Update 04-25-18

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Update 04-25-18
Quick Info
Build 0.1.12.680
Date April 25, 2018
Size 2.3 GB
Social
Chronology
Previous 0.1.11.460
Next 0.1.13.5435


This is a pre-release version

  • Fix rat texture
  • Added SM_Improvised_Shovel_01 and textures
  • Added SM_Improvised_Shovel_01 and textures
  • Added chicken sfx ak events
  • When loading a dead prisoner, respawn him instead
  • Fixed a bug during prisoner saving on disconnect
  • Implemented hand and fist corrections for item in hands
  • Applied hand and fist corrections to torch
  • Game Events reduced
  • Save prisoner state on unposess
  • Fixed Collision on Continental House_07 and 07_A1
  • Added ak sound events for boar
  • Removed some textures
  • Added Textures for Improvised rifle
  • Reimported Textures for Improvised Rifle
  • Added bear sfx for implementation
  • Added bush search sfx
  • Added drone engine sfx
  • Bug fix pallet flows through the wall (BP KletVinograd 01)
  • Fixex collision on SM_Extended_Roof_02_of_House_4
  • Resolved log errors for crossfades
  • Added drone engine basic loop
  • Fixed SM_MetalDoor_02_B_blueprint
  • Adding events UI
  • Changed rotation of door in BP Hospital Workshop/Medic
  • Fixes BP doors on Rabbitry 01
  • Added ES on Power Building BP
  • Fixed some BP doors
  • Doors fix
  • Fixed collision on some Continental Houses
  • Fixed some BP doors
  • Renamed Improvised Gun and Rifle to proper name,collision fix on Continental houses
  • Fixed door blueprints for safe zone
  • More fixes to blueprints of some doors
  • Fixed multiple doors blueprints
  • Draw distances and net cull distances set to 50m for all items
  • Door fixing
  • Deleted old boar walk run animations
  • Fixed Collision on SM_Shed_01
  • Fixed aux bus routing for footsteps land and walk
  • Added sparks sfx on character creation particles
  • Bugfix: Removed tick from item
  • Drone self destruct sequence sfx added
  • Reverbs are now user-defined
  • Changed folder of attachments.
  • Crate bug fix
  • Added Sky Blockers C1-D4
  • Added Sky Blockers in Tv Bases:C1-D4,Fixed some Landscape issues near TV bases,Fixed Weather masks,some was to short
  • Added special variations of zombie impact sounds
  • Made loudness variations for all material for 3 stages of impact intensity
  • Renamed door mesh component names
  • Tweaked sound environment for aux RTPC
  • Added electric sparks sfx - added environment size RTPC
  • Added unarmed combat blocked event to prisoner
  • Tweaked game event mini scoreboard and animal corpse class
  • Switched leaving the island sound to one shot
  • Reduced character count
  • Fixed bug with overlay scope not hiding parent actors
  • Added movement intensity switch to landing event - Added foley and inventory sounds to berreta and akm
  • Changed order of wwise switches for landing effects
  • Fixed collision on SM_Greenhouse_01
  • Added motion noise and inventory handling for weapons
  • Fixed attenuation issue for pain grunts
  • Added multiple meshes of chopped up Boar pieces and textures , also added spoiled variations of the same meshes with di...
  • New drop Zone added (Mirkovci) - Fixed DEMO Items
  • Added svd full magazine
  • Edited tiling on texture for Well Spring
  • Added examine on warehouse crate
  • Changed all doors/glass to Indestructible
  • Added SkyBlockers on TV_Bases: A1-B4
  • Added grip; torch animations
  • Bear attack animation now has needed notifies for melee
  • Item in hands used for motion noise instead of only weapon
  • Disabled sound emitter spawning in BP_LevelDesignUtility due to a compiler bug
  • Item recepie fixes - Item weight fix
  • Added Vertical Grip
  • Duck taping UThrowingComponent to prevent crash
  • Optimized tick on drop zone actors
  • Add Rat_02
  • Clean up of legacy game event actors
  • Refactored landing effects
  • Physical surface can now have impact velocity modifier for landing
  • Wwise integration
  • Commented check for DonAI in drone AI controller to prevent editor crash
  • Flashbang fix
  • Implemented additional flashbang effects
  • Drone sounds wwise migration
  • Cargo Assault tension music migrated to wwise
  • Character impact/pain sounds migrated to wwise - Cleanup
  • Added hand grips
  • Network optimisations
  • Refactored saving and loading prisoner state a bit
  • SVD reload animations fixes
  • Updated holding torch
  • Renamed holding torch
  • Renamed holding torch
  • Deleted old holding torch
  • Added suppressor mesh
  • Not considering empty magazines for quick reload
  • Added Holding torch
  • SVD old source weapons animations delete
  • Added SVD Suppressor mesh
  • Assigned take in hands data to new weapons
  • Refactoring ownership system for items
  • Refactored save last inventory placement for item
  • Refactored items drop
  • Updated ak47 logic
  • Added Red_Dot_Sght
  • Cutting with different tools
  • Taking item in hands
  • Added menu select sfx
  • Wind direction is now replicated over network - Fixed wind bug
  • Added events for flashbanged state
  • Fixed breath while aiming
  • Added revorked textures for Sentry Legs
  • Added empty variations of canned food with textures, minor changes
  • Ocean storm properties exposed to public
