Update 04-25-18

* Fix rat texture
* Added SM\_Improvised\_Shovel\_01 and textures
* Added SM\_Improvised\_Shovel\_01 and textures
* Added chicken sfx ak events
* When loading a dead prisoner, respawn him instead
* Fixed a bug during prisoner saving on disconnect
* Implemented hand and fist corrections for item in hands
* Applied hand and fist corrections to torch
* Game Events reduced
* Save prisoner state on unposess
* Fixed Collision on Continental House\_07 and 07\_A1
* Added ak sound events for boar
* Removed some textures
* Added Textures for Improvised rifle
* Reimported Textures for Improvised Rifle
* Added bear sfx for implementation
* Added bush search sfx
* Added drone engine sfx
* Bug fix pallet flows through the wall (BP KletVinograd 01)
* Fixex collision on SM\_Extended\_Roof\_02\_of\_House\_4
* Resolved log errors for crossfades
* Added drone engine basic loop
* Fixed SM\_MetalDoor\_02\_B\_blueprint
* Adding events UI
* Changed rotation of door in BP Hospital Workshop/Medic
* Fixes BP doors on Rabbitry 01
* Added ES on Power Building BP
* Fixed some BP doors
* Doors fix
* Fixed collision on some Continental Houses
* Fixed some BP doors
* Renamed Improvised Gun and Rifle to proper name,collision fix on Continental houses
* Fixed door blueprints for safe zone
* More fixes to blueprints of some doors
* Fixed multiple doors blueprints
* Draw distances and net cull distances set to 50m for all items
* Door fixing
* Deleted old boar walk run animations
* Fixed Collision on SM\_Shed\_01
* Fixed aux bus routing for footsteps land and walk
* Added sparks sfx on character creation particles
* Bugfix: Removed tick from item
* Drone self destruct sequence sfx added
* Reverbs are now user-defined
* Changed folder of attachments.
* Crate bug fix
* Added Sky Blockers C1-D4
* Added Sky Blockers in Tv Bases:C1-D4,Fixed some Landscape issues near TV bases,Fixed Weather masks,some was to short
* Added special variations of zombie impact sounds
* Made loudness variations for all material for 3 stages of impact intensity
* Renamed door mesh component names
* Tweaked sound environment for aux RTPC
* Added electric sparks sfx - added environment size RTPC
* Added unarmed combat blocked event to prisoner
* Tweaked game event mini scoreboard and animal corpse class
* Switched leaving the island sound to one shot
* Reduced character count
* Fixed bug with overlay scope not hiding parent actors
* Added movement intensity switch to landing event - Added foley and inventory sounds to berreta and akm
* Changed order of wwise switches for landing effects
* Fixed collision on SM\_Greenhouse\_01
* Added motion noise and inventory handling for weapons
* Fixed attenuation issue for pain grunts
* Added multiple meshes of chopped up Boar pieces and textures , also added spoiled variations of the same meshes with di...
* New drop Zone added (Mirkovci) - Fixed DEMO Items
* Added svd full magazine
* Edited tiling on texture for Well Spring
* Added examine on warehouse crate
* Changed all doors/glass to Indestructible
* Added SkyBlockers on TV\_Bases: A1-B4
* Added grip; torch animations
* Bear attack animation now has needed notifies for melee
* Item in hands used for motion noise instead of only weapon
* Disabled sound emitter spawning in BP\_LevelDesignUtility due to a compiler bug
* Item recepie fixes - Item weight fix
* Added Vertical Grip
* Duck taping UThrowingComponent to prevent crash
* Optimized tick on drop zone actors
* Add Rat\_02
* Clean up of legacy game event actors
* Refactored landing effects
* Physical surface can now have impact velocity modifier for landing
* Wwise integration
* Commented check for DonAI in drone AI controller to prevent editor crash
* Flashbang fix
* Implemented additional flashbang effects
* Drone sounds wwise migration
* Cargo Assault tension music migrated to wwise
* Character impact/pain sounds migrated to wwise - Cleanup
* Added hand grips
* Network optimisations
* Refactored saving and loading prisoner state a bit
* SVD reload animations fixes
* Updated holding torch
* Renamed holding torch
* Renamed holding torch
* Deleted old holding torch
* Added suppressor mesh
* Not considering empty magazines for quick reload
* Added Holding torch
* SVD old source weapons animations delete
* Added SVD Suppressor mesh
* Assigned take in hands data to new weapons
* Refactoring ownership system for items
* Refactored save last inventory placement for item
* Refactored items drop
* Updated ak47 logic
* Added Red\_Dot\_Sght
* Cutting with different tools
* Taking item in hands
* Added menu select sfx
* Wind direction is now replicated over network - Fixed wind bug
* Added events for flashbanged state
* Fixed breath while aiming
* Added revorked textures for Sentry Legs
* Added empty variations of canned food with textures, minor changes
* Ocean storm properties exposed to public
* Capture cam disabled on dedicated server
* Added transitions on problematic sound loops to blend in sequence
* Fixed bush that cant be cut
* Increased number of max active wettables from 50 to 100
* Removed unused code from wetness manager
* Working on wetness optimizations
* Disabled door fracture location replication
* Fixed event participant joining after disconnect
* ReloadEmptyStart Prone update
* Most of items can be taken into hand now, and thrown
* Double trees deleted
* All Palyer star positions are now in persistan level
* AK47 ReloadEmptyStart update
* Added Ak47 ReloadEmptyStart animation
* Updated M9 logic
* Fixed bug where bush movement sounds could not be heard when world origin rebasing is turned on
* Fixing Discord Bugs
* Added chopped human body parts meshes and textures , fixed the textures on SM\_Altar\_01
* Attempting to fix game event joining issues
* Added ACOG Scope
* Fixed Acog Sope UVs
* Candle light adjusted
* Moon light increased
* Add Boar
* Volume tweaks on breath
* Fix clothes
* Add granaries
* Fix beenie\_02
* Add texture
* Fixed missing stream file for larger audio files
* Making items throwable
* Wall models rework - New can icons
* Tweaked breath variations
* Added generic urinate audio event
* Tweaked automatic game event spawning
* Updated M9 pistol animations
* SVD animation fixes
* Candle can be thrown
* Storrage house scale fixed - Event forcefield enlarged
* Scale editing
* Updated M9 prisoner animations
* Fixed Collision on Runway
* Item fixes 1.0 - Recepie fixes - Removed items that have no use from spawners - Updated some recepies.
