- In the Original Story: Added preliminary handling for multiple characters approaching the front door at the same time
- In the Original Story: Fixed typos across the original story
- In the Original Story: Fixed an issue with Rachael in VR not ending correctly
- In the New Guest's DLC: Set up initial functionality for our new guest
- In the New Guest's DLC: Added a new opportunity "Look What the Guest Dragged In"
- In the New Guest's DLC: Added a new opportunity "Blackout"
- Fixed an issue with Health Regeneration that was introduced by 1.0.9's CharacterManagerTick optimization
- Fixed the static flags on the flying yard birb so that it would not be treated as a static object for occlusion purposes, which was causing it to be invisible in 1.0.9. He deserves better, after all
- Fixed issues with State IsOnFire particle and damage-related behavior(s) that were introduced by 1.0.9's CharacterManagerTick optimization
- Minor optimization of the code that calculates whether an NPC can Socialize
- Fixed issues with time-based Roaming behaviors that were introduced by 1.0.9's CharacterManagerTick optimization. These behaviors should now be nearly identical to those from 1.0.6 and prior
- Characters having sex or that have any motion target will no longer even receive Roaming-based invitations to hang out with friends, which may avoid a niche untimely roam on occasion
- Characters that are in non-roaming zones (LoadingDock, BehindFenceZone, etc.) will never increment their Roaming timer, even if they have State AbleToRoam
- Minor optimization of the code that verifies if a Character should be forced to StopFalling
- Minor optimization of the code that delays Dancing if an NPC was moving, being intimate, in combat, etc.
- Re: the 1.0.8 change "Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters" - added more Zone-Door pairings to allow for performance boosts under certain conditions
- Implemented a supplemental Zone-Occlusion Portal-based culling solution that, for many outside areas and a handful of indoor spaces, can reduce both CPU and GPU Rendering workloads
- Updated project from Unity 2020.3.42f1 to Unity 2020.3.46f1, which includes an InputSystem package update to 1.5.0
- Removed some old code that could cause issues when opening the Fridge door with the Door Console Command
- Added two new CharacterFunctions for the Player related to Hot Tub water fanciness
- Added two new MoveTargets near the Fridge
- Added three new MoveTargets (one of which is a valid WallSexSpot) in the ArtRoom (SpareRoom2)
- To take into account some minor environmental changes, performed a Lighting, Occlusion, and Navigation re-bake
- Added two new MoveTargets in the DiningRoom
- Implemented a supplemental Zone-Light pairing solution that for varying areas inside and outside of the house, can improve performance
- Implemented a system to cull or completely disable specific objects when no longer needed, to further optimize performance
- Fixed a long-standing issue that could allow a Character's CurrentZone to get "stuck" with the wrong value until they tried to transition between zones again
- Minor cleanup of a some unused Lighting-related objects
- Added the SwingWeapon1HRight SendEvent
- Added Trunk InteractiveItem and TrunkLid Door
- The "PlayerKnockback" CharacterFunction has been fully replaced by the "Knockback" CharacterFunction
- Cleanup and consolidation of underlying Character Class structure(s)
- Characters will no longer retain the Crouching State when knocked out
- Mostly mitigated an issue that could cause the InteractionManager/Crosshairs to fail to highlight/show the name of a Character while the Player is targeting them in Combat Mode
- Fixed a long-standing bug with CharacterZoners that could result in a Character having their CurrentZone inadvertently changed due to Crouching or a small number of more niche behaviors. Such occurrences could result in issues ranging from slightly inaccurate Zone placement to a Character having a Zone assigned that was beyond an adjacent wall
- The Freezer door (upper door of the refrigerator) can now be used independently. Interactions for it still need to be scripted into Stories that desire putting it to use
- Minor cleanup and optimization of Door Auto Close-related behaviors
- Fixed a couple sources of a minor Coroutine nuisance error that could occur when utilizing certain behaviors with disabled items
- Fixed a bug with the Item Console Command that would allow for firing of any InteractiveItem public method, rather than just methods tagged as ItemFunctions
- Fixed an issue that could cause minor inconsistencies in how long it took to begin Throwing an item after it was picked up and the Player started holding the Right Hand input key/button
