# Upcoming Changelog

{% hint style="warning" %}
:warning:***Note to self: Make a BUILD before updating!! (Avoid Build Errors!)***

<mark style="color:red;">**⚙️This indicates that the Feature/BUG is currently being worked on.**</mark>
{% endhint %}

<mark style="color:orange;">**DOCUMENTATION FOR IK 88% AND WEAPON SHOOTABLE..**</mark>

* <mark style="color:purple;">**Fix Raven RootMotion animations**</mark>

* <mark style="color:purple;">**FIX Poly Art Tiger issue with RootMotion**</mark>&#x20;

* <mark style="color:purple;">**Fix  AI character sharing the same ladder bug.**</mark>

* <mark style="color:purple;">**UNREAL POLY ART RACCOONS MAGIC TATTOO**</mark>

* <mark style="color:purple;">**Make an example of a Fish using AC**</mark>

* <mark style="color:red;">**Fix!!!! Rabbits Eyes are embedded in the main texture**</mark>

* LONG FUR SUPPORT FOR MILO

  <figure><img src="/files/vWZWwtOjWkj4bibJacML" alt=""><figcaption></figcaption></figure>

* Wolf (Dog Retargeting Anims)&#x20;

*

```
<figure><img src="/files/y4JGF9VaLPtl5Ujab3QT" alt=""><figcaption></figcaption></figure>
```

* <mark style="color:red;">**⚙️**</mark>**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
  * <mark style="color:red;">**⚙️**</mark>Added: Multiple AI Enemies Spawner (with Random Spots , Predefine Spots, Limits)

* Super Item Example:
  * &#x20;Assault rifle with a grenade Launcher?

***

## <mark style="color:red;">**⚙️New Super Item FOR 1.5.3**</mark>

***

## 1.5.2a  (AC) - 4.5.2a(HAP)   &#x20;

* **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&#x20;
* **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:&#x20;

***

* <mark style="color:red;">**⚙️**</mark>**Added**: Basic Vehicle State&#x20;
* <mark style="color:green;">**Tutorial on how to do Shootable Weapons**</mark>&#x20;
* <mark style="color:red;">**⚙️Added: Basic empty state??**</mark>
* 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~~
* <mark style="color:red;">**⚙️**</mark><mark style="color:red;">**&#x20;**</mark>*<mark style="color:red;">**Rider does not die when mounting**</mark>*
* <mark style="color:red;">**⚙️**</mark>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** &#x20;
* ⚙️**Melee Weapons Charge Increase Attack Option**
* **Ride boat.**
  * (<https://discussions.unity.com/t/script-to-copy-statemachines-whole-controllers/584117/5>)
  * <https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier>

## Bugs reported Email

* **⚙️***<mark style="color:orange;">**Added: Stat System -> not it can have multiple Degeneration and Regeneration besides the default one**</mark>*
* *<mark style="color:orange;">**REMOVE ALL EXIT AND INTERRUPTED TRANSITIONS TO THE MODES**</mark>*
* <mark style="color:orange;">**Removed: Animations Warnings for Humanoids when Importing for the first time 60%**</mark>
* <mark style="color:orange;">**Ad**</mark>

***UNICORN ATTACK***

## RoadMap - Upcoming Features

{% content-ref url="/pages/394QSQ8a1DNMdCyL405A" %}
[Road Map](/animal-controller/road-map.md)
{% endcontent-ref %}


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