Update 06-05-18

* Added placeholder animation for throwing spear and spear idle
* Editin animal tracking particle
* Added hit reacts to animals, though most of them are missing hit reacts for various states / damage types so this is i...
* New weapon recepies - New small tool box added for simpler metal craftin - Some model reworks
* Edited probability to 10 percent for Police Closet (testing purpose)
* Edited door in Barracks BP
* Edited door in Continental Houses 04
* Fix pants LOD
* Disable glove 03 LOD
* Crouch walk forward speed assumed to be 100 cm/s
* Ambience audio optimization
* Migrated unarmed combat sounds to ak system
* Rearanged meshes in BP\_Silo\_Factory\_NEW
* Reebabled spawner debug
* Adding Road Signs
* Fixing Landscape Bugs
* Tweaked spawning rate for weapons,ammo,clips,grenades in military looking crates
* Task 2204: Configure speeds and blending of new crouch animations
* Edited LODs on Trarin Tunnel
* Prisoner stays in combat mode while changing weapon
* Bug fix (Pallets flying in the air) on B\_3\_Farinery\_BASE
* Edited examine data for Locker B/C workshoop/medical
* Edited min/max draw distance on BP\_Tool\_Shed\_Doors
* Editing Tracking Marker
* Dropped meshes to the ground (SM\_Train\_BoxCar\_yellow, BP\_Port\_Crane\_02) on B\_3\_Rafinery\_BASE
* Updated crouch walk
* Pistol M9 reload animation fixes
* Created Animal Tracking particles
* Pistol M9 reload animation fix
* When an item is destroyed, it will drop all contained items now
* Added new furniture to Stone House - Edited materials
* Furniture meshes (collision to interactive, BP to default)
* Bug fixes (removing unnecessary ladders on airport, terrain, added fireweapons to military looking crates,Grenades, we...
* Added Complex animal reacting to other complex animals fleeing (this simulates a kind of chain reaction) - Added locki...
* Reduced music loudness in menu
* Version increment
* Drone enabled
* Disabled tick on animal spawner and game event location
* Added goat sounds
* Added new CrouchIdle animation for all Rifle weapons
* Bugfixing with Windows markers
* Added bleeing the simplest version; animal start bleeding when its damage reaches a threshold and the bleed speed incr...
* Bug fixes of Military boots weight capacity and Paper weight
* Rearanged meshes in Factory\_Hangar\_01, added spawners, changed material for Corkboard (Added dirtines)
* Added mouse invert Y axis option
* Taking item in hands is now single action instead remove + take - Implemented swap item in hands with shouldered item ...
* Added water spring sound
* Replaced BP\_Pig2 with BP\_Pig as the old one got decoupled frm the cpp code
* Adding global Item spawner volumes
* Adding Road signs
* Animals can now change waypoint groups when outside the waypoint group sphere
* Tweaked workshop groups
* Fixed bug: 2193 Tree clipping through the building
* Task 2205: Remove EHitReactMappingType; use gameplay tags instead
* Task 2206: Add and configure crouch and prone hit ...
* Task 2204: Configure speeds and blending of new crouch animations
* Trying to fix landing damage
* Bug fix (prison door open in wrong direction)
* Added new furniture in house BP - Added Grunge textures - Edited Aigin dirt on some paintings/bed
* Edited furniture in Continental House 05 A BP
* Bug fix (SM\_Dam\_Main\_01 collision)
* Bug fix on door collision (SM\_Door\_A\_Door/SM\_Door\_A\_Frame)
* Bug fix on continental house (attic ladder stops player)
* Fixed server crash regarding animal lookAt pointer
* Bugfixing (Collision on shelf for examine data, Visible objects that should not be visible in game)
* Disabled texture stream on mask texture - Drone is enabled again - Version increment
* Added simple box collision on SM\_Market\_Shelves\_04b (interaction ON)
* Safe Zone - TEMP disabled fences
* Rearanged furniture in Hospital\_Workshop
* Fixing Bugs Safe Zone D\_2
* Fixed furniture poping in Airport\_Control\_Tower
* Added SM\_Pot\_Cooked\_Rice\_01 , SM\_Cooked\_Vegetables\_Pot\_01 and textures
* Changed examine data on some furniture assets
* Disabled light on BP\_Warning\_Rotating\_Light\_02
* Added new house\_10\_2b\_Birtija
* Fixed Geometry Bug
* Bug fix on some furniture assets (deleted examine data that cause editor/game crash)
* Disabled emissive and light on (street lamp, reflector, surveillance reflector)
* Fixed collision warning on rest of the buildings
* Join screen confirmation is now assigned to "space" again - Dive up is now assigned to "space"
* Fixed crash while examining an object with empty item group
* Added new crouch movement animations
* Collision warnings fix
* Blueprint faster instancing turned off - Version increment
* Minor CTF fix
* Fixing Various Discord Bugs
* Rifle and Pistol crouch to stand animations fixes
* Fixed bug: animal health always set to 1.0f
* When spawning corpses, animals transfer their children to them - Waypoint sphere collisions no longer collide with mel...
* Fixed a bug that prevented server browser from showing after character creation
* Fixed rifle crouch to stand
* Fixed crouch to stand rifle
* Made markers be destoryed upon animal despawn or corpse despawn - Added MaxSpawnInstancesPerWaypoint for waypoint gro...
* Added RifleRelaxed\_CrouchTurnL & R
* Added debug beam to tracking markers - Added chop chicken to chicken - Made markers be destoryed upon animal despawn ...
* Updated animations
* Import, tweak and configure unarmed combat animations delivered by Take1
* Fixed crouch walk loop R
* Added pistol CrouchIdle transition animations
* Fix tracksuit\_01 LOD
* Added crouch prone hit reactions
* Rifle\_CrouchIdleToStandIdle animation fix
* Fixed bug where different melee targer selection modes did not work in MP - Disabled hit reactions for stances differe...
* JUMP / VAULT is by default bound to SPACE now - COMBAT MODE is by default bound to V now - Inventory / Events / Metabo...
