branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

304 Commits over 122 Days - 0.10cph!

8 Months Ago
Fix container doors getting deleted when moving onto cargo ship
8 Months Ago
Adjust docked cargo position for better container access
8 Months Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
8 Months Ago
First pass on swing bridge functionality See Moves array on HarborProximitymanager, contains an entry for each entity to move which includes a start point, end point and a curve to control where the entity will rest between those two points based on the normalised path of the cargo ship through it's docking waypoints
8 Months Ago
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
8 Months Ago
Fix container Ids Manifest
8 Months Ago
Compile fixes
8 Months Ago
some missing files from an earlier commit today (after a rename) KARGO decals files added decals to test
8 Months Ago
scaled down creeping trees in junkpiles by 25%
8 Months Ago
harbor_2 S2P
8 Months Ago
Bunch of harbor_2 fixes
8 Months Ago
vertex color tweaks to doors removed temporary door from code moved shipping container related assets to shipping container prefabs folder to keep things tidy
8 Months Ago
switched to rendererlod
8 Months Ago
manifest
8 Months Ago
container double door files
8 Months Ago
Split the base off of the crane and rotate the entre entity rather than a child This allows us to parent the player to the crane platform while it rotates S2P harbor_1
8 Months Ago
Set up initial mesh colliders on the crane
8 Months Ago
Add a parent volume to the top of the container so players can stand on top of them while they move
8 Months Ago
WIP crane saving
8 Months Ago
Cargo ship crane gets started in dev scene via new dev trigger component
8 Months Ago
Assigned correct materials to the harbor crane prefab
8 Months Ago
Finished crane LOD0 and textures
8 Months 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
8 Months Ago
missing file
8 Months Ago
swing bridge updatr
8 Months Ago
loot balance, slightly more bias towards the cargoship island on Harbor2
8 Months Ago
some peeking and advantage balance across harbor2, also fixed a bypass by one of the walls
8 Months Ago
fixed the last lod of black lorry trailer being white
8 Months Ago
Fixed cargo NRE if theres no harbors in the world
8 Months Ago
fixed a flow issue by allowing a jump back onto the defensive wall (harbor2) s2p
8 Months Ago
network++
8 Months Ago
Compile fixes
8 Months Ago
Spawn containers when the ship docks (temp) Containers don't save (temp) Added a second dynamic crane to harbor_1 so it can reach more of the ship Don't spawn containers if there is already a container there (there will probably be more save/load issues but this should stop the worst of it for initial testing)
8 Months Ago
Ensured cargo only docks once
8 Months Ago
Set default dock time to 8 minutes
8 Months Ago
Set better stopping location on harbor 1
8 Months Ago
Smooth cargo ship docking rotation
8 Months Ago
Codegen
8 Months Ago
Cargo dock time now uses convar Debug docking now set as a replicated var
8 Months Ago
Removed cargo docking from harbor 2 Ensured harbor 1 and 2 now have boat access
8 Months Ago
Added temp colliders to all harbor_1 grounds prefabs
8 Months Ago
Harbor crane / finished LOD0 geometry Basic textures and materials using packed mask setup / still very WIP
8 Months Ago
Ensured approach nodes list is initialised Added second harbor to test scene
8 Months Ago
Added docking path to harbor 2 CargoShip now supports multiple harbor paths registered
8 Months 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
8 Months Ago
Merge from main
8 Months Ago
Store a static list of cargo cranes, save a Vis
8 Months Ago
Update container drop points on both cargo styles Add IsDocked flag to cargo ship and properly zero out throttle Increase docking time to 2 minutes Show a gizmo mesh on container drop points
8 Months Ago
Add tools to show possible pickup and drop points via gizmos
8 Months Ago
Cargo ship calls OnArrivedAtHarbor then waits Once finished waiting it rejoins the outer patrol as normal