  • Capture cam disabled on dedicated server
  • Added transitions on problematic sound loops to blend in sequence
  • Fixed bush that cant be cut
  • Increased number of max active wettables from 50 to 100
  • Removed unused code from wetness manager
  • Working on wetness optimizations
  • Disabled door fracture location replication
  • Fixed event participant joining after disconnect
  • ReloadEmptyStart Prone update
  • Most of items can be taken into hand now, and thrown
  • Double trees deleted
  • All Palyer star positions are now in persistan level
  • AK47 ReloadEmptyStart update
  • Added Ak47 ReloadEmptyStart animation
  • Updated M9 logic
  • Fixed bug where bush movement sounds could not be heard when world origin rebasing is turned on
  • Fixing Discord Bugs
  • Added chopped human body parts meshes and textures , fixed the textures on SM_Altar_01
  • Attempting to fix game event joining issues
  • Added ACOG Scope
  • Fixed Acog Sope UVs
  • Candle light adjusted
  • Moon light increased
  • Add Boar
  • Volume tweaks on breath
  • Fix clothes
  • Add granaries
  • Fix beenie_02
  • Add texture
  • Fixed missing stream file for larger audio files
  • Making items throwable
  • Wall models rework - New can icons
  • Tweaked breath variations
  • Added generic urinate audio event
  • Tweaked automatic game event spawning
  • Updated M9 pistol animations
  • SVD animation fixes
  • Candle can be thrown
  • Storrage house scale fixed - Event forcefield enlarged
  • Scale editing
  • Updated M9 prisoner animations
  • Fixed Collision on Runway
  • Item fixes 1.0 - Recepie fixes - Removed items that have no use from spawners - Updated some recepies.
  • Added Sound notifiers to Pistol walk animations
  • SVD and rifle animations fixes
  • Fix waist bag
  • Fix boar texture
  • Fixing local testing bugs
  • Coastal cicadas longer variations
  • Fixed Toilet Stall Door(No clipping with
  • Fixed Toilet Stall Door(No clipping with toilete)
  • Fixed roof tile and brick footstep sounds
  • Updated SVD logic
  • Thunder rumbling is now increased in random volume range
  • Updated SVD logic
  • Added Heavy Doors for Safe Zone Buildings,Buildings optimization,custo LODs
  • added Heavy Doors for Safe Zones buildings, Safe Zone building optimizations,custom LODS.
  • added pond sound spline on D_2_4 sector
  • added lake sound spline on D_3_4 sector
  • added lake spline to C_2_4 sector
  • added lake sfx spline on C_2_3 sector
  • added proper naming for creek and pond splines
  • added pond sound spline on C_1_3 sector
  • added pond sound spline on C_1_2 sector
  • added sound spline for lake on B_3_4 sector
  • added lake spline sound on sector B_2_4
  • added creek spline sound event on B_1_1 sector
  • tweaked intense ocean waves during storm - added pond sound spline with event on B_1_1 sector
  • Relocated svd files
  • Insert cartridge reload sequence does not check for magazine anymore
  • M9 pistol animations various fixes
  • Game event manager tweaks
  • Made new can icons (open version as well). Canned food, candy and MRE can all be taken in hand and thrown.
  • Added bullet versions for SVD and Ak47
  • SVD and M9 source files update
  • moved Deathmatch event marker
  • Updated all can icons and made opened can icons
  • dropzone sounds updated to ak system with new sfx design
  • Added SM_Bird_Skinned_Small_01 , SM_Bird_Skinned_Medium_01 , SM_Bird_Skinned_Large_01 and textures
  • Added SM_Bird_Skinned_Small_01 , SM_Bird_Skinned_Medium_01 , SM_Bird_Skinned_Large_01 and textures
  • Reworked gear sounds (item are not required to be attached onto prisoner) - Removed temporary attachment of items onto...
  • Icons for weapons
  • vo announcer effect tweaks
  • switched cargo drop events to ak system - added appropriate sfx
  • Added comments what should be changed to upgrade the game for EA release
  • Added more ammo icons
  • tweaked announcer Vo with attenuation and effects
  • Adjusted drop zone crate locations (Prkno)
  • Improved Drop Zone markers for editor
  • Bullet flyby sounds should work now - Announcer sounds are proximity based
  • added rtpc for VO announcer distance
  • disabled focus behavior until it's fixed
  • added soft landing sound animation notify
  • occlusion more smooth now untill we get right trace channel for it
  • tweak attenuation for weapon tails
  • added new sound to increase score event
  • added new sound when nothing is found in search - added flyby events to bullet projectiles - tweaked attenuation on ma...
  • Rifle_SVD_Stand_LoadMag2 animation fix
  • Rifle_SVD_Stand_LoadMag animation fix
  • Door boolean states merged into single variable and replicated as such
  • Cargo Assault annaouncer played at center of game event
  • Assigned wwise announcer for Cargo Assault event
  • Added SVD montages
  • Added Bush_Test blueprint
  • Item and recepie fixes
  • places vo announcer in 3d space with outdoor large effect
  • Adjusted Foliage type class
  • Added 1 bullet to magazine
  • added dim in and dim out sfx for focus
  • Added Bush_Leaves particles
  • Content creator list updated
  • updated level
  • Added M9 ammo
  • tweaked rain sound indoor dimming
  • Added SM_Drug_Stimulant_02 , SM_Butter_Large_01, SM_Handmade_Butter_01 and textures , fixed LODs for some crafting item...
