Fluid streams no longer spam hitcallbacks, this makes milk and cum no longer lag mobile hardware like the Steam Deck.
Upgraded penetration tech. Splines are smoother, various bugfixes and improvements. This might break a few things though.
Upgraded Jiggle Physics, this is to pave way for future collision support. It does slightly change how existing jiggle settings act. Namely we added back-propagated motion, so the simulation is a bit more accurate.
Added a Thai font so the language is properly supported now.
Added collision to inner barn walls.
Facial animation works again for kobolds.
Chat now has a string limit of 10000 characters. This should prevent very long sessions from getting a laggy chat box.
Modded characters without procedural deformation are no longer invisible with the Vulkan renderer.
Kobold ownership is given back only when a kobold is not ragdolled. This prevents pinned kobolds from unintentionally getting popped out of their constraints.
Modded characters now have a customizable "Leg length" that allows them to hover the correct amount of the floor.
Made it possible to see breasts by looking down in most situations. - Increased pitch limit of the player camera by 21 degrees. This can feel a little awkward at first, but is really nice for looking down at your own bits. - Body look-at IK weight decreases as you look down, straightening the chest so you can see all the bits. - Fixed the camera being offset forward inappropriately by 5cm.
Pole-jumping with precision grabber was buffed back to nearly its original strength again. (It was accidentally nerfed in the last update).
Reduced default muscle tension on ragdolls some more for the Ragdoll Creator.
RagdollCreator no longer generate necks, as they are too hard to configure.
Reduced tension by half on ragdolls so they don't feel so stiff trying to pose.
Precision grabbing no longer has projection enabled, which would fight with the ragdoll's projection (causing it to jitter).
Regular grabbing a ragdoll no longer has infinite strength, causing ragdolls to break.
Fixed issue where ragdolling would snap the camera to the base of the neck, rather than between the eyes.
Third person and ragdoll camera distance now scales with the player's size.
There's still a lot of tweaking that needs to be done, for example I'm very frustrated that it's not possible to see your breasts when you look down. Hopefully that'll be fixed soon!
Much of the documentation is a draft, but I put it on a wiki so anyone can help make it better!
Modding support is also very new, and probably has brought along a bunch of bugs. Hopefully you all will be patient with me as we find them and fix them.
Large Camera refactor
Now there's only one Camera in the scene, and it hot-swaps between programmable configurations. This allows for lots of fun stuff like making sure the character's head is in rule of thirds, and when you look up in third person that it puts the butt exactly where I want on the screen while adjusting the FOV.
Lerping between configurations is smooth, allowing seamless transitions to various modes-- Like going from 3rd person to ragdoll camera mode. The ragdoll becomes centered on the screen.
Raytracing keeps the camera from clipping through walls in third-person or locked-cam modes.
Precision grabbing, and grabbing happens from the camera now. So playing in third person is much more doable.
There might be a few bugs here and there, and I know that some actions have gotten a bit more difficult with the new camera system. I'm hoping I can harden the code more as I work on other things.
Ragdoll refactor
To make ragdolls easier to create, I wrote a complicated ragdoll creator that takes into account muscle limits from within Mechanim. They have real necks now!
The precision grabber is really really powerful and can easily make ragdolls violate their own limits-- however I'd prefer soft limit violations over hard jittering. It's very fun to pose and toss kobolds around.
Dick refactor
Dicks are no longer equipment, this means that old saves will load incorrectly. Sorry! This was an important change to make way for Modding, as making a new dick is significantly easier without having to arbitrarily assign it a new equipment slot, icon, localized description, and assigning correct equippable flags.
Proper gaussian distributed randomness
In my gross misunderstanding of statistics, I was using extremely incorrect random values to represent kobold stats. (I was using the raw deviation as if it was a random gaussian distributed value between 0 and 1).
This lead to nearly every random value to have a 36% chance to be outside -1 to 1. And since I assumed it was 0 to 1, it's a nearly 50% chance to be either the min or max value. Whoops!
I properly studied up, and now I'm using Marsaglia polar generated gaussian numbers, and I tested them to make sure they work properly!
Kobolds should now have much more regular proportions, while also never completely eliminating the chance to get absolutely crazy proportions sometimes.
Animation refactor
For a long time, Kobolds had an extreme head-bob in their animations. I used some smooth lerp camera tricks to keep the camera mostly centered on the Kobold's head-- but this slimey, slidey solution made people feel nauseous after long play sessions.
I've redone all the animations with a special IK rig to keep the head static relative to the armature no matter what. Now there's NO head bob! This has drastically reduced how bouncy and fun the animations are-- but now holding W actually smoothly moves your character forward like any other FPS game.
Steam cloud support!
