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FarmD v1.4.5 (download)

Download: https://www.dropbox.com/s/0ovjr0visluzjqu/FarmD-1-4-5.7z?dl=0 


Importer: https://www.dropbox.com/s/mm7ubud9gqol8dv/FarmDCharacterImporter-1-4-5.unitypackage?dl=0 

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FarmD v1.4.5 (changelog)

Handful of bugfixes and minor features to wrap up v1.4.x.

[desktop/vr]
CHANGED
- Identified some GPU bottlenecks with the terrain shader, and changed some handling there for significantly improved performance, as well as reducing some visible tiling on distant terrain and steep cliffs.
- Emission intensity handling for the character shader (used for built-in characters' main body materials) has been changed to a proper exponential range instead of linear. If you had previously made custom skins that used emission on the body or cock materials, you may need to adjust the intensity value.
- Increased the jump height slightly so you can free yourself from the stalls in the stable if you end up inside one.
- You are no longer forced to a walking speed when strafing or walking backwards, when using the jogging speed in first-person or VR.
- Tweaked some daytime exposure settings to keep things from getting washed out.
- Adjusted some settings for the waterfall so it's not so bright at night.
- Tweaked a few materials inside the stable to look a bit nicer.
- The alarm clocks in the farmhouse bedrooms now display the current in-game time of day.
- The wolf and fox characters now have belly- and throat-bulge support.
- The female wolf is now the default species when creating a new save file, instead of the legacy female leopard.
- Tweaked some of the built-in male wolf skins to look a bit nicer.
- Changed some handling for paginated UI containers like the supporters list, to prevent the game from freezing when opening the Credits page. sufferingfromsuccess.jpg
- Some errors and warnings generated manually by the game no longer have a full stacktrace in order to make them more readable for users.
- Adjusted some file compression settings to reduce build size and RAM/VRAM usage slightly.

FIXED
- Fixed a bug that could cause penetrable clipping planes to not work in some situations, such as if belly riding was the first penetration activity of a play session, causing the partner's cock to clip through the player's belly.
- Fixed alpha settings on some color fields for some of the built-in skins that had incorrectly been set to zero.
- Fixed some audio events that were causing characters to moan/grunt too frequently during sex and interrupt their own vocalizations.
- The floor of the loft in the stable now has collision.
- Added some missing colliders to the guardrails on the south bridge.
- Fixed the collider blocking the south road so it actually covers the full width of the valley.
- Vegetation is now being properly masked in the grotto area so it no longer pokes through the floor of the cave.
- Fixed some minor display issues with slider UI elements when the handle is at the very ends.
- Emissive light effects on characters will no longer influence reflection probes.
- Fixed some lighting flickering when changing scenes.
- Fixed a bug where riding on the saddle would cause negative vertical speed to build up even when grounded, causing incorrect behaviour when falling.
- Fixed some issues with fast-travelling while falling, such as when the player gets reset after falling out of the world.
- Opening the menu while jumping or falling will no longer cause your character to freeze in midair.
- Fixed errors that could occur if travelling between scenes while your partner was interacting with an object.
- Improved handling for duplicate fdc files found on initial startup (for example, the same file placed in StreamingAssets and the persistent AppData directory) so the game will no longer hang and throw a confusing error message.
- Fixed some incorrect fluid colliders on the cock tip for Drake and Gryphon.
- Fixed a few UV errors on the fur of the wolf and fox models.

[desktop]
FIXED
- Fixed a bug where jumping with your head turned while in first-person would rotate your character in the direction your head was facing.
- Fixed a bug where hotkey hints could have a "MISSING LOCALIZATION" message in some scenarios.
- Fixed an edge-case error that could pop up when picking up items.

[vr]
FIXED
- Fixed an issue where GPU usage would be severely throttled and kill the framerate if the game lost focus for more than a minute or so.
- The "Re-Center" action now behaves correctly in poses that have the "Turn Around" action like sleeping or riding your partner's cock, instead of causing your body to be rotated the wrong way.
- The player's feet are now animated properly when jumping or falling, if foot tracking is not active.
- Fixed some incorrect leg animation when physically kneeling or lying down, with foot tracking active.
- Fixed a bug where the player could fall out of the world when travelling to the calibration room.
- Fixed a bug where the player's cock was incorrectly grabbable when sheathed, if launching the game with a character that had a sheathed cock.
- Fixed the cum and urine color pickers not displaying correctly when in VR mode.
- Fixed an issue with some UI elements that could cause them to be unselectable in some scenarios.

[importer]
ADDED
- Added some validation to custom patterns, to make sure that any referenced textures are in the Input Directory, so they don't get excluded when building the character package.

CHANGED
- The softbody heatmap handling is no longer part of the Materials and Textures module, but is now listed with the Softbody module, and each heatmap is associated with a skinned mesh renderer rather than being attached to a material.
- The "Initialize Material Data" button in the Materials and Textures module will now create the material data items based on the names of the materials, rather than the names of the renderers they are attached to.

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FarmD v1.4.4 (download)

Download: https://www.dropbox.com/s/a5ck2eqlbc58doj/FarmD-1-4-4.7z?dl=0 


Importer: https://www.dropbox.com/s/gs7vgoyxpny39bg/FarmDCharacterImporter-1-4-4.unitypackage?dl=0 

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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.

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FarmD v1.4.3 (download)

Download: https://www.dropbox.com/s/47sxby203e8ta7c/FarmD-1-4-3.7z?dl=0 

No new importer version for this build.

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FarmD v1.4.3 (changelog)

Farmhouse scene!

[desktop/vr]
ADDED
- Added an interior scene for the Farmhouse. There are a few interactables scattered around for the existing positions, and this will be more fleshed out in the near future with some animations to make use of the new furniture. The exterior of the house was also updated with some new materials and props.

CHANGED
- Tweaked some lighting/shadow handling for the Sun light for nicer results during the day, and some general ambient lighting adjustments.
- Some changes to shader instancing in the terrain and a few other materials for a slight improvement in GPU performance.

FIXED
- Fixed some cases where occlusion culling was incorrectly happening on some visible objects if the camera was near a wall.
- Fixed the error text in the Add Skin screen not rendering correctly.

[desktop]
FIXED
- Adjusted some handling for third-person camera collision to help prevent some edge-cases where it could clip through walls.
- Fixed an error that could occur if any hotkeys were not bound to a valid key.
- Fixed an issue where turning the first-person camera to the side would cause the view to be tilted, and then snap back to normal when the player started moving.
- Reverted the appearance of toggle buttons for the head and hand actions to not use the rounded style since it didn't look correct.

[vr]
CHANGED
- Made the grab trigger for the player's backpack slightly smaller when it's on your back, to make it less likely to be grabbed accidentally.

FIXED
- Grabbing your partner's cock no longer causes it to become flaccid.
- The smooth kneeling controls no longer have an effect if the right hand is currently aimed at a scrollable area, so it can be used to scroll correctly.

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FarmD v1.4.2 (download)

Download: https://www.dropbox.com/s/21cpgjzlcm6nbo9/FarmD-1-4-2.zip?dl=0 

Importer: https://www.dropbox.com/s/54bfx8wk1adv7op/FarmDCharacterImporter-1-4-2.unitypackage?dl=0

(EDIT: The .7z version of the game was throwing a false positive for a Trojan by Windows Defender, though scanning the files themselves turned up nothing. I've repackaged it as a .zip and re-uploaded)

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FarmD v1.4.2 (changelog)

New wolf anthro character models, and a handful of quality-of-life changes and fixes.

[desktop/vr]
ADDED
- Added new male and female Wolf anthro models from Zealot's avatar library.
- Set up proper support for anthro characters to have sheathed states and unsheathing animations. This currently is only implemented for the male Wolf model.
- Restored support for customizable eye types, which are currently set up on the Legacy characters.
- Added support for toggleable muzzles on all anthro characters when in first-person or VR, on the Body tab of the Character Menu.
- Added a toggle in the Skin edit mode to open/close the character's mouth for easier editing.
- Added localization support for Ukrainian.

CHANGED
- Changed some handling for anthro characters' hip offset on import if they were set up using the Automatic workflow, to give more consistent results with different torso lengths. Any custom anthro characters that had previously been imported may need to be adjusted in the importer to have correct body scale and head offset orientations, and re-exported.
- Adjusted handling for anthro digitigrade animations to get nicer results in some animations.
- Adjusted physics settings for cocks on the new Drake and Gryphon to prevent physics issues when unsheathing.
- Tweaked the equine cock head on Drake and Gryphon to be more appropriately sized when not flared.
- Adjusted bone weights on Gryphon's cat tail to reduce deformation issues when it gets bent.
- Tweaked some handling for the player's "open mouth" trigger zone to fit better on characters with longer muzzles.
- Adjusted some physics settings to hopefully reduce the chance of death spirals from fluid simulation.
- Many UI elements and controls were tweaked to be a bit more compact, and some button shapes were adjusted.
- The "Physics" options panel was renamed to "Fluids" to be more informative.
- The main menu and save file menus can now be closed with the menu key, if they were opened from the pause menu.
- The screen no longer fades to black when re-selecting the currently loaded save file from the File Select menu.