* Rearanged furniture in Stone\_House\_03
* RifleRelaxed\_CrouchIdleTurn L & R fix
* Added SM\_Pot\_Cooked\_Vegetables\_01 and textures
* Added SM\_Pot\_Cooked\_Vegetables\_01 and textures
* Added Rifle & RifleRelaxed transition animations
* Added SM\_Baked\_Vegetables\_Pot\_01 and textures
* Added SM\_Baked\_Vegetables\_Pot\_01 and textures
* Added opacity map textures for various animals footprints
* Added various animal footprints opacity map texture
* Trash Color adjusting
* GreenHouse - Rendering Distance adjusting
* Rearanged Furniture in Stone\_House\_04
* Added missing icon
* Fixed bug in "orient rotation to actor"
* Implemented support for different melee opponent selection modes - Prisoner mesh ignores camera collision
* Reinitialized Animal Spawners (Min - Max Spawn Away Distance)
* Melee attack selection tweaks
* Adding Item Spawner Volumes
* Fix Tracksuit\_01\_LOD
* Rearanged furniture in Stone\_House\_04\_Small
* - Rearanged furniture in Stone\_House\_05\_01, Stone\_House\_04\_Small
* Task 2168: Implement new melee knockout chance computation as described in GDD - Removed combo hit counter from melee ...
* Adding Item Spwner volumes
* Import, tweak and configure unarmed combat animations delivered by Take1
* Added new Furniture to Stone House (edited distance min/max, overlap events, cast shadow, step on)
* First commit for circular actions GUI - Holding F on an interactable will now open the default context menu - Holding ...
* Animal debug can be turned on without DebugModeOn - Moved Animal location beam to animal debug mode - Renamed properti...
* Rearanged Furniture in Stone house\_05\_03
* Added Melee Capules and edited attack montages for animals so now attacks should hit player, created montages and adde...
* Animation test/work file update
* Added Reload animations for improvised pistol
* Fix raincoat LOD
* Added Rifle and Rifle Relaxed Coruch Turn L and R
* Import, tweak and configure unarmed combat animations delivered by Take1
* Added new furniture to Continental Houses (edited spawners, distance min/max, cast shadow, player setp on, overlap eve...
* Added new animations
* Added Pig
* Import, tweak and configure unarmed combat animations delivered by Take1
* Added prisoner animations
* Rearagned furniture in Stone\_House\_06, Stone\_House\_07 and Transformator
* Retextured Cabinet\_02, Cabinet\_03
* Added throwing damage on food items
* Added throwing damage on non weapon items.
* Editing Meele Flash particles (Metal,Wood)
* Set all melee notify damage multipliers to 1 - Removed head shot damage multiplier applied before TakeDamage() - Throw...
* Fixed UV on BBQ lamb
* Added BBQ lamb
* Fixed pawn warning spam
* Fix clothes LOD
* Adjusted weapon damaga and throwing on wooden sticks and readjusted on stone knife
* Added Chicken to waypoints - Increased animal count
* Weapon damange and throwing update
* Weapon damage adjustment, throwing adjustment.
* Small fixes with furniture (movement problems)
* Added damage and impact effects to a few melee weapons
* Added SM\_Improvised\_2H\_Metal\_Axe\_02 and textures
* Added SM\_Improvised\_2H\_Metal\_Axe\_02 and textures
* EDITOR BUILD 503 -
* Reduced dexterity influence on chopping time
* Adde new furniture to Continental Houses BP - Minor fixes in Continental Houses BP (extended roof for house 4, expande...
* Added Horse
* Updated Horse
* Improvised Pistol source file added
* Rearanged Furniture in Continental\_House\_05\_B
* Updated BBQ animation
* Retextured Picnic\_Table\_01
* Added Dirty guitar textures
* Added Dirty Guitar textures
* Crow chopping recepie added - Seagull chopping recepie added - Pigeon chopping recepie added - Swan chopping recepie a...
* Added SM\_WoodenSword\_02 and textures
* Added SM\_WoodenSword\_02 and textures
* Rearanged furniture in Continental\_House\_06
* Fix glasses
* Rearanged furniture in Continental\_House\_06b\_Blueprint
* Changed GlobalBirdSpawer2 it now uses a texture mask to determine the bird amount and types to spawn - Made GlobalBird...
* Rearanged furniture meshes in Continental\_House\_07\_Stable
* Minor fix
* Applied Chop Horse to Horse BP
* Reworked SM\_WalkieTalkie\_01 and textures
* Reworked SM\_WalkieTalkie\_01 and textures
* Made bird chopping assets - Crow can be chopped now
* Adjusted durability rate on melee weapons
* Horse can be chopped now
* Rearanged furniture meshes in Continental\_House\_07\_Warehouse
* All melee crafting recepies are now under Survival skill
* Collision fix on Trash (single meshes)
* Redirectories fixing
* Fixed Collision on trash sets and Debrie sets
* Added mising Material
* Documentation update
* Documentation update
* Task 2118: Make everything work under new melee hit detection system and after melee component/melee skills refactorin...
* Replaced Brush actors with Static Mashes
* Deleted Bear2 and Boar2 cpp classes - Fixed DropZoneCargo includes - Fixed redirectories for Animal2s
* Fix Up Redirectories in Folder (Furniture, Soviet Kitchen) - Paintings (rotated thumbs for better view) - Enlarged Pow...
* Rearanged furniture in Continental\_House\_08
* Reparented all made animals to BP\_BaseComplexAnimal2 (a base class for changing parameters across all animals) - Made ...
* Adjusted dirtiness / degradation shader for glass items
* Adding tabs for menu switching
* Test change preview mesh
* Testing change preview mesh
* Added aging factor to glass shader
* Rearanged Furniture in Continental\_House\_08\_Stairs\_ClosedBottom
* Fixed item visual durability and degradation stages through material shaders , minor fixes to item LODs and minor chan...
* Fixed item visual durability and degradation stages through material shaders , minor fixes to item LODs and minor chan...
* Removed preview flag
* Changed preview mesh
* Optimization of convoution reverb usage
* Bug fix (military tent 01/02 - LOD3 collision fix)
* Missing file fix
* Fix for corpses disappearing on NM\_Standalone
* Imporved Fish fleeing - Added Goat attacks
* Ammo can now be unloaded from magazine (partially)
* Adjusted all foods nutrition values per 100g.
