Update 06-05-18 | |
---|---|
Quick Info | |
Build | 0.1.13.5435 |
Date | June 05, 2018 |
Size | 12.2 GB |
Social | |
Chronology | |
Previous | 0.1.12.680 |
Next | 0.1.13.5579 |
This is a pre-release version of SCUM. | |
These notes were not intended to be made public and may be incomplete or unclear. |
- 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 100 cm/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
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