FIXED
- Fixed some scenarios where changing between species in the Character Menu could result in the cock size or ball size sliders not appearing.
- Fixed a bug where changing species or body parts would not update the available belly rig interaction options in some scenarios, if the belly rig was already equipped.
- Fixed some animation issues with the partner in the player-on-top missionary and riding positions.
- Fixed a bug in positions where the player is penetrating the partner where their cock could be misaligned depending on the player's torso length.
- Fixed the knot/flare swell animation during orgasm not working correctly for the Drake.
- Fixed an error with paintable materials in multi-material meshes, if the paintable material was not assigned to the renderer's first material slot.
- Fixed some rendering issues with mipmaps on legacy characters.
- Fixed an error that could occur when importing a character with customizable materials that used the same material in multiple slots on one renderer.
- Fixed issues where the clipping plane was not working properly if your partner's cock was set to the Veiny alternate material.
- Fixed a bug where a character's breast size would reset to its default value when opening the Character Menu.
- Characters' cock scaling, unsheathing, and knot-swell animation layers will no longer play if the character doesn't have a cock.
- Incidental audio is now properly assigned to the "SFX" audio category, so its volume level will follow what is set in the options.
- Deleting the current save file and then selecting another file or creating a new one will no longer cause the deleted file to be re-generated.
- Fixed an error popup after changing some options that use sliders in some scenarios.

KNOWN ISSUES
- There continue to be some alignment issues with the partner's head in the blowjob position, depending on partner species and player cock size.

[desktop]
CHANGED
- Increased the maximum FOV slider ranges.

[vr]
ADDED
- Added a new kneeling mode, so your height can be adjusted smoothly with the right thumbstick/touchpad. This is the new default kneeling mode, and can be changed back to the old toggle mode in the VR options menu.
- Added a new VR option, "Fade On Transitions". This toggles whether the screen will fade out briefly during snap-turn, crouch toggle, and teleport actions, and is enabled by default since this was the previous behaviour.

CHANGED
- You can now target character colliders when teleporting, useful for climbing on top of your partner when scaled down etc.

FIXED
- Fixed a bug where the player's hips would try to align with the partner's hole when nearby even if the player didn't have a cock, which could throw errors in some scenarios.
- The player's cock now correctly becomes erect when grabbed, which got broken at some point.
- Fixed a bug where changing player species would cause the player's hip and foot tracking and automatic locomotion to stop working.
- Fixed the orientations of dynamic bone colliders in the player's hands, so they should interact with dynamic bones more correctly now.
- Fixed a bug where the kneeling animation was incorrectly taking control of the player's hips when hip tracking was active.
- The menu tablet will no longer get stuck in midair after holding it with both hands and releasing with one hand.
- The bridges over the stream are now valid teleport targets.

REMOVED
- The teleport action is no longer bound on the right hand since it conflicted with the new smooth kneeling controls.
- The screen-darkening effect when your head collides with objects has been removed.

[importer]
ADDED
- Added a new layer to the game and importer, HideInFirstPerson. This can be applied to objects that will not render when in the first-person view or VR mode, useful for things like hair or anything else on the model that may obstruct the player's view. To update physics layers in your project, open the FarmD -> Character Importer Setup from the title menu bar and click "Set Physics Properties".
- Restored support for specifying eye types in the Materials and Textures module. Texture layers are no longer defined within the eye types section since they should now be using the new Material Data and Pattern setup.
- Added a new Expression, "Toggle Muzzle". This expression animation is used to toggle the character's muzzle visibility when in first-person or VR mode, and should have the muzzle hidden on the first frame of the animation and visible on the last frame - intermediate frames are not used.

CHANGED
- The package was reorganized so all files are in a CharacterImporter directory instead of being dumped in the top level of Assets. Before updating to this version of the importer, it is recommended you back up your project and then delete all directories installed by the importer package (3rdParty_Included, _SharedResources, Examples, GuideMeshes, Prefabs, Scripts, Settings).
- In the Configurable Parts module, the "Has Breasts" flag is now visible when in Customizable mode if configurable body types have not been set, to allow for breast size scaling to be available in this scenario.
- The "Clippable Cock Material" field in the Cock module is now an array, to allow for multiple materials to be specified for clipping, if your character has multiple material options.

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FarmD v1.4.1 (download)

Download: https://www.dropbox.com/s/fs12drtklna2tln/FarmD-1-4-1.7z?dl=0 


Importer: https://www.dropbox.com/s/cpq3tqhw9ji6a6y/FarmDCharacterImporter-1-4-1.unitypackage?dl=0 

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FarmD v1.4.1 (changelog)

Graphics update! New environment models and lighting, overhaul of the character skin editing mode, and new Drake and Gryphon models with lots of customizable bits.

[desktop/vr]
ADDED
- New versions of the Drake and Gryphon characters have been added. All previous built-in characters were also moved to the "Legacy" species group.
- Added support for toggleable cosmetic parts in the Character Menu. Currently the new Drake and Gryphon characters have options for this.

CHANGED
- Graphics updates to environmental models and materials, particularly in the outdoor areas, with the exception of the farmhouse which will be updated in the near future and given interior furnishings.
- Adjusted lighting and post-processing settings for some nicer visuals, including changing to the deferred render pipeline.
- The color customization options for characters has been significantly reworked. Rather than selecting a Pattern and its Colorset, you now select a single Skin which contains information for both. The edit mode for Skins contains the previous functionality for color layer editing, as well as a number of material properties like smoothness and metallic values, to allow for greater customization. Also, you can now disable texture layers within a pattern, adjust the transparency of colors, and sync color fields to edit multiple at the same time. Unfortunately, any previously-created custom colorsets could not be migrated to the new system and would need to be re-created.
- Changed the UI for the configurable body parts settings in the Character Menu to use a checkbox/radio style rather than being all dropdowns.
- Increased the maximum draw distance setting for vegetation in the Performance tab. The default value remains the same (100m).
- The hanging plank in the stable was changed to make it only mountable from one side instead of both, to simplify the animation setup.
- Tweaked some animations for the player-on-top Missionary and Riding positions for better results with different genital orientations and cock sizes.
- Adjusted some physics settings to improve stability for cocks and tails in some situations where they would get wedged in geometry.

FIXED
- Fixed a bug where the time of day was not being applied properly on startup.

REMOVED
- Eye Type selection has been temporarily removed, and will be updated to use the new material setup and re-implemented in the near future.
- The "Tree Billboards" distance slider was removed, as tree rendering is handled a little differently and no longer uses billboards. You can use the LOD Bias slider to control the render distance of trees.

KNOWN ISSUES
- Wetness painting on characters is not currently working in some scenarios and mesh surfaces.
- Setting the partner's cock size to maximum can cause odd belly bulge behaviour in some positions.
- The "Suck My Cock" position when sitting on the crate can have alignment/clipping issues with the partner's mouth.

NOTES
- Any custom characters made before v1.4.1 that used the "Customizable" mode for either the Materials or Configurable Parts modules will not be compatible with this build of the game, and will need these modules to be updated in this version of the importer and re-built.
- Due to changes to the handling for Cock Scale and Ball Scale, any previously saved values for these fields have been reset.
- The Saddle and Belly Rig equipment models have not yet been updated for the new Drake and Gryphon characters - these activities are still available but the meshes for the equipment will be invisible.

[desktop]
KNOWN ISSUES
- The "Servicing" position does not yet have actions for the partner if they have a male slit instead of a sheath, and the existing "sheath" actions result in some buggy behaviour. Proper male-slit interactions will be added in the future.

[vr]
CHANGED
- Increased the size of the menu tablet, to make selecting small UI elements easier.
- The kneel action is now bound to clicking in the right thumbstick instead of pressing it downward, to prevent accidental presses when turning.
- The deadzone settings for the right touchpad on Vive controllers was adjusted to help reduce unintended inputs.

FIXED
- Fixed a bug where launching the game in VR mode for the first time (with no save files) would cause an error and a duplicate body mesh for the player.

[importer]
ADDED
- The Configurable Parts module was expanded to include support for Sheath types (to support a character with both a male slit and sheath) as well as generic Cosmetic types. Additionally, there is now a Groups field for configuring which types of configurable parts your character uses along with the heading name that appears in the character menu, and some other properties. Individual body parts can also now specify "Exclude Objects" which are GameObjects that will be disabled when that body part is active, as the inverse to the existing "Include Objects".
- Added a flag to the Cock module for "Kinematic When Sheathed", which defaults to True which was the previous behaviour. Unsetting this flag will allow you to have better control over the cock's physics using the Unsheath expression animation, so it is not always stiff and rigid when fully sheathed.