* Added forgotten includes
* Assigned windage audio event
* Serialize Prisoner enabled - Brush actors replaced with static mashes A\_1 - B\_4
* Added missing textures for Improvised granade louncher
* Fixed circular dependency in menu widgets preventing the build from starting
* Rearanged Furniture in Houses: Continental\_House\_08\_ClosedBottom, Continental\_House\_08\_Stairs, added examine data on ...
* Tweaks on animal attenuations
* Edited Soviet Refrigirator01/02, added color 02 (material and textures, content source files)
* Renamed animations
* Implemented zombie corpse and fixed item spawning from zombie corpse
* Added Bird Spawner Mask
* Added zombie pain sounds to data asset
* Added goat ram animation
* Fixed music bus routing
* Added leaning to animals
* Fixed a bug: Animal spawner MinSpawnAwayDistance would be checking squared values instead of real distances - Added Ma...
* Added mouse hover sound for menu
* Re-uploaded PrisonerMale mesh for preview
* Task 1225: Melee combat experience should be better, especially in multiplayer
* Melee combat component moved from Prisoner folder into Weapon folder - Added impulse on prisoner ragdoll if melee hit ...
* Task 2119: First strike/punch should be quicker - Task 1379: Import, tweak and configure unarmed combat animations del...
* Task 1379: Import, tweak and configure unarmed combat animations delivered by Take1 - Task 1380: Integrate new melee h...
* Task 2118: Make everything work under new melee hit detection system and after melee component/melee skills refactorin...
* File cleanup in content source for White Wooden cabinet
* Edited Woode cabinet 02
* Edited Refrigerator closed - Added textures in SmallWood for furniture - Added new furniture in Continental House 01 A...
* Added LambCoal content source files
* Added SM\_Lamb\_Coal.uasset and material/textures
* Rearanged furniture in houses: Continental\_House\_10b\_Warehouse,Continental\_House\_10\_Warehouse, Continental\_House\_10\_2b...
* Added Master Skin material with Emissive options
* Asin new skeletal to skeletal meshes
* Fix BBQ lamb
* Add BBQ Lamb
* Task 2102: Integrate reload speed changes made for CC video into main code base
* 2H and 1H weapon animations should work now under new melee system
* Task 2118: Make everything work under new melee hit detection system and after melee component/melee skills refactorin...
* Refactored MeleeCombatComponent so it does not depend on prisoner and combat skill - Refactored combat skill
* Moved content source boxing L3 animations
* Made Donkey2 BP ad Anim BP - Replaced BP\_Donkey with BP\_Donekey2 as the movement component somehow broke - Global Spa...
* Version increment
* Reworked SM\_PetrolBomb\_01 and textures
* Reworked SM\_PetrolBomb\_01 and textures
* Ambience improvements and optimization
* Added SetPlayerWaypoint console command for debugging
* Extended forest bush cull distance
* Optimized Menu Level
* Forgot to Include stuff in previous changelist (seep previous changelist for changes)
* Created GlobalBirdSpawner that segments the island and assigns birds to segments and spawns them when the player is cl...
* Removed HitLocation from FMeleePointDamageEvent and HitInfo populated properly
* SplineSnag - Awareness adjusting
* Removed CTF flag state change chat messages
* SplineSnag - Awareness adjusting
* BP\_Herhouse - Instances relaoded - SplineSnag - Awareness adjusting
* Rearanged Furniture meshes in Continental\_House\_10b\_Warehouse
* Throwing gets item related data from item tag
* Better melee trajectory damage debugging - Item can have owned item tags now
* Working on new melee hit detection
* Ragdoll teleport bugfix
* Added open/close furniture
* Added SM\_Metilamin\_Bottle\_01 and textures
* Added SM\_Metilamin\_Bottle\_01 and textures
* Rearanged Furniture in Hospital\_Building
* Adjusted nutrition values of some meat pieces.
* Fixed scale on OId furnitures Pack
* Reworked SM\_ImprovisedWaterContainer\_01 and textures
* Reworked SM\_ImprovisedWaterContainer\_01 and textures
* Modified item spawning so that spawned items take spawner rotation into account - Fixed bug where exiting world bounds...
* Added Examine data to office table\_A\_2\_Closed
* Boar, Goat and Donkey are chopable now.
* Fixed flicker on character in main menu caused by unnecessary loading calls - Fixed bug caused by deleting the last pl...
* Resave error on M\_Furniture\_Layering
* SplineSnag - HInstance enabled and set as default. Added Rendering Distance
* Rearanged furniture meshes in Gas Stations
* Added SM\_Goat\_Skinned\_Body\_Whole\_01 and textures
* Minor changes
* Improved ambience sounds for continental forest
* Reworked SM\_FireDeflectorShield\_01, SM\_Big\_Bomb\_01, SM\_Bush\_Branches\_01, SM\_Detonator\_01, SM\_DesalinateSeaWater\_01 an...
* Reworked SM\_FireDeflectorShield\_01, SM\_Big\_Bomb\_01, SM\_Bush\_Branches\_01, SM\_Detonator\_01, SM\_DesalinateSeaWater\_01 an...
* Improved and optimized convolution reverb for forest ambiences
* Rearagned meshes in Buildings, tweaked spwan rate on Spawners
* Foliage blocking volumes - New Collision presset browsed.
* Working on new melee hit detection
* Fixed 4.19 CTF waypoint bug - Reverted main menu layout
* Cooking fix
* Reverted main menu map
* Updated Donkey
* Added hover sound to menu buttons
* Menu DOF fix - Character menu light fix
* Fixed a bug where skin colour would sometimes change while equipping / unequipping clothes - Fixed a bug where head ta...
