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FarmD v1.3.4 (changelog)

Animation updates and physics fixings.

[desktop/vr]
CHANGED
- Most animations in the game have been updated or polished. Many didn't change too much overall, but were tweaked a bit for more fluid or lifelike motion, and to clean up glitchy movements or transitions.
- The "Medium" thrusting speed option has been replaced by a "Hard" option, in all positions except belly riding since the speed options there control your partner's walking speed instead. In addition, the Slow/Hard/Fast actions now trigger separate sets of thrusting animations, instead of changing the animation speed of a shared, randomly changing set.
- The thrusting speed options are now available during the doggystyle position's Pinned pose.
- The "look-at" rig for the partner has been changed, which affects the way their neck, head, and eyes track targets.
- Adjusted settings for all built-in characters' Dynamic Bones (player's breasts and partner's ears) so they should give nicer results when characters are in motion, and also behave consistently regardless of the framerate.
- Changed some handling for the rigidbody attachments to characters for the cock, balls, and tails, so these body parts now react properly to the character's movements instead of being stiff and non-physical.
- Adjusted the tail physics settings for all built-in characters for nicer behaviour, and less bending/kinking issues particularly with the leopard.
- Characters now blink at random, instead of at perfectly regular intervals in sync with the idle animation.
- Adjusted the sun strength, particularly during morning and evening, to prevent some odd lighting when the sun is behind the mountains.
- Bumped up the shadow rendering distance slightly for nicer visuals.

FIXED
- Fixed an issue where some sex-position animation triggers would fail to get reset in some scenarios, causing various animation issues like the partner glitching around in the partner-on-top riding position, or the player resetting their pose during the throat-swabbing position.
- Fixed a bug where the partner's head/neck would lag behind or be looking in an odd direction immediately after fast-travelling or loading a save file.
- Characters' cocks now ignore collisions with their own penetrables (except for mouth) to prevent some occasional issues where physics glitches could cause them to intersect and trigger arousal or sound cues.
- Fixed a bug where the "Base Idle Animation" expression layer for anthro characters was not being played correctly.
- Fixed an issue where custom characters' tails could be rotated incorrectly during animations, depending on the orientation of their rig's hip bones.
- Fixed an issue where loading a character with a dynamic bone that is disabled for its body type (such as the male versions of the built-in characters, with breasts disabled) was causing the dynamic bones to be stuck in odd positions.
- The new physics settings for characters' balls should help prevent them from getting twisted up, or stuck inside geometry.
- Fixed a couple issues with the Gryphon partner species, like glitchy physics when unsheathing and the belly-riding activities being unavailable.
- Fixed an occasional error with save file migrations from older versions that could fail to set the character's scene id, preventing the file from being loaded.
- Fixed a bug where the "Body Part" dropdown list was blank in the Vibrator configuration screen.
- Fixed some lingering errors about instanced shaders that could pop up in some scenarios.

KNOWN ISSUES
- The lips on the Drake partner species can jitter when the character's head is in motion.

[desktop]
CHANGED
- Changed the player's walking locomotion handling. Instead of immediately transitioning from a walk to a jog over time, the player will now move at a walking speed for a short time, then speed up to a jogging speed, then speed up to full run. You can still use the Sprint key (default: left shift) to immediately reach the running speed. The maximum movement speed has also been increased to match the new running animation.
- Changed how the "Autorun" hotkey works. This will now lock the current movement speed and direction in, rather than simulating a W-key hold.

FIXED
- Camera rotation and zoom sensitivity is now consistent at different framerates.
- Fixed an occasional error that could pop up when walking near items that can be picked up.

[vr]
CHANGED
- Changed the player's walking locomotion handling. After holding the stick forward for a short time, the player will speed up to a full run. You can still use the Sprint button (default: left-stick click in) to immediately reach the running speed. The sprint speed has also been increased.

FIXED
- Fixed an error when trying to select the Hip Thrust action.

NOTES
- Due to some changes to the player's hip rig for the new animations, any saved waist trackers may need to be re-calibrated.

[importer]
ADDED
- Added a new Touch Target type for Anthro characters (Front Of Thighs). This is used in some positions like sitting on the crate, riding on the saddle, etc where the player has their hands resting on their thighs. Use the Generate Touch Targets button in the module to create them, and then configure the objects' orientations.
- Added a new emote Expression, Blink. This emote plays at random, and is layered above the base idle animation but below all other animations - so that way the "Sleeping" loop can override it to prevent blinks from playing then, for example.

NOTES
- The default physics joint settings for characters' tails and balls have been updated. You may want to re-run the "Set Up (x) Joints" for the respective body parts on your own characters, for consistent behaviour with built-in models.


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