  • Added SM_Drug_Stimulant_02 , SM_Butter_Large_01, SM_Handmade_Butter_01 and textures , fixed LODs for some crafting item...
  • bush movement sounds tweaked
  • Content creator list, after PAX
  • Created Bush_06_Particles
  • added creek sfx spline to D_3_4 sector
  • added stream sfx spline to D_3_3 sector
  • added stream sfx spline to D_3_1 sector
  • added creek sfx spline on D_2_4 sector
  • fixed stream sfx spline on D_2_3 sector
  • assigned creek sfx sline on D_2_3 sector
  • added creek sfx spline to C_3_2 sector
  • added creek sound spline event to B_2_4 sector
  • added creek event to sound spline on B_3_4 sector
  • assigned creek audio event to B_1_3 sector
  • added emmiter for lake - added ambient actor for power plant water behavior
  • reverted corpse replication radius to default
  • added Improvised Rifle with textures
  • added Improvised Rifle with textures
  • added "Leaving_Island_Warning" event with Leaving_Island_Intensity RTPC
  • assigned and adjusted breath and heartbeat rtpcs to fit gameplay
  • fixed bug where combat mode allowed you to move during chopping
  • Added boar textures
  • Added weapon inventory handling for akm, kar and beretta and garand
  • Added backpack inventory handling
  • Tweaked animal corpses
  • Added Boar textures
  • set focus intensity event to act global
  • increased volume on coastal and continenetal footstep sound
  • added events with switch for bodyfall impacts - assigned proper audio events on animations and deleted obsolete data a...
  • added music tenstion start and stop events
  • Added rat animations - Added boar textures
  • M9 Prone Reload animations fixes
  • M9 reload animations fixes
  • M9 reload animations update
  • Editing geometry
  • Door tick only if opening/closing or rebasing hack is active
  • Added PlayGearSounds notifies to some pistol animations
  • Is possesed pawn is prisoner, paste location works through teleport
  • Grenade sounds migrated to wwise - Implemented smoke grenade sounds
  • Drop Zone event announcer migrated to wwise
  • Working on wwise integration
  • Working on wwise integration
  • Implemented MovingThroughFoliageSounds gate timer
  • Working on nearby foliage effects
  • Eating, drinking and examine sounds migrated to wwise
  • Implemented heartbeat sound
  • Added MinBreathingRateToPostPeriodicInhaleExhaleAudioEvents to prisoner sound component
  • Breathing sounds converted to wwise and synchronized with breathing rate
  • Wwise events are posted when entering/leaving focus mode
  • M9 pistol animations import
  • Pistol M9 animations reimport
  • Rename glove
  • M9 pistol animation fixes
  • changes how stuck detection works - made boar2 class - made boar animation blueprint - fixed bug trying to get point...
  • Adjusted M9 animations
  • Retexturing parts of safe zones
  • Added M9 animation and sequences
  • new coastal crickets imported
  • Made deer2 (currently behaves the same as bear2 except it doesnt attack)
  • Made Animatio blueprint for deer2
  • added inhale and exhale sfx events for player breath
  • added focus enabled and disabled events
  • Added Sentry_Blood_Spatter
  • added Improvised Gun 22Cal and textures
  • added Improvised_Pistol_22cal_01
  • bush movement loop event added
  • added forest aux bus
  • Working on wwise integration
  • Added more events
  • Fix clothes
  • M9 source file update - SVD animations fixes
  • Adjusted how spawning works in deathmatch and fixed minor bugs
  • Fix clothes
  • Fix clothes
  • tweaked ambience virtual voice settings
  • Removed AK_WITH_AKCONVOLUTIONREVERBFX condition from AkAudioDevice.cpp
  • adjusted game event markers on island
  • fixed metal sliding door sfx
  • Added Tracking to AAnimal2, its identical to the tracking of AAnimal, fixed Cone Decal wrong rotation (its forward is 22...
  • Added new sound for cicadas beign loudes during noon
  • Added footsteps for coastal and continental ground
  • Adjusted game event announcements
  • fixed footstep wood sfx
  • fixing Bugs D_3_DonjiHumac
  • inventory weapon handling sound added
  • tweaks on environment convolution reverb
  • Working on nearby foliage effects - Footsteps debugging can be enabled/disabled through console variable now
  • Removed UE sound engine leftovers from door
  • Location can be paste unless build is shipping
  • StartedDivingAudioEvent...
  • Minor fix
  • Created AAnimal2 class for the new animals, AAnimalAIControler2 that controls animals, AAnimalSpawner class that spawns ...
