branchrust_reboot/main/Livestock_animalscancel

528 Commits over 518 Days - 0.04cph!

50 Days 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
50 Days Ago
Fix cows only grazing and never resting / idling, or roaming too much
51 Days Ago
Hook up livestock coats, not yet gene driven, tested networking, saving, corpses, babies
51 Days Ago
Cherry pick 163070: Fix gen2 AI never updating its position in the brain grid, causing some brain based spatial query to be stale
51 Days 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
51 Days Ago
Cow get hit animation updates
51 Days Ago
Cow and sheep animation clip fix's
51 Days Ago
Sheep and lamb ragdolls
51 Days Ago
Calf corpses
51 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
51 Days Ago
Cow ragdoll joint improvements
51 Days Ago
Compile fix
51 Days Ago
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
51 Days Ago
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
52 Days Ago
Fix super fast acceleration on cows and sheep
52 Days Ago
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
52 Days Ago
Generate and connect animation montages, add hurt and death behaviours + anims
52 Days Ago
Merge from main
52 Days Ago
Manifest
52 Days Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
52 Days Ago
Fix NRE when a livestock animal dies
52 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
53 Days Ago
Updating skinning for bull/calf
53 Days Ago
New milk item placeholder
53 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
53 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
53 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
53 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
53 Days Ago
Shearing interaction
53 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
53 Days Ago
Hooked up male calf prefab/material
53 Days Ago
Merge from main
57 Days Ago
- updated Sheep LODs. added LODs for the Calf. assigned correct material to sheep lod in prefab.
57 Days Ago
merge from main
57 Days Ago
Manifest
57 Days Ago
Codegen, compile fixes
57 Days Ago
Merge from main (will need codegen)
58 Days Ago
added more calf texture and material variants and an extra cow variant.
59 Days Ago
Added calf texture variations. set up with material variants.
59 Days Ago
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
2 Months Ago
Hooked up sale info in-game UI
2 Months Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
2 Months Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
2 Months Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
2 Months Ago
Updated sheep model and prefab to improve lods further. added an opaque sheep fur mat for lods.
2 Months Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
2 Months Ago
Imported new sheep lod to help with LOD issue. Updated prefab to help with LOD issue
2 Months Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
2 Months Ago
Infant animals will now stay close to their mother
2 Months Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging