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2,188 Commits over 822 Days - 0.11cph!

Today
Fix frankenstein pet ignoring shields
Today
Always use brackets after "if" or "for", remove usless comments
Yesterday
Fix badly merged anim controllers and livestock fsm
Yesterday
Merge from main (potential stomp of petting work, on it)
Yesterday
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Yesterday
Polish cow exit after eating from trough, using new turn anim
Yesterday
Remove re-declarations of state recently hurt
4 Days Ago
Add leans to cow and sheep
4 Days Ago
Share "wait for navmesh" between fsms
4 Days Ago
Start work to share states on fsms, share dead state, repellant flee state, and debug move state
4 Days Ago
Fix animals not attacking players standing next to vehicles
5 Days Ago
Hook missing cow and sheep eating variants, and sheep happy canter
6 Days Ago
Gate navmesh save log and AI despawn log behind ai.logIssues
6 Days Ago
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
6 Days Ago
Merge from Livestock_animals, fix extremely long AI tests
6 Days Ago
Merge from main
6 Days Ago
Have AI tests run at 4x speed, with same delta times, confirmed results are the same thanks to the deterministic mode, AI tests now down to 15min I also added a local guard that stops me from blowing past the 30min budget in the future
6 Days Ago
Fix frankenstein pet not moving, it had no nav agent component
6 Days Ago
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
9 Days Ago
Merge from livestock_animals, fix regression and red test
9 Days Ago
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
9 Days Ago
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
9 Days Ago
Fix livestock not using trough when any grass is present, after current overgrazing rework Now eat less food the more grass there is in the pen, but still eats food, and grass only is less filling
11 Days Ago
Merge from livestock_animals, livestock reword (removing old age, simpler owner etc)
11 Days Ago
Merge from main
11 Days Ago
- Add better debug drawing commands to test cows pens and diagnostic problems with them not eating / reproducing etc, that work on client - Limit herd size to 5, and increase herd detection distance to 40m
12 Days Ago
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
12 Days Ago
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
12 Days Ago
Rework how outdoor herd sized are measured to make the 9 max herd cap more robust, instead of each cow checking only their neighboors, each neighboor checks their neighboors recursively Stretched herds no longer then allow the cap to be bypassed Perf is same, because then the other cows don't need to run their own queries, so the same total amount of queries are run Wild cows are skipped as they can't reproduce so don't need to know about their herd size
12 Days Ago
Fix lamb not using the same eye/mouth mask as adults, and having their eye/mouth tinted brown/black
12 Days Ago
- Fix client pooling not resetting livestock stats properly, showing incorrect or fluctuating stat before first network update - When a cow has no owner, the owner UI is replaced with "no owner, feed at a trough to claim" - Fix trust UI showing "can breed" even though trust doesn't factor in breeding anymore, instead show "will defend you" - Rename the trust thresholds, shy>curious>can be led>will defend you for females and babies, hostile>wary>can be led>will defend you for males - Female cows will also attack anyone that attacks their owner, as if they were their calf (and only owner is defended, not others)
12 Days Ago
Update rust native libraries for all platforms
12 Days Ago
- Make recessive genes factor in the buy price you get with the NPC - Make the buyer NPC comment on hidden bad genes / inbred cows / true god cows with good recessives - Hint at recessive genes in the genes UI
12 Days Ago
Remove distinction between adults and calves for needs, take into account unborn calves to decide whether to breed or not, to check if we hit the cap (open ground, was already done for in pens)
12 Days Ago
Prevent old animals (bears, stag, boars, chicken) from sleeping, it looks like they are dead then jumpscare players Fix old animals not running away when shot at a distance Fix bears roaming at high speed
12 Days Ago
Fix livestock potentially not breeding / eating, is 3 mates / troughts are closer to them but unreachable, even though they have another mate / trough in the pen
12 Days Ago
FSM now binds all state / transitions "owner" on the first SetState, instead of lazily
12 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
12 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)
12 Days Ago
Fix cows clipping through walls, causing their head to stick out of buildings
13 Days Ago
Merge from livestock_animals
13 Days Ago
Merge from livestock_animals
14 Days Ago
Make cpu affinity a warning instead of an error
14 Days Ago
Fix "death while running" anim never playing because speed was measured after stopping
14 Days Ago
Reduce the amount and size of comments in livestock fsm, instead move them to a separate document file
14 Days Ago
Fix agent velocity not always being accurate
14 Days Ago
Merge from livestock_hotfixes
14 Days Ago
Fix a few allocs caused by unconditionnal string.format, and a boxed action
14 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
14 Days Ago
Prevent cows from picking destinations where they will clip with each other