  • Added equipment to shooting range for game event testing
  • Star intensity adjusting
  • New Sentry Step Dust particle created
  • Editing Safe Zones
  • SVD animations rename
  • Started work on Transport pods
  • fixed collision on Pharmacy
  • reverb set as 3d sound with no attenuation
  • added new output bus for weapon tails
  • enabled game defined auxes for doors and foley
  • fixed routing for convolution reverb
  • added M9 animations
  • game defined aux send with convolution reverb enabled
  • bulk change of clothes inventory handling sfx
  • Working on wwise integration
  • M1_Clip_Eject particle created
  • Footsteps tweaking
  • Redirector
  • Added Bullet for Kar_98
  • All doors have sfx assigned to itneraction
  • Fixed blending for day/night transitions
  • Optimizing Rock Collision
  • Deleted Old Sound Emiters - Returned Zombie Spawners to B_1 , B_2
  • Adding door sfx to door blueprints
  • Assigning door sfx to door blueprints
  • RifleStandJog animations fixes
  • added generic inventory sounds
  • Add zombie texture
  • RifleStandJog fixes
  • added M1_Garant_Bullet and textures
  • Save crash fix
  • Saturation Fix on M1_Garand_Clip Textures
  • Added M1 Garand Bulet and textures
  • Added 98k clip
  • M9 added prone additional reload animations
  • Redirector Improvised Gun .22 Cal and Improvised Rifle
  • Item inventory handling sounds migratied to wwise
  • Refactoring
  • Added reverb volume to island
  • Working on reverb
  • Working on wwise integration
  • fixed global bug on stop all event
  • Game menu pauses all sounds - All sounds are stopped when going to main menu
  • M9 source file update
  • Updated M1 sounds
  • fixed pause and resume: set all to global
  • fixed some rtpcs reffering to gameobject instead of global - added new events to soundbank
  • Fixed clip normals and roughness
  • added Pause All and Resume All events
  • Working on wwise integration
  • added Stop All Sounds for sfx level cleanup with fade out function
  • Added M9 additional reload animations
  • saved parent blueprint of doors
  • Working on ambient sounds
  • fix on ocean of shore spatialization - adding interaction sounds to doors
  • M590A1 source file update
  • M590A1 animation fixes - M590A1 added new animations
  • tweaked spline for ocean waves - added of shore sound for ocean
  • Updated editor minimap rendering
  • fliage intensity rtpc added to hyerarchy
  • Working on ambient sounds
  • initial setup of ambience foliage blending
  • prepared events for foliage environment sfx
  • Forest intensities sent to wwise are in [0, 100] range now
  • Working on ambient sounds
  • improved various game event features
  • tweaks on sound spline for ocean waves
  • Added ocean waves audio spline 1st pass
  • added creek sfx event to audio spline
  • tweaked creek attenuation to fit the spline - tweaked rtpc interpolation for rain and wind sfx
  • Working on wwise integration
  • re-saved levels with spline and ambient events
  • added sound events for wind and rain - added proper sound event for creeck sfx on sline
  • Assigned cloth foley to some clothes
  • Testing map rendering from the editor
  • added prisoner paddle sfx notifies
  • M590A1 file rename and folder cleanup
  • Working on wwise integration
  • M590A1 folder cleanup
  • doors sfx migration to wwise system
  • Instancing mashes in safe zones
  • M9 source file update
  • Added M9 weapon source
  • M9 source file update
  • Added new animations for M9 pistol
  • Added missing include
  • Door audio events now played through wwise
  • Dragunov reload on ak system
  • SVD reload to ak system take 2
  • SVD dragunov reload sound moved to ak system
  • ak47 reload sound moved to ak system
  • moved kar98 reload to ak system
  • Working on ambient sounds
  • Working on ambient sounds
  • Working on ambient sounds - ConZGameMode uses default ChoosePlayerStart implementation
  • Building Safe zone C_4
  • Added actual score to scoreboard
  • Temp fixes on global attenuation spread - occlusion and obstruction enabled
  • Item visibility and collision not enabled on examined state replication if item has been picked up
  • reassigned plastic footstep sound to dirt
  • Added metal textures for Ivan Stimac
  • Reduce foley volume
  • wwise soundbank rebuild
  • M9 animations update
  • Working on wwise integration
  • M9 animations update
  • Working on wwise integration
  • Removed FindMicrosoftPlayerStart - IsRunningDedicatedServer() replaced with GetNetMode() except in CraftingDatabase
  • Re-enabled animal corpse actors and added game event team limits
  • added single round reload for kar98
  • fix on adding assets for reloads
  • added kar98 and m1 garand reload sounds and notifys
  • Teammate names won't be visible during teleportation
  • Possible fix for scope overlay stuck when item force drop
  • Smoother legs animation for sentries on uneven terrain
  • Disabled door destruction
  • Removed SafeZone models from Landscape_A_3_3, Landscape_B_3_1 - Added Fence Field and replaced SM fence with BP in Sa...
  • Hack fix for flying simulated proxies after sector transition - Join screen is shown after event completion
  • Fixed door destruction replication in MP
  • Temp fix for clearing action progress widget on ragdoll and teleport
  • Safe Zone Folder Clean Up
  • Minor changes on Bar_Building Textures
  • Add Vest file
  • Added in D2 SafeZone fence/field (edited material), replaced SM fence with BP fence - Edited BP Fence 05 (door opens b...
