branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel
304 Commits over 122 Days - 0.10cph!
Fixed cargo speed limiting bugs
Cargo now looks at previous node to find desired speed
Snow effect mat config, specified mask for volumes
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
fixed the collector bucket in trasinyard having an offset
Updated the prop folder prefabs that could to Material Setup technique for snow cover
Disable log spam for proximity manager
Harbor_1 curve adjustments
Update harbor_2 docking points to better fit new cargo ship handling
Update BasePath.GetPathProgress to work purely off the supplied position rather than an index, use dot checks to determine where in the path the position is
Fix cargo ship not restarting it's LeaveHarbor invoke on a load
Fix some parent colliders with negative scale
Hooked up three interior variants for the containers that get picked up and dropped on the cargo ship
Move door prefabs on cargo ship to the server-side area
Allow door.hinged.cargo_ship_side on cargo ship
Completely remove throttle based movement on approach. On rails style movement instead
Added a new door prefab for the cargoship
Added door to the cargoship (currently doesn't work)
Cargoship / added cutouts for side doors and ladders
Improved cargoship hull lods
Fixed materials in the prefab and added ladder triggers
Fixed off centre harbor 2 incoming path
Fixed swing bridge partly opening
Cargo now steers with its front rather than pivot point when docking:
This prevents:
-clipping with geometry
-turning too fast/too slow
-Innacurate movements
Removed a bunch of throttle lerps and rotation lerps when docking
Fixed deferred decal not blending specular
snow effect asset - updated color alpha value to be 1.0
setting up asset zoo scene for snow setup ahead of time
deleting unused coaling tower models/prefabs that were redundant
Updated snow effect material config
added dynamic_container_style 1/2/3 prefabs
Update harbor_1 movement prefabs
Add a debug visualisation to the harbor proximity manager
Subtract
94449, causes ships to get stuck when docking
Hooked up the sunken crates animation on harbor_2
Angle the ship directly at the target in TriggeredEventSpawnDockingTest to reduce excessive turning
Adjusted parenting layers on swing bridge to support ragdolls, dropped items and other vehicles
Tried to fix broken swing bridge animation
Fixed weird cargo movement bug
Added cargoship save support
Ran protobuf
Flipped harbor 1 path
Adjusted swing bridge animation
Smoothed approach path
Still broken spawn nearby command
Set up proximity manager for harbor 2
First pass swing bridge
Harbor 1 ladder and parent triggers
Cranes reset to their starting angle after a move
Cranes now adjust the height during the move if placing the container on a really high destination
Setup harbor_2 cranes and container spawn points
Applied new container spawn point decal art, removed placeholder white cube
Initial docking path for harbor_2
First attempt at spawn near for docking command
Cargo decides what harbor to dock at based on spawn distance
Cargoship now moves around the island anti-clockwise
Re-added cargo notifier to harbor2
Scene2Prefab
Added container drop off ground decals in both harbors
enabled material setup on AC unit prop for testing
snow effect material config setup
snow effect material config
merge from material biome improvements
asset zoo prep for props review