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Atavism X (10.10.0) – Date of release 04.10.2024

New Features

  • Effects: Added option to reset IDs for all spawned mobs in the active scene within Atavism Editor inside Unity.
  • Server: Added a new parameter atavism.world_grid_cell_size that defines the maximum size of the quadtree chunk dimension. By default, it’s set to 50 meters.
  • Server: Added a new 3D Grid for streaming entities that has 2 modes that can be set using a new atavism.world_grid_mode parameter:
    • ACCURATE – objects-level perception with accurate distance limits
    • FAST – cell-level perception, aggressive update optimizations. This one works similarly to the dynamic quadtree where it checks the distance between the player and the cell, not specific mob, but in this case due to its static grid size nature, in most cases, it works a bit faster than the dynamic quadtree. There are also various parameters you can set for it:
    • atavism.world_grid_enabled parameter that defines if Atavism should use Grid instead of Quadtree, by default, it’s enabled.
    • atavism.world_grid_3d parameter that defines if the Atavism server should use the new 3D Grid which is turned on by default.
    • atavism.world_grid_cell_size parameter that defines the cell size for the new Grid with a default value of 50 meters.
    • atavism.world_grid_min_distance_diff parameter that defines an additional range to the atavism.world_grid_cell_size where the entity/cell will be unloaded. By default, it’s set to 5 meters which means that entity/cell will be unloaded from 45 meters but unloaded from 50 meters.”
      Server: In a high-density area, our tests showed such results: (lower = better):
      • Current quadtree – 100% (baseline)
      • Grid FAST 2D – 30%
      • Grid FAST 3D – 50%
      • Grid ACCURATE 2D – 115%
      • Grid ACCURATE 3D – 145%
        This means that the Grid FAST 2D, similar to the current dynamic quadtree is 70% faster, and its 3D version is 50% faster.
  • Stats: Added a new option to define decimal precision. It’s per stat setting where you can define how many decimal digits the stat can have. Stats are still integers for better performance, but setting them high enough with desirable precision will let you simulate their decimal nature.
  • Stats: Added a new option to define which stats the entity should have and which send to the client. It’s a significant performance improvement for stats (players, mobs, NPCs):
    • Now you can define which statistics exist on the server. In most cases, there are no entities that require all statistics. Starting from the best-case scenario where a non-moving city NPC only needs health, health-max, and level, so instead of the currently defined 56 statistics in Atavism Demo, the mob will have only 3 on the server. This reduces memory usage on the server. Also in the worst-case scenario, a roaming combat mob can have most of the combat stats like resistances, but only one damage type that the mob uses. The same with vitality stats, if except mana you have also rage, essence, or any other resource stats, then the mob may need only one or even none. As if the mob shouldn’t be limited by any kind of resources to use abilities, then you can just set health as it with value 0 in the ability, and skip other resource stats on the server for mob/mobs. So, the benefit depends on your use case. The more stats you have defined, the higher the chance that this implementation will save more of your server’s memory resources.
    • You can also define which statistics will be sent to the client. Similarly to the previous point, this gives even better results, as previously for a worst-case scenario, roaming combat mob, you need to ensure that all stats that are taken into account during combat calculations exist on the server, this time you only need a fraction of them. Usually health, health-max, and maybe a level. So, the benefit is extremely high, and it should give you up to around 90% bandwidth reduction for stats.
      This is how it was in the previous Atavism 10.9 version.

      And this is how it is in the Atavism 10.10

    • Stats can be sent using IDs instead of full-length names. The more mobs you have the more beneficial it will be for you and your clients. Currently, the average stat name length is 11,3 characters, while with these elements, it will be “s_StatID” where StatID up to 99 stats will have 2 characters, so for around 110 stats in total, the average is 4 characters. This gives nearly 75% packet information reduction and pushes this optimization even further. You can turn this off using the CONVERT_STAT_NAMES_TO_IDS game setting parameter which by default is set to true.
  • UI: Added a new version of the interface made in Unity UI Toolkit that uses USS (CSS) for styling to simplify UI customization (in preview). It’s still missing support for i2localization integration and linking items on the chat. We will be checking how to manage these elements in the near future.
  • Windows Manager: Added information about the Manager directory to easier manage more than one installation at once.

