userMaverickcancel
reporust_rebootcancel

2,060 Commits over 792 Days - 0.11cph!

9 Days Ago
First pass on livestock naming
9 Days Ago
▌ ▋▌▅ ▋▌▄▉█ ▍ ██▋▊█▋▌ ▅▄▍ ▉▇▉▌ ▌▄▍▆ ▅▄▌▅▊▅▊▍ ▊▋█▊▆█ ▌█ █▉█▊▍▇▇█ ▇▅▆█▆▍▆ ▊▌▋█▇▅▇▌▉ ▄▉▅▄ ▋▇▋▄ █▄▇▇▊ ▇▆ ▌▋▇▌█▌▅▋▋█▋▋█ ▄█▇▅▋ ▌▊█ ▆▆▊▍█▆ ▄▅▊▍▄▉ █▉▊▋▉ ▇▋▌▋█▉▄▉ ▆▄▍▋ ▆▉▋▋▌▉ █▋▌▄▊▅▉▅▉▊▆▄█ ▌▉▊▇▅▋▊▌▊▊ █▆▅▄██▇▆ ▌▊▄▅ ▄▊▆ ▄▋▆▇ ▄▇▆▆▉▅▅ ▉▆ ▊▍▆ ▋▋▄▇▌█▄▄▊▆▇ █▇█▊█▍ ▄▄▄▇▉ ▊▇▅▍▊▍ ▇▌▅▉ ▌▇▆▇▍▆ █▊▋▅▊▌▍ ▌▌ ▅█▊▉▅▊▍▌▆▅▋▅▌▌▄▋▌▄▌▉▄▅▇▉ ▋▊█▇▆ ▌▌▇▇▅█▉▊▆▄▍▍█▄▆▆ ▅ ▊▋▊▇ ▋▋▅▆ ▋▍▅▅▌ ▉▆▊▊▇▆▇▌▊▇█▄▉▄▌▊▉▅▄ ▆ ▊▄▊▊▌ ▅▅ ▆▄▇ ▉█▉█▉▊▇ ▌▊▍▌▆▍▇▆▇▆▊▆ ▊▆▋ ▄▌ ▆█▉▄ ▌▆▅ ▅▋▇▋ ▄▉▄▉▆▇▋█ ▅▇ ▇▅▇ ▇▉▌█ ▍█▅▌█ ▊▅▄▄▇▄█▋ ▊█ ▉▉ ▆▋▅▄▄ ▇▉▆▌█▍▇▆▊▆▇▋ ▆▇▅▍▉▍▍ ▉▅▄▋▄▇▋▌▉▌▅▌▋ ▇▍▅▊▉▉▅▆▊▌▊▋▅▄█ ▅█▉▊▋▆ ▉▍ ▆▌▆█▋ ▄▌██ █▊▇▆▆▉ ▇▄▌▊▍▆▇▍▌▇▆▋▄▆▉▄ █▌▍▌▌▇▄ ▇▆▋ █▆▆█ ▊▆▌ ▌▆▊▍▊ ▊▊▍▌▇▄▉▇ ▋▆ ▍█▅ ▉▇▇▋▄▍█ ▇▅▌▄▋ █▋▄▌ ▅▍▌▄▌▅ ▇▍▍ ▍▍▋▍▍▅▇ ▋▆▄▌ █▅ ▆▋█▆█▋▌▅ ▍▇▉█▊▆▄▇ ▇▇▍█▋▄▍▋█▅ ▊▋▍▅▊▅▇▄▋▅▉▊▋▉▄▌▄▊▅█▇▍▇▇▍▋▍▄█▆▋▋▋▆ ▄▅▅▌▋ █▄▊▉▌ ▋▋ ▊██ ▌▄▇▉▍▌▋█▉▆▍▆▇▉▉▇▌▌██▌▋▅▌ ▊█▋▇ █▉▅▄ █▉▉▅█▅ ▋█▇▋ ▉▊▌▆▊▄▄█▍▍▆▍▉▅▌█▍▉▅▇▍▍▄▌▋▌▄▇ ▍▋▄▄▅▅ ▅▉ ▄█▋▊▇ ▄▊ ▆▋█▍ █▇ ▄▆▆▇▍ ▋▉▉▍▉ ▌▄▊▉ ▆▌▆▌▇ ▍▆▇█▌ █▄▌▇▌▅▆▌▉▍▌█▌▊▆▇▉▄▅ ▍▌▊ ▊▉█▇▉▊▉█▅▊▋█▌▌▍▆▊▌▆▄█▋▊ ▋▍▉▊ ▍▇▅ ▆▉▍▋▇▇▌█▉▊ ▆▄▋▅▋█ ▌▇█▇▇▇
9 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
9 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
9 Days Ago
Fix livestock fence being ignore by navmesh
9 Days Ago
Move livestock convars out of ai. and into their own factory
9 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
9 Days Ago
Increase padding on livestock UI
9 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)
9 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
10 Days Ago
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
10 Days Ago
Subtract the subtraction that nuked the navmesh doors
10 Days Ago
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
10 Days Ago
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
10 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
11 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
11 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
11 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
11 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
11 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
11 Days Ago
Fix compile error in ConsoleSystem
11 Days Ago
Fix missing #if SERVER directing to gate navbakestats
11 Days Ago
Fix compile error with url in "none" compile mode
12 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
12 Days Ago
Merge from the old animals to new system port
12 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
13 Days Ago
Merge from hotfixes
13 Days Ago
Merge from new_navmesh_fixes (for the doors)
13 Days Ago
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
13 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
13 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
14 Days Ago
Fix broken livestock tests that always return red because behaviour changed / were non-deterministic and would fail sometimes
14 Days Ago
Merge from main
14 Days Ago
FIx no navmesh in underwater labs and parts of underground tunnel
14 Days Ago
Merge from main
14 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
14 Days Ago
Merge from main
14 Days Ago
- Fix ai.showstate text being on a single line - Fix kicking not working
14 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
15 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
15 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
15 Days Ago
Fix cows only grazing and never resting / idling, or roaming too much
15 Days Ago
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
16 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
16 Days Ago
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through
16 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
16 Days Ago
Fix scientists going through unopenable doors (new navmesh, the puzzle doors)
16 Days Ago
Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
16 Days Ago
- Old cows will go to sleep and die peacefully, instead of player the combat death anim when dying of old age - Cows get slower as they age, they also stay closer to home - Cows can lie down just to chill, old cows chill more than normal - When night falls, cows regroup and sleep together, some cows are early risers and some like to wake up late - Hook sheep and lamb corpses - Hook the death anims with forward momentum that are played when animals are killed while they are running - Fix ai.fillHungerlivestock doing the opposite of what it says - Fix cows never getting hungry or thirsty after feeding or drinking once, or getting full from one single grazing - Fix cows being unable to find food after grazing once, because they search radius was smaller than the "overgrazed" marking - Make cows roam less they seemed more like a pack of wolf than chilling cows
16 Days Ago
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER