userJarryd Campicancel
branchrust_reboot/main/Livestock_animalscancel

40 Commits over 31 Days - 0.05cph!

4 Days Ago
Sleep state fix
12 Days Ago
Sleep fixes
12 Days Ago
Stats boilerplate, save load Sleeping behaviour
13 Days Ago
Merge from main
19 Days Ago
Unsaved wip from yesterday
19 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
19 Days Ago
Remove an unused 2mb texture from the chicken coop UI
19 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
19 Days Ago
Better transition if animal starts moving while grazing is ending
19 Days Ago
Merge from main
20 Days Ago
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
20 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
20 Days Ago
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
20 Days Ago
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
20 Days Ago
Lamb setup Fixed prevent building volumes too large on all livestock
20 Days Ago
Sheep hitboxes
20 Days Ago
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
20 Days Ago
Fixed hitboxes on cow
20 Days Ago
Merge from main
25 Days Ago
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
25 Days Ago
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
26 Days Ago
Adjust calf walk speed to 0.58
26 Days Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
26 Days Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
27 Days Ago
Manifest, fixes launch issue
28 Days Ago
Merge from main
28 Days Ago
Fixes
28 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
28 Days Ago
Setup calf with proper model
28 Days Ago
Adjust walk speed and accel/deccel
33 Days Ago
Calf initial setup
33 Days Ago
Hooked up testing patrol path Update walk states
33 Days Ago
New LIvestockAnimal class, Cow now derives from that
34 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
38 Days Ago
Cow will now run if the player it's following gets too far away
39 Days Ago
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
39 Days Ago
Added livestock scene to dev menu
40 Days Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
40 Days Ago
First pass on cow prefab Basic FSM with idle and roam
40 Days Ago
Merge from main