Added: Custom Up Down Axis to the Animal Controller. Used on Mobile Up Down Buttons for Flying
Improved Movement Logic for the Animal when moving with Direction.
Added: Damager transform to the IMDamage Interface (To know who's doing the damage)
Removed CROSS_PLATFORM_INPUT (is obsolete)
Fixed: Shader Water .. now its made with ASE (it was causing issues with URPL)
Fixed: State.EnterAnimation() method. Some Stae weren't modifying the AnimTags
Fixed: Sometimes modes where entering twice on the Animator, causing invoking events twice.
Added: Tags Static Method: GetGameObjects by Tag
Fixed: Underwater Check for water even though the animal is not on the water.
Added: AiAnimalControl.SetDestination(Vector3Var newDestination)
Fixed: Ai Animal control does not control anymore the speed changes.
Added: Timeline integration.
Added: MTimelineManager Component.
Added: Zone warning when an animal cannot activate an Mode/Action Zone
Modified: Check for null reference on the Aim and LookAt components
Added: Scriptable Variable Material_List
Fixed: When Animals were grouped on an Empty GameObject, the Attack triggers used the first Animal on the hierarchy. (SOLVED).
Added: Update Input Source method on the Animal (Rewired Integration)
Fixed: Brain was throwing errors when Waypoints were removed at runtime. SOLVED
Added: GetResource method to the Malbers tools.
Added: Custom Tags to Zones. Only Animal with the zone tag can interact with it.
Fixed: The way the wolf rotates In Place when change the speed abruptly
Added: Root Gameobject Reference for the Rider. This may cause issues with characters that have the Animator in places different from the Rider component
Added: Drag on Area Mobile joystick.
Fixed: Unwanted falling From Edge while going uphill. FINALLY!!!
Added: Anti-Fall Feature to the Locomotion state (For animals without a Fall State) E.g. Elephant
Improved: Try Activate Condition on the Idle and Locomotion State
Fixed: Gravity Bug when the animal get the head sucked on a ledge.
Small Optimizations to all MAnimal public Properties.
Added: HasMalbersTag extension to transform and gameobject
Added: Animal.HasState(string stateName)
Added: Malbers Menu > Upgrade Malbers Shaders to URLP/HRLP
Added: Step Manager can now Instantiate Tracks too, instead of using one Particlesystem.
Added AnimHeight Optional Parameter to the Animal Controller
Added AnimHeight Parameter to the Zone Component.
Added: Affect Stat on the Fall State (E.G. Reduce Health by Fall Distance)
Fixed: Sometime an Error was thrown on Straight mount when the animal was dismounting.
Added: Mount→ Disable Mount Triggers.
Fixed: UI on the Demo scene was disconnected . (Arrows and Bullet Count)
Added: Fly State Land Time.. to avoid immediately landing after the take off.
Fixed: When playing Modes the Random Value was enable, it caused Random Idles to play on the Lower Layer
Fixed: Small fixes to the Mode Inspector
Added: Value Property to Bool, Int and Float Listener Component
Added: CheckVarListener Decision to the Brain AI
Added HelpBox Attribute
Added: On Enter, On Exit Event to the Attack Triggers
Fixed: UpdateDirectionSpeed was false instead of true on Start (It caused Zero movement on Non Root Motion Character). IMPORTANT
Added: AND AI Biain Decisions
Added: OR AI Brain Decisions
Fixed: AI Animal Control Must wait one frame to Set the next Target.
Added: Look Decision can Search for a Specific Zone with Index
Fixed: Play Mode Task (Modes can Interrupt other modes, E.g Attack can interrupt being hitted)
Changed: Ground Layer on the Animal is changed to a Layer Var
Fixed: Animal Ai Control. When the animal has assigned a Waypoint with no next Target the animal did not stop.
Added StateStatus Parameter to the Animal Animator. it allows to change animations on the Active State
Fixed: On Climb Start Animations the Animal was not aligned to the Wall
Added: Start on Mode.
Added: Pick Up and Drop Logic
Added: Pickable Item & PickUp UI
Added: to MAnimal HasState() and HasMode() bool methods
Added: Maximum Gravity Acceleration Limit.
Fixed: Animal AI was not able to swim (Now it can using a Nav mesh on the Water).
Fixed: CurrentSpeedIndex property had an issue when updating the speed.
Fixed: UI for the Speed Modifiers Foldout
Modified: Water Layer on the Swim State is now Public.
Fixed: Death was not Interrupting Modes.
Fixed: Mode_Activate_Ability method was throwing an error if the mode was disabled
Added: AutoMount parameter to the mount triggers.
Fixed: Effect Manager Editor issue with empty Effects.
Fixed: Scriptable Reference variables with null Scriptable Vars
Added: Zone new Parameter Remove Animal on Active
Added: Degeneration Wait Time to the Stat Component.
Fixed: When Stats gets to 0 degen did not start again.
Fixed: When going Backwards with no Root Motion, it was going forward
Attack Triggers have now Which Mode Activate and which Ability Index (by Default is Damage)
Fixed: Inspector for Message Behaviours
Added: State_AllowExit() to the Animal Callbacks.
Fixed: Fall ray was failing when Raycast Radius was Zero on the Animal.
Fixed: Wait variable on the AI Animal Control was set to true when Stop was called..
Fixed: Removed Warning with the NavMesh Agent when the Animal was flying and it has arrived to a destination.
Fixed: Additional Speed is locked when the Modes are not allowed the movement
Fixed: Movement Detected on the Animator was not updating when the Animal was on a mode and Allow Movement was false.
Added: New Scriptable Variable : Layer Var
Fixed: Underwater State Try Activate method was entering every time. solved
Added: On Trigger Proxy.. Added the Option to ignore Triggers
Fixed: Move Stop Task on the AI brain was not updating the Stopping distance on the Move to target option.
Fixed: Sometimes the animal is to large and when flying the Landing Logic is blocked by the head bone and affects the AI when landing... Added new Blocking Bone Landing Logic to the fly state
Fixed: Down and Up Inputs Connect with the States with OnInputDown Event instead Of InputChanged Event
FIxed: Order of Check State activations conditions
Fixed: Idle State Try Activation was using MovementAxis Smooth instead of MovementAxis Raw
Fixed: GlideOnly on Fly State + Camera Input caused Unwanted behaviour
Fixed: Fly Allow Exit On Input Changes when is using Toggle and Press
Fixed: Creating Layers Now does not create duplicated Enemy Layers
Fixed: On Point Click Error throw by the Animal AI Control when A mode was interrupted by a new Destination
Removed: Instantiate Parameter on the Effect Manager.
Fixed: Stopping 1 frame on WayPoints with no wait time
Fixed: Lock Movement with AI has ignored.
Added: Debug Aim Name
Fixed: Aim Assist was using the Root Transform instead of the Collider
Fixed: Attack Trigger On Exit Enemy Stats where skipped when the trigger was disable.
Added: AI Brain (Based on the Plugable AI Tanks Tutorials by Unity)
Added: Aligner Script
Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes.
Added: Animal Center Parameter (Position beween both Hip and Chest Pivots)
Fixed Bug: The Imnnune property on the Stat was not working properly
Added: IWayPoint Interface new methods (TargetArrive and WPTransform)
Added: Required Field Attribute
Fixed: Attack Trigger collider component where not set to Trigger on Enabled.
Fixed: Bug. Modes sometimes stayed Active after the mode was disabled.
Removed: Height Parameter (is no longer Needed)
Fixed: On the Stats: Degenerate it was not Degenerating on Enable.
Added: Aligner Attack Modifier (It does the same as the Attack Aligner Mode Modifier).
Removed Align Section from the Zones and Replaced it with the new aligner Component
Zones are now Prefab Variants
Fixed: Jump Basic Parameters and Activate method.
Added: ModeAligner Script
Added: AITarget Script and IAITarget Interface
Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes
Fixed: Modes sometimes got stuck.
Fixed: Attack triggers with big areas did not attack twice if the target animal never exited the Attack trigger
Fixed: Undo on Blend Shape component
Fixed: Undo on Material Changer component
Fixed: Undo on Active Meshes component
Added: Jump Basic has now multiple Jumps
Added: AI Climb UP (Check Racocon)
Fixed: On Scaled Animals the Falling Gravity was failing
Fixed: Annoying bug that jump into the sky when was on a ledge or the ground disappear
Added: Enable Disable Sound Event Method
Added: Perching Zone (Birds)
Added Random Parameter... it was interfering with the Int ID when it was used as a Mode Status
Added Speed Lock Change Method so It can be able to lock speed changes .
Fixed Bug: when using AIAnimal Control, the Next target on an Action zone is Null, the animal kept trying to enable the Zone
Fixed: When Jumping without Forward movement the animal did not can move forward when Air Control was enabled
Added: Speed Methods to change Speed via Code
Fixed: Fly |Try Exit| Condition (Animal Scale and Land Multiplier were not applied)
Fixed: Lomotion |TryActivate| Condition (UPDown Axis was Ignored)
Fixed All Animator Exit Conditions on all Assets
Added Tool Tips to the States Parameters
Fixed Bug (when an animal get stuck on a Falling animation with the colliders and It can land the Gravity Acceleration get reset.
Created Basic Jump State
Fixed Bug: Glide Only left The Current Speed disabled.
Fixed Bug: AI Animal Control was failing when it the agent was out of the NavMesh because the Agent Component was disable.
Added Gravity Direction to the Free Look Camera
Fixed: Rotation on the Free Look Camera is now updated with the Update Type (Fixed or Late Update)