2,214 Commits over 853 Days - 0.11cph!
Fix up some bad cases when scientists would not flank properly
Show route scientists would take to peek on lkp / hold it, setup to be be shown and be able to upvote / downvote random situations
When building default navmesh ignore colliders belonging to independant navmeshes
Allow hand placing scientists cover/peeks in play mode, baking the navmesh in editor so it can save ai zone polys as well
Better npczones experiment
First rough pass on dogs, hacky throwable meat based on pies
Merge from hotfix_livestock_loop
Fix livestock being stuck looping when trying to U-turn in a tight corridor
Merge from hotfix_livestock_lead
Fix livestock pausing when being led making it difficult, when there is a lot of livestock on the server and the budget is at its limit
Attempt to make clearer what recessive genes are, by naming them explicitely in the UI and vendor instead of hinting at them
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Prevent cows and bulls from pushing you when you lead them
Fix cows not following smoothly and being very slow and annoying to lead
Cherry pick alloc fix for pool table and fishing, and fix compile error
Cherry pick old animals fixes (flee when attacked from afar, do not sleep)
Fix navmesh building on top of cargoship
Fix sheeps starving despite a trough, their feed time was lower than cows so they wasted time shuffling with each other for a turn, now feeding time can't desync between sheep and cows
Fix bad merge when updated before submitting livestock lamp changes
Allow cows light need to be fulfilled by lamps
Fix cows still clipping through walls when lying down
Fix frankenstein pet ignoring shields
Always use brackets after "if" or "for", remove usless comments
Fix badly merged anim controllers and livestock fsm
Merge from main (potential stomp of petting work, on it)
Fix frankenstein pet sinking in terrain, doing invisible ranged attacks, kicking the owner sometimes, and moving through windows
Polish cow exit after eating from trough, using new turn anim
Remove re-declarations of state recently hurt
Add leans to cow and sheep
Share "wait for navmesh" between fsms
Start work to share states on fsms, share dead state, repellant flee state, and debug move state
Fix animals not attacking players standing next to vehicles
Hook missing cow and sheep eating variants, and sheep happy canter
Gate navmesh save log and AI despawn log behind ai.logIssues
Fix "[NPCAnimController.DoPrepare] Skipping blacklisted clip tiger_prowl" error on manifest regen
Merge from Livestock_animals, fix extremely long AI tests
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
Fix frankenstein pet not moving, it had no nav agent component
Fix no navmesh in halloween dungeons, they were filtered by the out of bounds check
Merge from livestock_animals, fix regression and red test
Fix regression caught by Led_TwoInSingleFile_StandSideBySide test
On livestock, stop using syncvars for things that should not be broadcasted to all clients, instead use protobuf
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
Merge from livestock_animals, livestock reword (removing old age, simpler owner etc)