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2,201 Commits over 822 Days - 0.11cph!

20 Days Ago
Fix new navmesh stalls on main thread: - build ghost ships async - allow splitting work with more granularity to stay under the budget, else a megabase navmesh tile can go way over, we need to split individual colliders of a tile - cache ToBaseEntity, as it's expensive
20 Days Ago
Make cows more intuitive and clear: - simplify cow ownership, you buy a cow it's yours, it eats at your trough it's yours now, no bond needed (only for leading), nobody can steal a lead from the owner, cows with no owner can't breed - UI shows owner - cows don't die from old age anymore, crowding is the only death, starved animals lie at 1 hp and get up when food is available again - cows can buffer up to 3 charges of milk to reduce micromanagement - UI shows milk cooldown / charges - overgrazing mechanic removed, replaced with simple grass need (it just checks if each cow has at least one foundation worth of grass in the pen) - cows can eat any food a horse can - if all fails, cows will teleport food from the trough to their belly (should be rare, just to prevent cows blocking other cows from eating despite the queue system) - UI shows pregnancy status, father, remaining time, cooldown after birth - UI shows how long the food / water in the trough will last given the number of cows using it (both on the trough UI, and on the cow UI) - cow names are not picked based on the server players language, but on the cow owner language, wild cows have no names and get one with their first owner (you won't have herds of foreign cows with names you may not be able to read, unless you steal them) - separate frame budgets for scientists, animals and livestock: too many livestock can't slow down scientists and animals anymore, only slow down livestock on the server - (in another previous changelist) personal space is same for all cows in herd, it doesn't fluctuate unless barn changes - (in another previous changelist) free range cows stop breeding when herd size reaches 9 (no crazy outbreak after leaving 2 cows outside)
20 Days Ago
Fix cows clipping through walls, causing their head to stick out of buildings
21 Days Ago
Merge from livestock_animals
21 Days Ago
Merge from livestock_animals
22 Days Ago
Make cpu affinity a warning instead of an error
22 Days Ago
Fix "death while running" anim never playing because speed was measured after stopping
22 Days Ago
Reduce the amount and size of comments in livestock fsm, instead move them to a separate document file
22 Days Ago
Fix agent velocity not always being accurate
22 Days Ago
Merge from livestock_hotfixes
22 Days Ago
Fix a few allocs caused by unconditionnal string.format, and a boxed action
22 Days Ago
Add a deterministic mode to NPCs for tests: - one rng generator per npc, use it everywhere there is a random draw - infinite budget and fixed time step during AI test - fix warp causing an agent speed spike - fix melee / voice sens lookups not checking their age - fix tiger / croc / grenade using deltaTime instead of fsm time, or not respecting timescale
22 Days Ago
Prevent cows from picking destinations where they will clip with each other
22 Days Ago
Partial fix for cows not eating properly at trough or grass in a pen, full fix is a bit riskier and for next patch potentially
23 Days Ago
Merge from main
23 Days Ago
Fix broken livestock sleep test
23 Days Ago
Fix livestock age regressing when calf grows up into adult, and age being more and more incorrect over time because of the random variance
23 Days Ago
Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
23 Days Ago
Fix broken test
23 Days Ago
Rework livestock personal space - free range cows stop reproducing even if fully bonded when herd reach a cap - indoor / pen cows, navmesh flood fill to get their exact area in m2, and derive the need directly off that, so that all cows shows the same thing and it's stable / reacts directly to players doing building changes (it's also cheaper that what we are doing now, as we don't need to re-query just check the cache) - this gives fast feedback and stays stable over time, so players get a better idea of if something they are doing is working or not
25 Days Ago
Make cows actually line up with troughs to eat + play the correct animation Make a system so that we can align any animal with props without turn in place (maybe handy for cars mounting/unmounting?)
25 Days Ago
Optimize path following further following Daniel's leads: - support full batching, serial path no longer needed even if some NPCs can swim or open doors, move requests are queued for next batch - better use of unity's TransformAccessArray to avoid native overhead (don't set to null, do not re-build every batch instead persistent w stable identities) - iterate forward instead of backward (ListHashSet is slower backward, + has RemoveUnordered so iterating backward to delete is not really needed) - skip IsUnityNull checks that's no longer needed
26 Days Ago
Cows outside of navmesh kill themselves like other AIs
26 Days Ago
Fix blue particles when shearing sheep
26 Days Ago
Merge from livestock_hotfixes
26 Days Ago
Merge from main
26 Days Ago
Fix broken test, fix cow unfreezing its needs / aging when bonded not being saved
26 Days Ago
Merged to main > Fix livestock breeding out of control in the wild: - Full bond is now 15min not 5min, reproduction can't happen before (can still lead from 5min like before) - Curious cows don't bond twice as fast anymore - If a calf is born in the wild somehow, it will age as soon as it's born, and won't be able to reproduce (eg won't be born bonded like the mom) - Server cap on livestock population of 300 "livestock.maxPerSpecies" - Command to kill off excess livestock, prioritizing not tame > far from TCs > bad genes / old to avoid hurting farms, "livestock.cullexcess" - Add "livestock.breedOnlyAtHome" convar, 0 by default, 1 means livestock can only breed near their top bonded player TC
26 Days Ago
Fix livestock tests
26 Days Ago
Merge from main
27 Days Ago
Hook sheep shaving vfx, and tint vfx properly
27 Days Ago
Reduce livestock clipping when leading multiple, and at trough
27 Days Ago
Fix livestock attacking players in vehicles
27 Days Ago
Fix lamb and calf colliding with travelling vendor
27 Days Ago
- fix bull still sometimes spamming headbutting on unreachable players - fix bull sometimes stopping entirely and getting stuck when charging a close player - fix rams not aiming their headbutt and charging in random directions - fix rams using the wrong stomp anim - fix procedural look at not being enabled for most anims, which looks off especially with stomp being aimed at the void instead of the target
27 Days Ago
Potential fix for cows sliding (suspected pregnant flag)
27 Days Ago
Prevent livestock in safe zones from being damaged
28 Days Ago
Fix garage doors blocking navmesh above them when closed
28 Days Ago
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
28 Days Ago
Prevent wild livestock from dying from hunger etc
28 Days Ago
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
28 Days Ago
Fix wild livestock being passively tamed and then breeding out of control
28 Days Ago
Decay livestock taming if not full bond, don't allow sleepers to tame passively, give calves a start bonus to familiarity but don't max it out. This is to avoid wild cows being accidentally tamed by passer bys and starting to breed and fill the server.
28 Days Ago
Potential fix for animals not eating from troughs
28 Days Ago
Potential fix for cows dying of hunger in a well setup farm
28 Days Ago
Merge from main
29 Days Ago
Fix lead breaking easily, show sheep genes, fix tests
29 Days Ago
Fix some tests
29 Days Ago
Merge from main
29 Days Ago
Fix lamb wool