userElliotHcancel

1,144 Commits over 457 Days - 0.10cph!

20 Days Ago
integrate new squirrel anims
20 Days Ago
merge from Squirrel_test to critter_animals
20 Days Ago
merge from Livestock_animals -> critter_animals
23 Days Ago
fix turtle swimming movement (in a lot of ways) fix not working in shallow waters fix turtle swimming into terrain
24 Days Ago
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state for turtles this also disables their special water locomotion
25 Days Ago
first pass at seaturtles, with ocean locomotion turtles use movement similar to sharks, with their own budgeted queue for movement processing fixed population convars for other critters removed unnecessary timers from save/load of critters
25 Days Ago
merge from Seaturtle -> critter_animals
25 Days Ago
Add temporary tool for solving animal animation speeds exactly to match motion so there's no foot sliding Updated all critter animators and speeds with new values to better match each other
26 Days Ago
enabled swimming for frogs, with first pass animator setup fixed frog interest, now more consistently finds water spots to start croaking
26 Days Ago
separate critter FSM to different budgeted work queue, with lower frametime
26 Days Ago
merge from Livestock_animals
32 Days Ago
clean up animators after removals
32 Days Ago
add different sleep cycles for critters - rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
32 Days Ago
remove squirrel and rabbit interest mechanics 😔
32 Days Ago
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
33 Days Ago
first pass on squirrel interest mechanic
34 Days Ago
better FSM way to handle critter overrideable Interested states
34 Days Ago
merge from maintainables_fixes
34 Days Ago
Add beach to water pipe topology NOT filter
34 Days Ago
frog fixes
37 Days Ago
refactor critter interest overrideable methods rework how frogs try to find shallow water to croak in
37 Days Ago
rebuild manifest after merge issues
37 Days Ago
merge from Livestock_animals
37 Days Ago
merge from main
37 Days Ago
Add edge-case terrain height raiser underneath skirt. Increase slope alignment and full gradient alignment.
38 Days Ago
merge from maintainables_fixes
38 Days Ago
remove extra debug log
38 Days Ago
Refactored PlaceDecorRoadside to use Dithering and retry placement of pipes a configurable amount of times to get past the terrain checks blocking >80% of spawns - Dithering only moves away from roads, to make sure it doesnt re-try with one directly in the path Also fix PlaceWaterTreamentPipes to not use unnecessary statics
38 Days Ago
revert anchors to softer checks, too many was preventing them from spawning works is carried by the terrain heigh raisers to try to fill terrain under the skirt in the prefab
38 Days Ago
merge from main
38 Days Ago
fix override in last change
38 Days Ago
reduce network range of critters
39 Days Ago
set better speed values and improved animation blending (not enough tho) movement looks more natural but needs more work fixed critters hovering above ground instead of being on surface
39 Days Ago
merge from maintainables_fixes
39 Days Ago
S2P gas station, to apply prefab fixes
39 Days Ago
Maintainables fixes - potential fix for water pipes spawning at strange angles - fix gas station loot spawners not returning after server restart
40 Days Ago
basic squirrel setup
40 Days Ago
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
41 Days Ago
merge from Squirrel_test -> critter_animals
41 Days Ago
merge from Rabbit_test -> critter_animals
41 Days Ago
add WIP frog "interested" state, which currently makes it look for shallow water and then start croaking
41 Days Ago
merge from Frog_Branch -> critter_animals
41 Days Ago
fix animations of frogs not playing, skating sideways, and movement speed issues
44 Days Ago
first pass on critter animals general setup starting with the frog 🐸
44 Days Ago
merge from Livestock_animals
45 Days Ago
merge from wtp_maintainables_rework
46 Days Ago
merge from waterpipe_spawning_rework - Water pipes now spawn along the road spline similarly to how monuments do, making them more consistent in spawning, and more predictable - Pipes now avoid Monument Prevent Building colliders themselves instead of the Boundsx2 of the Monument - Lessened restrictions on terrain when determining where the pipes can spawn - Tuned up the pipes prefab, removed some anchors, fixed terrain raise/set order, etc...
46 Days Ago
tweak numbers for generation distances
46 Days Ago
switch monument avoidance to use PreventBuildingMonumentTag static registry instead of using monuments Bounds * 2
46 Days Ago
cleanup and set values to palce pipes closer together, still only 20 on 4k map