โ†—๏ธUpcoming Changelog

โš ๏ธNote to self: Make a BUILD before updating!! (Avoid Build Errors!)

โš™๏ธThis indicates that the feature is currently being worked on.

1.4.4c(AC) - 4.4.4c(HAP)

  • Added: Pickable -> OnFocused, Dropped, Picked Reactions

  • Added: Sprite Comparer Component

  • Added: Pickable component -> Now it has multiple holders.

  • Added: AI Target -> Now it has a target distribution

  • Added: Attack Triggers -> Now it can be filtered by Malbers Tags.

  • Added: Mode Align -> Now it can be filtered by Malbers Tags.

    • Fixed: Climb Ledge -> Moving Plaforms were not doing the aligment properly.

  • Fixed: Climb Ledge State -> It was not properly aligned for quadruped alignment if the surface was tilted

  • Fixed: UI Transform component -> now uses Fixed Update cycle too

  • Fixed: Stats -> Modifying the Max Stat did not update the Normalized stat value

  • Fixed: Weapon Manager -> Reload Interrupt was not working.

  • Fixed: IAI Control -> Bug on WaitToNextTarget Coroutine.

  • Fixed: The effect manager was not resetting the effect if there was no effect prefab.

  • Fixed: Slow Motion -> The Fixed Time was not restored to the default value.

  • Fixed: Gravity Extra Power was reset on Double Jump.

  • Fixed: Animal -> Calculate Height was not working.

  • Fixed: Material Changer had an Editor Error when creating for the first time

  • Fixed: Animal State -> InCoreAnimation Value was not Updated after it was set to true

  • Fixed: Animal Controller -> Finally the Animal can use Camera Input and Gravity Changer at the same time.

  • Improved: Turn limit logic, now the animal won't run around a target when the turn limit is set properly

  • Improved: Third Person Follow Camera now Follows the Character Up Vector

  • Removed: Animations Warnings for Humanoids when Importing for the first time 60%

Next New features

  • Added: Ultimate Selector -> GamePad Vector2 Selection..

  • Added: Mode Aling -> will not switch randomly to new targets unless the current target is death. (Adding, Direction Influence (By Input and By Camera???) to Switch to new targets)

  • Remember to do Local Brain variables

  • Playing around with Force on the Zone. Is there any way to blend the zone (Like Blend Distance on a Global Volume works) so the force is stronger further in the zone.

Unity 6 Preview and Cinemachine 3

1.4.5(AC) - 4.4.5(HAP) NEXT

  • Added:

  • Changed:

  • Fixed:

  • Improved:

May or may not be pushed to the next-next update.

  • Added:โš™๏ธCombo Manager -> Play AutoCombo. This allows AI to Play a combo automatically.

  • Added: โš™๏ธRagdoll State!

  • Added: โš™๏ธZipline State

  • Addedโš™๏ธ: Climb State DropLedge Feature?

  • Added: โš™๏ธ Player Repositioning using Camera Direction https://youtu.be/mGddMqhQHDQ?t=35

  • Added: Rail Grind State โš™๏ธ

    • (BEAR โœ…)

  • Added: Condition Exit to Modes.

  • Added: New 3rd person Camera Main (Compatible with New Input System) ๐Ÿ˜ฉ

  • Added: Injured Stance (Human) โš™๏ธ

  • โš™๏ธIn Progress: Brain Component Slave Brain. (This allows to control 2 brains at the same time) Useful for Mount and Rider stuff.??

  • โš™๏ธIn Progress: Fall Rotator (Allow to use the Rotator on the Fall State to do cool swim Jump Animations)

  • Added: โš™๏ธBasic Steve Armor. (Test for Upcoming Inventory)

  • Added: โš™๏ธNew Advanced Weapon System

  • Added:โš™๏ธ Rider Dismount Uses now Raycast to avoid unwanted dismount situations

RoadMap - Upcoming Features

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