branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel
304 Commits over 122 Days - 0.10cph!
Smoothed out harbor_1 terrain in an attempt to prevent players from getting stuck
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found
cracks grass environment volume mask - removed submarine
Structures folder particle accum setup directly on materials
Props folder particle accum setup directly on materials
junkpiles use biome visuals for foliage like rest of the game foliage
updated creeping tree a,b,c billboard textures to match
enabled mip alpha coverage, alpha cutout tweaks
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
extended building topology reach in H2
Lowered barges, fixed a barrel spawn or two
lowered both harbors by 1m
S2P
re-applied water flooding to the H1 tilted barge. Water culling doesn't work in the middle of the sea visually
extended monument topology on H2 to prevent seaweed poking
Harbors terrain heightmap fixes
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
Fixed rotation on hanging ladder on rotating crane
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
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
Fixed "Snow Effect" material config
Harbor TerrainFilter tweaks in order to find more suitable placements
Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
Ensured cargo ignores height of waypoints - keeping it at the correct water height
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
adding swing bridge baked lod mat/texture/modell
fixed ramp normals....again...(?)
added back waterwell deployable 'usable secondary' barrel volume
water well D - some redesign to fix the blocked access
harbor_2 re-applying ambient lights kill
S2P
added a smidge of radiation to container dressing style 1
harbor_2 topology refresh: monument and building topo
Revert Procedural Map - Sorry Aux2!
reduced rad barrel glow factor
updated terrain blend textures for both harbor monuments
updated terrain at the back of mills shipping co building
missing ladder segment on H2
S2P both Harbors
barge water culling volume water visibility fix
fixed harbor_grounds_a collider offset
Enable r/w on swing bridge collision meshes
Another tugboat spawn change for harbor_2
Moved tugboat spawns in both harbors to the other side of the island
Shrink container spawn check slightly
Adjusted cargo dock position in harbor_2
Removed all RendererBatch components from the container dressing
Marked all MeshCull scripts in the dressing as dynamic
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
Clear any existing cargo containers on a ship when docking process begins