Update 08-01-18

This is a pre-release version


 * 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