Changes to existing features

  • Equipment Display: Modified Equipment Display where dragging game object into parts to equip/hide for the player will copy the part game object name into the proper text field.
  • Player Character: Changes in the objstore blob, to move some elements from there to separate tables like currencies, skills, abilities, backpacks, and stats. This gives the ability to manage them easily, display them on a game website, etc. It was also necessary to prepare for a new moderation module that we will introduce in the near future.
  • Prefab Browser: Modified Prefab Browser to display required items and result items for crafting recipes.
  • Server: Removed unused code for quadtree regions like fog, light, sound, and roads.
  • Server: Removed unused code for FixedPerceiver.
  • Server: Modified All In One version to use percent of the memory instead of value. By default, it will use up to 90% of memory for the main Java process. It requires Java 8u191 minimum.

Fixes

  • Abilities: Fixed ability defined as group one.
  • Abilities: Fixed issue where Ability of type FriendlyEffectAbility with target type Single Target and target sub type Friendly didn’t apply effect on the target but on self.
  • Abilities: Fixed issue where not all ability states were removed from the list when the ability ran out, which resulted in increased memory usage.
  • Abilities: Fixed issue where the vector for the ability was incorrectly determined when not targeting a targetable object.
  • Auction House: Fixed issue where opening the Auction House window didn’t show the cursor in action combat mode.
  • Client: Fixed issue when forcing to download all data was turned on the client was sending requests to redownload icons repeatedly.
  • Dialogues: Fixed issue where opening sub dialogue and then closing dialogue window didn’t disable cursor in the action combat mode.
  • Effects: Fixed issue where tags for bonus effects weren’t loaded.
  • Effects: Fixed issue where cooldowns with a duration longer than 60 seconds were duplicated in the database upon character selection and world entry.
  • Effects: Fixed issue where resetting skills was setting the skill level to 0 for skills other than those that were set in the character template. It was causing impossible to learn missing skills with level 0 again.
  • Effects: Fixed issue where the sleep effect was incorrectly checked in the CombatBechavior.
  • Instances: Fixed issue when a character was leaving an instance it was counted twice, which led to a negative value of the population and allowed more people to enter the instance.
    Items: Fixed issue where dropping items on the ground didn’t take away the weight of the item.
    Items: Fixed issue where the sound wasn’t triggered when the weapon broke.
  • Loot Table: Fixed Loot Table where the roll was incorrectly calculated and it was always an integer value.
  • Mobs: Handled exception when the path wasn’t generated for mob if its starting point was outside the navmesh.
  • Player Shops: Fixed issue where icons for currency in the player shop were not set in the price field.
  • Quests: Fixed issue where the preview of historical quests didn’t work properly.
  • Resource Nodes: Fixed issue where ResourceNode with AUTO_PICKUP_RESOURCES game setting and items on the ground can be collected endlessly.
  • Server: Fixed issue where the server didn’t keep the player for the defined time when the game process was killed or timeout occurred.
  • Server: Fixed issue where the game client didn’t receive information that the player couldn’t use the ability because it out of range.
  • Server: Handled exception where server plugins weren’t registered in the database if an entry failed to update after the database was restarted.
  • Server: Fixed issue where sockets weren’t reloaded properly using the server reload admin command.
  • Server: Fixed exception with saving serialized CoordinatedEffectState information.
  • Server: Fixed issue where the server didn’t start properly if AIO mode and development mode were enabled.
  • Skills/Talents: Fixed issue where statistics modifiers weren’t added upon character creation.
  • Spawner: Fixed issue with saving and deleting spawners in the Atavism Editor inside Unity.
  • Stats: Fixed exception where statistics modifications from effects weren’t properly removed when the server was under heavy load, even if the effect was already removed by the server.
  • UI: Fixed issue with the server selection panel.

Known issues

  • When in crafting definition there is no “Must Match Layout” option checked and for example, the same material is used for two slots with the same count, then if that material will be added into the crafting grid in one slot it will show the result item and craft button available, but the server will response that there are no sufficient items. It’s related to that server is checking requirements for an item in each slot for the recipe and if that amount is in the crafting grid.
  • When an item reward and an item choice reward are the same then the item count for that item is overridden.

Fresh installation of Atavism X (10.10.0)

In order to install Atavism you can choose one of three types of installation:

1. Use a premade Virtual Machine which is an Atavism-ready environment by following the Atavism Virtual Machine Installation process.

2. Use detailed instructions on what environment requirements should be met in order to install Atavism on your dedicated server.

3. Use the installation tutorial with our new Atavism Windows Manager for Windows Environment.

Then you should adjust your Unity project to work best with Atavism

If you are going to use UMA in your project you can follow the UMA installation step by step.

it is also recommended to refresh lighting and Asset Bundles because both are related to a specific Unity version. In order to rebuild your Asset Bundles (Bomber Bug is using them), you should head into the top menu in Unity Editor and choose Assets->Atavism Build AssetBundles (it will rebuild your asset bundles and then you should navigate to your project directory, and copy file infinitypbr from project_directoryAssetBundles to project_directoryAssetsStreamingAssets.

 

Updating to Atavism X (10.10.0)

Updating from Atavism X (10.9.0) to Atavism X (10.10.0) is moderately complicated due to many changes on both the server and client sides.

It is highly recommended you create a backup of your server, client, and databases before proceeding in case something goes wrong during the process.

Update using our Virtual Machine Installation

Step 1: Move the “Atavism Core” directory from “Standard Assets” to the “Dragonsan” directory.

Step 2: Log in to your Virtual Machine using the WinSCP client and remove the atavism_server*.zip file first and then the atavism_server directory completely

Step 3: Follow instructions like you would do the first installation but with the option Update Current Atavism depending on your installation (Core or with Demo Data). Open address in a web browser http://server_IP/atavism/installation/install.php

Warning: Make a Unity project backup. Importing the prefabs may break any customizations you had previously made to Your ones.

Step 4: Import Atavism Unity Package, Replace Files

Import the AtavismUnity_10.10.0_Patch_10.9.0_for_{Core|Demo}.unitypackage depending on which installation you did before.

Step 5: Update the UI Canvas

This procedure depends on how you modified your canvas. If it’s default then just open the AtavismBlankMainWorld scene and replace all components within your world scene, and repeat this procedure for the CharacterSelection scene and for the Login scene. In this Atavism version, there is a new UI Toolkit used for the UI and you can find both new and old UI blank scenes in the project. Scenes that use the new Unity UI Toolkit reside in the Assets/Dragonsan/Scenes/UI Toolkit directory.

Update using Custom Linux Installation

Step 1: Move the “Atavism Core” directory from “Standard Assets” to the “Dragonsan” directory.

Step 1: Move the “Atavism Core” directory from “Standard Assets” to the “Dragonsan” directory.

Step 2: Replace Server Files

Copy over all server files and adjust them as you did before with the previous Atavism version. Because server-side scripts and configuration files were changed, we recommend you put a fresh copy of the Atavism 10.9.0 server files.

Step 3: Update the Databases

Important note: Each time you are updating your database or files make a backup to have a copy of your work

Scripts to update your Atavism X (10.8.0) databases to Atavism X (10.9.0) are in your Atavism Server package. There are two types of scripts, structure, and data for both types of installations (Core and with Demo Data), you should use the proper ones depending on your previous installation method. In order to update the database, first, you have to update the structure, then the data. The script file for structure update :

  • sql/updates/From_Atavism10.9.0/{Core|Demo}/Structure/atavism.sql
  • sql/updates/From_Atavism10.9.0/{Core|Demo}/Structure/world_content.sql

and script files for data updates:

  • sql/updates/From_Atavism10.9.0/{Core|Demo}/Data/admin.sql
  • sql/updates/From_Atavism10.9.0/{Core|Demo}/Data/world_content.sql

If you have renamed any of your databases from the default names (admin, atavism, master, world_content) make sure you have proper names in the “use” clause at the beginning of each script.

Step 4: Import Atavism Unity Package, Replace Files

Import the AtavismUnity_10.10.0_Patch_10.9.0_for_{Core|Demo}.unitypackage depending on which installation you did before.

Step 5: Update the UI Canvas

This procedure depends on how you modified your canvas. If it’s default then just open the AtavismBlankMainWorld scene and replace all components within your world scene, and repeat this procedure for the CharacterSelection scene and for the Login scene. In this Atavism version, there is a new UI Toolkit used for the UI and you can find both new and old UI blank scenes in the project. Scenes that use the new Unity UI Toolkit reside in the Assets/Dragonsan/Scenes/UI Toolkit directory.

 

Update using Atavism Windows Manager Installation

Step 1: Move the “Atavism Core” directory from “Standard Assets” to the “Dragonsan” directory.

Step 2: Open the directory where you installed Atavism Manager (by default in c:\Atavism Manager)

Step 3: Rename the atavism_server directory to atavism_server_old or any other name

Step 4: Download the Atavism server zip file from apanel

Step 5: Unpack the atavism_server*.zip file into your Atavism Manager installation directory

Step 6: In the Atavism Windows Manager panel start the database

Step 7: Open the command line console Windows + r shortcut and type cmd

Step 8: Change the directory to your Atavism Manager installation directory by typing the command

cd “c:\Atavism Manager\mariadb-5.5.61-win32\bin” or cd “c:\Atavism Manager\mariadb-10.6.11-winx64\bin” depending on which version of the database you are using

Step 9: Invoke database update commands where the root is the database user, the test is the password for the database user, following with by the path to the Atavism Manager installation directory. If you are not using our default databases, please adjust these commands.

If you have renamed any of your databases from the default names (admin, atavism, master, world_content) make sure you have proper names in the “use” clause at the beginning of each script.

Important note: Each time you are updating your database or files make a backup to have a copy of your work

mysql -u root -ptest master < "c:\Atavism Manager\atavism_server\sql\updates\From_Atavism10.9.0\Demo\Structure\atavism.sql"

mysql -u root -ptest world_content < "c:\Atavism Manager\atavism_server\sql\updates\From_Atavism10.9.0\Demo\Structure\world_content.sql"

mysql -u root -ptest admin < "c:\Atavism Manager\atavism_server\sql\updates\From_Atavism10.9.0\Demo\Data\admin.sql"

mysql -u root -ptest world_content < "c:\Atavism Manager\atavism_server\sql\updates\From_Atavism10.9.0\Demo\Data\world_content.sql"

You can use any third-party tool to handle this process for example MySQL Workbench or any other database management tool

Step 10: Start the Atavism.exe application

Step 11: Fill data according to your previous configuration including database credentials (if you changed them)

Step 12: Import Atavism Unity Package, Replace Files

Import the AtavismUnity_10.10.0_Patch_10.9.0_for_{Core|Demo}.unitypackage depending on which installation you did before.

Step 13: Update the UI Canvas

This procedure depends on how you modified your canvas. If it’s default then just open the AtavismBlankMainWorld scene and replace all components within your world scene, and repeat this procedure for the CharacterSelection scene and for the Login scene. In this Atavism version, there is a new UI Toolkit used for the UI and you can find both new and old UI blank scenes in the project. Scenes that use the new Unity UI Toolkit reside in the Assets/Dragonsan/Scenes/UI Toolkit directory.

 

 

List of changed files:

New/Modified Files (502)

Assets\Atavism demo\Terrain_0_0-20180122-123716.asset
Assets\Resources\ExampleCharacter.prefab
Assets\Resources\HumanMaleNonUma.prefab
Assets\Resources\OrcFemaleNonUma.prefab
Assets\Dragonsan\Atavism Core\ClientAPI.cs
Assets\Dragonsan\Atavism Core\NetworkAPI.cs
Assets\Dragonsan\AtavismObjects\AnimatorController.controller
Assets\Dragonsan\Scenes\BlankAtavismScene.unity
Assets\Dragonsan\Scenes\Login.unity
Assets\Dragonsan\Scenes\MainWorld.unity
Assets\Dragonsan\Atavism (UI Toolkit)\UI\gui_blank.png
Assets\Dragonsan\Atavism (UI Toolkit)\UI\NewShaderVariants.shadervariants
Assets\Dragonsan\Atavism Core\Base\AtavismClient.cs
Assets\Dragonsan\Atavism Core\Base\AtavismEventSystem.cs
Assets\Dragonsan\Atavism Core\Base\AtavismGameWorld.cs
Assets\Dragonsan\Atavism Core\Base\AtavismObjectNode.cs
Assets\Dragonsan\Atavism Core\Base\AtavismPlayer.cs
Assets\Dragonsan\Atavism Core\Base\AtavismWorldManager.cs
Assets\Dragonsan\Atavism Core\Editor\ClientAPIEditor.cs
Assets\Dragonsan\Atavism Core\Editor\InitialSetup.cs
Assets\Dragonsan\Atavism Core\Networking\AtavismIncomingMessage.cs
Assets\Dragonsan\Atavism Core\Networking\AtavismNetworkHelper.cs
Assets\Dragonsan\Atavism Core\Networking\MessageTypes.cs
Assets\Dragonsan\Atavism Core\Scripts\AtavismInputController.cs
Assets\Dragonsan\AtavismObjects\Scripts\Abilities.cs
Assets\Dragonsan\AtavismObjects\Scripts\Actions.cs
Assets\Dragonsan\AtavismObjects\Scripts\Arena.cs
Assets\Dragonsan\AtavismObjects\Scripts\Atavism3rdPersonInput.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismAbility.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismAuction.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismCombat.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismCraftingRecipe.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismCursor.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismEventMessageHandler.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismGroup.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismGuild.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismInventoryItem.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismMecanimDestructibleObject.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismMobAppearance.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismMobName.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismPrefabManager.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismSettings.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismSocial.cs
Assets\Dragonsan\AtavismObjects\Scripts\AtavismTrade.cs
Assets\Dragonsan\AtavismObjects\Scripts\ClickToMoveInputController.cs
Assets\Dragonsan\AtavismObjects\Scripts\Crafting.cs
Assets\Dragonsan\AtavismObjects\Scripts\GroundItemDisplay.cs
Assets\Dragonsan\AtavismObjects\Scripts\GroundLootManager.cs
Assets\Dragonsan\AtavismObjects\Scripts\Inventory.cs
Assets\Dragonsan\AtavismObjects\Scripts\Mailing.cs
Assets\Dragonsan\AtavismObjects\Scripts\NpcInteraction.cs
Assets\Dragonsan\AtavismObjects\Scripts\Quests.cs
Assets\Dragonsan\AtavismObjects\Scripts\SDETargeting.cs
Assets\Dragonsan\AtavismObjects\Scripts\StandardCommands.cs
Assets\Dragonsan\AtavismObjects\Scripts\WorldBuilder.cs
Assets\Dragonsan\AtavismObjects\Textures\ServerLoad.png
Assets\Dragonsan\AtavismObjects\Textures\ServerLoadHigh.png
Assets\Dragonsan\AtavismObjects\Textures\ServerLoadLow.png
Assets\Dragonsan\AtavismObjects\Textures\ServerLoadMedium.png
Assets\Dragonsan\AtavismObjects\UI Components\Character.renderTexture
Assets\Dragonsan\ContextSystem\Prefabs\ContextPrefab.prefab
Assets\Dragonsan\ContextSystem\Scripts\ContextInfo.cs
Assets\Dragonsan\Scenes\UI Toolkit\Arena1v1.unity
Assets\Dragonsan\Scenes\UI Toolkit\Arena2v2.unity
Assets\Dragonsan\Scenes\UI Toolkit\BlankAtavismSceneUIToolkit.unity
Assets\Dragonsan\Scenes\UI Toolkit\BlankCharacterSelectionUIToolkit.unity
Assets\Dragonsan\Scenes\UI Toolkit\BlankLoginUIToolkit.unity
Assets\Dragonsan\Scenes\UI Toolkit\CharacterSelection.unity
Assets\Dragonsan\Scenes\UI Toolkit\Click2MoveWorld.unity
Assets\Dragonsan\Scenes\UI Toolkit\Deathmatch 1v1.unity
Assets\Dragonsan\Scenes\UI Toolkit\Deathmatch 2v2.unity