* Pond PostProcessing editing - Fixing Various Discord Bugs - Fixing Menu Ocean DOF
* Added files to source in Items folder
* Added SK donkey and animations
* Deleted old donkey animations
* Fixed includes in DropZoneGameEvent and DropZoneSlot
* Working on new melee hit detection
* Add fur texture
* Added SM\_Improvised\_2H\_Metal\_Axe\_01 and textures
* Added SM\_Improvised\_2H\_Metal\_Axe\_01 and textures
* Added DonAI and Wwise to plugins
* Transition to 4.19.2
* Added zombie loop idle sfx - Tweaked bush movement volume
* SK Improvised pistol bone reposition
* M9 pistol source file update
* Melee crafting fixes
* Added SM\_Boar\_Body\_Whole\_Skinned\_01 and textures
* Added SM\_Boar\_Body\_Whole\_Skinned\_01 and textures
* Refactoring item container weight calculation
* Added Lake Weed
* Added LODs to Police Baton Item
* Added Police Baton
* Bugfixing, Rearanging passenger building,control tower,added examine data on new crates
* Fixed chopping recepies of animals.
* Initial ammo set to 0
* Removed magazine in idle M9
* Fixed up redirextors in Weapons and Equipment folder.
* Main menu fix
* Fixed bug that caused the prisoner to die while in main menu
* Added new groups for spawners
* Working on new melee detection
* Working on new melee hit detection
* Added breathing 2
* Prisoner's age influence on attributes can be enabled/disabled via life component property - Wwise project initial com...
* Updated metal rod with LODs
* Fixed some take in hands assest - Added improvised metal sword
* Added crouch rifle search
* Spawners and Spawning groups Balance
* Added ValentineCabinet furniture uasset/source files
* Added SM\_Improvised\_Sword\_01 and textures
* Added deer anim notify sounds - Added bear, deer and boar loop idle sounds
* fixed rare crash related to CTF waypoints
* Rabbit chopping fix
* Added improvised pistol SK
* Renamed improvised pistol
* Fixed oond, lake collision on edges - Animal waypoints filled with animals
* Moved if hash down (it merged wrong and enveloped other functions)
* SK inmate pants
* Inmate\_Shirt
* Fix jacket LOD
* Created Fish spawner acts globally and collects water volumes and spawns fish in them if the player is close - Created...
* Medium and large stones can be found in stone piles now.
* Added 2 handed stone axe - Added Pickaxe - Added 2 more stone variants (now we have small, medium and large) - Changed...
* Added Flag
* Added CTF flag stands
* Bear reaction notifies added
* Source file cleanup for furniture models
* Added source files for furniture models
* Added new search animation
* Added open/close furniture elements
* Fix sneakers\_01
* Updated CTF flag appearance
* Added hand grip poses
* Added new interactions animations - Added new wounded animations
* Added Cloth simulation to Flag
* Working on new melee hit detection - Tweaked hit reactions so that victim always moves away from attacker when hit - K...
* Waypoint icons update
* Minor fix
* Implemented fist corrections for handgun
* Updated M9 source file
* Added Flag for Apex Clothing
* M9 fire and idle animation update
* Added pistol grip
* Transfered drop zone waypoints to the new waypoint system
* M9 idle animation fixes
* Fixed hole in M9 model
* Fixed bug where deer would snap to idle while moving - Added Gender.h enum for specifying gender - Added gender switch...
* M9 reload animations fixes
* Added Animal Waypoints D\_2, D\_3, D\_4
* Rewokred some meshes - Made new textures - Fixed some recepies
* Added Flag
* Applying hand corrections on item in hands when in combat mode and jogging
* Mouse clicks can no longer interact with objects behind widgets
* Waypoint fix
* Added test event for animal genders
* Added CTF sprites
* Improved CTF waypoint markers and fixed exploits
* Item orientation fixes so they can be placed on the ground.
* Added zombie idle and pain - Fixed wrong music routing
* Removed the weather actor component from the prisoner
* Pistol and Rifle crouch soruce file edit
* Fixed a bug where inventory GUI would disappear after respawn
* Added source files for rifle and pistol crouch idle
* Created animations for Rifle, RifleRelaxed and Pistol in crouch idle
* Added Rifle\_CrouchIdle, Rifle Relaxed\_CrouchIdle, Pistol\_CrouchIdle
* Retextured Wooden Crates
* Reuvmaped Soviet Kitchen
* Retexturing furniture,Soviet Kitchen
* Added Animal Waypoints C\_3, C\_4, D\_1
* Animal meat rework
* Implemented game event waypoints
* Added some damaged variations of various Crafting\_Items meshes
* Fixed context menu not working on instanced static mesh interactions
* Optimised tick for ACookedFoodItem
* Prisoner's various interaction mechanisms now rely on a new, unified way of knowing what is currently hovered (GetHove...
* Made Rabbit2AIController - Added missing RVO avoidances - Made Rabbit bluperint and anim blueprint - Added a new navm...
* Deleted duplicate animations
* Updated crouch animations
* Optimized animation ticking on weapons
* Reworked rags and rag stripse so they can be placed on the flor.
* Added Masks for school chair, school desk, added DMG textures for Axe and Cleaver
* Added DMG textures for Axe,Cleaver, added masks for Schooldesk,School Cahir
* Updated blog animation
* Added Blog animations
* Minor changes
* Rags can be cut into stripes now
* Fire item ticks only when burning
* Animal body parts descriptions
* Edited Textures\_ Small
* Fixed bug when taking in hands my own item
* Removed variables \_pendingItemInHands and \_pendingWeapon
* Fix animals
* Add Goat normal map
* Created Bluperints for aniamls that will be spawned with the Waypoint Group Spawner and BirdSpawner - Excluded Certain ...
* Some take in hands adjustments for mellons - Vegetation chopping adjustments - Item spawners adjustments
* Fix Donkey
* Fixed bug with dropping clothes item when dragging it from inventory into world
* Fixed bug with ADS camera FOV not being cached in begin play
* Implemented dormancy for items - Removed several replicated variables - Optimized some variables replication - Fixed m...
* Added chopped goat body parts ( skinned, unskinned, spoiled, spoiled skinned variations and textures ), changes to the...
* Added chopped goat body parts ( skinned, unskinned, spoiled, spoiled skinned variations and textures ), changes to the...
