branchrust_reboot/main/Livestock_animalscancel
100 Commits over 0 Days - Infinitycph!
Remove adminUI from livestock convar, it's not necessary and massively grows the string sent to admin, one of the 3 parts that caused the staging OOM (shared stringBuffer in netWrite.string becomes massive)
Re-export tests after merge from main
Merrge from main (need to regen test list, not done yet)
Commit the sheep blendshapes instead of everyone having to regenerate and cache them on asset import
- Fix each new litter having a baby named after the parent (only firstborn carries name + suffix)
- Fix failing livestock tests
Fix animals pathing through doors at monuments / being able to steer through any door by accident
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
Reverts my changes to odds for good and bad genes, instead make white sheep the good one
Fix non-inbred cows being more solid on the whole body instead of just masking/tinting specific parts
Make bad genes more common, most sheep / cows then look generic, and good genes ones eg black sheep become rarer to find (else because of dominant good genes we get a massive majority of black sheep)
Fix sheep material looking wrong when dung gene is maxed out
Experimental livestock name localizations
Make livestock more deterministic at high timescales, to be able to run long running tests faster
Add visual rope when leading livestock, same as horses, and fix leading interaction failing intermittently
Fix sheep using old material system mixed with procedural material, fix some ragdolls don't having same material as live animal
Livestock small fixes:
- increase livestock headbutt damage, you better dodge this sideways like croc or 2 shot naked
- fix "stop leading" prompt appearing when someone else is leading the cow
- fix grazing through walls
- fix bulls attacking in safezones
- make leading bull strop fighting others
- fix calves not having father genes if father dies between conception and birth
Make autotest_run refuse when another process already holds the game server port
Make navigation tests able to catch spinning agents
Fix bull trying to headbutt unreachable players
Fix animals circling around an obstacle forever when fleeing, or around the player when charging
Add another state ping pong test
Fix pregnant cow ping ponging between curious follow and play random anim
More durable fix for skateboard cow
Fix inbred and non-inbred cow appearances being swapped (for real this time), non-inbread seems much darker on whole body though
Fix some non-deterministic tests sometimes failing, remove super long tests from CI
Merge from livestock_sheep_shearing
Redesign livestock popup UI so that it's more consistent with plant popup UI
Show livestock popup to the right same as plant popup, better as it doesn't hide the livestock
Hide horns on female sheep
Prevent wild cows from breeding / aging / producing resources + prevent pregnancy below 60% condition
Update rustnative libs for all platforms
Update rust native windows dll
Fix navmesh sometimes building on top of fences, fix rustNavmeshVolumes not working on new navmesh
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
- Set new navmesh enabled by default, now needs -useOldNavmesh to disable
- Hook cow new stagger anims
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)