↗️Upcoming Changelog
⚠️Note to self: Make a BUILD before updating!! (Avoid Build Errors!)
⚙️This indicates that the Feature/BUG is currently being worked on.
DOCUMENTATION FOR IK 88% AND WEAPON SHOOTABLE..
Fix Raven RootMotion animations
Unreal Rabbit FUR
FIX Poly Art Tiger issue with RootMotion
Unreal Racoon FUR
Mobile Dragon Skeletal Meshes crashes in UE5.5
LOD for Kuzar!!
Fix Tiger Sketchab Demo
⚙️Added: New Super Item FOR 1.5.0f
🙌
1.5.0b(AC) - 4.5.0b(HAP) - 2024
Added: Lock Target Obstacles Check
Added: ActiveAbilityConditions for the modes. (Those can override the current active ability)
Added: Gizmo Visualizer draws mesh and capsule colliders
Added: Brain > Task Reaction2
Added: Mode -> On Enable, On Disable reactions and events
Added: Mode -> Abilities -> Skip from Random.
Added: New Ability ID choosing system for Modes
Added: Weapon Manager -> Drop Weapon List States
Added: MInput Link > OnInput Up > InputUpFailed Time. Useful to have a single Input for light and heavy attacks (DarkSiders 3 )
Added: Trigger Proxy -> Reactions
Added: Trigger Registry ( Improves Colliders' interactions and detections)
Added: Ground Aligner Playable for Timeline
Added: Now you can use Scriptable vars to hide other parameters
Added: Stat Modifier, Base Stat to use as a base for the Modifier value
Added: Transform Offset Var Reference
Added: Align Component -> Ignore Y position
Added: ReactionVar and StatModifier (TransformVar and GameObjectVar Parameter entries)
Added: AI Control -> Force Stop Mode on Target
Added: Conditions Multiple: Thanks @JimmyandGeorge
Added: [ContextMenu("Update Formula")] to Float Formula Thanks @[BaltaRed] Junior Baltazar
Fixed: Set Var Listener Task.
Fixed: On Attack Missed (On Projectiles was ignored)
Fixed: Stats - Default Regen and Degen Rate were inverted.
Fixed: Teleporting no longer causes the camera to stay behind.
Fixed: Bow String was kept on the character's hands
Fixed: UnderWater Swim, when swimming upwards, the character was entering the fall state
Fixed: Mount -> Speed Evaluation was ignored on Speed modifiers
Fixed: FOUND A WEIRD ISSUE WITH ROTATING PLATFORMS... it slowly pushes the character from the correct position (Thanks so much @Lexus-1)
Fixed: MInput Link was not updating the Clone Input Action Asset from the Player Input (Input System 1.14 Changes)
Fixed: Look At was not using the Aimer Raw Direction
Fixed: Scriptable Material Lerp now interrupts the values
Fixed: MInputLink EnableInput not working correctly, thanks @ᚲᚨᚱᛁᚹᚨᚱᚷᚱ
Fixed: Persistent stances were changed by the Weapon Stances when equipped.
Fixed: Ground Alignment was not working properly on moving platforms
Fixed: Ragdoll State now delays 3 frames the activation. Needed to drop weapons when death
Fixed: Point Click AI Target Detection
Fixed: Dodge using Aim weapons was causing an error
Improved: Trigger Proxy logic.
Overall Improvement in code. Thanks @Floky!!
Improvements: Conditions v2 (Improvement everywhere)
⚙️Added: Basic Vehicle State
⚙️Fixed: Swim Bounce when entering the water was too deep
⚙️Added: Basic empty state??
⚙️DarkSiders Idea: Rolling, Dashing on Edges the character will not fall..
⚙️Mode Aling v2...
⚙️Split Screen Demo
⚙️Added: Basic Vehicle State
Tutorial on how to do Shootable Weapons
⚙️Added: Basic empty state??
when in close proximity to a wall, if you aim a weapon, it will clip through the wall. In most modern third person games, if you do this there is a system in place in which the character will "pull back" if there isn't enough room, preventing the player from aiming until space is available in front of them.
States Different States: (Manual, Automatic, Automatic by State, by Interactor, by Zone
DarkSiders Idea: Rolling, Dashing on Edges the character will not fall..
Darskiders Idea: Quick Input, Normal Attack, Hold Input Heavy Attack
Mode Aling v2...Object
⚙️ Rider does not die when mounting
⚙️State Inspector does not allow dragging objects or using the Objkect reference button in Unity 6
Next New features Possible additions
Added: Missing hit test on weapons the Numbers (Check the Bow why is hitting all the time)
⚙️Added: Scriptable IK Processors
⚙️Swipe Mobile screen
NEW DEMO FOR Transform Translators⚙️Added:Conditions are Serialized References (IMPORTANT)⚙️Added: Local Multiplayer with New Input System
⚙️Added: Copy Paste Any State Animator Tools ??
⚙️Added: Weapons can have Owner Stats to Increase the Damage to do
⚙️Melee Weapons Charge Increase Attack Option
Bugs reported Email
⚙️Added: Stat System -> not it can have multiple Degeneration and Regeneration besides the default one
REMOVE ALL EXIT AND INTERRUPTED TRANSITIONS TO THE MODES
Removed: Animations Warnings for Humanoids when Importing for the first time 60%
Ad
UNICORN ATTACK
Extra Runtime
May or may not be pushed to the next-next update.
Added:⚙️Combo Manager -> Play AutoCombo. This allows AI to Play a combo automatically.
Added: ⚙️Ragdoll State!
Added: ⚙️Zipline State
Added: ⚙️Rail Grind State
Added: ⚙️Stair Grind State
Added⚙️: Climb State DropLedge Feature?
Added: ⚙️ Player Repositioning using Camera Direction https://youtu.be/mGddMqhQHDQ?t=35
Fix!!!! Rabbits Eyes are embedded in the main texture
Added: Condition Exit to Modes. (E.g. Exit when grounded)
Added: New 3rd person Camera Main (Compatible with New Input System) 😩
Added: Injured Stance (Human) ⚙️
⚙️In Progress: Brain Component Slave Brain. (This allows to control 2 brains at the same time) Useful for Mount and Rider stuff.??
⚙️In Progress: Fall Rotator (Allow to use the Rotator on the Fall State to do cool swim Jump Animations)
Added: ⚙️New Advanced Weapon System
Added:⚙️ Rider Dismount Uses now Raycast to avoid unwanted dismount situations
RoadMap - Upcoming Features
🛣️Road MapLast updated
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