Update 06-05-18

This is a pre-release version


 * 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 100cm/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