branchrust_reboot/main/Livestock_animalscancel
202 Commits over 62 Days - 0.14cph!
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 vendor_changes
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9)
Reduced packing radius from 3m -> 2.5m
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
Halved dung interval on cows and sheep
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_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
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
Timing fix, don't re-up the negotiation timer if the stack has changed
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
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
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
S2P ferry terminal and radtown
Don't allow car lift to grab a car if any animals are mounted
Wool can now recycle into cloth, 5 each
Removed hqm (300-800) from ranch sales, replaced with high quality metal ore (30-50)
Increased threshold of SAR to 0.5
Livestock eating from a trough now takes calories of the food into account
Makes high calorie food like bread 6x more effective for feeding animals
WIll make low calorie food like worms less effective
Also accidentally fixed livestock being able to eat spoiled produce (as it doesn't have calories)
Doubled lifetime of adult cow/sheep (was 24h, now 48h)
Changed "Chicken Food" label in inventory to "Livestock food"
Beef pie and rich beef pie now lasts 120m (was 30m)
Mutton pie is now shepherds pie
Added a potato to the requirements
Double calories from all milk products
Triple hydration from all milk products
Don't allow players to unmount animals from a car if there is no navmesh
If a player does somehow unmount an animal into a space with no navmesh just kill them
Added analytic hook locations TODOs
Double baseline dung production speed of cow and sheep (was every 40m, now 20m)
Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10
Adjusted horse dung produced per calorie to 0.2, was 0.1
A well fed horse should now produce ~48 dung/day (was 240)
A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)
Animals are now dismounted when the vehicle they are on rolls or ends up submerged