Update 07-23-18

* Reduced the weight of stones. Small Stone 1000gr > 500gr, Medium Stone 1500gr > 1000gr, Big Stone 2000gr > 1500gr
* Editing drunk effect
* Disabled drunkenness response idle
* Default air/water temperature set to 30/20
* Added new examine data to BroccoliPlant, Cabbage, Carrot, Removed textures from Cal\_7\_92x57mm ammobox closed and Cal\_3...
* Resaved responses
* Renamed equip unequip weapon
* Swap equip not weapon to weapon
* Master server packet optimizations
* Master server thread sleep fix
* Master server connection fixes
* Renamed temp equip files
* Working on drunkenness effect
* Added drunk post processing
* Task 1952: Add support for per-object examine sounds
* Added support for corspe search sounds
* Task 2607: Implement response idles which would reflect prisoner's state through animation
* Cleaning up crafting GUI - Added sounds to crafting recipe and craft button click events
* Fixed a bug with vicinity widget stutterring
* Removed unnecessary logging of warnings in item spawning manager
* Temporarily disabled reporting to master server
* Task 943: Implement running skill
* Task 2605: Split SCR modifier into stamina recovery modifier and stamina consumpti...
* Changed Light to BP - Fixing Bugs
* Enabled DoubleSided Shadows for landscapes
* Stone\_House\_05\_02\_03, Transformator, Stone\_House\_06, Stone\_House\_07: Fixed mesh distances, rearanged furniture, added ...
* Adding BP\_Lights - Added holes in TV Base Fence - Fixing terrain bugs
* Adde WM for tunnel in BP\_Jail\_Workshop\_Building\_NEW
* SM\_Jail\_Garage\_Blueprint (added spawners, edited navigation, reorganized furniture, changed material/texture for CarLi...
* MasterServer code refactoring
* Bugfixing on Landscape,(Holes,collisions)
* Added Ammo box for M1 garand, Kar98 (need textures for boxes), incrased Shotgun shells in Ammobox to 20 shells, Rename...
* Changed quantity for AK47 amo box,now its 50 bullets in the box, removed pills that not have use from spawners, remove...
* SM\_Prison\_Tower\_House\_01\_Blueprint (editet fruniture for navigation)
* BP\_GuardTower 01/02 (added furniture, spawners)
* Added source files for Prison Jail Entrance Building Bridge Door (textures)
* BP\_Jail\_Entrance\_Building/\_02/03 (added spawners, edited navigation, fixed collision (changed material/texture for ent...
* Incrased chance for spawning Items on military Crate tarps, tweaket ammo rarity, clips rarity,weapon rarity
* Added Holes into TV Base fences
* Street lights replaced with BP
* Forced remaining crafting-related widgets to slow construction path
* Initial MasterServer report
* Fixed recepie with slicing water melon (could not test it due the bug with play in editor)
* Skewer with meat fix
* Working on new crafting GUI
* Fixed bug with displaying max ammo count for shotgun
* Fixed bug that removed item form quick access bar when removing...
* Adding MasterServerClientTest project
* Forgot to commit a file for the crafting GUI
* Initial commit for new crafting GUI
* Adding new MasterServer
* Deleting old MasterServer
* Ignore spawner check ond Dirty rags and Dirty rag stripes
* Small readjustment on small axes damage.
* Sentry hearing range increased to 120m
* Test zombie for clothing, test zombie variation file (used for zombie clothing testing)
* Clothing bug fixes, added icons for "Shirt" item
* Temporary Zombie clothing that gives dirty rags and stripes
* Skinny Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
* Muscle Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
* Mid Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
* Fat Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
* Temporarily disabled overeating sickness
* Task 2598: Dedicated server hitches when spawning animals
* Added mocap 1H melee animations
* Fixing material on Metal\_Door\_04 for airport
* Stone\_House\_05\_01: Rearanged furniture, Mesh distances Fix, added Nav mesh
* Assigned handgun skill to BP\_Prisoner
* Bug fix of Tomato Sauce name, Zombie 01 item spawner update
* Stone\_House\_04\_Small: Fixed mesh distances, minor collision fixes, added Nav mesh
* Task 2597: IsIgnoredBySpawners should not prevent spawning if item has been explicitly selected in the ItemClasses arr...
