14,827 Commits over 2,619 Days - 0.24cph!
Foliage and namespace fix
Merge from livestock_animals
Show genetics on cow panel as well
Don't show the lead option if an animal isn't tamed
Add a tame flag to livestock
Don't show milk option if animal is not tamed
Merge from livestock_animals
Merge from vendor_changes
Doubled ammo amounts
Added ladder hatch, rifle bodies and smg bodies
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9)
Reduced packing radius from 3m -> 2.5m
Rework vendor sale logic
Now takes the normalised value we used to use and uses that as a currency to spend
Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer
So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags)
We then have 0.25 left to spend on another listing
Falls back to a flat scrap listing to fill out the offer
Reworked item lists - added pistol ammo, rifle ammo, top tier doors
Added rare red keycard to livestock sale list
Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time
Would save 150mb of memory if we can pull it off
Merge from livestock_animals
Doubled population of cows and sheep in the wild per square km (1 -> 2)
Lower GrazeDayShare from 0.4 -> 0.3 on cows and sheep, meaning they will spend less of the day eating and require less food
Cows and sheep get double fullness when eating from a trough
Fixed reference to animals when selling wool
Fixed some failing tests, all were testing regressions not actual regressions
NPCAnimController perf improvements
Throttle the animator param calculations if the animal has been culled, max once every 0.25
Check the livestock have changed flags before setting the animator params
Disable the F Look component when an animal is culled or if the animal is > 30m away
Don't do the snap to ground raycast if we are culled
In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
Merge from livestock_animals
Merge from livestock_animals
Merge from livestock_hotfixes
Added item ownership for items purchased from livestock vendor
Fixed wrong text displayed if player drops wool mid conversation
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
Merge from livestock_animals (new icons)
Merge from livestock_animals
Filter items offered by livestock vendor by game mode so we don't give guns in primitive
Livestock sale updates:
Fixed turret being offered for low quality, meant to be on the high end
Added options for high end sales:
2-4 basic bp frags
Thompson, custom smg, python, hc revolver
Updated wool sales chart, is now about 75% of livestock sales with no guns
Fixed NPCAnimController allocation per frame when an animal is playing an animation with look at disabled
Merge from livestock_animals
Timing fix, don't re-up the negotiation timer if the stack has changed
Merge from livestock_animals
Livestock vendor will now pause the auction process if the wool stack size changes mid offer, you need to make your inventory match the original size for the sale to continue (otherwise it will time out)
Hooked up the icon on the conversation vendor page
Reapply modified armoured hatch bounds (affects square and triangle versions)
Merge from livestock_animals
Rich beef pie now gives +25% hunger, hydration, etc - matches rich pie standard
Rounded up the values on all rich pies to the closest whole number, we shouldn't show decimal points for things like this
Fixed buffs tooltip not able to show times > 60m
Update milk description to reference skimming
Fix calves purchased at ranch sometimes pulling their name from the wrong gender list
Fix error when saving modular cars on a thread
Fixed footstep splash effects playing at original water level when water level has been lowered
Created new Crab_Media, a prefab that drives crab movement in the shader based on transform movement
Ideal for timeline usage
Required some minor changes to the critter shader
Fixed missing strings for crab_single
Added some stub client RPC's to fix the missing RPC spam
Pie topper entity and viewmodel hook up
Fixed rich mutton pie name