branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

304 Commits over 122 Days - 0.10cph!

2 Years Ago
Cargo Docking~ Cargo does basic docking at a harbor (currently only supports big harbor) Cargo now selects best node from the outer patrol to start entry from Cargo now adjusts waypoint distance dynamically when entering docking Cargo ship now responds to max velocity on harbor entry Base Path Adjusted a bunch of speed and position values on harbor entry path Bunch of debug stuff to show patrol tangents and docking point scores Added boolean to WorldSetup to force ocean patrols to be generated with dev terrains
2 Years Ago
Fixed arm movement not getting interpolated Burst compile the line renderer jobs and make it all read only for easier scheduling
2 Years Ago
Fixed cargo ship incorrectly flagging some destinations as possible
2 Years Ago
Better arm movement Expose object rotation speed
2 Years Ago
Sorted test map so boat outer patrol paths can be generated properly
2 Years Ago
Added a new TrasnsformLineRenderer component that takes a series of transforms and feeds the positions into an attached line renderer Needed for the crane as we need a single line renderer to connect points across multiple transform hierarchies Most processing is done in a job so should be very efficient
2 Years Ago
Crane visual work
2 Years Ago
Parent the containers to the ship
2 Years Ago
Fixed container doors getting deleted when they enter the cargo ship bounds
2 Years Ago
Implement new crane into harbor_1 monument, S2P and enable cargo ship in CargoDocking scene for demo purposes Added the test scenes for the harbor refresh to the scenes drop down
2 Years Ago
Harbor cranes now pick up container spawn points dynamically
2 Years Ago
Add a temporary set of container destinations to the cargo ship (to both layout variants) Add an OnArrivedAtHarbor method to cargo ship that finds nearby cranes and tells them to start moving
2 Years Ago
Adjusted cargo path Notifier component placed harbor Reran Scene2Prefab
2 Years Ago
Initial approach logic: Cargo now calculates tangents of each patrolfar node and compares the angle and distance to find the best scoring point Debug outputs for this
2 Years Ago
Scene2Prefab Added docking path to harbor 1
2 Years Ago
Destination assigning
2 Years Ago
Revert Playground to version from main Add new CargoCraneTest scene to test the crane in isolation Removed the HarborCraneManager script from last week, roll all of the functionality into the crane as we might have multiple
2 Years Ago
S2P harbor_1 for testing
2 Years Ago
Test scene init Sorted clipping terrain in test scene Properly split terrain from other scenes
2 Years Ago
Merge main
2 Years Ago
Merge main
2 Years Ago
First pass on a harbor container manager entity, spawns containers and stacks them appropriately semi randomly (crane functionality is broken for now)
2 Years Ago
Update containers with a static version of the double door prefab
2 Years Ago
Merge from main
2 Years Ago
Protobuf + manifest
2 Years Ago
Merge from main
2 Years Ago
Harbor_1 lighting setup for the new island Removed some mesh decals from the rooftops that didn't match HLOD setup Scene2prefab
2 Years Ago
Harbor 1 grounds c prefab
2 Years Ago
Harbor 1 scene cleanup Finalized ground meshes
2 Years Ago
Finished harbor 1 dressing
2 Years Ago
Reserialized materials
2 Years Ago
harbor2 backup, WTP overgrowth tweaks - mainly thinning overgrowth density in places some wip creeping tree models until I get back to it
2 Years Ago
Harbor progress Roof dressing Overgrowth progress Material changes to tie everything together
2 Years Ago
Reserialized materials
2 Years Ago
Reserialized more materials
2 Years Ago
Reserialized materials
2 Years Ago
Unsaved
2 Years Ago
Added temporary doors and a parenting volume to container Crane can now track a list of target entities to move with a list of destination points, each item will be moved in sequence
2 Years Ago
Update test container model, manifest
2 Years Ago
Unsaved
2 Years Ago
Harbor 1 dressing progress / finished dressing up the grounds / building dressing progress
2 Years Ago
Saving and loading
2 Years Ago
Crane can pickup and move objects to a specific target position/rotation
2 Years Ago
Boilerplate GenericLerp implementation for crane and entity setup
2 Years Ago
Merge from main
2 Years Ago
Additional walkway staircase meshes Brick variant prefabs of industrial buildings a and b Harbor 1 dressing progress
2 Years Ago
tweaked light group at time on harbor2
2 Years Ago
Harbor 1 dressing progress / finished the areas near the swing bridge
2 Years Ago
S2P all
2 Years Ago
tweaking overgrowth positions, clipping and density for the following levels - lighthouse, MT, warehouse, sewerbranch, sphere_tank, trainyard, WTP, water wells added train tunnel entrance into automated S2P loop