* Added Sound notifiers to Pistol walk animations
* SVD and rifle animations fixes
* Fix waist bag
* Fix boar texture
* Fixing local testing bugs
* Coastal cicadas longer variations
* Fixed Toilet Stall Door(No clipping with
* Fixed Toilet Stall Door(No clipping with toilete)
* Fixed roof tile and brick footstep sounds
* Updated SVD logic
* Thunder rumbling is now increased in random volume range
* Updated SVD logic
* Added Heavy Doors for Safe Zone Buildings,Buildings optimization,custo LODs
* added Heavy Doors for Safe Zones buildings, Safe Zone building optimizations,custom LODS.
* added pond sound spline on D\_2\_4 sector
* added lake sound spline on D\_3\_4 sector
* added lake spline to C\_2\_4 sector
* added lake sfx spline on C\_2\_3 sector
* added proper naming for creek and pond splines
* added pond sound spline on C\_1\_3 sector
* added pond sound spline on C\_1\_2 sector
* added sound spline for lake on B\_3\_4 sector
* added lake spline sound on sector B\_2\_4
* added creek spline sound event on B\_1\_1 sector
* tweaked intense ocean waves during storm - added pond sound spline with event on B\_1\_1 sector
* Relocated svd files
* Insert cartridge reload sequence does not check for magazine anymore
* M9 pistol animations various fixes
* Game event manager tweaks
* Made new can icons (open version as well). Canned food, candy and MRE can all be taken in hand and thrown.
* Added bullet versions for SVD and Ak47
* SVD and M9 source files update
* moved Deathmatch event marker
* Updated all can icons and made opened can icons
* dropzone sounds updated to ak system with new sfx design
* Added SM\_Bird\_Skinned\_Small\_01 , SM\_Bird\_Skinned\_Medium\_01 , SM\_Bird\_Skinned\_Large\_01 and textures
* Added SM\_Bird\_Skinned\_Small\_01 , SM\_Bird\_Skinned\_Medium\_01 , SM\_Bird\_Skinned\_Large\_01 and textures
* Reworked gear sounds (item are not required to be attached onto prisoner) - Removed temporary attachment of items onto...
* Icons for weapons
* vo announcer effect tweaks
* switched cargo drop events to ak system - added appropriate sfx
* Added comments what should be changed to upgrade the game for EA release
* Added more ammo icons
* tweaked announcer Vo with attenuation and effects
* Adjusted drop zone crate locations (Prkno)
* Improved Drop Zone markers for editor
* Bullet flyby sounds should work now - Announcer sounds are proximity based
* added rtpc for VO announcer distance
* disabled focus behavior until it's fixed
* added soft landing sound animation notify
* occlusion more smooth now untill we get right trace channel for it
* tweak attenuation for weapon tails
* added new sound to increase score event
* added new sound when nothing is found in search - added flyby events to bullet projectiles - tweaked attenuation on ma...
* Rifle\_SVD\_Stand\_LoadMag2 animation fix
* Rifle\_SVD\_Stand\_LoadMag animation fix
* Door boolean states merged into single variable and replicated as such
* Cargo Assault annaouncer played at center of game event
* Assigned wwise announcer for Cargo Assault event
* Added SVD montages
* Added Bush\_Test blueprint
* Item and recepie fixes
* places vo announcer in 3d space with outdoor large effect
* Adjusted Foliage type class
* Added 1 bullet to magazine
* added dim in and dim out sfx for focus
* Added Bush\_Leaves particles
* Content creator list updated
* updated level
* Added M9 ammo
* tweaked rain sound indoor dimming
* Added SM\_Drug\_Stimulant\_02 , SM\_Butter\_Large\_01, SM\_Handmade\_Butter\_01 and textures , fixed LODs for some crafting item...
