Update 07-23-18

This is a pre-release version


 * Reduced the weight of stones. Small Stone 1000gr > 500gr, Medium Stone 1500gr > 1000gr, Big Stone 2000gr > 1500gr
 * Editing drunk effect
 * Disabled drunkenness response idle
 * Default air/water temperature set to 30/20
 * Added new examine data to BroccoliPlant, Cabbage, Carrot, Removed textures from Cal_7_92x57mm ammobox closed and Cal_3...
 * Resaved responses
 * Renamed equip unequip weapon
 * Swap equip not weapon to weapon
 * Master server packet optimizations
 * Master server thread sleep fix
 * Master server connection fixes
 * Renamed temp equip files
 * Working on drunkenness effect
 * Added drunk post processing
 * Task 1952: Add support for per-object examine sounds
 * Added support for corspe search sounds
 * Task 2607: Implement response idles which would reflect prisoner's state through animation
 * Cleaning up crafting GUI - Added sounds to crafting recipe and craft button click events
 * Fixed a bug with vicinity widget stutterring
 * Removed unnecessary logging of warnings in item spawning manager
 * Temporarily disabled reporting to master server
 * Task 943: Implement running skill
 * Task 2605: Split SCR modifier into stamina recovery modifier and stamina consumpti...
 * Changed Light to BP - Fixing Bugs
 * Enabled DoubleSided Shadows for landscapes
 * Stone_House_05_02_03, Transformator, Stone_House_06, Stone_House_07: Fixed mesh distances, rearanged furniture, added ...
 * Adding BP_Lights - Added holes in TV Base Fence - Fixing terrain bugs
 * Adde WM for tunnel in BP_Jail_Workshop_Building_NEW
 * SM_Jail_Garage_Blueprint (added spawners, edited navigation, reorganized furniture, changed material/texture for CarLi...
 * MasterServer code refactoring
 * Bugfixing on Landscape,(Holes,collisions)
 * Added Ammo box for M1 garand, Kar98 (need textures for boxes), incrased Shotgun shells in Ammobox to 20 shells, Rename...
 * Changed quantity for AK47 amo box,now its 50 bullets in the box, removed pills that not have use from spawners, remove...
 * SM_Prison_Tower_House_01_Blueprint (editet fruniture for navigation)
 * BP_GuardTower 01/02 (added furniture, spawners)
 * Added source files for Prison Jail Entrance Building Bridge Door (textures)
 * BP_Jail_Entrance_Building/_02/03 (added spawners, edited navigation, fixed collision (changed material/texture for ent...
 * Incrased chance for spawning Items on military Crate tarps, tweaket ammo rarity, clips rarity,weapon rarity
 * Added Holes into TV Base fences
 * Street lights replaced with BP
 * Forced remaining crafting-related widgets to slow construction path
 * Initial MasterServer report
 * Fixed recepie with slicing water melon (could not test it due the bug with play in editor)
 * Skewer with meat fix
 * Working on new crafting GUI
 * Fixed bug with displaying max ammo count for shotgun
 * Fixed bug that removed item form quick access bar when removing...
 * Adding MasterServerClientTest project
 * Forgot to commit a file for the crafting GUI
 * Initial commit for new crafting GUI
 * Adding new MasterServer
 * Deleting old MasterServer
 * Ignore spawner check ond Dirty rags and Dirty rag stripes
 * Small readjustment on small axes damage.
 * Sentry hearing range increased to 120m
 * Test zombie for clothing, test zombie variation file (used for zombie clothing testing)
 * Clothing bug fixes, added icons for "Shirt" item
 * Temporary Zombie clothing that gives dirty rags and stripes
 * Skinny Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
 * Muscle Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
 * Mid Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
 * Fat Zombies now have zombie clothing tha gives dirty rags and dirty rag stripes
 * Temporarily disabled overeating sickness
 * Task 2598: Dedicated server hitches when spawning animals
 * Added mocap 1H melee animations
 * Fixing material on Metal_Door_04 for airport
 * Stone_House_05_01: Rearanged furniture, Mesh distances Fix, added Nav mesh
 * Assigned handgun skill to BP_Prisoner
 * Bug fix of Tomato Sauce name, Zombie 01 item spawner update
 * Stone_House_04_Small: Fixed mesh distances, minor collision fixes, added Nav mesh
 * Task 2597: IsIgnoredBySpawners should not prevent spawning if item has been explicitly selected in the ItemClasses arr...
