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2,013 Commits over 792 Days - 0.11cph!

1 Hour Ago
Fix obsolete comment about coats
1 Hour Ago
Second pass on livestock naming
1 Hour Ago
Hook up the procedural cow textures derived from genes
Today
First pass on livestock naming
Today
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Today
- 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
Today
- 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
Today
Fix livestock fence being ignore by navmesh
Today
Move livestock convars out of ai. and into their own factory
Today
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
Today
Increase padding on livestock UI
Today
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)
Today
- 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
Today
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
Today
Subtract the subtraction that nuked the navmesh doors
Today
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
Today
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
Yesterday
Merge from livestock_nav_optis (linux and mac dll not built yet)
Yesterday
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
Yesterday
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
Yesterday
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
Yesterday
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
Yesterday
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
Yesterday
Fix compile error in ConsoleSystem
Yesterday
Fix missing #if SERVER directing to gate navbakestats
Yesterday
Fix compile error with url in "none" compile mode
3 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
3 Days Ago
Merge from the old animals to new system port
3 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
4 Days Ago
Merge from hotfixes
5 Days Ago
Merge from new_navmesh_fixes (for the doors)
5 Days Ago
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
5 Days Ago
Livestock capture/domestication first pass: - you gain trust by just hanging around cows, enough trust and you can lead them where you want, even more trust and they come sleep near your TC unprompted - with enough trust bulls become neutral to you instead of trying to punch you, maxed out trust makes bulls protect you from threats - not mandatory, you can still coerce a cow into your base by hitting then chasing it in the right direction, or luring a bull that's chasing you, then only build trust once they are captive - some wild cows are also naive and just follow players for no reason, you can kidnap naive calves and capture their mom for free - bull army soon possible
5 Days Ago
- Mothers now defend calves if they are hurt, and don't forget too fast what you did - Better courtship between bull and cows, more legible to a player (ai commands: addignoreplayer, spawn bull, spawn cow, forcebreed) - Fix client crash when calf dies because of NRE, it seems every ragdoll other than cow was not setup properly, maybe because of the new ragdoll copy tool? => added a CI test to validate ragdoll assets so that it doesn't happen again
5 Days Ago
Fix broken livestock tests that always return red because behaviour changed / were non-deterministic and would fail sometimes
5 Days Ago
Merge from main
5 Days Ago
FIx no navmesh in underwater labs and parts of underground tunnel
5 Days Ago
Merge from main
5 Days Ago
- Prevent child state from re-entering itself from parent transition (common cause of bugs) - Fix croc never entering onNavmesh state - Fix pendingStates not working when logIssues is disabled - Fix livestock fixtures being broken when using new navmesh
5 Days Ago
Merge from main
6 Days Ago
- Fix ai.showstate text being on a single line - Fix kicking not working
6 Days Ago
- Hook new cow stomp, sheep turns, happy canter - Calves now do the opposite of old cows, they always move faster (it helps them keep up with their mom despite their smol legs) - Cows now remember if you attacked them, and don't just get chill towards you instantly after fleeing - Cows can kick if you run after them too close while they flee - Baby now spawns laying down, and slowly gets up while the mom looks at it - Fix bull turning its back to you when you approach it and it's defending a cow, it should just stand its ground - Fix all cows fleeing when you shoot near them, but the bull keeping grazing as if nothing happened, now he should attack - Fix cows stopping flee despite the threat still being close
6 Days Ago
- Fix graze share counting the walk so fullness kept falling - put the old drink rate back - let starving animals roam for food - guard ResetPath on unplaced agents
6 Days Ago
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes - Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down - Resend the newborn right after its coat is inherited else it change scolour after appearing - Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted - Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed - Compare coat names per index across stages and ragdolls, not just the count - Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures - Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
6 Days Ago
Fix cows only grazing and never resting / idling, or roaming too much
7 Days Ago
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
7 Days Ago
Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
7 Days Ago
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through
7 Days Ago
Reduce minRegionSizeMeters for navmesh to not nuke small regions, fixing "no navmesh on bandit watch towers", need a better fix in the future
7 Days Ago
Fix scientists going through unopenable doors (new navmesh, the puzzle doors)