 Year Ago
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables) Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks
1 Year Ago
Clear any existing cargo containers on a ship when docking process begins