CHANGED
- The Materials and Textures module has been significantly reworked to support the new Skins system. Any characters that were previously using the Customizable mode to allow for custom color layers will need to be updated to use Skins.
- The CharacterMaterials component was removed, as its previous functionality now lives in the Materials module of the CharacterImporter. You may have a (Missing Script) component on your top-level importer object that should be removed, if you weren't using the CharacterImporter prefab - otherwise it will have automatically been removed as it is no longer in the prefab.
- The Cock Scale and Ball Scale handling is now expected to be defined in animation clips in the Expressions module, similarly to how Breast Scale worked previously. Additionally, there is now a default value slider in the Configurable Parts module for each of these scaleable objects to define the normalized time (0.0-1.0) of the animation that should be used as the starting scale.
- The Left Shoulder and Right Shoulder fields in the Limb Setup module no longer appear for Feral characters as they are unused.
- Changed some behaviour of the DriveBlendShape component, used for the penetrable hole colliders. Instead of calculating distance along an arbitrary axis, it now works only with the positive distance along the local y-axis, since this is how all the collider prefabs are set up. Additionally, this component now executes while in the Importer project (in Play mode) for easier testing, and the physics joint setup for the individual colliders has been simplified in all prefabs.
- Breast scaling is now properly supported for feral characters.
- When auto-populating limbs from an Avatar for an Anthro character, the Chest avatar bone is now used as a fallback for the Chest importer field, if the UpperChest avatar bone is not assigned.
- Compression settings on some Example scene textures were changed and example output fdc files were removed in order to reduce the importer package size and import time.

FIXED
- Fixed an issue where fingertip colliders were generated with incorrect sizes/positions if the character model had been scaled.
- Fixed a bug where IgnoreColliders would not correctly ignore all colliders on a GameObject, if more than one Collider component existed on it.
- Added some missing help wording for the "Front Of Thighs" touch target for Anthro characters.

REMOVED
- The "Has Sheath" flag in the Cock module has been removed, as this is now determined automatically by whether the Cock Unsheath expression animation has been assigned.

NOTES
- Due to some large importer changes in this build, it is recommended to back up your project before upgrading. Any characters that used the Customizable mode in the Materials or Configurable Parts modules will lose data in those modules and need to be reconfigured to use the new systems. Note that Eye Types have not yet been updated to the new material setup.
- The "CharacterImporter" prefab has been deprecated, and any new characters created with the setup window will no longer use it. This prefab will be removed in a later build, so you should right-click on the CharacterImporter object in your Hierarchy window and select Prefab -> Unpack. Unpacking the prefab can also help with performance issues with complex importer configurations.

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Upgrades! (preview)

Sneak preview of the upgraded Drake model made by ZealotDKD, along with the updated environment coming up in v1.4.1! This model has toggleable wings and fins as well as male slit and sheath options.

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Status Update: v1.4.1

Hey all! Little update on v1.4.1. The main focus for this build is a graphics overhaul to the environment models and textures, as well as reworking character models - basically updating all the remaining placeholder programmer-art with proper nice stuff. You can see some of the progress on the forest in the WIP picture here.

I did want to give a heads-up: since there is quite a bit to do in this update, I'm not sure if there will be a build released in January. So if you need to save a few bucks, pop out before the renewal and check back in February for the new build. Thanks for all the support so far, and happy holidays!

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Roadmap: FarmD v1.5.0

Here's what is planned for FarmD v1.5.0:
- Graphics revamp and character model overhaul
- Additional anthro species: wolf and fox
- Farmhouse interior
- Support for anthro partners, and anthro/anthro sex positions

Also: There was a minor issue with v1.4.0 where the trigger zones for the Gryphon's equipment (saddle and belly rig) were not working properly. The build has been updated in-place, so if you had downloaded it already then you'll want to do so again from the same link for the fixed version.

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[PUBLIC] FarmD v1.4.0

CHANGELOG: (since v1.3.0 public)

Quality-of-life updates, character scaling, animation improvements, and lots of other minor features and fixes.

[desktop/vr]
ADDED
- You can now control the scale of both characters, within a range of 10% to 200%. This is controlled in the Character Menu, on the Other tab. Note that many activities may not function correctly if a character's scale is outside of a certain range from the default - for example, using an interactable object if a character is too large, or sex positions if the relative sizes of the characters is too great. Overall, this feature is a bit of a novelty and may be a bit buggy, and will be expanded on in the future for more involved sizeplay-focused interactions.
- Added handling for incidental audio in a number of ways. Most objects make noise when colliding with things, characters' footsteps now play appropriate audio based on what they're walking on, your hands can make stroking and slapping sounds when touching skin, and fluids emit sound when splashing on a surface.
- Added support for a watersports kink, which can be enabled in the Preferences and toggled for either character with the action menus.
- Added support for cum inflation for feral characters, and added inflation blendshapes to both built-in feral species.
- Added support for cum-through for feral characters.
- You can now adjust the cock size of the Drake and Gryphon species. Increasing the size and doing any oral play will result in clipping issues.
- Added femcum/squirting during orgasm for characters with pussies. This also functions similarly to precum (leaking when aroused) if precum is enabled.
- Added color customization for fluids, in a new tab in the Character Menu.
- Added an option to invert stroker movement direction, for people with toys that function that way.
- Added a Performance option to enable/disable all vegetation, including trees.
- Added some volumetric lighting in the stable during the daytime. This can be disabled in the Video options.
- Added support for Ambient Occlusion post-processing in the Video options.
- Added some loading spinners to some things that could take time to load, like characters and scene transitions.
- Added normal maps for the built-in anthro models so they wouldn't be so smooth and plain.
- Characters' names are now shown on their respective arousal/anticipation meters.

CHANGED
- The world has been divided into separate scenes instead of being one continuous area (currently, just the Stable and Outdoors, with the Farmhouse coming in the future). This allows for better performance and per-scene lighting setup. Interact with the stable doors in desktop mode, or grab the door handles in VR mode, to transition in or out of the building. Due to this change, the position of characters for saved games made before this version has been reset to a default position outside the stable.
- 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.
- Extensive code refactoring for the startup sequence, player actions and partner commands, and sex positions and pose transition handling. Should fix some edge-case bugs and make things a little more robust.
- Changed a number of settings for file compression and shader variants to reduce build size and RAM usage, and significantly reduce VRAM usage. This should also help prevent some reported issues of getting stuck on a black screen when launching the game, and improve load times.
- Improvements to physics settings for chains of joints, like cocks and tails, for better behaviour and stability in most situations. If you had previously made a character in the importer that had either of these, re-run the "Set Up Joints" buttons in their respective modules to apply the new settings.
- 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.
- Loading of characters and their texture files is now asynchronous, so the game will no longer freeze/stutter during this.
- The character actions for "Allow/Prevent Orgasms" and "Watersports" are now available at all times, instead of being sporadically available based on the current action or pose.
- 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. Your partner can now focus their attention on points of interest instead of always staring blankly ahead, when you're not nearby. Currently these points have only been set up inside the stable.
- 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.
- Characters now blink at random, instead of at perfectly regular intervals in sync with the idle animation.
- The asset used for belly bulges does not seem to work properly on meshes with a non-standard scale, so it has been disabled when the player is at a scale other than 1.
- Adjusted spawning rules for vegetation, so it has a tendency to be more clustered and varied instead of an even distribution.
- Texture and shading updates to the terrain, to fix stretching issues on vertical areas and some other visual improvements.
- Visual improvements for the waterfall at the grotto.
- Some changes to lighting and shadows, and bloom settings.
- Bumped up the shadow rendering distance slightly for nicer visuals.
- Adjusted settings for occlusion culling, for slightly better performance particularly when inside the stable.
- Reduced the screen fade time when fast-travelling or changing between scenes.
- Adjusted the sun strength, particularly during morning and evening, to prevent some odd lighting when the sun is behind the mountains.
- Several of the sound effects have been replaced or supplemented with additional sounds.
- A number of backend changes to the Vibrator handling for server connections that should make things more robust in detecting devices and handling a disconnect/reconnect. Also, the "Scan" button on the Vibrators page has been removed as scanning now occurs automatically while connected to the Intiface server.
- You can now exit the Character Menu and return to play by pressing the menu button or escape key, which functions similarly to clicking the Play button in the corner.
- Changed some compression settings on characters' texture maps that were causing artifacts in some areas.
- Toned down the cock twitching strength during orgasms to be more subtle.
- Some adjustments to cock physics strength based on arousal, for a smoother transition to fully erect.
- Adjusted a few icons on action buttons for consistency.
- Changed the fallback font used for Cyrillic text to look a bit nicer.
- The help wording pop-ups now close if you click anywhere, instead of needing to click on the help icon again.
- The third-party asset credits list is now a paginated container, since it was getting kind of long.