* Added SM\_Drug\_Stimulant\_02 , SM\_Butter\_Large\_01, SM\_Handmade\_Butter\_01 and textures , fixed LODs for some crafting item...
* bush movement sounds tweaked
* Content creator list, after PAX
* Created Bush\_06\_Particles
* added creek sfx spline to D\_3\_4 sector
* added stream sfx spline to D\_3\_3 sector
* added stream sfx spline to D\_3\_1 sector
* added creek sfx spline on D\_2\_4 sector
* fixed stream sfx spline on D\_2\_3 sector
* assigned creek sfx sline on D\_2\_3 sector
* added creek sfx spline to C\_3\_2 sector
* added creek sound spline event to B\_2\_4 sector
* added creek event to sound spline on B\_3\_4 sector
* assigned creek audio event to B\_1\_3 sector
* added emmiter for lake - added ambient actor for power plant water behavior
* reverted corpse replication radius to default
* added Improvised Rifle with textures
* added Improvised Rifle with textures
* added "Leaving\_Island\_Warning" event with Leaving\_Island\_Intensity RTPC
* assigned and adjusted breath and heartbeat rtpcs to fit gameplay
* fixed bug where combat mode allowed you to move during chopping
* Added boar textures
* Added weapon inventory handling for akm, kar and beretta and garand
* Added backpack inventory handling
* Tweaked animal corpses
* Added Boar textures
* set focus intensity event to act global
* increased volume on coastal and continenetal footstep sound
* added events with switch for bodyfall impacts - assigned proper audio events on animations and deleted obsolete data a...
* added music tenstion start and stop events
* Added rat animations - Added boar textures
* M9 Prone Reload animations fixes
* M9 reload animations fixes
* M9 reload animations update
* Editing geometry
* Door tick only if opening/closing or rebasing hack is active
* Added PlayGearSounds notifies to some pistol animations
* Is possesed pawn is prisoner, paste location works through teleport
* Grenade sounds migrated to wwise - Implemented smoke grenade sounds
* Drop Zone event announcer migrated to wwise
* Working on wwise integration
* Working on wwise integration
* Implemented MovingThroughFoliageSounds gate timer
* Working on nearby foliage effects
* Eating, drinking and examine sounds migrated to wwise
* Implemented heartbeat sound
* Added MinBreathingRateToPostPeriodicInhaleExhaleAudioEvents to prisoner sound component
* Breathing sounds converted to wwise and synchronized with breathing rate
* Wwise events are posted when entering/leaving focus mode
* M9 pistol animations import
* Pistol M9 animations reimport
* Rename glove
* M9 pistol animation fixes
* changes how stuck detection works - made boar2 class - made boar animation blueprint - fixed bug trying to get point...
* Adjusted M9 animations
* Retexturing parts of safe zones
* Added M9 animation and sequences
* new coastal crickets imported
* Made deer2 (currently behaves the same as bear2 except it doesnt attack)
* Made Animatio blueprint for deer2
* added inhale and exhale sfx events for player breath
* added focus enabled and disabled events
* Added Sentry\_Blood\_Spatter
* added Improvised Gun 22Cal and textures
* added Improvised\_Pistol\_22cal\_01
* bush movement loop event added
* added forest aux bus
* Working on wwise integration
* Added more events
* Fix clothes
* M9 source file update - SVD animations fixes
* Adjusted how spawning works in deathmatch and fixed minor bugs
* Fix clothes
* Fix clothes
* tweaked ambience virtual voice settings
* Removed AK\_WITH\_AKCONVOLUTIONREVERBFX condition from AkAudioDevice.cpp
* adjusted game event markers on island
* fixed metal sliding door sfx
* Added Tracking to AAnimal2, its identical to the tracking of AAnimal, fixed Cone Decal wrong rotation (its forward is 22...
* Added new sound for cicadas beign loudes during noon
* Added footsteps for coastal and continental ground
* Adjusted game event announcements
* fixed footstep wood sfx
* fixing Bugs D\_3\_DonjiHumac
* inventory weapon handling sound added
* tweaks on environment convolution reverb
* Working on nearby foliage effects - Footsteps debugging can be enabled/disabled through console variable now
* Removed UE sound engine leftovers from door
* Location can be paste unless build is shipping
* StartedDivingAudioEvent...
* Minor fix
* Created AAnimal2 class for the new animals, AAnimalAIControler2 that controls animals, AAnimalSpawner class that spawns ...