  • Rename folder
  • Add backpack
  • Rename and move folders
  • Fix clothes
  • Fix clothes
  • Fix clothes
  • Fixed Slope on workshop Building
  • Added Bar Building Blueprint,Renamed static meshes in safe zone
  • Rename and move helmet
  • Deactivating night vision state when killed and teleporting
  • Delete glasses folder
  • Delete Bear shoe folder
  • Add SK_stabproof_LOD0
  • Rename and move folders
  • Rename and move folder
  • Add scum Tshirt
  • Add improvised pants
  • Add jacket_01
  • Add glasses
  • Add foot
  • Add bulletproof
  • Add improvised backpack
  • Add Backpack_13
  • Fix Holster_leg_Test
  • Rename and move folder
  • Rename and move folder
  • Tweaked helmet physical material
  • Rename and move socks folder
  • Rename and move folders
  • Fixed some item positions on shooting range
  • Drone night vision
  • Delete basebal_cap folder
  • delete MI_Beenie_01
  • Save diz test map
  • Rename folders
  • Rename folders
  • Refactored night vision helmet - Implemented night vision attachment
  • Add glove texture
  • Add MMA glove
  • Move LOD folder
  • Delete glove
  • Move texture
  • Add glove
  • Delete MMA glove
  • Fix vest
  • Fix shirt
  • Fix raincoat
  • Fix pants
  • Fix jacket
  • Fix Helmet, hat, cap
  • Fix gloves
  • Fix Foot
  • Fix bulletproof
  • Fix and rename backpacks
  • Merge
  • Merge
  • Merge
  • Fix nightvision goggles
  • Added Street Lights to Prkno and Shooting Range - Added Lights to Start Loactions
  • Replaced turn left/right animations
  • Deleted old animations not used any more
  • Added emissive for Floodlight2
  • Renamed old sentry animations
  • Sentry animations and fixes
  • Renamed Sentry animations
  • Add description on night vision goggles
  • Added emissive for StreetLamp1/2
  • Added NightVision item on equipement tables.
  • Added NightVision item on equipement tables.
  • Merged changeset 3856 from Main branch
  • Add Night_Vision
  • Added deer sleep animations
  • Save fix
  • Fixed UV on Shed
  • Fixed UV on Shed
  • Working on zombies
  • Weapons quick swap fix - Removed equip/unequip montages from grenades - Tweaked swap weapons montage
  • Disabled regular team auto assigning
  • Implemented weapons quick swap for game event
  • possible fix for event participant state inconsistenice
  • Teammate names will be hidden during teleportation
  • Lowered volume of drop zone event tension music
  • Minor PAX event join fixes
  • Enabled kill notifications when aiming with a scope
  • Added tension music to drop zone event
  • Fixed combat mode when climbing ladder on simulated proxy - Added few InputComponent nullptr checks - During teleport ...
  • Quick access bar fixes
  • Added description for Beretta M9 - Reloaded church door in Continental Church BP (did not open)
  • Enabled quick access bar
  • Flashbang duration is now 6 sec
  • Clearing prisoner state on teleport
  • Bug fix (added collision on Stone Shed 04)
  • Disabled joining / leaving teams for PAX - Teammate names are rendered if distance is under 100m
  • Quick access bar fixes
  • Disabled quick access
  • Changed menu button hover sound
  • Fixed rotation on Crouch turn animations
  • Deletd Island PAX
  • added team member count getter and forced teleport into the PAX event
  • Throw path visualization uses complex trace now
  • Updated M9 fire anim
  • Fixed ItemR orientation
  • Minor fix
  • Vicinity panel is now minimized when entering inventory mode
  • Edited min/max draw distance on BP_ContinetalChucrh
  • Fixed Item_R orientation
  • Editing Prkno
  • Removing server settings from porject
  • Tweaked net rate of grenades
  • Editing Crate texture
  • Edited B_1_Prkno (stonescrap 04 moved to the ground, garage 02 BP rotated door/moved car and shelf on the floor, to ge...
  • A few throw tweaks
  • DropZone WarmUp Phase Duratios set to 60
  • Possible quick access bar crash fix
  • Working on PAX features
  • Possible crouch throw fix
  • Working on PAX features
  • New quick access bar setup - Increased throw speed
  • Fixed itemR on Box Block animation
  • Kill notifications on HUD
  • Fixed reload sounds
  • Dispersion of grenade is now 5x lower - Drone speed is lower now
  • Dedicated server optimizations
  • Possible client crash fix
  • Fixed bug with forced melee combat mode
  • Added "time between events" log when reading from config
  • Addinf busshes and trees as cover
  • fixed being able to capture cargo while unconcious
  • Working on PAX Drop Zone event
  • Equipment Set - Knives replaced with boots
  • Event intro announcment fix
  • Possible join screen fix when in interaction mode
  • Spawner tick disabled on server
  • Adjusted boxing block animation
  • Fixed pants position
  • Deleted live animals
  • Fixed bug with scope overlay in MP
  • Fixed rendering Distance on Continental House 10_2
  • Removed spam from shipping build
  • Leave combat mode when teleport starts
  • Temporary disabled drone spawn on dedicated server - Added first ServerSettings config file
  • Working on PAX Drop Zone event
  • Increased character action play rate - Made simulated proxy walk slower if owning client aims down the sights - Combat...
