branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel
304 Commits over 122 Days - 0.10cph!
Fix container doors getting deleted when moving onto cargo ship
Adjust docked cargo position for better container access
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
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
Boilerplate harbor proximity manager to move objects as the cargo ship gets close
Fix container Ids
Manifest
some missing files from an earlier commit today (after a rename)
KARGO decals files
added decals to test
scaled down creeping trees in junkpiles by 25%
vertex color tweaks to doors
removed temporary door from code
moved shipping container related assets to shipping container prefabs folder to keep things tidy
container double door files
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
Set up initial mesh colliders on the crane
Add a parent volume to the top of the container so players can stand on top of them while they move
Cargo ship crane gets started in dev scene via new dev trigger component
Assigned correct materials to the harbor crane prefab
Finished crane LOD0 and textures
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
loot balance, slightly more bias towards the cargoship island on Harbor2
some peeking and advantage balance across harbor2, also fixed a bypass by one of the walls
fixed the last lod of black lorry trailer being white
Fixed cargo NRE if theres no harbors in the world
fixed a flow issue by allowing a jump back onto the defensive wall (harbor2)
s2p
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)
Ensured cargo only docks once
Set default dock time to 8 minutes
Set better stopping location on harbor 1
Smooth cargo ship docking rotation
Cargo dock time now uses convar
Debug docking now set as a replicated var
Removed cargo docking from harbor 2
Ensured harbor 1 and 2 now have boat access
Added temp colliders to all harbor_1 grounds prefabs
Harbor crane / finished LOD0 geometry
Basic textures and materials using packed mask setup / still very WIP
Ensured approach nodes list is initialised
Added second harbor to test scene
Added docking path to harbor 2
CargoShip now supports multiple harbor paths registered
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
Store a static list of cargo cranes, save a Vis
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
Add tools to show possible pickup and drop points via gizmos
Cargo ship calls OnArrivedAtHarbor then waits
Once finished waiting it rejoins the outer patrol as normal