branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel

304 Commits over 122 Days - 0.10cph!

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