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2,033 Commits over 792 Days - 0.11cph!

Yesterday
- Set new navmesh enabled by default, now needs -useOldNavmesh to disable - Hook cow new stagger anims
2 Days Ago
Hide cow trust and gender by default (can be toggled by admin)
3 Days Ago
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3 Days Ago
Fix runtime livestock pattern not matching the ranges Taylor designed (partial commit part 2)
3 Days Ago
Fix runtime livestock pattern not matching the ranges Taylor designed
3 Days Ago
- Fix inbred procedural texture being applied to healthy cows, and actually inbred cows looking healthy - Disable srgb for cows bias maps
3 Days Ago
Re-add livestock pattern tester script (to add to cow lod 0)
3 Days Ago
Pass on penned cow with unreachable distractors around: - Fix curious cows being so curious they forget to eat - Walk to herd now check multiple cows not just nearest one (else it gives up at first unreachable) - Walk to trough now checks multiple troughs not just nearest one - Prevent bull from charging unreachable targets - Happy run wanders if player target is unreachable
3 Days Ago
Update rust native for all platforms
3 Days Ago
Make server own visibility for the livestock status panel not client, so only server decide if we want to hide genes or not client has no say
3 Days Ago
Put the livestock server code back behind #if SERVER
3 Days Ago
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4 Days Ago
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4 Days Ago
Merge from complicated_livestock_merge (indirect merge from main)
4 Days Ago
Merge from livestock_animals
4 Days Ago
4 Days Ago
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
4 Days Ago
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
4 Days Ago
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players - Add tools to render automated tests with captions to videos
4 Days Ago
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
4 Days Ago
Fix obsolete comment about coats
4 Days Ago
Second pass on livestock naming
4 Days Ago
Hook up the procedural cow textures derived from genes
4 Days Ago
First pass on livestock naming
4 Days Ago
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4 Days Ago
- Make genes impact cow selling price - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
4 Days Ago
- Make better tests for livestock capture, including with the new pen - Refine the test that compare if 32x speed matches 1x speed results, it failed, births are actually wrong I need to fix that
4 Days Ago
Fix livestock fence being ignore by navmesh
4 Days Ago
Move livestock convars out of ai. and into their own factory
5 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
5 Days Ago
Increase padding on livestock UI
5 Days Ago
FIrst pass on the gene system, clean up the UI (right now I show everything in the UI, but we have convars to hide genes / recessive genes / age / trust etc which I want to explore)
5 Days Ago
- Make it so that we can run the livestock balance setup at 32x speed instead of only 2x, required a few logic changes like carryovers, but end results now match normal speed - Fix time progressing between tests, causing some tests to suddenly run at night
5 Days Ago
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
5 Days Ago
Subtract the subtraction that nuked the navmesh doors
5 Days Ago
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
5 Days Ago
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
6 Days Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
6 Days Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
6 Days Ago
Fully burst parallel path following, had to do some native changes so that each agent can create and pass a different query instead of sharing, -30% - ai.batch_navmesh_transforms for only parallel transform update - ai.batch_navmesh_pathfollowing for full parallel
6 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
6 Days Ago
More path following optis for -17.5%: - Cache transform in navmesh agent - Use reference equal instead of == for independantNavmesh to avoid the unity overload - Batch apply transforms after ticking all agents with IJobParallelForTransform - Remove one normalize to the movement math
6 Days Ago
More navmesh and path following optis: - Disable navmesh carving completely when new navmesh is enabled, we still had its overhead - Pin arrays before marshalling them, because unity's mono is not smart enough to do it and is copying everything which is excruciatingly slow - During path following, when calculating remaining distance, cache the rest of the path and only update the current segment we're on, instead of recalculating the length of the whole path - Add telemetry to new navmesh
6 Days Ago
Fix compile error in ConsoleSystem
6 Days Ago
Fix missing #if SERVER directing to gate navbakestats
6 Days Ago
Fix compile error with url in "none" compile mode
7 Days Ago
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
7 Days Ago
Merge from the old animals to new system port
7 Days Ago
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate - Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen! - Create sheep population assets
8 Days Ago
Merge from hotfixes