* Added equipment to shooting range for game event testing
* Star intensity adjusting
* New Sentry Step Dust particle created
* Editing Safe Zones
* SVD animations rename
* Started work on Transport pods
* fixed collision on Pharmacy
* reverb set as 3d sound with no attenuation
* added new output bus for weapon tails
* enabled game defined auxes for doors and foley
* fixed routing for convolution reverb
* added M9 animations
* game defined aux send with convolution reverb enabled
* bulk change of clothes inventory handling sfx
* Working on wwise integration
* M1\_Clip\_Eject particle created
* Footsteps tweaking
* Redirector
* Added Bullet for Kar\_98
* All doors have sfx assigned to itneraction
* Fixed blending for day/night transitions
* Optimizing Rock Collision
* Deleted Old Sound Emiters - Returned Zombie Spawners to B\_1 , B\_2
* Adding door sfx to door blueprints
* Assigning door sfx to door blueprints
* RifleStandJog animations fixes
* added generic inventory sounds
* Add zombie texture
* RifleStandJog fixes
* added M1\_Garant\_Bullet and textures
* Save crash fix
* Saturation Fix on M1\_Garand\_Clip Textures
* Added M1 Garand Bulet and textures
* Added 98k clip
* M9 added prone additional reload animations
* Redirector Improvised Gun .22 Cal and Improvised Rifle
* Item inventory handling sounds migratied to wwise
* Refactoring
* Added reverb volume to island
* Working on reverb
* Working on wwise integration
* fixed global bug on stop all event
* Game menu pauses all sounds - All sounds are stopped when going to main menu
* M9 source file update
* Updated M1 sounds
* fixed pause and resume: set all to global
* fixed some rtpcs reffering to gameobject instead of global - added new events to soundbank
* Fixed clip normals and roughness
* added Pause All and Resume All events
* Working on wwise integration
* added Stop All Sounds for sfx level cleanup with fade out function
* Added M9 additional reload animations
* saved parent blueprint of doors
* Working on ambient sounds
* fix on ocean of shore spatialization - adding interaction sounds to doors
* M590A1 source file update
* M590A1 animation fixes - M590A1 added new animations
* tweaked spline for ocean waves - added of shore sound for ocean
* Updated editor minimap rendering
* fliage intensity rtpc added to hyerarchy
* Working on ambient sounds
* initial setup of ambience foliage blending
* prepared events for foliage environment sfx
* Forest intensities sent to wwise are in [0, 100] range now
* Working on ambient sounds
* improved various game event features
* tweaks on sound spline for ocean waves
* Added ocean waves audio spline 1st pass
* added creek sfx event to audio spline
* tweaked creek attenuation to fit the spline - tweaked rtpc interpolation for rain and wind sfx
* Working on wwise integration
* re-saved levels with spline and ambient events
* added sound events for wind and rain - added proper sound event for creeck sfx on sline
* Assigned cloth foley to some clothes
* Testing map rendering from the editor
* added prisoner paddle sfx notifies
* M590A1 file rename and folder cleanup
* Working on wwise integration
* M590A1 folder cleanup
* doors sfx migration to wwise system
* Instancing mashes in safe zones
* M9 source file update
* Added M9 weapon source
* M9 source file update
* Added new animations for M9 pistol
* Added missing include
* Door audio events now played through wwise
* Dragunov reload on ak system
* SVD reload to ak system take 2
* SVD dragunov reload sound moved to ak system
* ak47 reload sound moved to ak system
* moved kar98 reload to ak system
* Working on ambient sounds
* Working on ambient sounds
* Working on ambient sounds - ConZGameMode uses default ChoosePlayerStart implementation
* Building Safe zone C\_4
* Added actual score to scoreboard
* Temp fixes on global attenuation spread - occlusion and obstruction enabled
* Item visibility and collision not enabled on examined state replication if item has been picked up
* reassigned plastic footstep sound to dirt
* Added metal textures for Ivan Stimac
* Reduce foley volume
* wwise soundbank rebuild
* M9 animations update
* Working on wwise integration
* M9 animations update
* Working on wwise integration
* Removed FindMicrosoftPlayerStart - IsRunningDedicatedServer() replaced with GetNetMode() except in CraftingDatabase
* Re-enabled animal corpse actors and added game event team limits
* added single round reload for kar98
* fix on adding assets for reloads
* added kar98 and m1 garand reload sounds and notifys
* Teammate names won't be visible during teleportation
* Possible fix for scope overlay stuck when item force drop
* Smoother legs animation for sentries on uneven terrain
* Disabled door destruction
* Removed SafeZone models from Landscape\_A\_3\_3, Landscape\_B\_3\_1 - Added Fence Field and replaced SM fence with BP in Sa...
* Hack fix for flying simulated proxies after sector transition - Join screen is shown after event completion
* Fixed door destruction replication in MP
* Temp fix for clearing action progress widget on ragdoll and teleport
* Safe Zone Folder Clean Up
* Minor changes on Bar\_Building Textures
* Add Vest file
* Added in D2 SafeZone fence/field (edited material), replaced SM fence with BP fence - Edited BP Fence 05 (door opens b...
