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2,134 Commits over 822 Days - 0.11cph!

40 Minutes Ago
Increase livestock lead break distance from 7 to 15m, show familiarity and gender by default
3 Hours Ago
Fix broken test
4 Hours 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
Yesterday
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?)
Yesterday
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
3 Days Ago
Cows outside of navmesh kill themselves like other AIs
3 Days Ago
Fix blue particles when shearing sheep
3 Days Ago
Merge from livestock_hotfixes
3 Days Ago
Merge from main
3 Days Ago
Fix broken test, fix cow unfreezing its needs / aging when bonded not being saved
3 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
3 Days Ago
Fix livestock tests
3 Days Ago
Merge from main
4 Days Ago
Hook sheep shaving vfx, and tint vfx properly
4 Days Ago
Reduce livestock clipping when leading multiple, and at trough
4 Days Ago
Fix livestock attacking players in vehicles
4 Days Ago
Fix lamb and calf colliding with travelling vendor
4 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
4 Days Ago
Potential fix for cows sliding (suspected pregnant flag)
4 Days Ago
Prevent livestock in safe zones from being damaged
5 Days Ago
Fix garage doors blocking navmesh above them when closed
5 Days Ago
Rebalance how much food livestock needs (stomped Jarry halving the amount with a previous fix)
5 Days Ago
Prevent wild livestock from dying from hunger etc
5 Days Ago
Prevent wild livestock from dying from unmet needs (floor to 50% hp)
5 Days Ago
Fix wild livestock being passively tamed and then breeding out of control
5 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.
5 Days Ago
Potential fix for animals not eating from troughs
5 Days Ago
Potential fix for cows dying of hunger in a well setup farm
5 Days Ago
Merge from main
6 Days Ago
Fix lead breaking easily, show sheep genes, fix tests
6 Days Ago
Fix some tests
6 Days Ago
Merge from main
6 Days Ago
Fix lamb wool
6 Days Ago
Fix failing tests, some setups were fragile / incorrect, one regression now fixed
6 Days Ago
Show genes on sheep only (didn't have time to make them show up in appearance)
7 Days Ago
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
7 Days Ago
Fix floating animals, improve idle performance
7 Days Ago
Fix look rotation viewing vector zero when bull loses its target mid observe
8 Days Ago
FIx weird animal behaviours around food, and disable food sensing for all animals and critters that don't need it
8 Days Ago
Makes livestock docile in safezones to prevent griefing, make npc livestock buyer react properly if livestock dies / flees during conversation
8 Days Ago
Prevent cows grazing on ice / sand
8 Days Ago
Streamline NPC team system, merges the competing systems into one
9 Days Ago
Fix junkpiles not rebuilding their navmesh tiles on spawn / despawn
9 Days Ago
Fix navmesh not building properly on player roofs / conditional roof models
9 Days Ago
Fix navmesh building on top of player boats
10 Days Ago
Fix navmesh not baking properly graveyard fence and frontier bar doors
10 Days Ago
- Fix livestock and old animals going underwater - Fix bull stuck forever in charge mode when you move to its side - Fix bull trying to headbutt even if target is unreachable - Fix curious cow being so curious it lets itself starve - Reduce bull damage - Livestock leads now behave more like horse leads, slows down the player and break around 7m - Fix cow sometimes snapping back to idle after a graze instead of playing the exit anim
10 Days Ago
Fix TestSheepShearing.BlowBesideWool_ShearsRatherThanCuts being broken after shearing changes
10 Days Ago
Update rust native libs for all platforms
10 Days Ago
- Move navmesh save to background thread (260ms -> 0.8ms for large map) - Instead of re-saving all tiles, append only dirty tiles at end of save, and only do a full resave when the size cap is blown