> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/upcoming-chanelog.md).

# Upcoming Changelog

{% hint style="warning" %}
:warning:***Note to self: Create a build before updating. Avoid build errors.***

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

<mark style="color:orange;">**Documentation for IK is 88% complete, and weapon shootables are in progress.**</mark>

* <mark style="color:purple;">**Fix Raven root motion animations**</mark>
* <mark style="color:purple;">**Fix the Poly Art Tiger root motion issue**</mark>
* <mark style="color:purple;">**Fix the bug where AI characters share the same ladder**</mark>
* <mark style="color:purple;">**Unreal Poly Art Raccoon's 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
* Wolf (dog retargeting animations)
* Unka Firebreath included in the asset, not AC

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

* <mark style="color:red;">**⚙️**</mark>**REVIEW:** Create a Rider menu and a human player.
* HAP 5 Animations
  * Poop
  * Pet
  * In Place Animations
* 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 or attack: digging in the front claws, butt wiggling, and super-dilated eyes.
  * Pounce to a ground target (catching a bug or mouse by landing with the front paws squeezed together)
  * Pounce to an air target (front claws out and arms spread, mouth open with teeth fully exposed, back legs pulled close to the body with claws out, ready to grasp)
  * Rubbing (head rubbing against a ball, a hand, another head, legs, or a cat post)
  * Getting hit (paw strike or object flying through the air)
  * Getting knocked through the air (kicked, thrown, or hit by a large object)
  * Flattened (run over, trampled)
  * Walk on two feet
  * Stand up
  * Play around with objects on the floor or in the air
  * Sneeze
  * <mark style="color:red;">**⚙️**</mark>Added: Multiple AI enemy spawners (with random spots, predefined spots, and limits)
* Super Item Example:
  * Assault rifle with a grenade launcher?

***

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

***

## 1.5.3 (AC) - 4.5.3 (HAP)

* **Added**: New Int/IntReference Find Ability in Character
* **Added**: Find Malbers Tag in Children
* **Added**: UnityEvent Parent - Child Changed
* **Added**: Get Tag Object Component
* **Added**: MStepSurface. Now the step manager handles ScriptableObject Steps variations
* **Changed**: MPaths no longer require a collider and trigger Proxy (same performance)
* **Fixed:** Brain -> Decisions -> Wait All Tasks was not working
* **Fixed**: MPath Constraint not exiting when there was no movement
* **Fixed**: Hidden Animator Transitions were not erased (Unity)
* **Fixed**: Zone Exit Collider was not exiting because the enter conditions were evaluated
* **Fixed**: Combo Manager was giving a null exception at the end of a combo

***

## POSTPONED

***

* <mark style="color:red;">**⚙️**</mark>**Added**: Basic Vehicle State
* <mark style="color:green;">**Tutorial on how to create shootable weapons**</mark>
* <mark style="color:red;">**⚙️ Added: Basic empty state??**</mark>
* When in close proximity to a wall, aiming a weapon can clip it through the wall. In most modern **third-person games,** the character pulls the weapon back if there is not enough room, preventing the player from aiming until there is space available in front of them.
* State types: Manual, Automatic, Automatic by State, by Interactor, and by Zone
* Charged Combo!
* Darksiders idea: rolling and dashing on edges so the character will not fall.
* ~~Darksiders idea: Quick Input, Normal Attack, Hold Input Heavy Attack~~
* ~~Mode Align v2...Object~~
*
* <mark style="color:red;">**⚙️**</mark><mark style="color:red;">**&#x20;**</mark>*<mark style="color:red;">**Rider does not die while mounting**</mark>*
* <mark style="color:red;">**⚙️**</mark>State Inspector does not allow dragging objects or using the Object reference button in Unity 6

***

***

***

## Next features and possible additions

* **Added: Missing hit-test numbers on weapons (check the Bow. Why is it hitting all the time?)**
* **⚙️Added:** Scriptable IK Processors
* **⚙️Swipe** on the mobile screen
* ~~NEW DEMO FOR Transform Translators~~
* ~~**⚙️Added:** Conditions are Serialized References (IMPORTANT)~~
* **⚙️Added:** Local multiplayer with the New Input System
* ⚙️**Added**: Copy-paste any State Animator tools??
* ⚙️**Added: Weapons can have owner stats to increase the damage dealt**
* ⚙️**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 by email

* **⚙️***<mark style="color:orange;">**Added: Stat System -> now it can have multiple degeneration and regeneration values besides the default one**</mark>*
* *<mark style="color:orange;">**Remove all exit and interrupted transitions to the modes**</mark>*
* <mark style="color:orange;">**Removed: animation warnings for humanoids when importing for the first time 60%**</mark>
* <mark style="color:orange;">**Add**</mark>

***UNICORN ATTACK***

## Roadmap - Upcoming features

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