 * Error fix (removed empty mesh Component in BP_Continental_House_08_Stairs_ClosedBottom_Blueprint)
 * Error fix (added simple collision for SM_fence_door_02_frame)
 * Assets_Stimac_Auto1.umap (save)
 * SM_Warehouse_01b_update_ES (save)
 * Fixed missing door from SM_Wire_Fence_03_Door_Blueprint
 * Removed Examine Asset Data from SM_WaterPump_01_lp
 * Item Spawner volumes editing
 * Added Sentryes (B_1_Factory, B_3_Rafinery,_B_3_Military_Base, C_2_PowerPlant, C_2_Prison)
 * Adjusted night ambient
 * Added Dirty Rags and Dirty Rag Stripse, also made new "Slice Into Dirty Rag Stripes" recepie
 * Added emissive street lamps (SM_street_light_01/02_emissive)
 * Added LODs on meshes in BP_LandRig_02_Radar (UE4 type LOD)
 * Edited knife animations - Scaled aim on shotgun
 * Bug fixes: Zombie dropping right clothing (inmate shirts), MMA gloves description and icon, Inmate shirts and pants ca...
 * Stone_House_04: Rearanging furniture, Mesh distance fix, added Nav mesh
 * Moved BPs Bullets from JohnTest folder to ConZ_Files/Items/Ammunition/Ammunition_Classes.
 * Changed Inital Ammo from 1...
 * Scaled aim on shotgun
 * Stone_House_03: Rearanged furniture, Mesh distance fix, Minor collision on Stairs fix, Added Nav mesh
 * Fixed bug with ammo reload
 * Stone_House_ 02: Furnature Rearange, Distance fix on meshes, mobitlity, Added Nav mesh
 * Fixed mobility of static meshes on Passenger Building
 * ReExamine is now in 1 hour (real life) - Version increment
 * Adding first German and Russian localization
 * Edited BPs Jail Workshop Building New/without basament: (navigation, spawners, interior furniture design, draw dist. o...
 * Adjusted shotgun eject case
 * Rearanged furniture in Stone_House_01a, Fixed Distances for meshes, Added Nav mesh
 * Rearanged furniture in Shed, Fixed Distances for meshes, Added Nav mesh
 * Rearanged furniture in School, Fixed Distances for meshes, Added Nav mesh
 * Rearanged furniture meshes in Passenger building, fixed distances for meshes, added Nav mesh
 * Added mocap version of knife attacks
 * Bug 2063: Distant ocean sound can be heard loudly while playing as drone
 * Task 2387: Remove old combat animation preset related data
 * Bug 1961: Drone engine functionality not working - Drone destruction sound is now played when drone is destroyed
 * Edited 12_Gauge_Ammobox_Closed BP (added unpack settings, paper/shells, set wight on paper box and shell)
 * Task 1958: Migrate fireplace flame/fire sound to ak system - Fire item interactions always visible but disabled if not...
 * Search of cabinets is now 2x faster - Adding net messages for master server
 * Edited LandRig 2 Radar (bigger rotation radar, some UV tweaks, material replacement on Shed Lamp, added spawners, edit...
 * Collison fix on RollupDoor_Open_01
 * Airport Guard_House, Fixed distances of meshes, Minor Collision Fix, Added Nav mesh
 * Rearanged meshes in Airport Control tower, Incrased Item spawn, Added Nav mesh
 * Editing ItemSpawner Volumes
 * A_2_Port - Added Sentryes
 * Rearanged meshes in Airport Hangar,incrased Spawner items count, Added nav mesh, Rearanged meshes in Restaurant_02, Ad...
 * Fixed Bug where baseball bat with spikes couldnt be crafted with one 3/5 and one 4/5 naile pile. Switched the recepie ...
 * Shotgun weapon and ammo spawning enabled
 * Bug 2572: Brass knuckles melee combat looks like knife stabbing
 * Added zombie taken damage debug output
 * Fixed inventory size of pants from 2x1 (horizontal) to 1x2 (vertical)
 * Added more airport hangars - Physical surfacess sound volume editing
 * Bug 2568: Stamina should deplete slower when going downhill
 * Tweaked display and replication of prisoner stamina chan...
 * Tweaking 2H melee combat (Grip adjustments on SM, few tweaks on BPs)
 * Tweaking 2H melee combat (only animations, colision dedection starts later)
 * Fixed bug with break dancing sentries
 * Added walk idle to prisoner BP
 * Renamed marine cap to the correct name.
 * Removed meat tags from body parts
 * Fixed bug where prisoner did not generate noise when landed - When prisoner has bare feet, footsteps generate 75% of n...
 * Added details in tv bases A2, A3 - Sentry spawn distance adjusted.