* Rename folder
* Add backpack
* Rename and move folders
* Fix clothes
* Fix clothes
* Fix clothes
* Fixed Slope on workshop Building
* Added Bar Building Blueprint,Renamed static meshes in safe zone
* Rename and move helmet
* Deactivating night vision state when killed and teleporting
* Delete glasses folder
* Delete Bear shoe folder
* Add SK\_stabproof\_LOD0
* Rename and move folders
* Rename and move folder
* Add scum Tshirt
* Add improvised pants
* Add jacket\_01
* Add glasses
* Add foot
* Add bulletproof
* Add improvised backpack
* Add Backpack\_13
* Fix Holster\_leg\_Test
* Rename and move folder
* Rename and move folder
* Tweaked helmet physical material
* Rename and move socks folder
* Rename and move folders
* Fixed some item positions on shooting range
* Drone night vision
* Delete basebal\_cap folder
* delete MI\_Beenie\_01
* Save diz test map
* Rename folders
* Rename folders
* Refactored night vision helmet - Implemented night vision attachment
* Add glove texture
* Add MMA glove
* Move LOD folder
* Delete glove
* Move texture
* Add glove
* Delete MMA glove
* Fix vest
* Fix shirt
* Fix raincoat
* Fix pants
* Fix jacket
* Fix Helmet, hat, cap
* Fix gloves
* Fix Foot
* Fix bulletproof
* Fix and rename backpacks
* Merge
* Merge
* Merge
* Fix nightvision goggles
* Added Street Lights to Prkno and Shooting Range - Added Lights to Start Loactions
* Replaced turn left/right animations
* Deleted old animations not used any more
* Added emissive for Floodlight2
* Renamed old sentry animations
* Sentry animations and fixes
* Renamed Sentry animations
* Add description on night vision goggles
* Added emissive for StreetLamp1/2
* Added NightVision item on equipement tables.
* Added NightVision item on equipement tables.
* Merged changeset 3856 from Main branch
* Add Night\_Vision
* Added deer sleep animations
* Save fix
* Fixed UV on Shed
* Fixed UV on Shed
* Working on zombies
* Weapons quick swap fix - Removed equip/unequip montages from grenades - Tweaked swap weapons montage
* Disabled regular team auto assigning
* Implemented weapons quick swap for game event
* possible fix for event participant state inconsistenice
* Teammate names will be hidden during teleportation
* Lowered volume of drop zone event tension music
* Minor PAX event join fixes
* Enabled kill notifications when aiming with a scope
* Added tension music to drop zone event
* Fixed combat mode when climbing ladder on simulated proxy - Added few InputComponent nullptr checks - During teleport ...
* Quick access bar fixes
* Added description for Beretta M9 - Reloaded church door in Continental Church BP (did not open)
* Enabled quick access bar
* Flashbang duration is now 6 sec
* Clearing prisoner state on teleport
* Bug fix (added collision on Stone Shed 04)
* Disabled joining / leaving teams for PAX - Teammate names are rendered if distance is under 100m
* Quick access bar fixes
* Disabled quick access
* Changed menu button hover sound
* Fixed rotation on Crouch turn animations
* Deletd Island PAX
* added team member count getter and forced teleport into the PAX event
* Throw path visualization uses complex trace now
* Updated M9 fire anim
* Fixed ItemR orientation
* Minor fix
* Vicinity panel is now minimized when entering inventory mode
* Edited min/max draw distance on BP\_ContinetalChucrh
* Fixed Item\_R orientation
* Editing Prkno
* Removing server settings from porject
* Tweaked net rate of grenades
* Editing Crate texture
* Edited B\_1\_Prkno (stonescrap 04 moved to the ground, garage 02 BP rotated door/moved car and shelf on the floor, to ge...
* A few throw tweaks
* DropZone WarmUp Phase Duratios set to 60
* Possible quick access bar crash fix
* Working on PAX features
* Possible crouch throw fix
* Working on PAX features
* New quick access bar setup - Increased throw speed
* Fixed itemR on Box Block animation
* Kill notifications on HUD
* Fixed reload sounds
* Dispersion of grenade is now 5x lower - Drone speed is lower now
* Dedicated server optimizations
* Possible client crash fix
* Fixed bug with forced melee combat mode
* Added "time between events" log when reading from config
* Addinf busshes and trees as cover
* fixed being able to capture cargo while unconcious
* Working on PAX Drop Zone event
* Equipment Set - Knives replaced with boots
* Event intro announcment fix
* Possible join screen fix when in interaction mode
* Spawner tick disabled on server
* Adjusted boxing block animation
* Fixed pants position
* Deleted live animals
* Fixed bug with scope overlay in MP
* Fixed rendering Distance on Continental House 10\_2
* Removed spam from shipping build
* Leave combat mode when teleport starts
* Temporary disabled drone spawn on dedicated server - Added first ServerSettings config file
* Working on PAX Drop Zone event
* Increased character action play rate - Made simulated proxy walk slower if owning client aims down the sights - Combat...