* Error fix (removed empty mesh Component in BP\_Continental\_House\_08\_Stairs\_ClosedBottom\_Blueprint)
* Error fix (added simple collision for SM\_fence\_door\_02\_frame)
* Assets\_Stimac\_Auto1.umap (save)
* SM\_Warehouse\_01b\_update\_ES (save)
* Fixed missing door from SM\_Wire\_Fence\_03\_Door\_Blueprint
* Removed Examine Asset Data from SM\_WaterPump\_01\_lp
* Item Spawner volumes editing
* Added Sentryes (B\_1\_Factory, B\_3\_Rafinery,\_B\_3\_Military\_Base, C\_2\_PowerPlant, C\_2\_Prison)
* Adjusted night ambient
* Added Dirty Rags and Dirty Rag Stripse, also made new "Slice Into Dirty Rag Stripes" recepie
* Added emissive street lamps (SM\_street\_light\_01/02\_emissive)
* Added LODs on meshes in BP\_LandRig\_02\_Radar (UE4 type LOD)
* Edited knife animations - Scaled aim on shotgun
* Bug fixes: Zombie dropping right clothing (inmate shirts), MMA gloves description and icon, Inmate shirts and pants ca...
* Stone\_House\_04: Rearanging furniture, Mesh distance fix, added Nav mesh
* Moved BPs Bullets from JohnTest folder to ConZ\_Files/Items/Ammunition/Ammunition\_Classes.
* Changed Inital Ammo from 1...
* Scaled aim on shotgun
* Stone\_House\_03: Rearanged furniture, Mesh distance fix, Minor collision on Stairs fix, Added Nav mesh
* Fixed bug with ammo reload
* Stone\_House\_ 02: Furnature Rearange, Distance fix on meshes, mobitlity, Added Nav mesh
* Fixed mobility of static meshes on Passenger Building
* ReExamine is now in 1 hour (real life) - Version increment
* Adding first German and Russian localization
* Edited BPs Jail Workshop Building New/without basament: (navigation, spawners, interior furniture design, draw dist. o...
* Adjusted shotgun eject case
* Rearanged furniture in Stone\_House\_01a, Fixed Distances for meshes, Added Nav mesh
* Rearanged furniture in Shed, Fixed Distances for meshes, Added Nav mesh
* Rearanged furniture in School, Fixed Distances for meshes, Added Nav mesh
* Rearanged furniture meshes in Passenger building, fixed distances for meshes, added Nav mesh
* Added mocap version of knife attacks
* Bug 2063: Distant ocean sound can be heard loudly while playing as drone
* Task 2387: Remove old combat animation preset related data
* Bug 1961: Drone engine functionality not working - Drone destruction sound is now played when drone is destroyed
* Edited 12\_Gauge\_Ammobox\_Closed BP (added unpack settings, paper/shells, set wight on paper box and shell)
* Task 1958: Migrate fireplace flame/fire sound to ak system - Fire item interactions always visible but disabled if not...
* Search of cabinets is now 2x faster - Adding net messages for master server
* Edited LandRig 2 Radar (bigger rotation radar, some UV tweaks, material replacement on Shed Lamp, added spawners, edit...
* Collison fix on RollupDoor\_Open\_01
* Airport Guard\_House, Fixed distances of meshes, Minor Collision Fix, Added Nav mesh
* Rearanged meshes in Airport Control tower, Incrased Item spawn, Added Nav mesh
* Editing ItemSpawner Volumes
* A\_2\_Port - Added Sentryes
* Rearanged meshes in Airport Hangar,incrased Spawner items count, Added nav mesh, Rearanged meshes in Restaurant\_02, Ad...
* Fixed Bug where baseball bat with spikes couldnt be crafted with one 3/5 and one 4/5 naile pile. Switched the recepie ...
* Shotgun weapon and ammo spawning enabled
* Bug 2572: Brass knuckles melee combat looks like knife stabbing
* Added zombie taken damage debug output
* Fixed inventory size of pants from 2x1 (horizontal) to 1x2 (vertical)
* Added more airport hangars - Physical surfacess sound volume editing
* Bug 2568: Stamina should deplete slower when going downhill
* Tweaked display and replication of prisoner stamina chan...
* Tweaking 2H melee combat (Grip adjustments on SM, few tweaks on BPs)
* Tweaking 2H melee combat (only animations, colision dedection starts later)
* Fixed bug with break dancing sentries
* Added walk idle to prisoner BP
* Renamed marine cap to the correct name.
* Removed meat tags from body parts
* Fixed bug where prisoner did not generate noise when landed - When prisoner has bare feet, footsteps generate 75% of n...
* Added details in tv bases A2, A3 - Sentry spawn distance adjusted.
