userJarryd Campicancel
branchrust_reboot/main/Livestock_animalscancel

176 Commits over 62 Days - 0.12cph!

26 Days Ago
New milk item placeholder
26 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
26 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
26 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
26 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
26 Days Ago
Shearing interaction
26 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
26 Days Ago
Hooked up male calf prefab/material
26 Days Ago
Merge from main
30 Days Ago
Manifest
30 Days Ago
Codegen, compile fixes
30 Days Ago
Merge from main (will need codegen)
31 Days Ago
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
33 Days Ago
Hooked up sale info in-game UI
33 Days Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
33 Days Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
34 Days Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
38 Days Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
39 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
39 Days Ago
Infant animals will now stay close to their mother
39 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
39 Days Ago
All stats need to be >50% to allow breeding
39 Days Ago
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
39 Days Ago
Fixed sizing of stats widget
39 Days Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
39 Days Ago
Merge from main
39 Days Ago
Codegen
39 Days Ago
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
39 Days Ago
Codegen
39 Days Ago
Merge from main
40 Days Ago
Hooked up sheep sleeping anim
40 Days Ago
Cleanup, don't use obsolete SetFlags Fix animals moving while sleeping
40 Days Ago
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
40 Days Ago
Bull prefab setup
40 Days Ago
Fixed all animals set to female Added breeding fsm states
40 Days Ago
Merge from main
44 Days Ago
Sleep state fix
52 Days Ago
Sleep fixes
52 Days Ago
Stats boilerplate, save load Sleeping behaviour
53 Days Ago
Merge from main
59 Days Ago
Unsaved wip from yesterday
60 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
60 Days Ago
Remove an unused 2mb texture from the chicken coop UI
60 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
60 Days Ago
Better transition if animal starts moving while grazing is ending
60 Days Ago
Merge from main
60 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
2 Months Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
2 Months 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
2 Months 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