Launching the game will now move all your current saves, and configuration to a user folder. Your configuration and saves will be uploaded to the cloud!
If you play the game outside of Steam, it'll use a "defautUser" folder. This can spook you as saves will seem to disappear if you suddenly start using steam. This is to allow multiple users to play KoboldKare from the same device without overriding eachother's configuration.
All saves can be found within the persistent data directory which varies depending on platform. If you're on windows it'll be found here: `C:\Users\<username>\AppData\LocalLow\Naelstrof\KoboldKare\<steamid>\saves`.
Various fixes
Many of these fixes are from dutiful people submitting issues they run into on github. I'll mark each with the related issue number.
Ragdolling no longer uses an invalid old packet in interpolation which caused it to flicker for 0.1 seconds. #177
Projectiles in mid-air no longer get saved and cause an exception. #176
Kobolds no longer reset fatness to 0 when expending energy at negative values. #169
Fixed console spam with grab spam. #145, #159
Fixed multiple active cameras being placed in the scene if respawning got bugged. #146
Fixed kobolds getting their input stuck if the player was holding an input while body-swapping. #139
Mushroom price is no longer treated as a mixture. Now it's on par with other tier-1 fruit. #138
Ambience and music no longer immediately stops if you ragdoll near the source of it. #137
The final quest should no longer be impossible to achieve without cheats. #124
Textures are now much higher fidelity as I've increased the texture memory budget to 1GB rather than 512mb
Held bombs are no longer are invulnerable to explosions (preventing their deletion). # 123
Fruit, and by extension dildos, have a minimum size of 15%. Prevents them from seeming deleted by explosions. #103
PlayerPossession and camera tracking now gets disabled when the game is paused. #97
Contracts no longer can be bought multiple times if you match the star amount exactly. #189
Carried game objects no longer jitter.
Breasts on kobolds spread more when growing, and they torpedo slightly less. #193
Objects no longer get stuck under the barn. #190
Fixed footsteps having no volume or not triggering in some circumstances.
Prevented softlock of the multiplayer menu by greying out all the buttons until the connection is ready.
A concrete material used in the city no longer has an incorrectly assigned ambient occlusion map.
Fixed equipment being removed and deleted due to dual Inventory instances. #207, #200
Deleted non-working, unused nipple pumps. #210
FootIK has been improved and better retains the original animation. Thanks Raliv!
Localization updates.
Air acceleration has been nerfed slightly so that you cannot simply hold w on a 89 degree wall and still slide up it.
I'm super happy that many of y'all have been using the open-source nature of KoboldKare to make the game better! The rest of this update post is going to be dedicated to the folks willing to contribute directly to KoboldKare!
DirtyGoatxxx's changes
New /cum command. Lets you immediately cum on command.
New /dick command. Dicks no longer being equipment means that there needs to be a cheat to swap them.
Thank you DirtyGoat! I could always use more cheats. Now I just need to refactor cheats to not be so clunky to use haha.
Pochemu's changes
Prop remaster! Many props have been remastered to be higher quality.
More props have been remastered than what is show in this image, I couldn't fit them all on this page! This is an absolutely crazy amount of work that you've put in Pochemu, thank you so much! I hope to return the favor somehow.
RWsYiffyMind's changes
Kobolds with enough energy will now lay a series of eggs without intervention. This can be a little spammy, though it requires some seriously high stats to spam enough to become a problem.
Added /give machines as a cheat, which instantly purchases all contracts in the map.
Created a new procedural kobold emission shader, it wobbles and has nice-looking lighting!
Really cool thing to add RWsYiffyMind, and thank you for being willing to work with me on getting the effect in a way that made us both happy!
Dys's changes
Adjusted the code to allow for any number of blendshapes for pulsing. This is a really nice workflow addition.
Added a new dick model!
Thank you Dys White! This is a really really high quality model, I really love fantasy stuff like this. I wish KK supported real prehensile motion to really bring it to life, but this is really cool as it is.
Fancyneer's changes
4 new animation stations, two macro related.
Thank you Fancyneer for filling the world with more interactivity! The new stations are creative and fun, awesome!
Large networking refactor: Ragdolling, Kobolds, reagents, and props have 50%-500% reduced internet traffic. There's a slight noticeable quality decrease, but it should help significantly with broadband requirements.
Fixed bug where Kobold genes and reagent contents weren't updated properly on change.
Hearts spawned by female kobolds now contribute to nearby hearts, rather than guaranteeing a bunch of individual hearts in a pile.
Props now save their rotation information in saves. This should prevent piles from exploding on load.
Forest and cave spawners now retain their last spawn information, and don't spawn if they're blocked. This should prevent large piles of fruit from gathering after lots of play time over saves.