* drop zone fixes
* OnPrisonerDamaged broadcasted with zero damage when prisoner dies
* Drone vision tune
* Disabled regular team info widget for PAX
* Fix trausers\_01
* Bug fix (collision on Stone\_Staris\_2m\_01)
* fix jacket\_03
* Added bandages into spawners - adjuted spawn positions
* Added countdown to drop zone game event
* Added Tunel ES fbx files in content source
* Working on PAX Drop Zone event
* Added ES (environment sound blocker) in Tunels BPs
* Working on PAX Drop Zone event
* Working on PAX Drop Zone event
* Rearange spawn positions Prkno Event
* Added debug info for teleport
* Join screen accepts space instead of enter now
* Working on PAX Drop Zone event
* Edited min/max distance in BP Continetnal House 08 Stairs
* Desaturated AKM color - Updated rifle equip/unequip animations
* Updated equip/unequip animati0ns
* Adjusted melee equip/unequip animations
* 2H animations updates
* 2H animations updates
* Added ak47 temp fire
* 2H animations update
* Editing safe zone (WIP)
* Added treack item to Event blueprints - Adjustes table spawn markers and shooting range marker
* Added Fixed LODs for Room\_D1 and Tunnel\_8M\_Big Clean
* fixed LODs for Room\_D1 and Tunel\_8m\_Big\_clean
* Fixed Room\_D1,tunnel\_8m\_Clean\_Redesign LODS
* fix tracksuit\_01
* 2H animations updates
* 2H animations update
* Working on PAX Drop Zone event
* Fixed Rendering Distances
* Removed unnecessary SetActualPaceOnServer called every frame
* Removed serevr FPS from shipping build
* 2H animations update
* Edited min/max distance in blueprints - Refinery duplicate cleanup - Stone Houses doors BP not referenced in SCUM game...
* fix glove
* 2H prone euqip/uneqip animations
* 2H equip update
* Disabled throwing key card
* Minor fix
* SetBreathRateFactorOnServer rpc made unreliable
* Added PAX announcer, landing effects, team awareness in game events, and several minor bugfixes
* Dedicated server optimizations
* Added 2H\_Prone\_Equip/Unequip animations
* Working on PAX Drop Zone event
* Save crash fix
* Removed left hand ik from running animations for handgun
* Rafinery Building Duplicate
* Rafinery building Rerender distance fix
* Fix jacket
* Spawn radius Size editing
* Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
* Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
* Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
* Initial ammo form AK47 set to 30
* Cleanup
* Updated M9 prone fire
* Dedicated server optimizations
* Fixing bugs Prkno
* Fixed bug with aiming down the sights sockets for AK47 and SVD
* Test locker spawns AKM now
* New AKM added
* Fix respirator
* Key card can be thrown now
* Prisoner optimizations for dedicated server
* AKM Icon, description ect.. - Key card can be taken in hands
* Fix glove
* Working on server optimization
* Edited min/max distance in blueprints
* Fixed Rendering Distances
* Fix clothes
* Trying to make teleport work
* Deleted Prisoners from Video Locations
* Dust Particle Created
* Added AKM
* Removed Zombies from B1\_B\_2 Sectors
* Fixed orientation on Camera root Idle1
* Fixed missing include
* Added PAX Island Version
* Added PAX Island version
* drop zone game event tweaks and fixes
* Can usage adjusted to 2
* "Drone vision" (you can see prisoners through walls when playing as a drone)
* M9 reload source file update
* Fixed Rendering distances for Blueprints from Continental houses till Factory Hangar
* Deleted motion from camera root on idle 1
* Added temp fire for AK47
* Fixes for when spectating as a drone
* Fixed Wall in house bug
* Updated AK animations - Updated AK eject casing
* Dedicated server optimizations
* Editing CasingEject particles
* Added SM\_Improvised\_Barbecue\_01 , SM\_Improvised\_Barbecue\_Bars\_01 , SM\_Iron\_Bars\_Pile\_01 , custom Lods and textures
* Added SM\_Improvised\_Barbecue\_01 , SM\_Improvised\_Barbecue\_Bars\_01 , SM\_Iron\_Bars\_Pile\_01 , custom Lods and textures
* Added SM\_Improvised\_Barbecue\_01 , SM\_Improvised\_Barbecue\_Bars\_01 , SM\_Iron\_Bars\_Pile\_01 , custom Lods and textures
* Fixed Draw Distances in: all airport buildings,Barracks buildings,chappel,Church,Continental Houses. Fixed Atlas textu...
* Updated M9; AK47 animations
* Adjusted shells socket on SVD
* Adjusted shells socket on AK47
* 2H source file update
* Added AK47 animations
* Strap for Ak47
* If you want to holster AK47 you need to craft a strap for it.
* Working on PAX Drop Zone event
* 2H Equip/Unequip animations update
* Renamed files
* Adjusted M9 particles
* Fixing Folliage bugs
* Added eject casing notify and muzzle flash for Beretta M9
* Fixing teleport
* Changes to lower half of body when throwing stuff
* Fixing Bugs
* PAX: Temp fix for handgun to be able to go down the sights while running
* Adjusted throw animations
* HuntingStand\_02 Spawn Chance editing
* Spawn Lockers - Reduced spawn items
* Deleted Prkno event spawn postioins
* Editing SafeZone (WIP)
* Working on PAX Drop Zone event GUI
* Deleted Live Rabbits and Hens
* Disabled Distance cull on TV Bases
* Added chamber opened and closed notifies in SVD fire montage - Implemented chamber opened and closed event in single n...
