branchrust_reboot/main/Livestock_animals/critter_animalscancel
111 Commits over 31 Days - 0.15cph!
add frog and squirrel death anims, no corpses
add death state to critters, for animated death without corpses/ragdolls
better startle, critters dont startle other critters
merge from Livestock_animals -> critter_animals
critters startle and run away when players come too close
squirrel prefab and animator updates with split idles
remove sleeping from critters, most are active during the night anyways and saves some extra time
disable all of rabbit interest, taking up queue budget
integrate new frog anims, with randomness factor for different jump types
merge from Frog_Branch -> critter_animals
Squirrel animation content updates
update livestock scene to remove duplicate critters
squirrels try not to go into riverside/oceanside
import new frog anims and integrate, breaks materials on model
merge from Frog_Branch -> critter_animals
fully integrate squirrel anims, fixed critter locomotion analyzer tool
integrate new squirrel anims
merge from Squirrel_test to critter_animals
merge from Livestock_animals -> critter_animals
fix turtle swimming movement (in a lot of ways)
fix not working in shallow waters
fix turtle swimming into terrain
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state
for turtles this also disables their special water locomotion
first pass at seaturtles, with ocean locomotion
turtles use movement similar to sharks, with their own budgeted queue for movement processing
fixed population convars for other critters
removed unnecessary timers from save/load of critters
merge from Seaturtle -> critter_animals
Add temporary tool for solving animal animation speeds exactly to match motion so there's no foot sliding
Updated all critter animators and speeds with new values to better match each other
enabled swimming for frogs, with first pass animator setup
fixed frog interest, now more consistently finds water spots to start croaking
separate critter FSM to different budgeted work queue, with lower frametime
merge from Livestock_animals
clean up animators after removals
add different sleep cycles for critters
- rabbits are crepuscular, squirrels diurnal, and bullfrogs don't sleep (bc apparently thats (kinda) a thing)
remove squirrel and rabbit interest mechanics 😔
first pass at rabbit interest, added profiler sample marks, disabled debug cubes
first pass on squirrel interest mechanic
better FSM way to handle critter overrideable Interested states
refactor critter interest overrideable methods
rework how frogs try to find shallow water to croak in
rebuild manifest after merge issues
merge from Livestock_animals
fix override in last change