branchrust_reboot/main/bird_critterscancel
42 Commits over 31 Days - 0.06cph!
fix rockets hitting large seagull group collider
fix gulls disappearing when they cant find a landing spot
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins
seagull corpses can now float
add combat log entry for hitting gull groups
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
try fix entity_distance when shooting gull groups
- increase size of flying bounds
- flock tracks the group better, with an anchor parameter in the flocks
- scatter or "take off" phase has additional bounds step, as the birds spread out the most here
gull group fixes & improvements
- stronger obstacle avoidance when taking off from land point
- removed per-frame raycasts from the scattering run (might have been the stutter)
- add step height 0.1m for walking gulls, so they stay on the surface they landed on
- landing groups only startle against players within 6m, instead of any target seen in the last 15s
- gull corpses inherit velocity
- try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state
- groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn
- birds turning into animators are capped per frame because its the heaviest cost for reactivation
re S2P floating city scenes
- was missing seagull points
add gliding, birds in flocks dont flap while gliding downwards
increase flee distance to 1000 so they path across map and can be used to track explosions better
crows circle corpses from higher above
fix ferry terminal seagull placement on edge
add seagull points to lighthouse
S2P ferry terminal, lighthouse
fix seagullgroup population stringId
Add seagull group spawn points, interest zones, and flock spawners (in deeps sea) to monument scenes
S2P fishing villages, harbors, ferry terminal, oilrigs, floating cities
add deep sea support for bird flocks
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots
gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics)
+ minor performance improvement for audio tracking birds
cache transforms alongside flock registry to save extra time
add read/write to flock particle models
switch StartleFlocks away from Query.Server, use registry list since populations are low
increase seagull flapping rate
more tweaking for flock patterns
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
code clean up, added server convar commands for forcing gull groups to startle, and to land
added prefab for Seagull Land Point
fixed birds sometimes flying through obstacles
S2P both oilrigs, both harbors
add seagull flock interest zones to coastal monument scenes
- both oilrigs
- both harbor variants
add hook-ins for flock interest & fleeing
- bird interest zones can be placed in monument scenes to attract flocks "active" monuments
- corpses attract crow flocks (low priority) for a short time
- timed explosives make bird flocks flee the area
move all "swarm" critter jobs to static classes marked with [BurstCompile]
add seagull groups to livestock scene
more bird fixes
- seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle)
- fix groups being stuck in the landing state
- increased bounds size, and even bigger when flying, to keep birds in hitreg range
- switched to one ground cast per group instead of every bird doing it
- added exclusion layers to server collider
feedback fixes for the jobs (ty Graham)
increase network range of groups (bc they can be far but still visibly moving)
code cleanup
add to budgeted queue
gulls transition to shaders later after takeoff
more consistent seeding for randomness
first pass at seagull "groups"
- groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land
- groups land at "interest points" which are components that can be placed in scenes/prefabs
- groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes
- if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock"
- after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group
- individual birds can be shot while in a "group", with ragdolling corpses
- also various improvements to flock movement
merge from seagull_update
merge from seagull_update -> bird_critters
merge from bird_flocks -> bird_critters
(combining both flocks and individual birds on this branch)