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FarmD v1.4.4 (changelog)

New anthro fox character models, and a handful of bugfixes and quality-of-life updates.

[desktop/vr]
ADDED
- Added new male and female Fox anthro models from Zealot's avatar library.
- Added support for penetration with male genital slits, such as the new Drake model.
- Added a Jump button (desktop: space, VR: up on the right stick) for you parkour enthusiasts.

CHANGED
- Changed some things with the walking/jogging handling. Instead of starting at a walking pace and gradually increasing to a jog, desktop users can now toggle whether they move at a walking or jogging pace (default hotkey: Left Alt) and VR users can control their speed up to a jogging pace with the left stick when in Walking locomotion mode. The jogging speed has also been increased slightly.
- Set up some different animation handling for the partner's head in some scenarios, to fix alignment/clipping issues in the partner blowjob position as well as better consistency with the partner's head placement in the headpats/mawplay position. If you had previously imported a custom feral character, its "penetration vector" in the mouth penetrable may need to be adjusted.
- The saddle and belly rig meshes are now properly visible when equipped on the new Drake and Gryphon characters.
- Tweaked the arousal triggers on the built-in anthro characters' hands, so it should be easier to raise arousal when using your hands.
- Adjusted your partner's head/eye angle slightly when they're focused on you, for some nicer results.
- Adjusted tonemapping, auto-exposure, and reflection probe settings for better results in varying light levels.
- The "Time of Day" slider is no longer interactable when the day/night cycle is in Auto mode, for consistency with Sync mode.
- Increased the amount of grass in most areas for better ground coverage, and tweaked its colors slightly. You may want to leave the grass density at Medium or Low for better performance in VR mode.
- Adjusted the base fluid transparency to look a bit nicer.
- You can now adjust the transparency of fluids in the Character Menu.

FIXED
- Fixed some scenarios where the player's mouth could be stuck open after having collided with something that would open it.
- Fixed a bug that could cause wetness painting to not work in some scenarios for character models with multiple paintable materials.
- Fixed an issue where the alpha (transparency) value of color fields in the Skin Edit mode was not being saved to the skin file correctly, causing it to be reset when re-entering Skin Edit mode later.
- Fixed some issues with the eye materials on the female wolf.
- Fixed fluid collider issues on the bucket prop that were preventing it from holding liquids.

[desktop]
CHANGED
- The hotkey for the debug console can now be customized instead of being a hard-coded "~" key.

FIXED
- Fixed some animation issues with anthro digitigrade legs when exiting the doggystyle and servicing positions.
- The dynamic depth-of-field will no longer pull focus on the window glass in the farmhouse, so you can look through them more easily.

[vr]
ADDED
- Added an option in the VR panel for "Mirror View To Desktop", which is on by default but can be disabled if you want some privacy.

CHANGED
- The teleport target cursor now scales with the player size, so it's not so huge when the player is very small.

FIXED
- Fixed a bug where closing a menu while aiming the right-hand pointer at a scrollable area could cause the smooth kneeling to stop working.
- Adjusted some settings on the player's finger joints to help prevent them from bending in odd ways when colliding with objects.
- Fixed some LOD bias settings when in VR mode that were causing low-detail versions of objects to appear too close to the player.

[importer]
ADDED
- Added a "Load Skin From JSON" button in the Materials and Textures module in Customizable mode. This will allow you to populate a new built-in Skin item from the JSON file generated by using the in-game skin editor, to more easily add new skins. Note that the "Compiled Texture" fields in the new skin will still be blank after creating a skin this way, so you will need to assign those to the appropriate textures in your Input directory.

CHANGED
- The arm, hand, and finger colliders are now automatically set to the appropriate physics layers when imported into the game, so they no longer need to be assigned to any particular layer in the importer.

FIXED
- Skins defined in the Materials and Textures module will now properly save alpha values for color fields when building the character package.

Comments

Mmm parkour

KaosWater


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