↗️Upcoming Changelog

DOCUMENTATION FOR IK 88% AND WEAPON SHOOTABLE..

  • Fix Raven RootMotion animations

  • FIX Poly Art Tiger issue with RootMotion

  • Fix AI character sharing the same ladder bug.

  • UNREAL POLY ART RACCOONS MAGIC TATTOO

  • Make an example of a Fish using AC

  • Fix!!!! Rabbits Eyes are embedded in the main texture

  • LONG FUR SUPPORT FOR MILO

  • Wolf (Dog Retargeting Anims)

  • ⚙️REVIEW: Create Rider Menu and Created Human Player.

  • HAP 5 Animations

    • Poop

  • Dog Domestic Behaviors: Cute idles, playful jumps, belly rubs, tail wagging, and "derpy" interactions (instead of howling or attacking). Non-Combat Movement: A bouncy, happy trot (like a Shiba Inu or Retriever) rather than a wolf's stalking gait.

  • CAT ANIMATIONS: Pouncing. Ready to pounce/attack (digging in front claws, butt wiggling, super dilated eyes)

    • Pounce to ground target (catching a bug or mouse by landing on front paws squeezed together)

    • Pounce to air target (front claws out and arms spread, mouth open with teeth fully exposed, back legs pulled close to body with claws out ready to grasp)

    • Rubbing (head rubbing against or around a ball (hand, anothers head) / cylinder (legs, cat post)

    • Getting hit (paw, object flying through air)

    • Getting hit flying through air (kicked, thrown, knocked by large object)

    • Flattened (run over, trampled)

    • Walk on 2 feet

    • Stand Up

    • Playing around with some things in the floor or in the air

    • Sneezee

    • ⚙️Added: Multiple AI Enemies Spawner (with Random Spots , Predefine Spots, Limits)

  • Super Item Example:

    • Assault rifle with a grenade Launcher?


⚙️New Super Item FOR 1.5.3


1.5.2a (AC) - 4.5.2a(HAP)

  • Added: New Prototype Shader. Thanks @Lexus-1

  • Added: Transform Extension, FindTransform GrandChild Skin() method

  • Added: MAnimal. Warning List to check if everything is working properly

  • Added: Var Listener Conditions

  • Fixed: Grab Ledge Formula was wrong in finding the ledge, causing different values from different heights

  • Fixed: AI Control was enabling the Agent on the Block State List.

  • Fixed: Fall State was not getting the Horizontal Speed while transitioning from Climb

  • Fixed: Generic LookAt had a Bone null exception when the bone was not found

  • Fixed: ActiveState is null when ResetController() runs during OnEnable

  • Fixed: Swim.ResetStateValues / m_HitTransform destroyed on OnDisable

  • Fixed: Update Checker was not taking into account lowercase letter values

  • Fixed: Turn In Place now its now handled better.

  • Fixed: Animal: Capsule gizmos were throwing an error when the character did not have a main collider.

  • Fixed: Jump Basic and Fall now store the Platform movement

  • Fixed: Slope movement now decreases the axis movement

  • Fixed: MpickUp and Interactor were overriding Trigger Proxy LayerMask instead of merging it

  • Fixed: Added Null Reff check on multiple scripts.

  • Fixed: Dismount Behavior was detecting Rider Internal Colliders. Added Warnings

  • Fixed: MountTrigger was not being released when they were disabled.

  • Fixed: Weapon Manager: Event leak in OnDisable canAim.Variable.OnValueChanged += CanAim_Set should be -=


POSTPONED:


  • ⚙️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

  • Charged Combo!

  • 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

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%

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