Update 08-01-18

* Bypassed convolution reverb, using matrix reverb instead
* Fixed simple animals stopping when near cliff
* Adjusted hit position 2h melee
* Fixed Sentry shooting sounds not heard in multiplayer
* SM\_Water\_Tank\_Office\_01 can now be interacted with, player can drink water from it and refill bottles with water
* Increased attenuation of puppet and animal voices
* Increased attenuation of footsteps in general
* Added name and key description to all clothes
* Fixed redirectors in pants and underware folder
* Fixed rain audio consistency
* Actors attached to conz character will transfer to its corpse
* Changed order of DealDirectDamage and Multicast\_Pierce...
* Hunter85 Prisoner animations source file update
* Removed localization from an old widget
* Added event countdown and fame points to notification panel
* Adjusted skeletal mesh for Hunter85 for DTS animations
* Increased sledgehammer weight
* Started work on notifications panel
* Fixed some localization redundancy
* Made waypoint text culture invatiant
* Made animal debug text culture invariant
* Added sockets to hunter85
* Adjusted kicks
* Added mid kicks
* Hunter85 source file update
* Localization update
* Recreated LODs and collisions
* Recreated LODs and Recompute Normals/Tangents for Boulder\_07\_07, Boulder\_07\_07\_BIG (collision bug)
* Added Hunter85 rifle
* Giving items namespaces and name keys
* Added Icons for bundle of rags and bundle of sticks
* Few melee tweaks - Few zombie damage tweaks
* Hunter85 PRisoner animation fixes
* Recreated LODa and collision
* Imported new animations for Hunter85 rifle
* Adjutes max ren distance for Street lights
* Added idle, walk, run and DTS Prisoner animations for Hunter85 rifle
* Removed China and Croatian translation from the game
* Bleeding bug fixed - any amount of wound damage now makes the animal bleed
* Removed FocusInteraction collision from w...
* Fixed missing closing brace
* Attenuation tweaks for puppets and animals
* Reduced searchebles meshes in stone houses
* Task 2687: Optimize prisoner animations and actor tick for simulated proxies
* Fixed local prisoner save file having event gear if player disconnected while in event
* Fixed Geometry on AKS\_74\_U and textures
* Fixed Textures for AKS\_74U
* Fixed Geometry for SM\_AKS\_74\_U, Removed examine data on SM\_Dresser\_Open, SM\_NightStand\_Opened
* Stopped CTF flag stand from devouring framerate
* Some more localization fixes
* Prepared game event UI for localization
* Reworked joining game event teams again
* Fixed teammate names not appearing...
* Imported DTS animations for Hunter85
* Added Prisoner animations for Hunter85 rifle
* New Item Icon Particles Created.
* Edited perception ranges for Animals and Birds
* Edited Deer AimOffset
* Adjusted Boar Eye socket (boars head hangs do...
* Enabled AKS 74u weapon and ammo for spawning
* Fixed Cal\_5\_45\_39\_AmmoboxClosed and Pile,(Now it shoud give proper ammount of bullets)
* Fixup redirectories and moved M1\_Garand Bullets to proper folder,Renamed to proper name
* Deleted old unused folders
* Redirectory for Ammo to proper folder,Fix up redirectories
* Hunter85 reimported mesh and appropriate animations
* Puppet attenuation fix
* Reduced searchable meshes in: Klet\_01, Klet\_02, Klet\_03, Klet\_Vinograd, Lighthouse, Pharmacy, Police Station, Refinery...
* Added nullptr check to attacker->HandleMeleeAttackCapsuleHit(hitInfo);
* Added Icons, and dirt rag textures - Added new version of world map that is rotated
* Edited Perception ranges to match the new pisoner noise levels - Changed Specied text for Bird and Deer
* Edited scale by 15 percent increase on SM\_Greenhouse\_01 and all LODs, SM\_Greenhouse\_WM
* Added SM\_Window\_wood in BP\_Old\_Stable\_House\_01 - Edited collision Use SimpleCollision As Complex for SM\_Board\_08
* Added SM\_Bundle\_Of\_Rags\_01, textures and custom LOD.
* Added SM\_Bundle\_Of\_Rags\_01, textures and custom LOD, created the crafting recipe for it and added it to the crafting d...
