1,227 Commits over 488 Days - 0.10cph!
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)
set to highest network range, so you can see them up in the sky far away
(culling still mitigates most of the client cost dw)
add LOD support for the flocks, with a "far mesh" coming in at a certain distance (600m), and with culling as well
add populations
- set to approx 4 of each type (crows, seagulls) in a 3k map
- low pop set bc they can't be shot down, and will roam long distances, everyone should see one eventually
switch flock interest from prefab+component to event+manager (with priority) system
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
first pass on reactive BirdFlocks
- fly around in swarms with code similar to crabs and jellyfish
- avoid obstacles and players
- boid movement patterns
- slightly more realistic flapping, with less flapping when angling down and more when climbing
merge from critters_cleanup
add colour variations to crabs
- with a very small chance at seeing a rare blue crab
hide HP bar for dead critters
fix jobs errors for crabs and jellyfish
fix rabbits animation transition from interested to startled
fix jellyfish prefab name being "crabs"
Cleanup unused frog assets
tattoo shader fixes
- fix player looking hella dead
- fix tattoos cappe at 65% opacity
also lowered brush max size again, 0.5-3
fix tattoos not showing on first-person legs
switch head tattoos to uv0 with shader fix for more consistent resolutions
fix ReadOnly attributes
first pass on painting/tattoo stencils
- stencils can be stamped onto the body as tattoos
- stencils are in full RGB colour, tintable, and can be greyscaled
first pass on restore tool
- old tattoos that are faded can be painted with this tool to restore their colour to full without needing to be fully redrawn
tattoo fixes
- clamp tattoo brush size 1.0-5.0, doesnt use painting convar
- zoom scaling clamp, so you cant get as far out but can also go closer than usual for fine detail
- brushes now scale independent of zoom in tattooing, this does make performance a little worse, but fixes when the paint stamp doesnt cover enough of the uv and becomes spotty. WIP still
- uv buffer now samples some of the uv pixels around the current target to try to smooth out and match seams where the uv resolutions dont match (like where the head meets torso etc..)
first pass on tattoo layering
- 2 layers, 1 "base" layer which is fixed onto the player model, 1 which is edited during a painting session
- tattoo compositor merges the editing layer onto the base layer when exiting the menu or saving
- fade is applied to base layer, and baked into the png when merging downwards
- rads add fade to the base layer visually with a parameter, which is only baked in during a merge
- reworked to accomodate a separate player sending the tattoo edits to the other for saving (bc tattoo chair eventually)
- moved more code to serverside to allow for direct painting communication between 2 clients
fix tattoos not saving between client-server properly
merge from tattoos_revived -> tattoos
First pass at working tattoos again
- Had to change UVRender shaders "ObjectId" to "PaintObjectId" to avoid Unity conflict to fix face tattoos
- Face tattoos use UV1 instead of UV0, for after the player update
- set resolutions to 512x512 for face and 2048x1024 for body tattoos
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remove toggle option for neutral light, it's stuck on in rrp for now
merge from critter_animals
fix turtle error log
- swimming NPCs no longer pause their navmeshagent, the agent is disabled but required on the prefab for other dependencies
merge from critter_animals
fix critter bugs
- frog animator error on spawn/despawn
- spamming log for turtles when unpausing
- jellyfish population not spawning in jellyfish
merge from Livestock_animals
merge from critter_animals
add transition from startle->flee state for when critters get hurt while they are currently startled
add step height to crabs so they dont glitch up cliffs and things
add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls
add crabs/jellyfish swarm scripts to budgeted queue
fix crabs glitchy leg speeds (i think)
replace jellyfish water checks with a batched version
fix frog long first jump
fix pooled frog stuck in dead animation
reduce critter health 200 -> 60(frogs) - 100(rabbits)
turtles unchanged, they have a shell
merge from Livestock_animals