branchrust_reboot/main/Livestock_animalscancel
528 Commits over 518 Days - 0.04cph!
All stats need to be >50% to allow breeding
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby
Hooked up stats to crosshair display
Fixed sizing of stats widget
Livestock animals now sit while pregnant (so it's not just visible via UI)
Vitals get frozen so they don't end up starving
Refactored the timers on livestock animal into a new PersistentTimer class
Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load
Livestock now drop horse dung (might need a rename)
Hooked up sheep sleeping anim
Cleanup, don't use obsolete SetFlags
Fix animals moving while sleeping
New species asset for livestock
Supports spawning a different prefab for male/female animals
Setup for cows and sheep
Fixed all animals set to female
Added breeding fsm states
Adding sheep lean and react animations
Updating sheep skinning and Adding LODs to export
Update sheep sleeping clip lengths
Stats boilerplate, save load
Sleeping behaviour
Cow react, vm and 3p animations added
Unsaved wip from yesterday
Added serialized name for animals
Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals
Added ai.renamelivestock convar
Remove an unused 2mb texture from the chicken coop UI
Boilerplate for animal breeding, triggered via console commands for now
Better transition if animal starts moving while grazing is ending
Livestock now gets saved, unlike other AI
This has caused massive problems in the past, so yolo I guess
FSM isn't saved/restored but we can probably get away with that
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Fixed missing interact collider on lamb
Fixed following behaviour not working due to grazing taking priority
If an animal is hurt while being led they will forget about who they were following after they flee
Aging boilerplate
Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab
If no next stage is provided then the animal is just killed (old age?)
Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Lamb setup
Fixed prevent building volumes too large on all livestock
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones)
Set up calf hitboxes
Lamb model, textures and materials added
Fix following while grazing not working
Enforce an exposed time limit on milk (temp until it gets hooked into stats)
Animals now run away when hurt
Added a button the skeletonProperties inspector to set all bones to a given value
Set up cow skeletons for hitboxes, still not quite working
Fixed the eating animation not looping properly
Grazing now gets set to false 3s before we leave the state so the animation can fade out
Adjust calf walk speed to 0.58
Add grazing behaviour
Animal will look for Field/Forest/Forestside, move there and graze for a random period of time
Hooked up idle clips
Add age enum to livestock animals
Add milk interaction for cows, only for adults
Just gives an apple for now
Cow and sheep animation speed updates
Manifest, fixes launch issue
Sheep setup
Fixed interact colliders on animals affecting navmesh bakes