branchrust_reboot/main/Livestock_animalscancel
29 Commits over 0 Days - Infinitycph!
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Fixed missing interact collider on lamb
Fixed following behaviour not working due to grazing taking priority
If an animal is hurt while being led they will forget about who they were following after they flee
Aging boilerplate
Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab
If no next stage is provided then the animal is just killed (old age?)
Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Lamb setup
Fixed prevent building volumes too large on all livestock
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones)
Set up calf hitboxes
Fix following while grazing not working
Enforce an exposed time limit on milk (temp until it gets hooked into stats)
Animals now run away when hurt
Added a button the skeletonProperties inspector to set all bones to a given value
Set up cow skeletons for hitboxes, still not quite working
Fixed the eating animation not looping properly
Grazing now gets set to false 3s before we leave the state so the animation can fade out
Adjust calf walk speed to 0.58
Add grazing behaviour
Animal will look for Field/Forest/Forestside, move there and graze for a random period of time
Hooked up idle clips
Add age enum to livestock animals
Add milk interaction for cows, only for adults
Just gives an apple for now
Manifest, fixes launch issue
Sheep setup
Fixed interact colliders on animals affecting navmesh bakes
Setup calf with proper model
Adjust walk speed and accel/deccel
Hooked up testing patrol path
Update walk states
New LIvestockAnimal class, Cow now derives from that
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Cow will now run if the player it's following gets too far away
Fixed codegen not being able to generate code for entities in namespaces
Added follow interaction to cows, they will follow a player who interacts with them until dismissed
Added livestock scene to dev menu
Create new livestock testing scene with ai enabled
Setup cow movement speeds
First pass on cow prefab
Basic FSM with idle and roam