branchrust_reboot/main/bird_critterscancel

53 Commits over 31 Days - 0.07cph!

7 Days Ago
fix rockets hitting large seagull group collider fix gulls disappearing when they cant find a landing spot
8 Days Ago
added "pinSlack" field to ragdolls/corpses to prevent small ragdolls stretching up to 1m past their pins seagull corpses can now float
8 Days Ago
merge from main
9 Days Ago
add combat log entry for hitting gull groups
10 Days Ago
fix NPCNetworking test, gulls don't have the NPCNetworking component since they don't need the RustNavMeshAgent and things.
10 Days Ago
try fix entity_distance when shooting gull groups - increase size of flying bounds - flock tracks the group better, with an anchor parameter in the flocks - scatter or "take off" phase has additional bounds step, as the birds spread out the most here
10 Days Ago
gull group fixes & improvements - stronger obstacle avoidance when taking off from land point - removed per-frame raycasts from the scattering run (might have been the stutter) - add step height 0.1m for walking gulls, so they stay on the surface they landed on - landing groups only startle against players within 6m, instead of any target seen in the last 15s - gull corpses inherit velocity - try fix "entity_distance" when shooting flying and landing gulls by adjusting bounds depending on state - groups spawn in deep sea with a hook into DeepSeaManager, since populations make it not naturally spawn - birds turning into animators are capped per frame because its the heaviest cost for reactivation
10 Days Ago
re S2P floating city scenes - was missing seagull points
10 Days Ago
add gliding, birds in flocks dont flap while gliding downwards increase flee distance to 1000 so they path across map and can be used to track explosions better crows circle corpses from higher above
10 Days Ago
fix ferry terminal seagull placement on edge add seagull points to lighthouse S2P ferry terminal, lighthouse
13 Days Ago
merge from main
13 Days Ago
fix seagullgroup population stringId
13 Days Ago
Add seagull group spawn points, interest zones, and flock spawners (in deeps sea) to monument scenes S2P fishing villages, harbors, ferry terminal, oilrigs, floating cities
13 Days Ago
add deep sea support for bird flocks
13 Days Ago
switch population for seagull groups to ConvarControlledSpawnPointPopulation, add population to procgen registers
13 Days Ago
exported updated seagull takeoff and land anims
13 Days Ago
decouple seagull groups from Critters scripts, and remove the NavMeshAgent since they dont use it anyways
13 Days Ago
pick seeded spots for gull group positions from a spiral layout, to prevent some birds choosing the same spots gulls also cede way to other's paths, so they hopefully dont walk through each other (with math, no navmesh or physics) + minor performance improvement for audio tracking birds
13 Days Ago
codegen
13 Days Ago
cache transforms alongside flock registry to save extra time add read/write to flock particle models
13 Days Ago
switch StartleFlocks away from Query.Server, use registry list since populations are low
13 Days Ago
Tweaks to the seagull group sounds for take off and landing
14 Days Ago
increase seagull flapping rate
14 Days Ago
more tweaking for flock patterns
14 Days Ago
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
14 Days Ago
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
14 Days Ago
S2P both oilrigs, both harbors
14 Days Ago
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
14 Days Ago
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
14 Days Ago
move all "swarm" critter jobs to static classes marked with [BurstCompile]
14 Days Ago
merge from main
14 Days Ago
add seagull groups to livestock scene
14 Days Ago
more bird fixes - seagull group prefab now uses prefabs for the prebaked birds inside (easier to handle) - fix groups being stuck in the landing state - increased bounds size, and even bigger when flying, to keep birds in hitreg range - switched to one ground cast per group instead of every bird doing it - added exclusion layers to server collider
14 Days Ago
feedback fixes for the jobs (ty Graham)
14 Days Ago
crow flock audio tweaks
14 Days Ago
Fix crowflock error, remove debug cube, manifest
14 Days Ago
merge from main
15 Days Ago
Compile fix
15 Days Ago
Added support for seagull group flying sounds and seagull disperse sounds
15 Days Ago
merge from main
15 Days Ago
increase network range of groups (bc they can be far but still visibly moving)
15 Days Ago
compiler fixes
15 Days Ago
code cleanup add to budgeted queue
15 Days Ago
Added new take off and landing sounds to Seagulls and Seagull/Crow flock audio fixes
15 Days Ago
gulls transition to shaders later after takeoff more consistent seeding for randomness
15 Days Ago
Updated crow flock model with far lod
16 Days Ago
Seagull audio tweaks
16 Days Ago
first pass at seagull "groups" - groups (animators+rigs) are different than "flocks" (shader animation), flocks stay up high in the sky, groups actually land - groups land at "interest points" which are components that can be placed in scenes/prefabs - groups are a single entity, with multiple gulls, similar to a swarm, except they actually have hitboxes - if you come close a group of gulls, they will startle and fly off, at a sufficient distance they turn into a "flock" - after a wait time, the groups will come down to land at a new interest point, and transition from a flock back into a group - individual birds can be shot while in a "group", with ragdolling corpses - also various improvements to flock movement
16 Days Ago
16 Days Ago
merge from seagull_update