 * Hearing stimulus age for zombies set to 20s - Tweaked distant nav mesh point search
 * Fixed bug where with ladder climbing
 * Bug 1742: Penjanje treba biti zahtjevnija fizicka radnja. Demanding > Very demanding.
 * Added dirt overlay, edited brightnes for Wall Vent Shaft 01, T_WoodPainted_06_D
 * Changed collision to Simple as Complex for different sign meshes, and changed brightnes/saturation on that mesh textur...
 * Set Navigation, Is Dynamic Obstacle (true) and Area Class (NavArea_Null) on SM_Toilete_Stall_01_Door
 * Added SM_Toilet_01_closed (fbx and uasset)
 * Set Navigation, Is Dynamic Obstacle (true) and Area Class (NavArea_Null) on different meshes
 * Changed glass material on SM_Street_lamp_01_emissive
 * Rearanged furniture in Restourant_01, fixed some collision issues, Added Nav mesh
 * Rearanged Furniture in Police Station, Fixed some bugs with collision,added Nav mesh
 * Sentry - Added light
 * Reworked head skin weights
 * Added Street lights A_1, A_2, B_1, B_2
 * Bug fix: Tv_Base_C_2 Sky blocker was above ground
 * Fixed nutrition data on food who had wrong data.
 * Added new head model with correct weights
 * Rearanged furniture in Old_Stable_House, Pharmacy, Tweaked distances on meshes, added nav mesh
 * Fixed Collision on Suply building, Fixed Collision on Lightouse Spiral stairs
 * Rearanged furniture, fixed Collision on Spiral Stairs, Added Nav mesh options to furniture on Lighthouse and Market
 * Added SM_Swings_01, custom LOD's and textures
 * Added SM_Swings_01, custom LOD's and textures
 * Increased zombie net update frequency from 20 to 30 - Melee impact sounds are not played on dedicated server
 * Made Icons for Short Pants, also updated the same item with information.
 * Corn nutrition fix.
 * New zombies can be looted now with coresponding clotehs and misc items.
 * Fixing Discord various bugs
 * Reduced zombie hit points
 * Implemented shotgun projectile
 * Fixed Bug with Collision on Suply building
 * relocated and renamed zombie facial exp
 * Start water is now 0.2 liter
 * Stamina is now 50% bigger
 * Start water amount is 0.2 liter
 * Increased shovle damage
 * Fixed Distances, Collision, Added nav mesh option on KletVinograd
 * Fixed Distances for static meshes, Collisions, rearanged furniture and added Nav mesh to Klet_01, Klet_02, Klet_03
 * Task 2442: Disable damage direction indicator
 * Humanoids navigation mesh tweaks
 * Pots with cooked food can be taken in hands
 * Updated few icons of cooked food.
 * Changed color for nav system mesh
 * Reimported Landscapes - Building navigation error
 * Humanoids nav mesh tweaks - Prisoner can now always run downhill
 * Added dirt overlay on SM_Laundry_Table_A/B, SM_Flag_pole - Edited collision on SM-Locker_open_01
 * Added various small picture frames with custom textures and LODs.
 * Added various small picture frames with custom textures and LODs.
 * Adjusted cooking recpeies, shorter times. Removed some recepies due lack of features needed.
 * Edited dirt overlay on SM_Shelf_01 and collision
 * GoToRagdoll notifies on zombie hit reacts set to be branching points
 * Bug fix on SM_Octagon_Cage (added double side collision on wire)
 * Added New examine data with presets on rest of the meshes
 * Backed up several anmation source files to source control
 * Bugfix ID:2226, 2359, 2417
 * Added SM_Water_Tank_Office_01, custom LOD and textures. Also added various landmark signs to mark the areas on the map...
 * Added SM_Water_Tank_Office_01, custom LOD and textures. Also added various landmark signs with custom textures to mark...
 * Various zombie tweaks
 * Add dismemberment head
 * Add zombies
 * Add clothes
 * Add HNS jersey
 * Zombie combat animation tweaks
 * Task 2535: Zombie should react when hit by thrown item
 * Tweaked zombie combat
 * Imported tweaked zombie attack animat...
 * Corrected zombie Stand_Combat_Attack_1B animation
 * Bug 2530: Thrown items do not deal damage - Task 2529: Play projectile impact effects on thrown item bounce
 * Fix helmet texture
 * Fix clothes
 * Added zombie Stand_Combat_Attack_2B, Stand_Combat_Attack_3B variation
 * Fix clothes
 * Added zombie Stand_Combat_Attack_1B
 * Add new Dismemberment head
 * Possible fix for bug where zombie idle sounds kept playing while zombie is dead
 * Assigned alerted sfx to animals
 * Removed stop events for puppet voices from death event
 * Added swing sfx on puppet attack
 * Added puppet intimidate recorded by references - Added base for voip
 * Server FPS fix - Working on localization - Version increment
 * A few zombie tweaks and fixes
 * Ground normal smoothed now uses the actors up vector instead of the global up vector since birds rotate their pitch - ...