* Updated throw animations
* Shelter changes
* Assigned new skeletal mesh and animations for AK47
* Thread when used up is destroyed
* Created smaller muzzle flash for berreta - Added silver berreta into spawners
* Editing EnergyField and EnergyField particles
* Throwing mode animation fixes
* Changed improvised backpack recepies.
* Trying to make teleport work
* Dragunov fix for 3p sound - added "use medication" interaction sound - added menu hover and click sounds
* Addjusted M9 Fire animation
* Assigned new skeletal mesh and animations for SVD
* Spawning rate of clothes changed from 30% ->26%
* Spawn % of shoes has be increased.
* Can throw food now.
* Adjusted M9 silver material
* Working on Beretta M9
* Pots spawn % increased to 45% - Crowbar can be put into holster
* Added Silver M9
* Edited in BP WM to state of distance field off or cast shadow off
* Landscape\_A\_3\_3 (replaced guard tower static meshes with BP)
* Edited WM/ES meshes (uncheck navigation)
* Possible Drop Zone crates fix
* game event tweaks
* Can put crown bar into holster now
* Adjusted M9 DTS kick
* Tent
* Disabled shadow on WM
* M9 animations reimport
* Increased drone spawn interval
* Fixed M9 prone DTS aim
* Distant Field Shadow disabled on WM
* New throwing animations
* Item spawners (Is editor only - enabled)
* Updated M9 fire animation
* Improvised rope shows up in recepie for courier backpack
* Possible fix for FDynamicTextureInstanceManager::IncrementalUpdate()
* Icon update on key card for event
* Updated recepie for improvised backpacks
* Added scissors to some crafting recepies - There is now only ammo that can be used in the guns we have - Updated some ...
* Fix improvised backpack small 02
* constant fire and distant ak47 loopable sounds added
* Possible fix for FDynamicTextureInstanceManager::IncrementalUpdate()
* fixed stand throw
* Fix clothes
* Working on Beretta M9
* Added Gun to the test locker
* Adjusted lefthandIK on M9
* Added Physics material to Wooden doors
* Boxing animations retarget fix
* Added LeftHandIK support for handgun in prisoner anim bp
* Drone HUD overlay now only in first person
* Added new stand throw animations
* game event server crash fix
* PAX: AK47 and SVD default idle anims are with magazine attached
* Fixed icons on vests
* Boxing source file added
* Added Spawners into continental church
* Fixed fire montage for AK47
* Editing particle
* Removed max fps from config
* metal fence and wooden door sfx changed - ak478 reload refresh
* Crate's flare color is now replicated instead of multicast
* Fixed bug with default interaction on items (eq showing PickUp but prionser was not able to pick it up)
* Reimported M9 magazines
* Editing Store, PoliceStation Spawners
* Fix for crate movement in MP
* new dragunov mag in reload chunk
* upped spawn % from store box to 30%
* Cardboard box for stores
* draagunov reload tweaks and notify event timing
* ak47 1p sound increased presence - disabled attenuation and spatialization on ambience sounds
* Drop Zone game event fixes
* Increased Food spawners in stores - Increased Clothes spawners in cabinets from 9% -> 30%
* ak47 tweaks on volume for 1p single fire sfx
* new dragunov reload and tweak on volume for other weapon reloads
* 2nd pass on reloads for weapons
* Increased store spawn rate from 10% -> 30%
* Character Menu - Rain probability curve set to 0
* weapon view volume balance
* new sfx for wooden door close
* tweaked impacts attenuation
* Smoke particles...new material with normals
* Item fixes
* Working on Drop Zone PAX event GUI
* Added PaxGameEventManager BP
* redesigned metal door interaction
* Fixed missing forward declarations in WeaponShared.h
* Editing Crate spawn location
* game event tweaks and fixes
* Working on Beretta M9
* Created Shooting\_Range EquipementSet blueprint
* Added source file for 2h melee animations
* Changed sound for metal doors open and close
* Added Environment Sound blockers (ES) - Minor door BP and window marker fixes
* M9 reload animation fixes
* replaced Static meshes with Blueprints on Safe Zone D2
* FPS spam removed
* Added more variations on door interaction
* Added door sounds - added weapon reflections
* Melee weapon hit boxes increased.
* Tuning network - Version increment - Prisoner is now hungry and thirsty on start - Damage for all body parts is now 2x...
* Added prone melee equip/unequip
* added new sounds for beretta, ak adn dragunov with reloads - fixed attenuation issues - announcer vo added
* Fix backpack
* M9 animations updates
* Working on Beretta M9
* Updated pistol stand DTS
* Added mising Environment sound blockers
* Changes to SM\_Greenhouse\_02 and its LODS
* Changes to SM\_Greenhouse\_02 and its LODS
* M9 animation updates
* Added Competition Cage in SafeZone
* game event manager fix
* Fixed pistol prone AO
* Improvised hammer, bigger hitbox
* Working on Drop Zone PAX event GUI
* Added Environment Sound Blockers to: Military\_Barrack\_01,02\_Restoraunt,Military Hangar\_01,02,Military Tent\_01,02,News ...