* Added icon and description to the AKS 74U
* Added search audio events for file cabinets
* Applied appropriate material to Hunter85 skeletal mesh
* Corrected skeletal mesh for Hunter85 and appropriate animations
* Added bullet icons
* Added 5\_45x39\_Pile
* Assigned search audio events for metal lockers
* Addigned chunk id on test SVD
* Changed spawn probability to 30%
* Fix weights on Head\_02
* Bug fix for terain split on location {X=313869.531 Y=222023.641 Z=23806.742|P=340.285156 Y=340.439362 R=0.000000} (Lan...
* Assigned wooden crate search audio events
* GlobalBirdsSpawner2 now spawns around playerpawn instead of just prisoners
* Animal Spawner now checks if its overlapp...
* Zombie does not use separate corpse implementation
* Screen dot is visible in melee combat mode now
* Task 2676: Client-side melee attack instigation
* Disabled localization on some unused GUI elements
* Bug fix (A\_2\_Tisno added stairs, building door was too high from the floor)
* Added Rolete on window in BP\_Container\_Blueprint, edited draw min/max distance, changed window glass material.
* Added stairs for Pharmacy building (player stopped and could not pass through the door) C\_2\_Vinski\_Vrh
* Bug fixes (the player could not climb the ladder, edited marker height on bought sides of the Ladder in BP\_Passenger\_...
* Bug fix (BP\_Continental\_House\_03\_Blueprint rearranged furniture inside house because it was intersecting with other ob...
* Reimported Hunter85 weapon animations
* Hunter85 weapon animation correction
* Added Hunter 85
* Bug fix (Industrial Chimney, rotated middle ladder for better climbing, edited all LODs)
* Added BP\_Wooden\_Sticks\_Bundle crafting recipe to the crafting item group, updated the crafting database and adjusted t...
* Incrased probability for examine data to 30%, Reduced meshes with search, added nav mesh to: All garages, Factory hang...
* Changing team while dead no longer makes the game event participant respawn immediately
* Added SM\_Wooden\_Sticks\_Bundle\_01, custom LOD and textures
* Added SM\_Wooden\_Sticks\_Bundle\_01, custom LOD and textures
* Imported Prisoner animations for Hunter85 rifle
* Fixed missing sounds for kar98 reload
* Add fix heads
* Fix Head weights
* Edited mesh
* All weapons that had 2 damage capsules (1 for wood that was 0.1 dmg, and one for the main damage part) are reworkd so ...
* Added Hunter85 rifle weapon idle animation
* Burger patties item adjustments
* Added new boar turning animations
* Boar AimOffset
* Donkey AimOffset - Added boar hit reaction to light hits
* Deleted unnecessesary Hunter85 weapon animations
* Reimported source file for Hunter85
* Corrected rotation of Hunter85 rifle
* Added AKS 74U
* Added aks 74u animations
* Added AKS 74U with animations and logic
* Cleaned up and organized AK47 animations folder
* Added new folder in AK47 animations folder
* Added ak events to searchable plants
* Bow source animation file update
* Bow\_StandLooseInsertArrowDraw RHand correction
* Items particle editing master shader
* Editing Item Particle Textures
* Added right caliber bullet for Hunter85 skeletal mesh and adjusted mesh weights
* Added Item Particles
* Editing Sound Locator particles
* Assigned search ak events to military crates
* Reduced Searchable meshes in Continental church, Added nav mesh for, continental church,Dam, Dam House, Dam Power Buil...
* Reworked tv show event team switching
* Added prisoner bow and arrow animations
* Added new source file for bow animations
* Implemented sentry stop walking animations
* Assigned search ak events to meshes
* Added SM\_Burger\_Patties\_01 and SM\_Burger\_Patties\_02
* Added SM\_Burger\_Patties\_01 and SM\_Burger\_Patties\_02
* Fixed root on sentry stop animations
* Added sentry walk start animation
* Sentries are now back to walkingmovement mode instead of navwalking - Sentries now...
* Assigned search ak events to furniture part 2
* Island Map source textures
* Assigned search ak events on corpses and furniture part 1
* Added blend file for Cal.22
* Possible fix for crash on saving prisoner state when entering the event
* Changed cargo assault objective smoke color ...