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 animation issues with the partner-on-top Riding and Facesitting positions that could cause your partner's cock to clip into their body.
- Fixed an animation issue with the player's legs while riding the saddle, for digitigrade player species.
- Fixed a bug where the "Base Idle Animation" expression layer for anthro characters was not being played correctly.
- Adjusted some IK solver settings on the partner to prevent some jittering issues with the neck and head.
- 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.
- Fixed an issue where characters with long tails could sometimes get them stuck in the ground while in the stable.
- Fixed some physics issues that could occur with your partner's cock, when changing their species while their cock is unsheathed.
- Fixed an issue where custom characters' tails could be rotated incorrectly during animations, depending on the orientation of their rig's hip bones.
- Fixed a bug where the saddle was invisible for the Drake's "Lithe" body type.
- Fixed a bug with custom colorsets on the Gryphon, where the "Body Tint" layer was using the wrong texture and causing incorrect results. If you had made a custom colorset for the Gryphon since v1.2.1, enter colorset edit mode and Save Changes to fix your baked texture map.
- Fixed an issue where limb offsets on imported characters were not correctly accounting for the character model's scale.
- Fixed an issue where characters' cocks were incorrectly being pushed by fluid particles.
- Fixed some inverted normals on some of the teeth on the leopard and kobold models.
- Fixed a bug with partner precum not spawning correctly.
- 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 an error when loading an anthro character that didn't have the optional Toe bones assigned.
- Fixed a bug where some Options fields would not be assigned the correct values on startup in some scenarios.
- Fixed a bug where a blank page could be generated in the supporter credits, if there were exactly enough supporters to fill the previous page.
- Fixed an error that could pop up when changing partner species.
- Adjusted some vegetation area masks to prevent plants from spawning in the stream.
- Fixed one of the hanging lanterns in the stable which was incorrectly casting dynamic shadows.
- 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.
- Fixed a bug where a character's ball size was always being set equal to their saved cock size when loading a game.
- Fixed an issue where wetness painters in characters' holes were sometimes painting in the wrong places.
- Fixed some incorrect behaviour with the stroker depth range when testing in the device configuration window.
- Fixed some scenarios when penetration starts, where the penetration trigger for the neighboring hole could get touched by the cock before the correct one was touched, and cause some incorrect results.
- Fixed a bug where the player's mouth could get stuck open, and sound effect triggers could continue to play, in some scenarios after the partner's cock had collided with it.
- Fixed a display error with the Anticipation meter that could happen if the anticipation level changed quickly, such as during orgasm.
- Fixed a display bug with the Vibrators panel where the toggle button for devices would always read "Off" when first connecting, even for devices that were currently on.
- Fixed a bug when changing the body part assigned to vibrators was not updating correctly, and the previous body part selection would continue to be triggered. Similarly, configuring a toy for the first time would sometimes fail to be assigned to a body part.
- Fixed some errors that could occur if an anthro character had less than 5 fingers.
- Fixed a bug where the partner's mouth penetrable would not trigger properly when they were sucking your dick in some scenarios, preventing things like wetness painting and vibration/stroking from activating.

KNOWN ISSUES
- Scaling characters down to the minimum can result in some jittery visuals and z-fighting.
- Fluid particles do not scale with characters, so they can look odd when characters are very small. This will be addressed in a future build along with other fluid updates.
- The lips on the Drake partner species can jitter when the character's head is in motion.

[desktop]
ADDED
- Added a Video option for Dynamic Depth-of-Field. Note that this uses raycasting with colliders, so if you are using a custom character that doesn't have colliders set up, it will not trigger the focus pull when you're looking at them.
- Added a new "Sun Shafts" visual effect, similar to the volumetric lighting but visible everywhere if you look up at the sun while it's partially blocked by an object. Unfortunately it doesn't work well in VR so this is a Desktop-only setting, and can be toggled in the Video menu.

CHANGED
- Updated the project to use Unity's newer Input System. Input events from devices other than mouse and keyboard are now ignored, so extraneous gamepads or flight sticks being plugged in while playing should no longer cause input problems. However, any custom Hotkey bindings made before this build could not be migrated over and have been reset to the defaults.
- 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.
- The "Headpats" position's actions have been split into separate head and hand actions for petting/mawplay, for consistency with similar positions.
- The actions with your partner's sheath and balls when in the Servicing positions now only appear if your partner has those parts.
- Fixed a bug where your partner's cock would fail to become erect in some sex positions, if it was sheathed when entering that position.
- Fixed an animation error for the player when using the player-on-top Missionary position in the Grotto.

FIXED
- With the reworking of sex pose / transition handling, various animation issues and softlocks during sex positions should no longer be happening.
- Fixed a bug that could occur when quickly changing head and hand actions in the Servicing poses, where the player's hands could end up stuck to the partner.
- Fixed an issue with the third-person camera collision that could cause jittering if the camera collided right at the edge of an object.
- Fixed a softlock that could occur if pressing the "Exit Pose" button during the animation transition when exiting the Doggystyle sex position.
- The pop-up context menu in the Inventory window no longer stays open if the inventory is closed using the hotkey.
- Fixed an occasional error that could pop up when walking near items that can be picked up.
- Fixed a bug where doing the belly-riding position followed by the servicing position would cause the incorrect head and hand actions to appear.
- Fixed some animation issues with the player during penetration and transitions for the servicing rear standing, player-on-top missionary, and player-on-top riding positions.
- Fixed an error that could occur if fast-travelling during the exit transition animation for some interactables.
- Fixed an error that could pop up when clicking and dragging on an empty inventory space.

[vr]
ADDED
- You can now access your partner's inventory in VR mode, by selecting the "Trade" partner action to spawn their inventory grid in front of them. This grid functions similarly to your backpack.
- You can now add items to your inventory by holding them over your shoulder and releasing them, while you're wearing your backpack. There is a haptic feedback to let you know when the item is in the trigger zone for this.
- Added a "pivot mode" for the VR camera prop. You can switch to this mode by detaching the sphere from the bottom of the camera handle, and then control the camera's rotation and distance around the pivot point by using the controls on the handle like normal (while holding it, open the radial menu for the object by holding the A/B/touchpad on the hand you're holding it with). You can also change the pivot point from the sphere to either character's face by opening the radial menu while holding the sphere.
- Added a new player action for the Standing playstyle when in posed positions: "Rotate World In Pose". This will toggle between no change in your perspective when posed, the way the Roomscale playstyle previously was, and being rotated to a horizontal position for relevant poses and sex positions, the way the Standing playstyle previously did by default.
- Restored handling for the player model automatically going into a kneeling pose when you physically crouch.

CHANGED
- Updated the version of the HurricaneVR plugin, which controls hand grabbing and the force-pull / gravity-glove effect. Among a few minor changes, this seems to have improved physics stability when grabbing objects, particularly when taking equipment items out of the backpack or when unequipping them from your partner.
- Adjusted a number of settings for the cock grab constraint for better results when grabbing and stroking. There are now distinct "normal" and "reversed" hand poses that snap to the shaft instead of the hand just floating around near it.
- Handling for dildos entering holes has been reworked, so they should stay aligned more easily and can be thrust in and out more smoothly. Also, the knotted dildo's shape was adjusted slightly to make it less curved.
- Entering a posed position such as sitting on the crate will now always center you in the target position based on your headset's orientation when the transition spinner is filled, so you don't need to always reorient yourself afterwards.
- The "Calibrate Sitting Height" player action has been removed, and replaced with a "Re-Center" action which will reorient your position and rotation when in a pose so you're centered in the target position. This action is also available during sex positions in these poses, and while riding the saddle or belly rig, which was not the case with the previous action.
- The "Hip Thrust" player action is now a simple toggle, rather than being a "selectable" action that was de-selected by picking the "Hand" player action. Consequently, the "Hand" player action has been removed.
- Some toggleable character actions in the radial menu now show a circle indicator around them when active, to indicate their current state.
- The handling for automatically reversing your player's direction when in certain poses (player-on-top riding, sleeping) based on your look direction has been removed since it was always a bit flaky. There is now a "Turn Around" player action available in these poses so you can access those reversed positions on command.
- The shortcut for toggling kneeling is now to press down on the right thumbstick or touchpad, instead of a short press on the right-hand A/X/touchpad click, to prevent conflicts with the character action menu on that button. Also, the binding for this was renamed from QuickPose to Kneel.
- The trigger for re-equipping the backpack on your back is now a bit larger, and has a haptic feedback when the backpack enters it so you can more easily tell when it will be snapped to your back if you release it.
- Hovering the cursor over fast-travel points on the world map now highlights their icon and text, for consistency with desktop mode.
- The menu tablet and camera props no longer collide with characters or the environment.
- The target area for hip tracker setup in the calibration room now resembles hips instead of being a vague capsule shape, for consistency with the feet.
- Radial menus now open instantly on button press, instead of needing to hold it down for a second.
- Radial menus now use an "Overlay" material for rendering, so they appear in front of all objects instead of being obscured by them.
- Radial menus now follow the position of your actual controller instead of your character's hand, so they are no longer affected by hand collisions.
- The menu tablet is now attached to your play area instead of being left floating in space, to help with character scaling handling and to make it easier to use while moving or riding your partner.