- Minor optimization of AudioManager to eliminate all garbage allocation and very slightly reduce CPU usage
- The Front Door can now use ItemFunction PlaySoundEffect1 to play a doorbell sound
- Minor optimization of misc. sound effect files
- Another Hammer (Hammer2) has been added as an InteractiveItem. It is identical to, and just as Hammery as, the OG Hammer
- When a carried InteractiveItem is Dropped, Thrown, or for some reason a Grab attempt is canceled, the "Throw"/Right Hand action strength will be forcibly reset to its minimum value
- Added the functionality for specific InteractiveItems to override the default RightHand/Throw behavior
- Added two new movetargets, NearGarageDoor1 and NearGarageDoor2
- Fixed an issue that would prevent the Player : TriggerRadialFor event from working when the Player was designated as its target. Note that the opening of the Player Action Radial for the Player via this method is subject to the same engine restrictions as trying to open it via the input keybinding
- Added trunk model
- Added trunk key
- Added a hammer animation
- Added alternative versions for doors, fridge, and thermostat
- Added a shake flashlight model
- Added an alternative version of the hot tub water effects
- Animated the AC unit fans to make it operational and added sound
- Added alternative body and clothing textures for ashley and madison in certain events
- [WIP] Added new guest's character model
- [WIP] Added new guest's detective outfit
- [WIP] Setup cloth physics for our new guest
- Setup hair physics for our new guest
- Added red flickering effect for a certain doorbell event
- Removed wristbands for our new guest and changed position of her hat
- Added a new smile for our new guest
- Added a mysterious shadow human with red eyes
- CSC: When copying an entire Event Trigger and pasting it, any GameEvents within the new EventTrigger will get new GUIDs assigned to them, instead of carrying over the GUIDs used in the original Event Trigger
- CSC: When exporting a story, built-in error correction will ensure that DisplayGameMessage GameEvents that have been duplicated (either via CSC copy-paste or manual script editing) but do not have identical text to other duplicates will be assigned a new GUID
- CSC: Characters that cannot be enabled in Custom Stories will display a warning indicating as much within their Character Story entry
- CSC: Dialogues can now be set to process as "AutoImmersive". When a Dialogue has this setting enabled, the Response UI will be hidden from the Player and the first Response (or the default "..."/no response) that meets its criteria will be fired, allowing Players to sit back and relax while Dialogue unfolds. Standard Response and Dialogue Close Event behavior still applies. If the Player clicks on/interacts with the Dialogue UI while its text is still populating, this "AutoImmersive" behavior will be canceled and existing Dialogue-Response behavior will take over until a Response is chosen
- CSC: Fixed a slight alignment issue related to Response entry foldouts
- CSC: Very minor optimization of the Trigger New Dialogue/Next Dialogue selection code
- CSC: The Add New Response button will be aligned more closely with the other Response-collection buttons such as Collapse, Expand etc.
- CSC: The user can now view and manually input Response Order again (which will allow for order customization of Dialogue Response, Global, and Goodbye Responses), but note that Responses will still not auto-sort as they did prior to CSC 1.0.9
- CSC: Various buttons/functionalities that should have sorted Responses on-demand, but were not, have had this issue addressed. Responses are now sorted any time Response collection order is modified, added to, subtracted from, etc.
- CSC: A manual Sort Responses button has been added to Response collections for those that wish to play around with manual numbering and Sort later
- CSC: When changing Response Order via the up/down arrows, the system will now allow for negative Response IDs
- CSC: Global Response and Global Goodbye Response collections will no longer auto-sort on every Editor frame. They will use the same sorting mechanisms as standard Dialogue Responses. This will further increase performance when working with "Default Greeting"-type or otherwise complex Dialogues
- CSC: Characters can now be renamed via the Item : Rename GameEvent. Such changes will carry over through saves, and will affect what name is shown for crosshair/interaction text, in the Dialogue UI, BGC UI text, Opportunity Log, Combat Target UI, etc.
- CSC: Items and Items from ItemGroups can now use RotateItemToward, which will attempt to rotate them so that their "front" (typically Forward on their Z-axis; this may not always result in what is visually expected) points toward their target