* Improvised Rifle source file update
* Added weapon reload animations for Improvised Rifle
* Added Prisoner reload animations for Improvised Rifle
* Added Animal Waypoints (B\_4, C\_1) - Increased animal count for testing
* Improvised rifle source file update
* Boxing animations source file update
* Added pistol animation notifiers for jog animations
* Pistol reload animations reimport
* Pistol M9 Reload source animations updates
* Add Donkey texture
* Added new transition animations for Boxing Idle2Standidle and vice versa
* Character menu - Editing Light intensity
* Removed unused curves from Prisoner3 skeleton - Added StandIdle slot to Prisoner3 skeleton
* Task 2044: Import new crouch idle animations - Task 2045: IsAnyStanceTransitionActive() should use value from animatio...
* Rollback on changeset #4916
* Dedicated server optimizations
* Removed birds from Marketplace
* Boxing idel animations source file update
* Boxing idle animations update
* Working on optimizing SCAT skills on the client
* Retexturing furnature meshes
* Retexturing furnature meshes
* Created a new Bird2AIController class that will move birds (we wont be using the logic from the birds from the marketp...
* Added proper aspect ratio for texture
* Fixed corpses not hiding prisoner root mesh
* Added Goat
* Added Boxing\_L3\_PrimaryIdle\_Walk animation
* deleted old goat animations
* Edited Textures\_Small wood/metal
* Added CTF Game event
* Bug fix (moved fence on C\_2\_Power\_Plant)
* Added materials/textures/meshes for Old Furniture
* Added animal waypoints (B\_1, B\_2, B\_3)
* Spawners can now be hidden with Gameview - Waypoints are now displayed using a console variable scum.AnimalDebugMode 1...
* Retexturing assets
* Added Textures Small folder for new Shader
* Made new weapon groups
* Added seagull
* Seagull textures renamed
* Removed SCAT-related raycasts on the server, now it will use client-reported detectability for prisoners, WIP
* Moved Shotgun item
* Made red dot icon
* Moved ranged weapons items
* Added SM\_Bird\_Skinned\_Breast\_01, SM\_Bird\_Skinned\_Breast\_Medium\_01.SM\_Bird\_Skinned\_Breast\_Small\_01, SM\_Bird\_Skinned\_Leg...
* Added Crow
* Adjusted Crow materials
* Fixed a few dropzone game event exploits
* Added Crow
* Game event items auto drop when leaving the event bounds
* Overlap Events disabled in BP
* Overlap events disabled
* Adding animal waypoints
* Overlap events disabled
* Generate overlap events disabled
* Added blog video chopping animation
* Removed leftovers from previous chop/cut implementation
* Task 2024: Same item should not appear more than once during examine - Task 2025: We should have ability to specify ma...
* Implemented Capture The Flag game event
* All melee attack collision capsules are now uniform
* Added new grips
* Fixed a bug trying to destory a nullptr component
* Vegetables can be drag an dropped now
* Fixed Spawner bounds being huge (the Sprite Component had huge bounds) - Added spectator mode able to Activate spawner...
* Added BBQ animations
* Applied destruction mesh to melee items when durability hits 0%
* Add BBQ Lamb
* Edited AK47 animations - Fixed sentry rotation
* Added new master material Furniture\_Layering
* Added retargeted mocap animations - Fixed 2h melee
* Added Dead face
* Added test Animal Waypoints (A\_1, A\_2, A\_3)
* Fixed animations
* Human and Zombie can be chopped now.
* Prisoner fade fixes
* Bug Fix (\_idCounter initialized itself to 0 in the constructor of waypoint groups, so it reseted back to 0 on level lo...
* Minor fix
* Added examine user data on new meshes, added new group for spawners: Book\_Items
* Only current or actively blended subview components are active now
* BulletFlyBySoundCollision attached to capsule instead of head bone - Disabled overlap events generation on BulletFlyBy...
* Simulated proxies do not carry irrelevant components around
* Minor fix
* Optimized wetness manager - Fixed bug where some items were mistakenly updated by wetness manager
* Add apple
* Add Inmate\_shirt\_Old\_LOD
* Add Rat texture fix
* Add Dismemberment
* Add Ingame\_Prisoner\_Parts
* Add AA\_male\_head\_01\_02
* Add head\_05\_V2
* Add head\_04\_Svarc
* Add ingame head 02
* Changed way how examine chooses number of items to spawn
* Imrpovised rifle prone animations update
* Added 'Serialize Instances' toggle to WorldSettings
* Added stand idle breathing animation
* Added idle breathing animation
* Fixed a bug where one would have to press tab twice after searching with the F key in order to close the opened invent...
* Removed ABirdAIController (its not yet submitted)
* Typo fix
* Added new members to ABird2
* Fixed Bug (upon replacing WaypointGroup.cpp actors with the blueprint it would crash) - Hidden waypoint groups now don...
* FacingCameraTextMaterial moved to Materials folder
* Minor rearrangement
* Converted prisoner's blueprint tick to C++ - Removed tactics trail from the prisoner
* Editing text render BP\_WaypointsGroup
* Added new Equip animations
* Added AO textures to Furniture material instance. Added Chest Closed Variations
* Fix tatctical jacket LOD3
* Fixed a bug with dissapearing DeubgText on animal spawners
* Added AO to textures
* Texture Renaming
* Added AO textures
* fixed bug CreateWaypointDebugTexts identifier not found
* Deleting Bar\_Cabinet\_01 Textures
* Add BBQ\_Lamb
* Waypoints now display their types via TextRenderComponent - Animal2 debugging is now turned on via Debug - Fixed bugs ...
* Fixed delegate binding for fade
* Faster melee hit detection experiments
* Fixed black lod transition on instanced mesh dither
* Fixed fire montage for Beretta
* Removed movement replication from items
* Edited M\_Furniture.uasset (added AO control on UV0/1)
* Improvised Rifle animations update
* Added decals textures
* Added decals to TV\_Base\_C1
* Quick fix for falling damage during teleport
* Working on nativizing prisoner blueprint code (awareness fade, tactics trail and fatness / leanness should be covered ...
* Added auto pickup to drop zone keycard
* Imported birds from marketplace - Made bird and bird target point base classes (to reparent imported birds) - Made bir...
