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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


Information 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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