branchrust_reboot/main/harbor_tweaks_4_cargoshipcancel
304 Commits over 122 Days - 0.10cph!
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
Fixed arm movement not getting interpolated
Burst compile the line renderer jobs and make it all read only for easier scheduling
Fixed cargo ship incorrectly flagging some destinations as possible
Better arm movement
Expose object rotation speed
Sorted test map so boat outer patrol paths can be generated properly
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
Parent the containers to the ship
Fixed container doors getting deleted when they enter the cargo ship bounds
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
Harbor cranes now pick up container spawn points dynamically
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
Adjusted cargo path
Notifier component placed harbor
Reran Scene2Prefab
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
Scene2Prefab
Added docking path to harbor 1
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
Test scene init
Sorted clipping terrain in test scene
Properly split terrain from other scenes
First pass on a harbor container manager entity, spawns containers and stacks them appropriately semi randomly (crane functionality is broken for now)
Update containers with a static version of the double door prefab
Harbor_1 lighting setup for the new island
Removed some mesh decals from the rooftops that didn't match
HLOD setup
Scene2prefab
Harbor 1 grounds c prefab
Harbor 1 scene cleanup
Finalized ground meshes
Finished harbor 1 dressing
harbor2 backup, WTP overgrowth tweaks - mainly thinning overgrowth density in places
some wip creeping tree models until I get back to it
Harbor progress
Roof dressing
Overgrowth progress
Material changes to tie everything together
Reserialized more materials
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
Update test container model, manifest
Harbor 1 dressing progress / finished dressing up the grounds / building dressing progress
Crane can pickup and move objects to a specific target position/rotation
Boilerplate GenericLerp implementation for crane and entity setup
Additional walkway staircase meshes
Brick variant prefabs of industrial buildings a and b
Harbor 1 dressing progress
tweaked light group at time on harbor2
Harbor 1 dressing progress / finished the areas near the swing bridge
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