  • drop zone fixes
  • OnPrisonerDamaged broadcasted with zero damage when prisoner dies
  • Drone vision tune
  • Disabled regular team info widget for PAX
  • Fix trausers_01
  • Bug fix (collision on Stone_Staris_2m_01)
  • fix jacket_03
  • Added bandages into spawners - adjuted spawn positions
  • Added countdown to drop zone game event
  • Added Tunel ES fbx files in content source
  • Working on PAX Drop Zone event
  • Added ES (environment sound blocker) in Tunels BPs
  • Working on PAX Drop Zone event
  • Working on PAX Drop Zone event
  • Rearange spawn positions Prkno Event
  • Added debug info for teleport
  • Join screen accepts space instead of enter now
  • Working on PAX Drop Zone event
  • Edited min/max distance in BP Continetnal House 08 Stairs
  • Desaturated AKM color - Updated rifle equip/unequip animations
  • Updated equip/unequip animati0ns
  • Adjusted melee equip/unequip animations
  • 2H animations updates
  • 2H animations updates
  • Added ak47 temp fire
  • 2H animations update
  • Editing safe zone (WIP)
  • Added treack item to Event blueprints - Adjustes table spawn markers and shooting range marker
  • Added Fixed LODs for Room_D1 and Tunnel_8M_Big Clean
  • fixed LODs for Room_D1 and Tunel_8m_Big_clean
  • Fixed Room_D1,tunnel_8m_Clean_Redesign LODS
  • fix tracksuit_01
  • 2H animations updates
  • 2H animations update
  • Working on PAX Drop Zone event
  • Fixed Rendering Distances
  • Removed unnecessary SetActualPaceOnServer called every frame
  • Removed serevr FPS from shipping build
  • 2H animations update
  • Edited min/max distance in blueprints - Refinery duplicate cleanup - Stone Houses doors BP not referenced in SCUM game...
  • fix glove
  • 2H prone euqip/uneqip animations
  • 2H equip update
  • Disabled throwing key card
  • Minor fix
  • SetBreathRateFactorOnServer rpc made unreliable
  • Added PAX announcer, landing effects, team awareness in game events, and several minor bugfixes
  • Dedicated server optimizations
  • Added 2H_Prone_Equip/Unequip animations
  • Working on PAX Drop Zone event
  • Save crash fix
  • Removed left hand ik from running animations for handgun
  • Rafinery Building Duplicate
  • Rafinery building Rerender distance fix
  • Fix jacket
  • Spawn radius Size editing
  • Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
  • Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
  • Added smaller pieces of meat for animal chopping , fixed some LOD's and texture size on skinned animal meshes
  • Initial ammo form AK47 set to 30
  • Cleanup
  • Updated M9 prone fire
  • Dedicated server optimizations
  • Fixing bugs Prkno
  • Fixed bug with aiming down the sights sockets for AK47 and SVD
  • Test locker spawns AKM now
  • New AKM added
  • Fix respirator
  • Key card can be thrown now
  • Prisoner optimizations for dedicated server
  • AKM Icon, description ect.. - Key card can be taken in hands
  • Fix glove
  • Working on server optimization
  • Edited min/max distance in blueprints
  • Fixed Rendering Distances
  • Fix clothes
  • Trying to make teleport work
  • Deleted Prisoners from Video Locations
  • Dust Particle Created
  • Added AKM
  • Removed Zombies from B1_B_2 Sectors
  • Fixed orientation on Camera root Idle1
  • Fixed missing include
  • Added PAX Island Version
  • Added PAX Island version
  • drop zone game event tweaks and fixes
  • Can usage adjusted to 2
  • "Drone vision" (you can see prisoners through walls when playing as a drone)
  • M9 reload source file update
  • Fixed Rendering distances for Blueprints from Continental houses till Factory Hangar
  • Deleted motion from camera root on idle 1
  • Added temp fire for AK47
  • Fixes for when spectating as a drone
  • Fixed Wall in house bug
  • Updated AK animations - Updated AK eject casing
  • Dedicated server optimizations
  • Editing CasingEject particles
  • Added SM_Improvised_Barbecue_01 , SM_Improvised_Barbecue_Bars_01 , SM_Iron_Bars_Pile_01 , custom Lods and textures
  • Added SM_Improvised_Barbecue_01 , SM_Improvised_Barbecue_Bars_01 , SM_Iron_Bars_Pile_01 , custom Lods and textures
  • Added SM_Improvised_Barbecue_01 , SM_Improvised_Barbecue_Bars_01 , SM_Iron_Bars_Pile_01 , custom Lods and textures
  • Fixed Draw Distances in: all airport buildings,Barracks buildings,chappel,Church,Continental Houses. Fixed Atlas textu...
  • Updated M9; AK47 animations
  • Adjusted shells socket on SVD
  • Adjusted shells socket on AK47
  • 2H source file update
  • Added AK47 animations
  • Strap for Ak47
  • If you want to holster AK47 you need to craft a strap for it.
  • Working on PAX Drop Zone event
  • 2H Equip/Unequip animations update
  • Renamed files
  • Adjusted M9 particles
  • Fixing Folliage bugs
  • Added eject casing notify and muzzle flash for Beretta M9
  • Fixing teleport
  • Changes to lower half of body when throwing stuff
  • Fixing Bugs
  • PAX: Temp fix for handgun to be able to go down the sights while running
  • Adjusted throw animations
  • HuntingStand_02 Spawn Chance editing
  • Spawn Lockers - Reduced spawn items
  • Deleted Prkno event spawn postioins
  • Editing SafeZone (WIP)
  • Working on PAX Drop Zone event GUI
  • Deleted Live Rabbits and Hens
  • Disabled Distance cull on TV Bases
  • Added chamber opened and closed notifies in SVD fire montage - Implemented chamber opened and closed event in single n...
