2,032 Commits over 792 Days - 0.11cph!
Hide cow trust and gender by default (can be toggled by admin)
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Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
Fix runtime livestock pattern not matching the ranges Taylor designed
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy
- Disable srgb for cows bias maps
Re-add livestock pattern tester script (to add to cow lod 0)
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
Update rust native for all platforms
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
Put the livestock server code back behind #if SERVER
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Merge from complicated_livestock_merge (indirect merge from main)
Merge from livestock_animals
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
- 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
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
Fix obsolete comment about coats
Second pass on livestock naming
Hook up the procedural cow textures derived from genes
First pass on livestock naming
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- 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
- 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
Fix livestock fence being ignore by navmesh
Move livestock convars out of ai. and into their own factory
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
Increase padding on livestock UI
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)
- 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
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
Subtract the subtraction that nuked the navmesh doors
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
Merge from livestock_nav_optis (linux and mac dll not built yet)
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
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
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
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
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
Fix compile error in ConsoleSystem
Fix missing #if SERVER directing to gate navbakestats
Fix compile error with url in "none" compile mode
- 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
Merge from the old animals to new system port
- 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
Merge from new_navmesh_fixes (for the doors)