FIXED
- Refactoring to the posed position handling, such as sitting on the crate, which should fix some issues related to the sitting height being incorrect or causing the player to be positioned oddly when changing to a sex position.
- Re-enabled some invisible colliders for the player's head in VR mode that were incorrectly disabled at some point, and made cock interactions more difficult. Your head now also interacts with partners' holes when rimming.
- Fixed a bug when using the Teleport locomotion mode that could cause your character to end up floating in the air, or far below the map, particularly after fast-travelling.
- Fixed a bug where the player's automatic hand animations were not working if that hand's controller was being used as a body tracker instead.
- Fixed an issue where interacting with your partner's balls could sometimes cause the arousal effect to get stuck on, causing their arousal to increase on its own.
- Fixed a bug where changing species while waist tracking was enabled would cause the waist tracking to not work with the new species until it was re-calibrated.
- Fixed some issues with the player's knees bending oddly in animations when foot tracking is enabled.
- Fixed a bug where sprinting with waist-tracking enabled and using the waist as the walking direction would cause the player to spin or move erratically.
- Fixed a handful of cases where the player's hips would lag behind their body or move in odd directions, such as when fast-travelling, teleporting, or changing character species.
- Fixed an issue where your player's hands would lag behind you while running.
- The mirror no longer lags behind your character's position, which was causing some unwanted behaviour when running with it active.
- Fixed physics issues with your partner's head colliding with the world in some poses.
- Fixed some UI jittering issues that could occur when dragging a scrollbar.
- Fixed the orientation of the right-hand radial menu for object configuration, such as the camera prop, to match that of the left hand.
- Fixed a bug where the Drake's horns were not properly colliding with the player's hands.
- Fixed a bug where the character collider capsule when riding on your partner's back was incorrectly changing based on the player's position in the play area.
- Fixed a rendering issue with the menu tablet in some scenarios that was causing UI elements to sometimes render in front of and sometimes behind the glass.
- Fixed the size/position of the color picker in Colorset Edit mode so it is no longer escaping the bounds of the menu tablet.
- Fixed some missing materials with the teleport arc and destination reticle.
- Fixed a missing localization error in the placeholder text for the VR keyboard input field.
- Fixed some rendering issues on the sphere nodes in the radial menus.

REMOVED
- The "Roomscale" playstyle mode has been removed, as the only difference between this and the "Standing" playstyle was that it didn't rotate the world when in a horizontal pose, and there is now a radial action to control this instead.
- The "Sitting Surface Calibration" and the Stationary/Movable sitting surface type options have been removed, since the sitting orientation is now always set when entering a seated pose or whenever you use the "Re-Center" action.

KNOWN ISSUES
- Grabbing a cock when scaled very small can result in erratic behaviour.

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 Automatic workflow option for easily setting up your character's limbs, and the finger bones and open/closed hand poses. This mode makes use of the Unity Avatar system for anthro characters, so they will need to have set up a Humanoid avatar in the mesh import inspector window. Using this workflow, the "limb offset" fields are no longer required for any characters, and anthro characters can pull in almost all bones from the Avatar setup screen instead of needing to assign them manually. It is recommended to use this workflow for all characters over the previous manual setup.
- 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.
- Added flags in the Customizable mode for the Materials and Textures module for indicating default selections for patterns and colorsets, which will be selected when picking that character's species or pattern in the Character Menu.
- Added an optional field in the Cock module for "Cock Scale Root". This is useful if your character's cock has a parent bone like a sheath that should scale with the cock size but should not be considered the cock base for other purposes like assigning physics joints.
- Added a utility script to SharedResources called FixJointOnEnable. You can attach this to rigidbodies with ConfigurableJoint components that you've added to the character, to fix some physics issues that can occur when loading the character in certain positions. This is not needed for the "built-in" rigidbody/joint setups like cocks, balls, and tails, since these are handled automatically when loading in the game.
- Added some validation for a number of hidden objects that are added when pressing the "Set Up X" buttons in certain modules.
- Added some additional tooltips to a number of fields on the Character Importer component.
- Added an example scene for a Feral character. The existing Anthro example scene was also updated to use some of the new features.

CHANGED
- The initial setup window (which appears when opening a new scene, or by going to the FarmD->Character Importer Setup menu option) now has some fields you can fill out for species name, body orientation, and character model, and a button that instantiates a Character Importer prefab for you.
- Changed how some character texture information is saved in a character file, when the Customizable mode is used in the Materials and Textures module. If your character uses this mode, you will need to rebuild the character file.
- Some handling for stripping guide meshes and similar helper objects from characters was moved from the game-side to the importer-side. You will want to rebuild your characters with the latest version of the importer in order to strip these guide objects, or they will appear in-game.
- Due to simplifying some in-game handling of the unsheathing animation, characters with sheathed cocks no longer need to have them in a sheathed state in the Base Idle Animation or other loops - instead, the Unsheath animation will be held at its first frame to keep the character's cock sheathed.
- The Penetrable prefab has been updated to remove the inner colliders, since this is now handled automatically in-game. You may want to re-export your characters with the latest version to make using dildos and fisting easier. Additionally, the "up" direction for penetrables is now determined automatically on import to the game, and the canvas/text for this has been removed from the importer.
- The IgnoreColliders component that is added to the Tail Base when you click "Set Up Tail Joints" now ignores the entire character importer object instead of only itself and its children, to prevent issues with tail collisions with other colliders in the character. If you had previously set up tail joints, you can either delete the IgnoreColliders component and run the setup again, or drag the CharacterImporter object and overwrite the object in its GameObjectsToIgnore list.
- The Left Toes and Right Toes fields are no longer shown for Feral characters since they are unused. Additionally, these fields are now properly validated as a required field for Digitigrade Anthro characters.

FIXED
- Fixed a bug where files could fail to be included in the character bundle if there was a URL-escapable character in the file path, such as a space.
- Fixed an issue where some changes could fail to be saved to the scene properly because they didn't mark the scene as dirty, such as the buttons for generating touch targets or fingertip colliders.
- Fixed some errors that could occur when working with the Hand / Finger Module for anthro characters with less than 5 fingers.

REMOVED
- The "PointAtLate" script that was added to your character's eye bones, if they were referenced in the Limb Setup module, has been removed. The eye pointing handling is now automated on the game-side, and assumes your character's eyes are pointing straight forward when the character file is built. You will have some (Missing Script) components on your character's eyes, which should be removed and the character file rebuilt to avoid warnings popping up or other undesired behaviour. Similarly, the EyeTestTarget prefab object has been removed from the importer since it is no longer needed.

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.


Download: https://www.dropbox.com/s/k258fz6oey8iztq/FarmD-1-4-0.7z?dl=0 


Importer: https://www.dropbox.com/s/din2dat44weqw51/FarmDCharacterImporter-1-4-0.unitypackage?dl=0 

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FarmD v1.3.6 (download)

Download: https://www.dropbox.com/s/2xp3pwgs6ez08k9/FarmD-1-3-6.7z?dl=0 


Importer: https://www.dropbox.com/s/io7sbr7cc8u2bug/FarmDCharacterImporter-1-3-6.unitypackage?dl=0 

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FarmD v1.3.6 (changelog)

Handful of bugfixes and minor features to wrap up v1.3.x.

[desktop/vr]
ADDED
- Added a Performance option to enable/disable all vegetation, including trees.
- Fluids now have incidental audio on impact.

CHANGED
- Femcum now also functions similarly to precum (leaking when aroused) if precum is enabled.
- Adjusted the cum inflation blendshapes for the Drake and Gryphon to make them a little more noticeable.
- The asset used for belly bulges does not seem to work properly on meshes with a non-standard scale, so it has been disabled when the player is at a scale other than 1.
- Adjusted the scale handling for the crate/boulder/stalagmite interactables (where the player is sitting down) and the sofa in the stable, to work a bit better at different character scales.
- Some minor tweaks for lighting and shadows, and fixed one of the hanging lanterns in the stable which was incorrectly casting dynamic shadows.
- Adjusted settings for occlusion culling, for slightly better performance particularly when inside the stable.
- The third-party asset credits list is now a paginated container, since it was getting kind of long.

FIXED
- Incidental audio for penetration now triggers properly at different character scales, and the volume levels of these sounds have also been adjusted for better results.
- Fixed an error that could pop up when first launching the game, without a save file.
- Fixed a bug where saving Options while in desktop or VR mode would reset play-mode-specific options for the other play mode to their defaults.
- Fixed a bug when changing the body part assigned to vibrators was not updating correctly, and the previous body part selection would continue to be triggered. Similarly, configuring a toy for the first time would sometimes fail to be assigned to a body part.
- Fixed a bug where the partner's mouth penetrable would not trigger properly when they were sucking your dick in some scenarios, preventing things like wetness painting and vibration/stroking from activating.
- Any active urine emitters now stop if they are active and the watersports kink is turned off in the Preferences.
- Fixed an issue with wetness painting / fading getting stuck and no longer working after changing scenes.
- Your cock no longer makes loud slapping sounds against your thighs while running.
- Fixed a display issue with UI fields popping up all at once for a moment the first time the menu is opened.

KNOWN ISSUES
- Fluid particles do not scale with characters, so they can look odd when characters are very small. This will be addressed in a future build along with other fluid updates.

[desktop]
FIXED
- Fixed some animation issues with the player during penetration and transitions for the servicing rear standing, player-on-top missionary, and player-on-top riding positions.
- Fixed an error that could occur if fast-travelling during the exit transition animation for some interactables.