  • Updated throw animations
  • Shelter changes
  • Assigned new skeletal mesh and animations for AK47
  • Thread when used up is destroyed
  • Created smaller muzzle flash for berreta - Added silver berreta into spawners
  • Editing EnergyField and EnergyField particles
  • Throwing mode animation fixes
  • Changed improvised backpack recepies.
  • Trying to make teleport work
  • Dragunov fix for 3p sound - added "use medication" interaction sound - added menu hover and click sounds
  • Addjusted M9 Fire animation
  • Assigned new skeletal mesh and animations for SVD
  • Spawning rate of clothes changed from 30% ->26%
  • Spawn % of shoes has be increased.
  • Can throw food now.
  • Adjusted M9 silver material
  • Working on Beretta M9
  • Pots spawn % increased to 45% - Crowbar can be put into holster
  • Added Silver M9
  • Edited in BP WM to state of distance field off or cast shadow off
  • Landscape_A_3_3 (replaced guard tower static meshes with BP)
  • Edited WM/ES meshes (uncheck navigation)
  • Possible Drop Zone crates fix
  • game event tweaks
  • Can put crown bar into holster now
  • Adjusted M9 DTS kick
  • Tent
  • Disabled shadow on WM
  • M9 animations reimport
  • Increased drone spawn interval
  • Fixed M9 prone DTS aim
  • Distant Field Shadow disabled on WM
  • New throwing animations
  • Item spawners (Is editor only - enabled)
  • Updated M9 fire animation
  • Improvised rope shows up in recepie for courier backpack
  • Possible fix for FDynamicTextureInstanceManager::IncrementalUpdate()
  • Icon update on key card for event
  • Updated recepie for improvised backpacks
  • Added scissors to some crafting recepies - There is now only ammo that can be used in the guns we have - Updated some ...
  • Fix improvised backpack small 02
  • constant fire and distant ak47 loopable sounds added
  • Possible fix for FDynamicTextureInstanceManager::IncrementalUpdate()
  • fixed stand throw
  • Fix clothes
  • Working on Beretta M9
  • Added Gun to the test locker
  • Adjusted lefthandIK on M9
  • Added Physics material to Wooden doors
  • Boxing animations retarget fix
  • Added LeftHandIK support for handgun in prisoner anim bp
  • Drone HUD overlay now only in first person
  • Added new stand throw animations
  • game event server crash fix
  • PAX: AK47 and SVD default idle anims are with magazine attached
  • Fixed icons on vests
  • Boxing source file added
  • Added Spawners into continental church
  • Fixed fire montage for AK47
  • Editing particle
  • Removed max fps from config
  • metal fence and wooden door sfx changed - ak478 reload refresh
  • Crate's flare color is now replicated instead of multicast
  • Fixed bug with default interaction on items (eq showing PickUp but prionser was not able to pick it up)
  • Reimported M9 magazines
  • Editing Store, PoliceStation Spawners
  • Fix for crate movement in MP
  • new dragunov mag in reload chunk
  • upped spawn % from store box to 30%
  • Cardboard box for stores
  • draagunov reload tweaks and notify event timing
  • ak47 1p sound increased presence - disabled attenuation and spatialization on ambience sounds
  • Drop Zone game event fixes
  • Increased Food spawners in stores - Increased Clothes spawners in cabinets from 9% -> 30%
  • ak47 tweaks on volume for 1p single fire sfx
  • new dragunov reload and tweak on volume for other weapon reloads
  • 2nd pass on reloads for weapons
  • Increased store spawn rate from 10% -> 30%
  • Character Menu - Rain probability curve set to 0
  • weapon view volume balance
  • new sfx for wooden door close
  • tweaked impacts attenuation
  • Smoke particles...new material with normals
  • Item fixes
  • Working on Drop Zone PAX event GUI
  • Added PaxGameEventManager BP
  • redesigned metal door interaction
  • Fixed missing forward declarations in WeaponShared.h
  • Editing Crate spawn location
  • game event tweaks and fixes
  • Working on Beretta M9
  • Created Shooting_Range EquipementSet blueprint
  • Added source file for 2h melee animations
  • Changed sound for metal doors open and close
  • Added Environment Sound blockers (ES) - Minor door BP and window marker fixes
  • M9 reload animation fixes
  • replaced Static meshes with Blueprints on Safe Zone D2
  • FPS spam removed
  • Added more variations on door interaction
  • Added door sounds - added weapon reflections
  • Melee weapon hit boxes increased.
  • Tuning network - Version increment - Prisoner is now hungry and thirsty on start - Damage for all body parts is now 2x...
  • Added prone melee equip/unequip
  • added new sounds for beretta, ak adn dragunov with reloads - fixed attenuation issues - announcer vo added
  • Fix backpack
  • M9 animations updates
  • Working on Beretta M9
  • Updated pistol stand DTS
  • Added mising Environment sound blockers
  • Changes to SM_Greenhouse_02 and its LODS
  • Changes to SM_Greenhouse_02 and its LODS
  • M9 animation updates
  • Added Competition Cage in SafeZone
  • game event manager fix
  • Fixed pistol prone AO
  • Improvised hammer, bigger hitbox
  • Working on Drop Zone PAX event GUI
  • Added Environment Sound Blockers to: Military_Barrack_01,02_Restoraunt,Military Hangar_01,02,Military Tent_01,02,News ...