* Added test drop zone event on island
* Fix bug with unequip montage for melee 1h knife
* Working on Beretta M9
* Added Environment Sound Blocking Meshes: Klet Vinograd,Lighthouse,Market,Old stable house,Pharmacy,All prison Building...
* Added pistol prone look AO
* Added Environment Sound Blockers: Rafinery Building,Restoraunt,Restoraunt\_02,School,Shed,Stone House 01 till 07,Transf...
* Added pistol crouch animations
* Editing Items - Shooting range
* fixed override in PAX game event manager
* Working on Beretta M9
* Fixed bug with handgun idle to crouch transition loop
* Added speical PAX Game Event Manager
* Added LOD0/1/2/3 for Locker close/open
* Working on Beretta M9
* added Environment Sound Blockers to Prison Building,Prison folder cleanup
* Bare foot damage added on the list
* Added M9 reload options
* Fix backpack
* M9 added alternate reload animation
* Corrected pelvis lock
* Fix shirt
* Added Environment Sound Blockers for: KletVinograd,Lighthouse,Market,Old Stable House,Pharmacy,Police Station,Police S...
* Bug fixing
* Enabled collisions on the game event borders
* Editing Prkno Event - Created Spawn Items BP
* Improved throwing visualization
* M9 animations updates
* Adjusted Drop Zone crate spawn
* Added M9 reload 2. option - Added prone reload
* FIxed doors that were on movable on Silo factory.
* New Item recepies - Old item ajdustments
* Working on Beretta M9 handgun
* Fixed Pistol\_StandLook\_RU
* added Environment Sound Blocker Meshes to Klet,Klet\_01,Klet\_02
* added Environment Sound Blockers to Klet,01,02,Fixed Collision Bugs on Klet,Klet\_01
* Added status messages to game events
* M9 DTS animation fixes
* Adjusted M9 animations
* Added M9 animations
* Added Weather mask for SM\_Klet\_03
* M9 animations update
* Added weather mask for SM\_Klet\_01
* Added Environment Sound blocker Meshes: Continental Church, Dam Main 01 House, Garage\_01,02, Gas Station, Sea Gas Stat...
* Added Environment Sound Blokers to: Continental Church,Dam\_Main\_01\_House, Garage\_02,Gas Station,Sea Gas station,Greenh...
* Added prone pistol to PrisonerAnimBP
* M9 Prone Idle update
* Renamed pistol prone idle
* M9 Prone Idle import
* M9 Prone Idle import
* Adding sprites for cargo assault event
* Drones are now invulnerable and can teleport between prisoners when controlled by a player (used for spectating)
* Added 9mm bullet - Updated M9 beretta animations
* Fix clothes
* Some item fixes and adjustments
* Worked on Drop Zone game event win condition
* added Environment Sound Blocker Meshes for Continental Houses
* Added Enviroment Sound Blockers to Continental Houses
* Visible set to true for EnvironmentDescriptionComponent
* Fixed Atlas Texture For Continental House 03
* M9 prone reload update
* M9 prone reload update
* Added flag in weapon to ignore zero range change (eg handgun)
* Additional default values for EnvironmentDescriptionComponent
* added Enviroment Sound Blockers For Chapel,Church,Folder CleanUp for Continental Houses
* Drop crates position fix
* M9 weapon reload prone
* WIP Drop Zone event scoreboard GUI
* Added Enviroment Sound emiter Meshes in Barracks\_Conteiners
* Added Enviroment Sound emiter in Barracks\_Conteiners Blueprints
* Updated dragunov animations
* M9 folder cleanup
* Added Enviroments Sound Meshes for Airport Blueprints
* Added Enviroment Sound emiters to Airport Blueprints
* AK47 and SVD reload sequences for PAX add ammo until full capacity
* M9 reload animation update
* Added MedicBay,Storage Building,Storage building objects(Stairs,fences),Supply Building,Workshop Building,and textures
* Added Missing textures for Storage Building,Folder Cleanup
* Fixed missing includes and forward declarations in Serntry.h
* Added Storage Building for safe zone
* Animals give bones now when choped.
* C4 Klis distant landscape finished
* You can wrap wounds with bandages now
* Made some Lods for some models.
* Fixed bug with weapon ownership if dragged on shoulder holsters - Fixed bug with weapon attachment ownership while att...
* M9 animations update
* Drop crates fixes for MP
* Drone stuttering fixed when a player flies it in MP
* Added BP\_Storage\_Building
* Worked on Drop Zone game event logic
* Added sitting watching animation
* Added Book meshes for skill learning, textures and custom LODS
* Added Book meshes for skill learning, textures and custom LODS
* Added Book meshes for skill learning, textures and custom LODS
* Improvised stone knife size adjusted to 1x1. - Icons for Tracksuit fixed.
* Night vision tweak - Network bandwidth tune
* Fix clothes
* Updated rifle animations
* Updated characters
* Sentry robot animations
* Added new 98k animations and ammo clip mesh
* Bug fixes on airport