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2,211 Commits over 853 Days - 0.11cph!

2 Months Ago
Hook up the procedural cow textures derived from genes
2 Months Ago
First pass on livestock naming
2 Months Ago
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2 Months 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
2 Months 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
2 Months Ago
Fix livestock fence being ignore by navmesh
2 Months Ago
Move livestock convars out of ai. and into their own factory
2 Months Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
2 Months Ago
Increase padding on livestock UI
2 Months 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)
2 Months 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
2 Months Ago
Rebuild dll (will still need linux and mac built before we deploy, only windows for now)
2 Months Ago
Subtract the subtraction that nuked the navmesh doors
2 Months Ago
Merge from main (need to subtract navmesh doors deletion after + dll rebuild)
2 Months Ago
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
2 Months Ago
Merge from livestock_nav_optis (linux and mac dll not built yet)
2 Months Ago
Fix truncated corridor reporting "path complete" when buffer was too small instead of "path complete"
2 Months 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
2 Months Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
2 Months 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
2 Months 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
2 Months Ago
Fix compile error in ConsoleSystem
2 Months Ago
Fix missing #if SERVER directing to gate navbakestats
2 Months Ago
Fix compile error with url in "none" compile mode
2 Months 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
2 Months Ago
Merge from the old animals to new system port
2 Months 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
2 Months Ago
Merge from hotfixes
2 Months Ago
Merge from new_navmesh_fixes (for the doors)
2 Months Ago
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
2 Months Ago
Livestock capture/domestication first pass: - you gain trust by just hanging around cows, enough trust and you can lead them where you want, even more trust and they come sleep near your TC unprompted - with enough trust bulls become neutral to you instead of trying to punch you, maxed out trust makes bulls protect you from threats - not mandatory, you can still coerce a cow into your base by hitting then chasing it in the right direction, or luring a bull that's chasing you, then only build trust once they are captive - some wild cows are also naive and just follow players for no reason, you can kidnap naive calves and capture their mom for free - bull army soon possible
2 Months Ago
- Mothers now defend calves if they are hurt, and don't forget too fast what you did - Better courtship between bull and cows, more legible to a player (ai commands: addignoreplayer, spawn bull, spawn cow, forcebreed) - Fix client crash when calf dies because of NRE, it seems every ragdoll other than cow was not setup properly, maybe because of the new ragdoll copy tool? => added a CI test to validate ragdoll assets so that it doesn't happen again
2 Months Ago
Fix broken livestock tests that always return red because behaviour changed / were non-deterministic and would fail sometimes
2 Months Ago
Merge from main
2 Months Ago
FIx no navmesh in underwater labs and parts of underground tunnel
2 Months Ago
Merge from main
2 Months Ago
- Prevent child state from re-entering itself from parent transition (common cause of bugs) - Fix croc never entering onNavmesh state - Fix pendingStates not working when logIssues is disabled - Fix livestock fixtures being broken when using new navmesh
2 Months Ago
Merge from main
2 Months Ago
- Fix ai.showstate text being on a single line - Fix kicking not working
2 Months Ago
- Hook new cow stomp, sheep turns, happy canter - Calves now do the opposite of old cows, they always move faster (it helps them keep up with their mom despite their smol legs) - Cows now remember if you attacked them, and don't just get chill towards you instantly after fleeing - Cows can kick if you run after them too close while they flee - Baby now spawns laying down, and slowly gets up while the mom looks at it - Fix bull turning its back to you when you approach it and it's defending a cow, it should just stand its ground - Fix all cows fleeing when you shoot near them, but the bull keeping grazing as if nothing happened, now he should attack - Fix cows stopping flee despite the threat still being close
2 Months Ago
- Fix graze share counting the walk so fullness kept falling - put the old drink rate back - let starving animals roam for food - guard ResetPath on unplaced agents
2 Months Ago
- Move CoatIndex after the other autosaved syncvars so older livestock saves read the right bytes - Skip a parent which has a coat the calf prefab has no material for when inheriting, else a stale number wtill be handed down - Resend the newborn right after its coat is inherited else it change scolour after appearing - Forget the painted coat in OnDisable rather than OnEnable, pooling runs that after the next occupant has already painted - Apply the corpse coat from ClientInit alone and drop the syncvar callback that fired before the ragdoll existed - Compare coat names per index across stages and ragdolls, not just the count - Move SaveAndRestart in RustTestFixture and SpawnOnNavmesh in AITestFixture and use them from the livestock fixtures - Reword the InitCoat and save test comments, the isLoadingSave guard only saves a roll the load overwrites anyway
2 Months Ago
Fix cows only grazing and never resting / idling, or roaming too much
2 Months Ago
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
2 Months Ago
Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
2 Months Ago
Add transparent layer to new navmesh bake, unity navmesh parity, else it ignores fences and npcs go through
2 Months Ago
Reduce minRegionSizeMeters for navmesh to not nuke small regions, fixing "no navmesh on bandit watch towers", need a better fix in the future
2 Months Ago
Fix scientists going through unopenable doors (new navmesh, the puzzle doors)
2 Months Ago
Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
2 Months Ago
- Old cows will go to sleep and die peacefully, instead of player the combat death anim when dying of old age - Cows get slower as they age, they also stay closer to home - Cows can lie down just to chill, old cows chill more than normal - When night falls, cows regroup and sleep together, some cows are early risers and some like to wake up late - Hook sheep and lamb corpses - Hook the death anims with forward momentum that are played when animals are killed while they are running - Fix ai.fillHungerlivestock doing the opposite of what it says - Fix cows never getting hungry or thirsty after feeding or drinking once, or getting full from one single grazing - Fix cows being unable to find food after grazing once, because they search radius was smaller than the "overgrazed" marking - Make cows roam less they seemed more like a pack of wolf than chilling cows