* Hearing stimulus age for zombies set to 20s - Tweaked distant nav mesh point search
* Fixed bug where with ladder climbing
* Bug 1742: Penjanje treba biti zahtjevnija fizicka radnja. Demanding > Very demanding.
* Added dirt overlay, edited brightnes for Wall Vent Shaft 01, T\_WoodPainted\_06\_D
* Changed collision to Simple as Complex for different sign meshes, and changed brightnes/saturation on that mesh textur...
* Set Navigation , Is Dynamic Obstacle (true) and Area Class (NavArea\_Null) on SM\_Toilete\_Stall\_01\_Door
* Added SM\_Toilet\_01\_closed (fbx and uasset)
* Set Navigation , Is Dynamic Obstacle (true) and Area Class (NavArea\_Null) on different meshes
* Changed glass material on SM\_Street\_lamp\_01\_emissive
* Rearanged furniture in Restourant\_01, fixed some collision issues, Added Nav mesh
* Rearanged Furniture in Police Station, Fixed some bugs with collision,added Nav mesh
* Sentry - Added light
* Reworked head skin weights
* Added Street lights A\_1, A\_2, B\_1, B\_2
* Bug fix: Tv\_Base\_C\_2 Sky blocker was above ground
* Fixed nutrition data on food who had wrong data.
* Added new head model with correct weights
* Rearanged furniture in Old\_Stable\_House, Pharmacy, Tweaked distances on meshes, added nav mesh
* Fixed Collision on Suply building, Fixed Collision on Lightouse Spiral stairs
* Rearanged furniture , fixed Collision on Spiral Stairs, Added Nav mesh options to furniture on Lighthouse and Market
* Added SM\_Swings\_01, custom LOD's and textures
* Added SM\_Swings\_01, custom LOD's and textures
* Increased zombie net update frequency from 20 to 30 - Melee impact sounds are not played on dedicated server
* Made Icons for Short Pants, also updated the same item with information.
* Corn nutrition fix.
* New zombies can be looted now with coresponding clotehs and misc items.
* Fixing Discord various bugs
* Reduced zombie hit points
* Implemented shotgun projectile
* Fixed Bug with Collision on Suply building
* relocated and renamed zombie facial exp
* Start water is now 0.2 liter
* Stamina is now 50% bigger
* Start water amount is 0.2 liter
* Increased shovle damage
* Fixed Distances, Collision, Added nav mesh option on KletVinograd
* Fixed Distances for static meshes, Collisions, rearanged furniture and added Nav mesh to Klet\_01, Klet\_02, Klet\_03
* Task 2442: Disable damage direction indicator
* Humanoids navigation mesh tweaks
* Pots with cooked food can be taken in hands
* Updated few icons of cooked food.
* Changed color for nav system mesh
* Reimported Landscapes - Building navigation error
* Humanoids nav mesh tweaks - Prisoner can now always run downhill
* Added dirt overlay on SM\_Laundry\_Table\_A/B, SM\_Flag\_pole - Edited collision on SM-Locker\_open\_01
* Added various small picture frames with custom textures and LODs.
* Added various small picture frames with custom textures and LODs.
* Adjusted cooking recpeies, shorter times. Removed some recepies due lack of features needed.
* Edited dirt overlay on SM\_Shelf\_01 and collision
* GoToRagdoll notifies on zombie hit reacts set to be branching points
* Bug fix on SM\_Octagon\_Cage (added double side collision on wire)
* Added New examine data with presets on rest of the meshes
* Backed up several anmation source files to source control
* Bugfix ID:2226, 2359, 2417
* Added SM\_Water\_Tank\_Office\_01, custom LOD and textures. Also added various landmark signs to mark the areas on the map...
* Added SM\_Water\_Tank\_Office\_01, custom LOD and textures. Also added various landmark signs with custom textures to mark...
* Various zombie tweaks
* Add dismemberment head
* Add zombies
* Add clothes
* Add HNS jersey
* Zombie combat animation tweaks
* Task 2535: Zombie should react when hit by thrown item
* Tweaked zombie combat
* Imported tweaked zombie attack animat...
