Update 04-25-18

This is a pre-release version


 * 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