* Fixed redirectors in clothes folder
* Fixed redirect on animal parts
* Fixing various bugs
* Refactored character save/load system
* Added decals on TV\_Base\_A4
* Added chopping on clothes so they can be cut to rags - Animals can be chopped now (Zombie can not still WiP) - All cho...
* Added weapon drop sounds for wood, grass, concrete and dirt materials
* Added decals on TV\_Base\_A3
* Optimization of outdoor reverb aux bus routing
* Added chopped meshes of prisoners
* Added decals to TV\_Base\_A2
* Added placeholder event for menu music
* Optimizing distance landscape
* Added decals to TV\_Base\_A1
* Streaming tweak
* Reworked SM\_Rubber\_2 , added new textures , added SM\_Rubber\_Holding\_01
* Fixed Cooking Spoon
* Minor wetness manager fix
* Created New Military Polygon DM level
* Distance landscape optimizations
* Metabolism blog 2 video material
* Improvised Rifle animations update
* Added decal to TV\_Base\_B1
* Added new chopping system on clothes
* Added decals on TV\_Base\_B2
* New chopping system
* Added decals on TV\_Base\_B4
* Reassigning new cutting tool class to items that were chopping tool.
* Chopping tool class must match class specified in recipe
* Chopping tools split into slicing and cutting tools
* Assigning new chopping mechanic on items
* Added Decals to TV\_Base\_B3
* Oak tree error fix
* Trees can be cut down now.
* Fixed forest bush 05
* Added SM\_AnimalSkin\_Holding\_01
* Fixed Cooking\_Spoon
* Added SM\_RubberBand\_Holding\_01
* Minor changes
* Removed SM\_Cloth\_Strip\_01, SM\_Cloth\_Strip\_02 and SM\_Cloth\_Strip\_03
* Reworked SM\_Rags\_01 , SM\_Cloth\_Strip\_Pile\_01 , added SM\_Cloth\_Strip\_Pile\_Holding\_01 and textures , removed SM\_Cloth\_St...
* Fixed bug where foliage movement sound was never stopped
* Fixed redirectors on equipment items
* Applying chopping to vegetation - Taking items in hands with new hand poses - New crafting recepie for fireplace - New...
* Editing game events
* Improvised rifle animations update
* Added Cooking\_Spoon
* Added Cooking\_Spoon
* Update BP\_land\_rig\_2
* Added Guitar
* Added mechwalker sounds and notifies - Removed extra aux bus - Assigned flashbang sound event
* Fixed the visible weather mask on BP\_ContinentalBarn\_01
* Global spawner now tracks curerntly spawned and currently dead number of animals during gameplay - Moved respawn timer...
* Added Banjo Instrument
* Added SM\_Campfire\_01, custom LOD3 and textures
* Take item in hands adjustments - Cutting vegetation with new cutting system
* Added SM\_Campfire\_01, custom LOD3 and textures
* Added Banjo Instrument
* Country\_Props textures: Changed Sharpness to level 5
* Added Country\_Props
* Added County\_Props\_Pack
* Added hand grips
* Implemented widget support for magazine to display ammo count
* Refactoring
* Linked RTPCs for volume control
* Added activate/deactivate sound on night vision goggles item
* Dedicated server deletes irrelevant prisoner components
* Improvised Rifle animations update
* Added SM\_Nettle\_Item\_01
* Added SM\_Wooden\_Box\_01 till \_013
* Changed animal bleprints to not play animations on server, and other optimizations - Changed ai controller to delay it...
* Added SM\_Date\_01 and textures
* Added SM\_Date\_01 and textures
* Changes to the pivot point of SM\_FreshWaterFish\_01, SM\_SeaWaterFish\_01 and SM\_SmokedFish\_01
* Reworked SM\_CarBattery\_Cables\_01 mesh , added new textures , added SM\_CarBattery\_Cables\_Upright\_01 for in-hand animati...
* Reworked SM\_CarBattery\_Cables\_01 mesh , added new textures , added SM\_CarBattery\_Cables\_Upright\_01 for in-hand animati...
* Fixed bug with take item in hands if server would hang for some reason
* 60 prisoners client performance test
* Added SM\_Old\_Wooden\_Bookshelf, SM\_Old\_Wooden\_Bookshelf\_Open
* Added SM\_Old\_Wooden\_Bookshelf, SM\_Old\_Wooden\_Bookshelf\_Open
* Changed WITH\_EDITORONLY\_DATA to WITH\_EDITOR in WaypointGroup tick
* Fixed Crash (debug code is now under WITH\_EDITORONLY\_DATA
* Added SM\_Dining\_Table, SM\_Dining\_Chair, SM\_Chest\_Of\_Drawer, SM\_Chest\_Of\_Drawer\_Open, SM\_Kitchen\_Cabinet, SM\_Kitchen\_Ca...
* Removed water and bush movement sound routing through sound environment aux busses - Added feet paddle sfx for swimmin...
* Added SM\_Kitchen\_Cabinet, SM\_Kitchen\_Cabinet\_Open
* Editing Game events
* Recreated BP\_HayStach\_3\_Pcs, BP\_HayStach\_4\_Pcs, BP\_HayStach\_5\_Pcs - Recretaed BP\_Pallet\_3\_pcs, BP\_Pallet\_5\_pcs, BP\_Pal...
* Edited BP/SplineSnag to Static (Landscape\_C\_1\_2, Safe\_Zone\_C\_4, BP\_Supermarket\_01, BP\_Warehouse)
* Assigned audio event for garage door
* Changed capsule radius on animals
* Changed NavAgent Large animals and Bear to support thinner capsules to prevent holes in navmesh
* Added the new boar animations to anim blueprint
* Created new spawners GlobalAnimalSpawner and WaypointGroup - Fixed missing include in ConZCharacter.h - Removed old sp...
* Temporary disabled removing certain items from hands when entering melee combat mode
* Added SM\_Dining\_Table, SM\_Dining\_Chair, SM\_Chest\_Of\_Drawer, SM\_Chest\_Of\_Drawer\_Open
* LODs on prisoner should work now - Various static/skeletal mesh components are now children of Mesh instead of Torso -...