* Added cal.22 new mesh with textures
* Added new Cal.22 mesh with textures
* Added prisoner head 02 with fixed weights
* Assigned ak events for shotgun end animation
* Reduced volume of smoke grenade hiss
* Assigned material impact switches for forest grounds
* Added examine data to Crate in factory building
* Added UHelpers::GetDistanceToClosestPlayerPawnOrSpectator()
* Melee combo counter is reset if melee attack did not hit something
* One fire item can be used to light another fire item
* Task 2660: Various melee combat improvements - Zombie foe location prediction depends on distance to foe now
* Added SM\_Improvised\_Chest\_01, textures and LODs, minor fixes to Canned Food items LOD distances
* Added SM\_Improvised\_Chest\_01, textures and LODs, minor fixes to Canned Food items LOD distances
* Added Chunk ID for distan model C\_1\_Farm\_04 (static meshes, materials, textures)
* Adjusted some crafting items LOD's
* Added stairs in BP\_Stoone\_House\_02 (player could not walk thru door), made instance of material for that BP stairs onl...
* Fixed UV map on SM\_Old\_Stable\_House\_01
* Rearanged furniture in all continental houses, added nav mesh, reduced meshes with examine data, assigned some texture...
* Updated M9 icons
* Moved street trash that extends into buildings on Landscape\_A\_2\_2
* Bug fix (A\_2\_Tisno, house was lower than ground)
* Fixed apply on graphics preset change
* Bug fix (A\_2\_Port - trash containers extends into the hangar)
* Reloaded BPs of Buildings
* Added Torch and Fire place icons.
* Added distan city model (C\_1\_Farm\_04)
* Added sound locator particle
* Added volume values to all interactable food items
* made CTF flag stand light stationary
* Added now missing animal animations
* Added item SM\_Island\_Map\_01 and textures
* Added item SM\_Island\_Map\_01 and textures
* Added new boar and deer animations
* Various misc game event fixes
* Fixing Bugs
* MasterServer report update
* A\_2\_Prigradica, Landscape\_A\_2\_3 (house was too high for player to enter, removed grass inside house, edited terrain fo...
* Assigned chunks to 2h melee animations
* Added stairs to tool shed building on Landscape\_B\_2\_3 (player couldn't walk into tool shed because it was to high) rem...
* Added source file SM\_C\_H\_05\_A\_bathroom\_tiles. - Renamed SM\_C\_H\_05\_A\_bathroom\_tiles
* Added nav mesh to Barracks,Container,Chapel\_01,Church\_01,Continental house\_01\_A,\_01\_B, Raranged furniture,reduced mesh...
* Added tiles to bathroom in BP\_Continental\_House\_05\_A\_Blueprint
* Added new 2H melee animations
* Landscape\_C\_3\_1 (removed grass inside buildings/houses)
* Added volume property to food item
* Landscape\_C\_3\_4 (removed grass inside houses)
* Removed old mesh
* Added Textures for Cal\_5\_45
* Added Cal\_5\_45 proper textures and proper scale for bullets, Moved Cal\_22 to proper folder, Fixed up redirectories
* Edited blend time for R arm correction
* Edited navigation, set off cast shadow for interior assets, rearranged interior, set Item Spawn Limit to 3 for (BP\_War...
* Added skeletal mesh for MP5 submachinegun - Added source file for animations for MP5 submachinegun
* Added CHUNK\_ID excel file
* Assigned UI Widgets to chunk, Separated Chunk 14 and Chunk 15 to more chunks to reduce file .pak size
* Animals now only crumble from shots once, and can only crumble again when they start roaming again - Waypoint spawn co...
* Assigned Data Assets to chunks
* Assigned All sounds form ConZ Folder to chunks
* Edited terrain and position of the houses (entering the house was to high) removed grass inside houses/buildings on (C...
* Assigned Animations Outside from ConZ Folder(Cinematics folder excluded)
* Assigned Animations to chunks, Folder: D-Z
* Assigned Animations to chunks: Folder Prisoner
* Assigned animations to chunks (Characters folder, Prisoner Excluded)
* Assigned Animations( all animations data from Cinematics Folder)
* Assigned Blueprints outside Conz folder to chunks
* Assigned Blueprints folders: L-Z
* Added tv show event score to fame points conversion
* Added parameter to skip key search phase in cargo assault events
* Added Blueprints to Chunks (Folder A-I)
* Removed grass from houses/buildings on Landscape\_C\_2\_3
* Added new dodges B BL BR
* Assigned Skeletal Meshes to chunks
* Added rigged skeletal mesh for new rifle Hunter 85 -
* Added weapon animations for new rifle Hunter 85
* Assigned Static meshes in Object Folder to chunks
* Fixing Bugs
* Removed grass, edited terrain that was visible in the houses, added stairs for houses, slightly moved few buildings be...