[vr]
FIXED
- Fixed some issues when calibrating the player's height while at a scale other than 1.
- Fixed incorrect behaviour when using the Re-Center player action while the world is rotated horizontally in a posed position.
- Fixed a bug where the character collider capsule when riding on your partner's back was incorrectly changing based on the player's position in the play area.
- Fixed a missing localization error in the placeholder text for the VR keyboard input field.

[importer]
ADDED
- Added some additional tooltips to a number of fields on the Character Importer component.

CHANGED
- The "up" direction for penetrables is now determined automatically on import to the game, and the canvas/text for this has been removed from the importer.

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FarmD v1.3.5 (download)

Download: https://www.dropbox.com/s/5fe8f1ap1l4zh9j/FarmD-1-3-5.7z?dl=0 


Importer: https://www.dropbox.com/s/l8kfijw326dbziu/FarmDCharacterImporter-1-3-5.unitypackage?dl=0 

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FarmD v1.3.5 (changelog)

Big grab bag of assorted minor features and fixes.

[desktop/vr]
ADDED
- You can now control the scale of both characters, within a range of 10% to 200%. This is controlled in the Character Menu, on the Other tab. Note that many activities may not function correctly if a character's scale is outside of a certain range from the default - for example, using an interactable object if a character is too large, or sex positions if the relative sizes of the characters is too great. Overall, this feature is a bit of a novelty and may be a bit buggy, and will be expanded on in the future for more involved sizeplay-focused interactions.
- Added handling for incidental audio in a number of ways. Most objects make noise when colliding with things, characters' footsteps now play appropriate audio based on what they're walking on, and your hands can make stroking and slapping sounds when touching skin.
- Added support for cum inflation for feral characters, and added inflation blendshapes to both built-in feral species.
- Added support for cum-through for feral characters.
- You can now adjust the cock size of the Drake and Gryphon species. Increasing the size and doing any oral play will result in clipping issues.
- Added femcum/squirting during orgasm for characters with pussies.
- Added an option to invert stroker movement direction, for people with toys that function that way.
- Characters' names are now shown on their respective arousal/anticipation meters.

CHANGED
- Several of the sound effects have been replaced or supplemented with additional sounds.
- Some initialization processes were changed to be asynchronous so they don't block execution during the startup sequence, so the game should launch a bit more quickly.
- A number of backend changes to the Vibrator handling for server connections that should make things more robust in detecting devices and handling a disconnect/reconnect. Also, the "Scan" button on the Vibrators page has been removed as scanning now occurs automatically while connected to the Intiface server.
- Your partner now twists their head slightly while sucking your dick, instead of just going straight up and down.
- Your partner can now focus their attention on points of interest instead of always staring blankly ahead, when you're not nearby. Currently these points have only been set up inside the stable.
- Reduced the screen fade time when fast-travelling or changing between scenes.
- Tweaked a few animations involving the partner penetrating the player, for better results with larger cocks.
- You can now exit the Character Menu and return to play by pressing the menu button or escape key, which functions similarly to clicking the Play button in the corner.
- The help wording pop-ups now close if you click anywhere, instead of needing to click on the help icon again.

FIXED
- Fixed a bug where the colliders for the Drake's and Gryphon's balls were active even when they didn't have cock/balls.
- Fixed a bug where a character's ball size was always being set equal to their saved cock size when loading a game.
- Fixed an issue where wetness painters in characters' holes were sometimes painting in the wrong places.
- Fixed some incorrect behaviour with the stroker depth range when testing in the device configuration window.
- Fixed some physics issues that could occur with characters' cocks and balls if they were colliding with an object when spawning, such as when loading a save file.
- Fixed some scenarios when penetration starts, where the penetration trigger for the neighboring hole could get touched by the cock before the correct one was touched, and cause some incorrect results.
- Fixed a bug where the player's mouth could get stuck open, and sound effect triggers could continue to play, in some scenarios after the partner's cock had collided with it.
- Fixed a display error with the Anticipation meter that could happen if the anticipation level changed quickly, such as during orgasm.
- Fixed a rendering error where the water in the stream and lake would appear solid black at certain times of the day/night cycle.
- Fixed an issue where tree trunks were missing from distant tree billboards.
- Fixed a display bug with the Vibrators panel where the toggle button for devices would always read "Off" when first connecting, even for devices that were currently on.
- Fixed some errors that could occur if an anthro character had less than 5 fingers.

KNOWN ISSUES
- Scaling characters down to the minimum can result in some jittery visuals and z-fighting.
- Incidental audio from sex is too loud when the player is very small, in POV or VR mode.
- Changing between desktop and VR mode can cause saved options specific to those play modes to be reset.

[desktop]
FIXED
- Fixed a bug where doing the belly-riding position followed by the servicing position would cause the incorrect head and hand actions to appear.
- Fixed a bug that could cause animation errors when sitting on the crate based on the user's locale settings (don't ask).

[vr]
CHANGED
- Handling for dildos entering holes has been reworked, so they should stay aligned more easily and can be thrust in and out more smoothly. Also, the knotted dildo's shape was adjusted slightly to make it less curved.
- Radial menus now open instantly on button press, instead of needing to hold it down for a second.
- Radial menus now use an "Overlay" material for rendering, so they appear in front of all objects instead of being obscured by them.
- Radial menus now follow the position of your actual controller instead of your character's hand, so they are no longer affected by hand collisions.
- The menu tablet is now attached to your play area instead of being left floating in space, to help with character scaling handling and to make it easier to use while moving or riding your partner.

FIXED
- Adjusted some cock grab settings to prevent issues with hands floating around nearby instead of grabbing properly.
- Fixed the orientation of the right-hand radial menu for object configuration, such as the camera prop, to match that of the left hand.
- Fixed a bug where the Drake's horns were not properly colliding with the player's hands.
- Fixed a rendering issue with the menu tablet in some scenarios that was causing UI elements to sometimes render in front of and sometimes behind the glass.

KNOWN ISSUES
- Grabbing a cock when scaled very small can result in erratic behaviour.

[importer]
ADDED
- Added an optional field in the Cock module for "Cock Scale Root". This is useful if your character's cock has a parent bone like a sheath that should scale with the cock size but should not be considered the cock base for other purposes like assigning physics joints.
- Added a utility script to SharedResources called FixJointOnEnable. You can attach this to rigidbodies with ConfigurableJoint components that you've added to the character, to fix some physics issues that can occur when loading the character in certain positions. This is not needed for the "built-in" rigidbody/joint setups like cocks, balls, and tails, since these are handled automatically when loading in the game.
- Added some validation for a number of hidden objects that are added when pressing the "Set Up X" buttons in certain modules.

CHANGED
- The initial setup window (which appears when opening a new scene, or by going to the FarmD->Character Importer Setup menu option) now has some fields you can fill out for species name, body orientation, and character model, and a button that instantiates a Character Importer prefab for you.
- Due to simplifying some in-game handling of the unsheathing animation, characters with sheathed cocks no longer need to have them in a sheathed state in the Base Idle Animation or other loops - instead, the Unsheath animation will be held at its first frame to keep the character's cock sheathed.
- The Penetrable prefab has been updated to remove the inner colliders, since this is now handled automatically in-game. You may want to re-export your characters with the latest version to make using dildos and fisting easier.
- The IgnoreColliders component that is added to the Tail Base when you click "Set Up Tail Joints" now ignores the entire character importer object instead of only itself and its children, to prevent issues with tail collisions with other colliders in the character. If you had previously set up tail joints, you can either delete the IgnoreColliders component and run the setup again, or drag the CharacterImporter object and overwrite the object in its GameObjectsToIgnore list.
- The Left Toes and Right Toes fields are no longer shown for Feral characters since they are unused. Additionally, these fields are now properly validated as a required field for Digitigrade Anthro characters.
- The "Add Fingertip Colliders" button in the Hand / Finger Setup module now only shows in the Manual workflow, and is handled automatically when you click Initialize in the Automatic workflow.

FIXED
- Fixed an issue where some changes could fail to be saved to the scene properly because they didn't mark the scene as dirty, such as the buttons for generating touch targets or fingertip colliders.
- Fixed some errors that could occur when working with the Hand / Finger Module for anthro characters with less than 5 fingers.

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FarmD v1.3.4 (download)

Download: https://www.dropbox.com/s/abyezz8hbaqqxso/FarmD-1-3-4.7z?dl=0 


Importer: https://www.dropbox.com/s/9cz6egjwl3w5i9m/FarmDCharacterImporter-1-3-4.unitypackage?dl=0 

View Post

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.

View Post

FarmD v1.3.3-hotfix

[desktop]
FIXED
- Fixed a bug where your partner's cock would fail to become erect in some sex positions, if it was sheathed when entering that position.
- Fixed an animation error for the player when using the player-on-top Missionary position in the Grotto.

[vr]
CHANGED
- Reverted many of the changes to the radial menus as they were creating unnecessary complications and some edge-case bugs. The menus no longer have navigation between separate categories, and the player and partner action menus are separate again and returned to their previous buttons.