* Deleted prisoner root mesh without LODs
* Dexterity now influences cutting/chopping time
* Refactoring
* Added ability to specify multiple conditions that item has to satisfy in order to be considered a chopping tool
* Improvised Rifle animations update
* Reworked chopping/cutting
* Working on Zombie shirt
* Add inmate shirt old
* Adde SM\_Bar\_Cabinet\_01, SM\_Bar\_Cabinet\_01\_Open, SM\_BookShelf\_01
* Added SM\_Bookshelf\_01
* Added SM\_Cheese\_Packed\_01 and textures
* Added SM\_Bag\_Of\_Almonds\_02
* Added SM\_Nails\_01 and SM\_FlintAndSteel\_01 upright meshes for animation
* Added upright variations of food models for eating animation , added SM\_Coffee\_01 , SM\_Coffee\_02 , SM\_Yeast\_Package\_01...
* Added upright variations of food models for eating animation , added SM\_Coffee\_01 , SM\_Coffee\_02 , SM\_Yeast\_Package\_01...
* Added examine asset data to: Commode\_01, Commode\_01\_Open, Bar\_Cabinet\_01, Bar\_Cabinet\_01\_Open
* Added lod to RootMesh
* Added SM\_Bar\_Cabinet\_01, SM\_Bar\_Cabinet\_01\_Open
* Fix bear holding axe
* Further awareness raycasts optimization on the dedicated server - Removed unused variables from character creation pan...
* Crab icons - New take in hands system
* Added correction poses to SVD
* Added SM\_Commode\_01 and SM\_Commode\_Open\_01. SM\_Cardboxes\_17\_Pcs, SM\_Cardboxes\_5\_Pcs. SM\_Cardbox\_01, 02, 03
* Improvised rifle source file update
* M590A1 source file update
* Added SM\_Commode\_01, SM\_Commode\_Open\_01, Textures and custom LODs
* Fixed rifle prone idle loop
* Added ak47 correction poses
* Added new interaction animations
* Moved old animations
* Updated sentry turn animations - Added M590 shotgun animations
* Added M\_Furniture.uasset
* New icons for Almonds and Yeast
* Meat can be added into hands
* Added Chili peper
* Meshes that were attached to Torso are attached to Mesh now - Tweaked bounds and rendering settings
* Equipment can be taken in hands now with new system
* Added missing models: Peper
* Added shrinking functionality to game event barriers
* Added Cardboard Boxes
* M590A1 reload animations reimport
* M590A1 prisoner reload animation updates
* M590A1 shotgun added reload weapon animtions
* M590A1 shotgun reload animations delete
* Bugfixes with examine data on Static meshes that causing problems
* Fixed draw distances on Doors in Tv\_Bases
* Adjusted new tak in hands on equipment items
* Updated meshes and blueprints for Safe Zones (Land Rig Radar, replaced placeholders on Safe\_Zone\_B\_3/Safe\_Zone\_C\_4/Saf...
* Added decals on TV\_Base\_C1. - Fixed minor bugs with BP\_Room\_A\_a
* M590A1 reimported prisoner reload animations
* M590A1 shotgun weapon animations import
* M590A1 shotgun weapon animations delete
* M590A1 Prisoner reload animations fixes
* Added decals on TV\_Base\_C3
* Time speed set to defaults - Version increment
* Applied new take in hands for melee weapons
* Added decals on TV\_Base\_C4. - Fixed Redirectories for object in TV\_Bunker folder.
* Tweaked footsteps volume and low pass rate when prisoner is barefoot
* Most food can be taken in hands now.
* Meshes should now have unique examine asset data instead of sharing it
* Added decals on TV\_Base\_D1
* Added decals on TV\_Base\_D2. - Moved decal textures to proper folder.
* Applied proper audio events to toolshed doors
* Added decals to TV\_Base\_D3. - Added warning rottating light to Tv\_Base\_Entrance.
* Added specific door sound for rabbit hutch doors
* Fixed bug with scope data calculations never finishes - Disabling tick on scope when not needed
* Improvised rifle source file update
* Aded more Decals on TV\_Base\_D4
* Edited brightness on T\_Gasoline\_blow\_torch\_Green\_D/T\_Gasoline\_blow\_torch\_red\_D
* Implemented garage doors, filled the room with garage furniture/items/spawners for Stone\_House\_02
* M590A1 shotgun source file update
* M590A1 animations reimport
* Added AK47 reload ak notify triggers with sound
* Added decals on TV\_Base\_D4. - Fixed Locked Door on TV\_Base\_B1 - Added missing Ladders on TV\_Base\_D4
* Added Kar98 reload ak notify triggers with sound
* Added M1 Garand reload ak notify triggers with sound
* Updated stances on montages
* Added SM\_Coffee\_01 , SM\_Coffee\_02 and textures
* Updated stances in montages
* Added SVD reload ak notify triggers with sound
* Added SM\_Coffee\_01 , SM\_Coffee\_02 and textures
* Optimizing main menu map
* Removed chamber node from insert bullet AK47
* M590A1 reload animations fixes
* Fixed bug with AK47 firing when using ammo from magazine
* Updated ak47 animations
* Item in hands related methods made blueprint callable - Added temp log output for food item sounds
* Disabled tick on weapon when not in hands
* Assinged start and stop events for drinkable items
* Deleted old ak47 folder
* Renamed new ak47 dir
* Added variations on birds, decreased them in volume
* Added sounds to heavy sliding door interaction
* Add Glove holdin axe
* Bug fix (edited Klet BP inside models, fixed collision of stair fence) - Edited SM\_table\_05 collision - Edited SM\_Vase...
* Fixed bug with shoulder holsters replication when loading prisoner state - Fixed bug with removing weapon attachments ...
* Adding kitchen knifes to spawners - Adjusting items that can be taken in hands
* Bug fix (lowered house to terrain on C\_4\_Klis)
* Bug fix (moved model that was intersecting into house on C\_4\_Klis)
* Added spawners to some meshes
* Added shotgun logic
* Improvised Rifle and M590A1 shotgun source file updates
* Added sfx for character creation - Added zombie pain event
* Added M590A1 weapon animation - Added M590A1 Chamber animations
* M590A1 animations rename
* saved locations now use rebasing - removed kiting from animal aggro animals now attack continuosly until they exceed a...