  • Added test drop zone event on island
  • Fix bug with unequip montage for melee 1h knife
  • Working on Beretta M9
  • Added Environment Sound Blocking Meshes: Klet Vinograd,Lighthouse,Market,Old stable house,Pharmacy,All prison Building...
  • Added pistol prone look AO
  • Added Environment Sound Blockers: Rafinery Building,Restoraunt,Restoraunt_02,School,Shed,Stone House 01 till 07,Transf...
  • Added pistol crouch animations
  • Editing Items - Shooting range
  • fixed override in PAX game event manager
  • Working on Beretta M9
  • Fixed bug with handgun idle to crouch transition loop
  • Added speical PAX Game Event Manager
  • Added LOD0/1/2/3 for Locker close/open
  • Working on Beretta M9
  • added Environment Sound Blockers to Prison Building,Prison folder cleanup
  • Bare foot damage added on the list
  • Added M9 reload options
  • Fix backpack
  • M9 added alternate reload animation
  • Corrected pelvis lock
  • Fix shirt
  • Added Environment Sound Blockers for: KletVinograd,Lighthouse,Market,Old Stable House,Pharmacy,Police Station,Police S...
  • Bug fixing
  • Enabled collisions on the game event borders
  • Editing Prkno Event - Created Spawn Items BP
  • Improved throwing visualization
  • M9 animations updates
  • Adjusted Drop Zone crate spawn
  • Added M9 reload 2. option - Added prone reload
  • FIxed doors that were on movable on Silo factory.
  • New Item recepies - Old item ajdustments
  • Working on Beretta M9 handgun
  • Fixed Pistol_StandLook_RU
  • added Environment Sound Blocker Meshes to Klet,Klet_01,Klet_02
  • added Environment Sound Blockers to Klet,01,02,Fixed Collision Bugs on Klet,Klet_01
  • Added status messages to game events
  • M9 DTS animation fixes
  • Adjusted M9 animations
  • Added M9 animations
  • Added Weather mask for SM_Klet_03
  • M9 animations update
  • Added weather mask for SM_Klet_01
  • Added Environment Sound blocker Meshes: Continental Church, Dam Main 01 House, Garage_01,02, Gas Station, Sea Gas Stat...
  • Added Environment Sound Blokers to: Continental Church,Dam_Main_01_House, Garage_02,Gas Station,Sea Gas station,Greenh...
  • Added prone pistol to PrisonerAnimBP
  • M9 Prone Idle update
  • Renamed pistol prone idle
  • M9 Prone Idle import
  • M9 Prone Idle import
  • Adding sprites for cargo assault event
  • Drones are now invulnerable and can teleport between prisoners when controlled by a player (used for spectating)
  • Added 9mm bullet - Updated M9 beretta animations
  • Fix clothes
  • Some item fixes and adjustments
  • Worked on Drop Zone game event win condition
  • added Environment Sound Blocker Meshes for Continental Houses
  • Added Enviroment Sound Blockers to Continental Houses
  • Visible set to true for EnvironmentDescriptionComponent
  • Fixed Atlas Texture For Continental House 03
  • M9 prone reload update
  • M9 prone reload update
  • Added flag in weapon to ignore zero range change (eg handgun)
  • Additional default values for EnvironmentDescriptionComponent
  • added Enviroment Sound Blockers For Chapel,Church,Folder CleanUp for Continental Houses
  • Drop crates position fix
  • M9 weapon reload prone
  • WIP Drop Zone event scoreboard GUI
  • Added Enviroment Sound emiter Meshes in Barracks_Conteiners
  • Added Enviroment Sound emiter in Barracks_Conteiners Blueprints
  • Updated dragunov animations
  • M9 folder cleanup
  • Added Enviroments Sound Meshes for Airport Blueprints
  • Added Enviroment Sound emiters to Airport Blueprints
  • AK47 and SVD reload sequences for PAX add ammo until full capacity
  • M9 reload animation update
  • Added MedicBay,Storage Building,Storage building objects(Stairs,fences),Supply Building,Workshop Building,and textures
  • Added Missing textures for Storage Building,Folder Cleanup
  • Fixed missing includes and forward declarations in Serntry.h
  • Added Storage Building for safe zone
  • Animals give bones now when choped.
  • C4 Klis distant landscape finished
  • You can wrap wounds with bandages now
  • Made some Lods for some models.
  • Fixed bug with weapon ownership if dragged on shoulder holsters - Fixed bug with weapon attachment ownership while att...
  • M9 animations update
  • Drop crates fixes for MP
  • Drone stuttering fixed when a player flies it in MP
  • Added BP_Storage_Building
  • Worked on Drop Zone game event logic
  • Added sitting watching animation
  • Added Book meshes for skill learning, textures and custom LODS
  • Added Book meshes for skill learning, textures and custom LODS
  • Added Book meshes for skill learning, textures and custom LODS
  • Improvised stone knife size adjusted to 1x1. - Icons for Tracksuit fixed.
  • Night vision tweak - Network bandwidth tune
  • Fix clothes
  • Updated rifle animations
  • Updated characters
  • Sentry robot animations
  • Added new 98k animations and ammo clip mesh
  • Bug fixes on airport