* Added wooden spear wapon. (Need to added to crafting list to be usable and craftable)
* Added ( Assign to Chunk number 26 ) for SM\_Dresser\_Broken
* Pelvis curves experiment
* Pot Rarity set to 4
* Adjusted Light position
* Fixed Rain in hangar Bug
* Sentry Spawn Distance adjusted - Reduced animal count
* Fixed divide by zero error when calculating k/d ratio
* Assigned All static meshes to chunks (Models Folder excluded)
* Removed blade tag from brass knuckles
* Added SM\_Wooden\_Spear\_01 and textures
* Added SM\_Wooden\_Spear\_01 and textures
* Added ( Assign to Chunk number 22 ) for Big\_Rock\_01\_01, Big\_Rock\_01\_02, Big\_Rock\_01\_03, Big\_Rock\_01\_04, Big\_Rock\_01\_05
* Fixed typo in cargo assault win text
* Assigned Textures in Object folder to chunks
* Game mode now logs the amount of spawned animals and birds
* Changed team names in cargo assault event status text
* Fixed bug allowing friendly fire during round timeout even whe...
* SM\_Dresser\_Broken (removed Examine Asset Data)
* Editing rock collision
* Added textures in Models folder (Object Folder Excluded) to chunks
* Reduced max birds per player - Reduced max spawn instances
* Fixed Sentry indefinetly trying to reach unreachable PatrolPoint
* Spawners outout log in all builds now - Fixed Sentry bug, missing sentry return when proceeding to same patrol point
* Added Textures to chunks: 12, 13, 14
* Fixed bug with weapon attachment replication (if adding attachments after scope is attached, scope would go out of syn...
* Fixed wrong return value
* Bug from testers (BP\_Stone\_House\_05\_02 rearranged interior trash behind stairs, player could see thru stairs in crouch...
* Animals now have different perception fconfigurations based on their state/action - Fixedbug where a waiting animal wi...
* Added Loot at TB Bases
* Bug from testers (Landscape\_A\_3\_4 removed floating cube) {X=193482.797 Y=-495465.844 Z=1852.784|P=332.586212 Y=43.0128...
* Started work on per layer clothes penetration
* Bug fix from testers (Landscape\_B\_2\_3 and Landscape\_C\_2\_1 terrain split) {X=-159280.000 Y=9268.301 Z=47516.059|P=332.2...
* Added Material Instances to Chunk 11
* Bug fix from testers (Landscape\_B\_2\_1 moved tree and stone, collision fix on location {X=-158357.938 Y=-291233.969 Z=...
* C\_2\_Prison (reloaded prison buildings)
* Assigned Master materials to Chunk 10
* Fixed redirectos on melee weapons - Added finger pose on 1h weapons
* Implemented load/save for magazine
* Added sentry camera shake
* TV\_Bases assigned to proper chuncks
* Added textures for AKS\_74\_U
* Added Textures for AKS\_74\_U
* Added Children's Playgrounds elements ( SM\_Swings\_01, SM\_Slide\_01, SM\_See\_Saw\_01, SM\_Walled\_Sand\_Bench\_01, SM\_Roundabo...
* Implemented hand corrections for melee weapons when in combat mode
* BP\_Gas\_Station\_01 (edited min/max draw dist. cull, step on, rearranged interior) - SM\_Market\_Desk\_01 set collision to ...
* Added Children's Playgrounds elements ( SM\_Swings\_01, SM\_Slide\_01, SM\_See\_Saw\_01, SM\_Walled\_Sand\_Bench\_01, SM\_Roundabo...
* Added Weapon: AKS\_74\_U
* Fixed Distances and added Nav mesh to all Tunnels in TV\_Bunker, Warehouse and Wooden Log Cabin, Added Weapon: AKS\_74\_U
* Sentries now use NavWalking - Added a new trace channel FocusInteraction, all actors that can be interacted with in th...
* Fixed bug with aiming down the sights that caused movment corrections on clients
* Corrected Mesh smoothness on SM\_street\_light\_02 (Models/Objects/Outdoor/Hangar/Meshes/)
* Editing Physical materials
* Removed "Target" from controls options
* Added M1 Garand to event loadout
* Prisoners will now start without the need to urinate and defecate
* Water will now be absorbed at a slower rate with t...
* Landscape\_C\_2\_4 (moved floating trash on the Dam road)
* Added Hand drill as a tool to light fire.
* Added ammo box icons.
* Removed OnConstruction call from BegnPlay in AnimalSpawner
* Tracking Markers no longer have static mesh and no longer...
* Set WetnessCollection parametar (zOffset) value to 0,0