 * Possible UnmarkAllItemOnGroundForUse duct tape
 * Fixed again
 * Fixed forgot to comment out unused var
 * Fixed birds around shore not reacting to player (finding sky point kept failing)
 * Fixed: forgot to reenable anim offset for deer - Fixed bug: animal goes on its side if player is prone next to it, now...
 * Task 1443: Implement better zombies
 * Fixed bug: hit reacts werent stopped on client when server stopped them
 * bAllowPhysicsRotationDuringAnimRootMotion is...
 * Fixed blood markers not being spawned on client: take damage was called on client that dealt damage, but not on other ...
 * Tweaked play limit of puppet oneshot VO
 * Task 1443: Implement DayZ-like zombies
 * Added oneshot intimidate VO on puppet combat stance change
 * Added puppet destroyed event
 * Deer look offsets changd to skeletal reference local space
 * Navwalking uses CachedProjectedNavMeshHitResult instead o...
 * Task 1443: Implement better zombies
 * Removed Sentry debug message
 * Task 2501: Use ImageWrapper to preload and store texture mask data for later lookups
 * Added underground ambience actor to island map
 * Puppet events assigned - Puppet turn rate adjusted
 * Various bugfixes on puppet VO
 * Puppet VO tweaks
 * Added new puppet VO
 * Task 1443: Implement better zombies
 * Puppets audio tweaks
 * Audio optimizatoin pass on puppets
 * Animals now have a set duration where they cannot despawn after setting roaming after being provoked
 * Task 1443: Implement better zombies
 * Fix zombie
 * Increased observe time
 * Forgot to check out Cow
 * Made animals tilt mesh on slopes - Fixed missing includes in GlobalBirdSpawner2
 * SpawingHelpers now use player contro...
 * Fix shirt
 * Task 1443: Implement better zombies
 * Task 1443: Implement better zombies
 * Add shirt
 * Add and fix zombies
 * Task 1443: Implement better zombies
 * Added TV event entry fees - Refactored TV event registration code a bit
 * Task 1443: Implement better zombies
 * Fix zombies
 * Add Zombies
 * TV game event announcer trigger fix - Possible flag position waypoint fix
 * Fixed bug causing no team to be declared a...
 * Task 1443: Implement DayZ-like zombies
 * Added basic fate point implementation
 * Added tertiary loadout slot
 * Changed how game event rewards are defined - Add...
 * Complex animals now send actions to client via RPC instead of replicated variables (a temp fix for a bug caused by rep...
 * Task 1443: Implement better zombies
 * Fixed bug when shooting and weapon is penetrating an object
 * Add zombies
 * Removed pointless operator overload
 * Fixed crash related to announcements when picking up a flag in CTF events
 * Refactored announcements within game event...
 * Zombie Stand_Observing_Idle_Turn_L180 animation fix
 * Stand_Observing_Idle_Turn_L180 animation root fix
 * Task 1443: Implement DayZ-like zombies
 * Fixed drone aux routing
 * Fixed bug with item ownership and ability to interact
 * Added randomization on inventory handling sounds
 * Added prisoner statistics - Added statistics serialization
 * Worked on TV events leaderboards
 * Worked on leaderboards...
 * Added Zombie observing idle turn animations
 * Set minimum heart rate to post audio to 120
 * Task 1443: Implement better zombies
 * Handled ownership for items while using them on ground
 * Task 1443: Implement better zombies
 * Added new zombie intimidate animations
 * Add zombies
 * Zombie turn animations final updates
 * Added placeholder VO events for CTF
 * Added inventory handling for chips, chocolate and shoes
 * Task 1443: Implement better zombies
 * Zombie turn animations root fixes
 * Created Sentry with third person view, and deleted third person view from old sentry (which is still the primary sentr...
 * Add zombies
 * Fixed animals using partial paths when they shouldnt
 * Increased LargeAnimals recast navmesh tile size.
 * Zombie turn animations root turn angle fixes
 * Task 1443: Implement better zombies
 * Zombie turn animations adjustments
 * Applied inventory sound for soy souce
 * Added metal pots and canned food inventory sounds
 * Assigned vitamin inventory sounds