FIXED
- Fixed a bug where equipment items could not be unequipped by grabbing them off of your partner's back.

Download: https://www.dropbox.com/s/z9dca2fy1u0pghm/FarmD-1-3-3-hotfix.7z?dl=0 

View Post

FarmD v1.3.3 (download)

Download: https://www.dropbox.com/s/k2wyrswffw17l4k/FarmD-1-3-3.7z?dl=0 

Importer: https://www.dropbox.com/s/vahaap3ad2x21h3/FarmDCharacterImporter-1-3-3.unitypackage?dl=0 

View Post

FarmD v1.3.3 (changelog)

VR quality-of-life improvements, and a simplified Importer workflow.

[desktop/vr]
CHANGED
- Improvements to physics settings for chains of joints, like cocks and tails, for better behaviour and stability in most situations. If you had previously made a character in the importer that had either of these, re-run the "Set Up Joints" buttons in their respective modules to apply the new settings.
- Some adjustments to cock physics strength based on arousal, for a smoother transition to fully erect.
- The character actions for "Allow/Prevent Orgasms" and "Watersports" are now available at all times, instead of being sporadically available based on the current action or pose.
- Adjusted a few icons on action buttons for consistency.
- Changed the fallback font used for Cyrillic text to look a bit nicer.

FIXED
- Fixed some error spam about an instanced shader that could pop up when Debris was enabled, particularly at certain times in the day/night cycle.
- Fixed an error when importing characters that use the Simple materials type.
- Fixed an issue where limb offsets on imported characters were not correctly accounting for the character model's scale.
- Fixed an issue where characters with long tails could sometimes get them stuck in the ground while in the stable.
- Fixed a bug with the partner's cock where unsheathing and re-sheathing could sometimes lead to it getting stuck in a stiff state when unsheathed, instead of being controlled by physics.
- Fixed a bug where changing between save files that were in the same scene would cause all items to be despawned from that scene.
- Fixed a bug where belly riding was unavailable on the Gryphon.
- Fixed a bug with custom colorsets on the Gryphon, where the "Body Tint" layer was using the wrong texture and causing incorrect results. If you had made a custom colorset for the Gryphon since v1.2.1, enter colorset edit mode and Save Changes to fix your baked texture map.
- Adjusted some vegetation area masks to prevent plants from spawning in the stream.

KNOWN ISSUES
- The player's hips and partner's shoulders may be a bit off in some animations when using the new Automatic importer workflow (which all built-in models are now using). These issues will be addressed in the next build as they will require animation changes across the board, which were already planned for that build anyway.

[desktop]
ADDED
- Added a new "Sun Shafts" visual effect, similar to the volumetric lighting but visible everywhere if you look up at the sun while it's partially blocked by an object. Unfortunately it doesn't work well in VR so this is a Desktop-only setting, and can be toggled in the Video menu.

CHANGED
- Updated the project to use Unity's newer Input System. Input events from devices other than mouse and keyboard are now ignored, so extraneous gamepads or flight sticks being plugged in while playing should no longer cause input problems. However, any custom Hotkey bindings made before this build could not be migrated over and have been reset to the defaults.

FIXED
- Fixed a softlock that could occur if pressing the "Exit Pose" button during the animation transition when exiting the Doggystyle sex position.
- Fixed an issue where character action menus could fail to appear after launching the game for the first time.
- The pop-up context menu in the Inventory window no longer stays open if the inventory is closed using the hotkey.

[vr]
ADDED
- You can now access your partner's inventory in VR mode, by selecting the "Trade" partner action to spawn their inventory grid in front of them. This grid functions similarly to your backpack.
- You can now add items to your inventory by holding them over your shoulder and releasing them, while you're wearing your backpack. There is a haptic feedback to let you know when the item is in the trigger zone for this.
- Added a "pivot mode" for the VR camera prop. You can switch to this mode by detaching the sphere from the bottom of the camera handle, and then control the camera's rotation and distance around the pivot point by using the controls on the handle like normal (while holding it, open the radial menu for the object by holding the A/B/touchpad on the hand you're holding it with). You can also change the pivot point from the sphere to either character's face by opening the radial menu while holding the sphere.
- Added a new player action for the Standing playstyle when in posed positions: "Rotate World In Pose". This will toggle between no change in your perspective when posed, the way the Roomscale playstyle previously was, and being rotated to a horizontal position for relevant poses and sex positions, the way the Standing playstyle previously did by default.
- Restored handling for the player model automatically going into a kneeling pose when you physically crouch.

CHANGED
- Updated the version of the HurricaneVR plugin, which controls hand grabbing and the force-pull / gravity-glove effect. Among a few minor changes, this seems to have improved physics stability when grabbing objects, particularly when taking equipment items out of the backpack or when unequipping them from your partner.
- Adjusted a number of settings for the cock grab constraint for better results when grabbing and stroking. There are now distinct "normal" and "reversed" hand poses that snap to the shaft instead of the hand just floating around near it.
- Revamped the radial menus for character actions for player and partner, since there can be quite a few options available and this build added more. Actions are now grouped by categories, and the player and partner actions can both be accessed on either hand, though they default to the player actions on the left hand and partner actions on the right hand for consistency with the previous setup and with desktop mode.
- Entering a posed position such as sitting on the crate will now always center you in the target position based on your headset's orientation when the transition spinner is filled, so you don't need to always reorient yourself afterwards.
- The "Calibrate Sitting Height" player action has been removed, and replaced with a "Re-Center" action which will reorient your position and rotation when in a pose so you're centered in the target position. This action is also available during sex positions in these poses, and while riding the saddle or belly rig, which was not the case with the previous action.
- The "Hip Thrust" player action is now a simple toggle, rather than being a "selectable" action that was de-selected by picking the "Hand" player action. Consequently, the "Hand" player action has been removed.
- Some toggleable character actions in the radial menu now show a circle indicator around them when active, to indicate their current state.
- The handling for automatically reversing your player's direction when in certain poses (player-on-top riding, sleeping) based on your look direction has been removed since it was always a bit flaky. There is now a "Turn Around" player action available in these poses so you can access those reversed positions on command.
- The shortcut for toggling kneeling is now to press down on the right thumbstick or touchpad, instead of a short press on the right-hand A/X/touchpad click, to prevent conflicts with the character action menu on that button. Also, the binding for this was renamed from QuickPose to Kneel.
- The trigger for re-equipping the backpack on your back is now a bit larger, and has a haptic feedback when the backpack enters it so you can more easily tell when it will be snapped to your back if you release it.
- Hovering the cursor over fast-travel points on the world map now highlights their icon and text, for consistency with desktop mode.
- The menu tablet and camera props no longer collide with characters or the environment.
- The target area for hip tracker setup in the calibration room now resembles hips instead of being a vague capsule shape, for consistency with the feet.

FIXED
- Refactoring to the posed position handling, such as sitting on the crate, which should fix some issues related to the sitting height being incorrect or causing the player to be positioned oddly when changing to a sex position.
- Re-enabled some invisible colliders for the player's head in VR mode that were incorrectly disabled at some point, and made cock interactions more difficult. Your head now also interacts with partners' holes when rimming.
- Fixed a bug when using the Teleport locomotion mode that could cause your character to end up floating in the air, or far below the map, particularly after fast-travelling.
- Fixed some missing materials with the teleport arc and destination reticle.
- Fixed animation issues with the player's feet in the player-on-top Riding position and the VR kneeling pose, and with the player's knees while riding the saddle.
- Fixed a bug where the player's automatic hand animations were not working if that hand's controller was being used as a body tracker instead.
- Fixed an issue where interacting with your partner's balls could sometimes cause the arousal effect to get stuck on, causing their arousal to increase on its own.
- Fixed a bug where changing species while waist tracking was enabled would cause the waist tracking to not work with the new species until it was re-calibrated.
- Fixed some issues with the player's knees bending oddly in animations when foot tracking is enabled.
- Fixed a bug where sprinting with waist-tracking enabled and using the waist as the walking direction would cause the player to spin or move erratically.
- Fixed a handful of cases where the player's hips would lag behind their body or move in odd directions, such as when fast-travelling, teleporting, or changing character species.
- Fixed an issue where your player's hands would lag behind you while running.
- The mirror no longer lags behind your character's position, which was causing some unwanted behaviour when running with it active.
- Fixed physics issues with your partner's head colliding with the world in some poses.
- Fixed some UI jittering issues that could occur when dragging a scrollbar.

REMOVED
- The "Roomscale" playstyle mode has been removed, as the only difference between this and the "Standing" playstyle was that it didn't rotate the world when in a horizontal pose. There is now a player action to control this instead.
- The "Sitting Surface Calibration" and the Stationary/Movable sitting surface type options have been removed, since the sitting orientation is now always set when entering a seated pose or whenever you use the "Re-Center" action.
- The "Command Menu" (previously opened by holding the right-hand B/Y button) is no longer a separate binding as it has been combined with the player action menu on the A/X/touchpad press.

