branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

304 Commits over 122 Days - 0.10cph!

1 Year 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
1 Year Ago
Fixed arm movement not getting interpolated Burst compile the line renderer jobs and make it all read only for easier scheduling
1 Year Ago
Fixed cargo ship incorrectly flagging some destinations as possible
1 Year Ago
Better arm movement Expose object rotation speed
1 Year Ago
Sorted test map so boat outer patrol paths can be generated properly
1 Year 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
1 Year Ago
Crane visual work
1 Year Ago
Parent the containers to the ship
1 Year Ago
Fixed container doors getting deleted when they enter the cargo ship bounds
1 Year 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
1 Year Ago
Harbor cranes now pick up container spawn points dynamically
1 Year 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
1 Year Ago
Adjusted cargo path Notifier component placed harbor Reran Scene2Prefab
1 Year 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
1 Year Ago
Scene2Prefab Added docking path to harbor 1
1 Year Ago
Destination assigning
1 Year 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
1 Year Ago
S2P harbor_1 for testing
1 Year Ago
Test scene init Sorted clipping terrain in test scene Properly split terrain from other scenes
1 Year Ago
Merge main
1 Year Ago
Merge main
1 Year Ago
First pass on a harbor container manager entity, spawns containers and stacks them appropriately semi randomly (crane functionality is broken for now)
1 Year Ago
Update containers with a static version of the double door prefab
1 Year Ago
Merge from main
1 Year Ago
Protobuf + manifest
1 Year Ago
Merge from main
1 Year Ago
Harbor_1 lighting setup for the new island Removed some mesh decals from the rooftops that didn't match HLOD setup Scene2prefab
1 Year Ago
Harbor 1 grounds c prefab
1 Year Ago
Harbor 1 scene cleanup Finalized ground meshes
1 Year Ago
Finished harbor 1 dressing
1 Year Ago
Reserialized materials
1 Year Ago
harbor2 backup, WTP overgrowth tweaks - mainly thinning overgrowth density in places some wip creeping tree models until I get back to it
1 Year Ago
Harbor progress Roof dressing Overgrowth progress Material changes to tie everything together
1 Year Ago
Reserialized materials
1 Year Ago
Reserialized more materials
1 Year Ago
Reserialized materials
1 Year Ago
Unsaved
1 Year 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
1 Year Ago
Update test container model, manifest
1 Year Ago
Unsaved
1 Year Ago
Harbor 1 dressing progress / finished dressing up the grounds / building dressing progress
1 Year Ago
Saving and loading
1 Year Ago
Crane can pickup and move objects to a specific target position/rotation
1 Year Ago
Boilerplate GenericLerp implementation for crane and entity setup
1 Year Ago
Merge from main
1 Year Ago
Additional walkway staircase meshes Brick variant prefabs of industrial buildings a and b Harbor 1 dressing progress
1 Year Ago
tweaked light group at time on harbor2
1 Year Ago
Harbor 1 dressing progress / finished the areas near the swing bridge
1 Year Ago
S2P all
1 Year 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