* Added new animations for M590A1 shotgun
* Editing Head\_Explode, heavy\_pumping particles
* Changed inventory open and close sound - Reduced sparks volume in Character Creation level
* Fixed stones/grass/rocks/terrain floaing and intersecting Train Tunel on Landscape\_A\_3\_1
* Bug fix on Train Tunnel LODs
* Fixed stones/grass/rocks/terrain floaing and intersecting Train Tunel on Landscape\_A\_3\_3
* Add Rat skeleton
* Added hand grip
* Fix boar LOD
* Add boar LOD
* Steam integration fix - Server optimizations regarding items and weather controller - Version increment
* Added 2 pairs of improvised shoes that can be crafted
* Fix boar LOD
* Add boar LOD
* Edited door opening on ToolShed BP
* Deleted Cube HISMA from Landscape\_B\_3\_4 (cleanup)
* Bug fix (removed grass on the floor in the houses on Landscape\_B\_3\_4, raised terrain for ladder on the house)
* Lowered spawn chance on Military Crates
* Leaving island warning sound reduced in volume
* Bug fix (moved floating objects inside house in blueprint)
* Assigned ak sound events for bear
* Fix clothes
* Added Forest effect bus - Added fluo hum and steam for character creation
* Added Preko DM
* Added spoiled variations for Pieces\_Of\_Meat meshes , both small and normal , also added custom textures , changes to S...
* Added missing doors on TV\_Bases
* Added spoiled variations for Pieces\_Of\_Meat meshes , both small and normal , also added custom textures , changes to S...
* Fixed volume damping relative to stamina on heartbeat and footsteps
* Delete boar LOD mash
* Fixed Door on safe zone buildings
* Minor changes to SM\_Horse\_Half\_Spoiled\_01 and SM\_Horse\_Unskinned\_Torso\_01 textures
* Flashbang item uses ReliableIfRelevant for playing effects
* Ajdusting item position in hands
* Added new Drop Zone and Deathmatch event (Mountine Glide)
* Fix up redirectors in folder Stone\_Stable
* Adjusted barrier material
* Added Improvised Rifle source file
* Minor changes to LOD's of chopped meshes of animals (Horse,Donkey)
* Fixed BP\_Wooden\_Small\_Door
* Added new spawner groups and BPs (PoliceStation) - Tweaked new spawner groups and BPs for PoliceStation
* observe mode refined, animal will intimidate/flee/aggro based on foe action/distance - debug draws animal nav paths ev...
* Added emissive on SM\_Reflector (updated LODs, files cleanup)
* Cleanup
* Added emissive on SM\_Reflector (updated LODs, files cleanup)
* Added emissive on SM\_Reflector (updated LODs, files cleanup)
* BP\_Police\_Station spawners fix - Fixed BP\_Wooden\_Small\_Door (from destructible to static)
* Added emissive on SM\_Reflector (updated LODs, files cleanup)
* Add boar LOD
* Fix boar
* Cleanup
* Add SK\_Boar\_01
* Delete SK\_Boar\_01
* Added spoiled variations of chopped meat for SM\_Rat\_01 , some fixes to SM\_Rat\_01 chopped pieces meshes (LOD adjustments...
* Added spoiled variations of chopped meat for SM\_Rat\_01 , some fixes to SM\_Rat\_01 chopped pieces meshes (LOD adjustments...
* Added config value to control server min and max server tick rate when is not player connected - Version increment to ...
* BP\_Police\_Station spawner test
* "Ben Dover" is now a placeholder text on character creation, character won't be able to be created without entering a ...
* Prigorje Deathmatch Size Reduced
* Changes and fixes to BP\_Storage\_House\_01
* Replaced "NAG" with "ENG" on prisoner life indicator, as well as added keys for localization
* Slightly increased font size on skill sliders
* Minor prisoner corpse fixes
* Default displayed interaction when hovering over an item will show its name
* Working on SCAT skills server optimizations
* Fixing Collision Bugs - Fixing Door Bugs - Fixing Landscape Bugs
* Add LOD folder
* Fix boar texture
* Fix boar
* Added meshes of chopped body parts for SM\_Rat\_01, also added skinned versions of the same meshes
* Added meshes of chopped body parts for SM\_Rat\_01, also added skinned versions of the same meshes
* Fix clothes
* Game event barriers no longer obstruct prisoners and bullets, event participants are warned and then executed upon lea...
* Delete boar texture
* Increased height threshold for window climbing
* Added intimidate to animal - stuck checking now preformed usign state and velocity - unstuck has multiple modes to exp...
* Added raven sound events
* Tweaked breath sfx distance and minimum value to post event
* Fixed heartrate bug - Breathing events posted only if inside distance to listener - Prisoner stamina sent to Wwise
* Added hand grip plank
* AK47 source file update
* AK47 Stand and Prone animation fixes
* Update to hand and fist corrections system
* Renaming
* Added Hospital\_Info\_Desk
* Added SM\_Hospital\_Info\_Desk\_01 - Added Examine user data on mehshes for Pharmacy and Tv\_Base Lab Rooms - Tweak...
* AK47 ProneLoadMag weapon new animation import
* AK47 removed ProneLoadMag weapon animation
* AK47 added new weapon stand animations
* AK47 weapon deleted old weapon stand animations
* Added RTPC "Stamina" to control volume of heartbeat and breathing
* Disabled prisoner corpses within game events
* Added events for nightvision googles - Added events for wood closet search
* Added (turned off) logc to bear to move to specific destinations (for path debuggin) - bear now uses acceleration for ...
* AK47 ProneLoadMag new animation import
* AK47 ProneLoadMag old animation delete
* Cicadas volume reduced
* Added broken events for materials: Metal, Wood, Stone
* New UI for events finished
* Added Veliki Tabor Driop Zone event
* Added hand grips
* Added hand grips
* Added new "Take in hands" positions - Adjusting movement of certain items when they are in hands
* Added new grip animations
* Added prisoner corpses and modified respawn
* Added E3 animations
* Updated M9 animations
* Added hand grips
* Added improvised rifle
* Added improvised rifle SK