[importer]
ADDED
- Added a new Automatic workflow option for easily setting up your character's limbs, and the finger bones and open/closed hand poses. This mode makes use of the Unity Avatar system for anthro characters, so they will need to have set up a Humanoid avatar in the mesh import inspector window. Using this workflow, the "limb offset" fields are no longer required for any characters, and anthro characters can pull in almost all bones from the Avatar setup screen instead of needing to assign them manually. It is recommended to use this workflow for all characters over the previous manual setup.

REMOVED
- The "PointAtLate" script that was added to your character's eye bones, if they were referenced in the Limb Setup module, has been removed. The eye pointing handling is now automated on the game-side, and assumes your character's eyes are pointing straight forward when the character file is built. You will have some (Missing Script) components on your character's eyes, which should be removed and the character file rebuilt to avoid warnings popping up or other undesired behaviour. Similarly, the EyeTestTarget prefab object has been removed from the importer since it is no longer needed.

View Post

FarmD needs character models! (closed)

Hey gang, so with the upcoming shift to more content-focused development, one of the things I want to get started on is adding more species to the game, both anthro and feral. However, I am very slow at modelling and also don't feel like spending a lot of time doing that instead of development, so I'm looking to commission or hire a 3d artist to make some character models for the game - or else to license an artist for the use of their existing models. So if you know of artists that are open for commissions and would be interested in making anthro or feral characters, please do send them my way. Obviously they would need to be comfortable with their characters being involved in the content of the game - feral/anthro, watersports, eventually vore - as some people get picky about that sort of thing.

Edit: Closed, thanks everyone!

View Post

FarmD v1.3.2 (download)

Download: https://www.dropbox.com/s/1e3pzi2o0gvieoc/FarmD-1-3-2.7z?dl=0 

Importer: https://www.dropbox.com/s/8xwjolfr8jnf1l9/FarmDCharacterImporter-1-3-2.unitypackage?dl=0 

View Post

FarmD v1.3.2 (changelog)

Code refactoring, optimizations, bugfixes, watersports.

[desktop/vr]
ADDED
- Added support for a watersports kink, which can be enabled in the Preferences and toggled for either character with the action menus.
- Added color customization for fluids, in a new tab in the Character Menu.
- Added some loading spinners to some things that could take time to load, like characters and scene transitions.

CHANGED
- Extensive code refactoring for the startup sequence, player actions and partner commands, and sex positions and pose transition handling. Should fix some edge-case bugs and make things a little more robust, and hopefully didn't break a bunch of stuff.
- Changed a number of settings for file compression and shader variants to reduce build size and RAM usage, and significantly reduce VRAM usage. This should also help prevent some reported issues of getting stuck on a black screen when launching the game, and improve load times.
- Loading of characters and their texture files is now asynchronous, so the game will no longer freeze/stutter during this.
- Adjusted some rendering settings on cum, since it ended up a little too clear-looking after the lighting changes.
- Toned down the cock twitching strength during orgasms to be more subtle.

FIXED
- Fixed some animation issues with the partner-on-top Missionary and Throat Swabbing positions that could cause your partner's cock to be misaligned when mounting.
- Fixed animation issues with the partner-on-top Riding and Facesitting positions that could cause your partner's cock to clip into their body.
- Fixed some animation glitches with your partner's neck that could occur in some animation transitions, and could cause issues in the partner's Oral Play position.
- Adjusted some IK solver settings on the partner to prevent some jittering issues with the neck and head.
- Fixed some physics issues that could occur with your partner's cock, when changing their species while their cock is unsheathed.
- Fixed a bug where some Options fields would not be assigned the correct values on startup in some scenarios.
- Fixed an error when loading an anthro character that didn't have the optional Toe bones assigned.
- Fixed some occasional issues with scene loading that could happen when changing between save files that were in different scenes.

[desktop]
CHANGED
- The "Headpats" position's actions have been split into separate head and hand actions for petting/mawplay, for consistency with similar positions.
- The actions with your partner's sheath and balls when in the Servicing positions now only appear if your partner has those parts.
- Lowered the time it takes for the Dynamic Depth-of-Field to change focus distance.

FIXED
- With the reworking of sex pose / transition handling, various animation issues and softlocks during sex positions should no longer be happening.
- Fixed a bug that could occur when quickly changing head and hand actions in the Servicing poses, where the player's hands could end up stuck to the partner.
- Fixed an error that could occur if using an interactable in a scene that activated the fixed-plane camera mode, then leaving the scene and trying to use the fixed-plane camera on another interactable or the character menu.
- Fixed an issue with the third-person camera collision that could cause jittering if the camera collided right at the edge of an object.

[vr]
FIXED
- Fixed the size/position of the color picker in Colorset Edit mode so it is no longer escaping the bounds of the menu tablet.
- Fixed some rendering issues on the sphere nodes in the radial menus.

[importer]
ADDED
- Added flags in the Customizable mode for the Materials and Textures module for indicating default selections for patterns and colorsets, which will be selected when picking that character's species or pattern in the Character Menu.

CHANGED
- Changed how some character texture information is saved in a character file, when the Customizable mode is used in the Materials and Textures module. If your character uses this mode, you will need to rebuild the character file.
- Some handling for stripping guide meshes and similar helper objects from characters was moved from the game-side to the importer-side. You will want to rebuild your characters with the latest version of the importer in order to strip these guide objects, or they will appear in-game.

FIXED
- Fixed a bug where files could fail to be included in the character bundle if there was a URL-escapable character in the file path, such as a space.

View Post

FarmD v1.3.1 (download)

Download: https://www.dropbox.com/s/gp9rjmhwjie7ldn/FarmD-1-3-1.7z?dl=0 

View Post

FarmD v1.3.1 (changelog)

Some visual updates and lighting improvements.

[desktop/vr]
ADDED
- Added support for Ambient Occlusion post-processing in the Video options.
- Added some volumetric lighting in the stable during the daytime. This can be disabled in the Video options.

CHANGED
- The world has been divided into separate scenes instead of being one continuous area (currently, just the Stable and Outdoors, with the Farmhouse coming in the future). This allows for better performance and per-scene lighting setup. Interact with the stable doors in desktop mode, or grab the door handles in VR mode, to transition in or out of the building. Due to this change, the position of characters for saved games made before this version has been reset to a default position outside the stable.
- Texture and shading updates to the terrain, to fix stretching issues on vertical areas and some other visual improvements.
- Replaced a few textures in the stable interior.
- Visual improvements for the waterfall at the grotto.
- Some changes to lighting and bloom settings.
- Adjusted spawning rules for vegetation, so it has a tendency to be more clustered and varied instead of an even distribution.
- Added normal maps for the built-in anthro models so they wouldn't be so smooth and plain.
- Changed some compression settings on characters' texture maps that were causing artifacts in some areas.

FIXED
- Fixed an animation issue with the player's legs while riding the saddle, for digitigrade player species.
- Fixed a bug where the saddle was invisible for the Drake's "Lithe" body type.
- Fixed some inverted normals on some of the teeth on the leopard and kobold models.
- Fixed a bug where a blank page could be generated in the supporter credits, if there were exactly enough supporters to fill the previous page.
- Fixed an error that could pop up when changing partner species.
- Fixed a bug with partner precum not spawning correctly.
- Fixed an issue where characters' cocks were incorrectly being pushed by fluid particles.

KNOWN ISSUES
- (v1.3.0) Animation issues and softlocks can sometimes occur during sex positions. These will be addressed in the following build.
- RAM usage has increased due to some new assets and texture settings. Optimizations will be investigated in the near future.

[desktop]
ADDED
- Added a Video option for Dynamic Depth-of-Field. Note that this uses raycasting with colliders, so if you are using a custom character that doesn't have colliders set up, it will not trigger the focus pull when you're looking at them.

FIXED
- Fixed an error that could pop up when clicking and dragging on an empty inventory space.

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Roadmap: 2023

In July, the first supporter poll went out for future feature priority - here are the top results:
1. More sex positions
2. Feral player option (and feral/feral positions)
3. AI personality development (dialogue, preferences, dom/sub training, etc)

So, following support for anthro partners in v1.5.0, these will be the focus of v1.6.0, v1.7.0, and v1.8.0 respectively, which together will take up a good part of 2023. The next supporter poll towards the end of that period will determine the next set of features to prioritize.

View Post

Roadmap: FarmD v1.4.0

Here's the plan for FarmD v1.4.0. Going to be focusing on polishing and improvements to existing content, and work on some things that got cut from v1.3.0 due to delays with building the character importer.
- Lighting, materials, and other visual updates
- Internal refactoring and code cleanup
- Watersports
- VR quality-of-life improvements
- Animation upgrades
- Handful of minor features and fixes

My goal for v1.4.0 is to be done with the early-development attitude I've had for the project so far, where things can be released as "kind of broken but mostly functional, will fix it later". This is meant to be the end of establishing the game's fundamentals, and the start of real content-focused development.

As always, thanks so much to everyone who's supported and/or followed the project so far, looking forward to exciting things in the future!

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