Patch 0.1.53.0

- Added the ability of Utah Juveniles to invade burrows
- Increased movement speed for Giga hatchling
- Increased buoyancy of juvenile & hatchling Utahraptor
- Increased adult Dilophosaurus trot and run turn rates
- Increased camera distance range for adult and juvenile Dilo
- Increased bite forces of juveniles across the board to be more consistent with their recent weight changes
- Increased adult T.Rex trotting turn rate
- Juvenile / subadult T.Rex and Giga now starve faster to make reaching adulthood more challenging
- Reverted adult Dilo bleed damage back to being 50 instead of 42
- Updated how the Character menu grabs the weight stat, instead of showing maximum weight for the active growth stage, it should now display your current weight
- Updated burrow interior mesh
- Updated animation blend for Galli running kick so it's more noticeable
- Reduced stamina drain for hatchling Dryo and Galli
- Reduced firing delay on Triceratops stomp to better fit the animation
- Added running kick attack for juvenile Gallimimus, buffed juvenile Galli kick radius and damage
- Increased bite damage for the following juveniles: Utah, Trike, Diablo, Pachy
- Decreased weight mass & bite damage for adult and juvenile Dryosaurus
- Increased turning rotation speed for Pachy and Maiasaura
- Increased camera distance ranges for juvenile & adult Maiasaura
- Disabled IK while resting
- Tweaked time of day readout position on Character screen
- Reduced size of AI Avaceratops gore pile to make it less enticing to large predators
- Reduced sprint turning speed for Giganotosaurus, increased its trot turning speed
- Increased sprint speed of Allosaurus & Diabloceratops
- Increased kick damage for Parasaurolophus
- Removed unnecessary delay on special attacks for Para, Trike, Galli, Shant
- Camarasaurus stomp damage is now higher than its tail whip damage instead of being identical
- Updated the design of the HUD nest iconBug Fixes
- Duplicated the fix for missing cursor on MOTD for the character screen
- Fixed loop points for young Pachycephalosaurus eat/drink animations
- Fixed hatchling Pachy stiffening up when calling in idle state
- Fixed hatchling Giganotosaurus not vocalizing except on broadcast command
- Fixed being able to place nests while entering or exiting burrows
- Fixed adult Gallimimus being able to slide on primary attack
- Fixed hatchling Dryosaurus and Gallimimus jumping way too high
- Fixed an issue where the dawn music cue could randomly loop forever
- Fixed overlong fire delay on Parasaurolophus kick attack
- Fixed networking and movement being laggy after being teleportedIsle V3
- Fixed numerous holes and stuck spots around the island
- Fixed being able to walk underwater in a few areas
- Fixed another misaligned physics volume
- Fixed a couple of large areas that were not covered by edible foliage spawners
- Fixed grass and bushes growing underwater in a bunch of areas
- Fixed a stuck spot at the water treatment area
- Fixed floating objects in Docks area
- Fixed landscape tile bounds in a couple of areas
- Added more waterfall meshes to several spots along the mountain rivers
- Added more accurate navigation volumes around water sources to prevent AI spawning or running into them and dying
- Added more water sources around the map's northern and southern edges
- Added more ways in and out of large ravines
- Added nav modifiers around the docks to stop AI spawning inside
- Deepened several large rivers, swamps and nearly all lakes to support bigger swimmers
- Re-aligned a few physics volumes to better fit their water sources
- Replaced radio tower's man-made pond with natural water pools
- Smoothed out gaps between a number of landscape tiles
- Cleared trees from a few of the taller hilltops to give a better view of the surroundings
- Updated large docks area, less concrete- more sand.
- Finished several un-finished cliffs
- Removed water trickle noise from swamp ambience, was a bit weird hearing that on land.
- Testing a new methodology for looping ambient sound splines; now repositions a single sound source at closest point to the player
- Updated ocean surf ambience
- Reduced depth of a few river splines
- Regenerated landscape proxy meshes for a lot of map tiles
- Moved more rivers into the persistent level instead of having them intersecting between tiles
- Removed collision on hanging electrical wires
- Reduced volume of randomized bird calls
General