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2,032 Commits over 792 Days - 0.11cph!

Today
Hide cow trust and gender by default (can be toggled by admin)
Today
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Today
Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
Today
Fix runtime livestock pattern not matching the ranges Taylor designed
Today
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
Today
Re-add livestock pattern tester script (to add to cow lod 0)
Today
Pass on penned cow with unreachable distractors around: - Fix curious cows being so curious they forget to eat - Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable) - Walk to trough now checks multiple troughs not just nearest one - Prevent bull from charging unreachable targets - Happy run wanders if player target is unreachable
Today
Update rust native for all platforms
Today
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
Today
Put the livestock server code back behind #if SERVER
Today
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Yesterday
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Yesterday
Merge from complicated_livestock_merge (indirect merge from main)
Yesterday
Merge from livestock_animals
Yesterday
Yesterday
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
Yesterday
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
Yesterday
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players - Add tools to render automated tests with captions to videos
Yesterday
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
2 Days Ago
Fix obsolete comment about coats
2 Days Ago
Second pass on livestock naming
2 Days Ago
Hook up the procedural cow textures derived from genes
2 Days Ago
First pass on livestock naming
2 Days Ago
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2 Days Ago
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
2 Days Ago
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
3 Days Ago
Fix livestock fence being ignore by navmesh
3 Days Ago
Move livestock convars out of ai. and into their own factory
3 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
3 Days Ago
Increase padding on livestock UI
3 Days Ago
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
3 Days Ago
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
3 Days Ago
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
3 Days Ago
Subtract the subtraction that nuked the navmesh doors
3 Days Ago
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
3 Days Ago
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
4 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
4 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
4 Days Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
4 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
4 Days Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
4 Days Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
4 Days Ago
Fix compile error in ConsoleSystem
4 Days Ago
Fix missing #if SERVER directing to gate navbakestats
4 Days Ago
Fix compile error with url in "none" compile mode
5 Days Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
5 Days Ago
Merge from the old animals to new system port
5 Days Ago
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate - Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen! - Create sheep population assets
6 Days Ago
Merge from hotfixes
7 Days Ago
Merge from new_navmesh_fixes (for the doors)