* Corrected zombie Stand\_Combat\_Attack\_1B animation
* Bug 2530: Thrown items do not deal damage - Task 2529: Play projectile impact effects on thrown item bounce
* Fix helmet texture
* Fix clothes
* Added zombie Stand\_Combat\_Attack\_2B, Stand\_Combat\_Attack\_3B variation
* Fix clothes
* Added zombie Stand\_Combat\_Attack\_1B
* Add new Dismemberment head
* Possible fix for bug where zombie idle sounds kept playing while zombie is dead
* Assigned alerted sfx to animals
* Removed stop events for puppet voices from death event
* Added swing sfx on puppet attack
* Added puppet intimidate recorded by references - Added base for voip
* Server FPS fix - Working on localization - Version increment
* A few zombie tweaks and fixes
* Ground normal smoothed now uses the actors up vector instead of the global up vector since birds rotate their pitch - ...
* Possible UnmarkAllItemOnGroundForUse() duct tape
* Fixed again
* Fixed forgot to comment out unused var
* Fixed birds around shore not reacting to player (finding sky point kept failing)
* Fixed: forgot to reenable anim offset for deer - Fixed bug: animal goes on its side if player is prone next to it, now...
* Task 1443: Implement better zombies
* Fixed bug: hit reacts werent stopped on client when server stopped them
* bAllowPhysicsRotationDuringAnimRootMotion is...
* Fixed blood markers not being spawned on client: take damage was called on client that dealt damage, but not on other ...
* Tweaked play limit of puppet oneshot VO
* Task 1443: Implement DayZ-like zombies
* Added oneshot intimidate VO on puppet combat stance change
* Added puppet destroyed event
* Deer look offsets changd to skeletal reference local space
* Navwalking uses CachedProjectedNavMeshHitResult instead o...
* Task 1443: Implement better zombies
* Removed Sentry debug message
* Task 2501: Use ImageWrapper to preload and store texture mask data for later lookups
* Added underground ambience actor to island map
* Puppet events assigned - Puppet turn rate adjusted
* Various bugfixes on puppet VO
* Puppet VO tweaks
* Added new puppet VO
* Task 1443: Implement better zombies
* Puppets audio tweaks
* Audio optimizatoin pass on puppets
* Animals now have a set duration where they cannot despawn after setting roaming after being provoked
* Task 1443: Implement better zombies
* Fix zombie
* Increased observe time
* Forgot to check out Cow
* Made animals tilt mesh on slopes - Fixed missing includes in GlobalBirdSpawner2
* SpawingHelpers now use player contro...
* Fix shirt
* Task 1443: Implement better zombies
* Task 1443: Implement better zombies
* Add shirt
* Add and fix zombies
* Task 1443: Implement better zombies
* Added TV event entry fees - Refactored TV event registration code a bit
* Task 1443: Implement better zombies
* Fix zombies
* Add Zombies
* TV game event announcer trigger fix - Possible flag position waypoint fix
* Fixed bug causing no team to be declared a...
* Task 1443: Implement DayZ-like zombies
* Added basic fate point implementation
* Added tertiary loadout slot
* Changed how game event rewards are defined - Add...
* Complex animals now send actions to client via RPC instead of replicated variables (a temp fix for a bug caused by rep...
* Task 1443: Implement better zombies
* Fixed bug when shooting and weapon is penetrating an object
* Add zombies
* Removed pointless operator overload
* Fixed crash related to announcements when picking up a flag in CTF events
* Refactored announcements within game event...
* Zombie Stand\_Observing\_Idle\_Turn\_L180 animation fix
* Stand\_Observing\_Idle\_Turn\_L180 animation root fix
* Task 1443: Implement DayZ-like zombies
* Fixed drone aux routing
* Fixed bug with item ownership and ability to interact
* Added randomization on inventory handling sounds
* Added prisoner statistics - Added statistics serialization
* Worked on TV events leaderboards
* Worked on leaderboards...
* Added Zombie observing idle turn animations
* Set minimum heart rate to post audio to 120
* Task 1443: Implement better zombies
* Handled ownership for items while using them on ground
* Task 1443: Implement better zombies
* Added new zombie intimidate animations
* Add zombies
* Zombie turn animations final updates
* Added placeholder VO events for CTF
* Added inventory handling for chips, chocolate and shoes
* Task 1443: Implement better zombies
* Zombie turn animations root fixes
* Created Sentry with third person view, and deleted third person view from old sentry (which is still the primary sentr...
* Add zombies
* Fixed animals using partial paths when they shouldnt
* Increased LargeAnimals recast navmesh tile size .
* Zombie turn animations root turn angle fixes
* Task 1443: Implement better zombies
* Zombie turn animations adjustments
* Applied inventory sound for soy souce
* Added metal pots and canned food inventory sounds
* Assigned vitamin inventory sounds