2,202 Commits over 822 Days - 0.11cph!
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)
- 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
Move the shared AI test prefab paths from AITestFixture into a new AITestUtils so client tests use them instead of keeping their own copies
Fix test that sometimes randomly fails in editor because server and client share one TOD_Sky
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
Fix lamb not using the same eye/mouth mask as adults, and having their eye/mouth tinted brown/black
- 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)
Update rust native libraries for all platforms
- 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
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)
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
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