Assets\Dragonsan\Scenes\UI Toolkit\GuildPrivate.unity
Assets\Dragonsan\Scenes\UI Toolkit\Login.unity
Assets\Dragonsan\Scenes\UI Toolkit\MainWorld.unity
Assets\Dragonsan\Scenes\UI Toolkit\SinglePlayerPrivate.unity
Assets\Resources\Buildings\House\Stage2.prefab
Assets\Resources\Buildings\Trader\Trader.prefab
Assets\Resources\Content\CoordinatedEffects\Emote_wave.prefab
Assets\Resources\Content\EquipmentDisplay\Example EquipmentDisplay.prefab
Assets\Resources\Content\GroundItemDisplay\ItemCoins.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateBreastplate01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateGloves01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateGreaves01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateHelmet01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateShoes01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemOrcPlateShoulderplates01.prefab
Assets\Resources\Content\GroundItemDisplay\ItemTwoHand00.prefab
Assets\Resources\Content\GroundItemDisplay\TestItem.prefab
Assets\Resources\Mobs\SFBay\BomberBug09.prefab
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Data\ATAVISM_EVENT_DATA.cs
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Data\ATAVISM_EXTENSION_MESSAGES.cs
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Data\ATAVISM_PROPERTIES.cs
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Data\ATAVISM_UTILITIES.cs
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Utilities\AtavismNodesUtilityScript.cs
Assets\Dragonsan\Atavism (UI Toolkit)\Scripts\Utilities\ReadOnlyAttribute.cs
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Fonts\Cambria SDF.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Library\panel_AtavismMiniWindow.uxml
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Library\panel_AtavismWindow.uxml
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Prefabs\DialogPopupManager.prefab
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Prefabs\UIAudioManager.prefab
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Prefabs\UILoadingScreen.prefab
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIAudioTemplate.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_Def.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_DefaultPanelSettings.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_DefaultTextSettings.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_LoadingScreen.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_Popup.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UIToolkit_Windows.asset
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Settings\UnityDefaultRuntimeTheme.tss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\SFX\test_sample_MenuButtonOnHover.wav
Assets\Dragonsan\Atavism (UI Toolkit)\UI\SFX\test_sample_MenuButtonSubmit.wav
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\ActivatableSlot.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\AdminPanelStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\AnimationStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\ArenaStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\AtavismDefaultStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\AtavismPotraitStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\AuctionStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\CharacterProfileManager.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\CharacterSelectionSceneStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\ChatStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\DeathPanelStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\GroundItemsStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\InventorySlot.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\NpcDialoge.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\SceneLoaderStaleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\SettingsStyleSheet.uss
Assets\Dragonsan\Atavism (UI Toolkit)\UI\Style Sheets\WindowStyleSheet.uss
Assets\Dragonsan\Atavism Core\Networking\Rdp\AtavismRdpConnection.cs
Assets\Dragonsan\AtavismEditor\Editor\EditorCore\AtavismUnity.cs
Assets\Dragonsan\AtavismEditor\Editor\Plugins\ServerMobSpawner.cs
Assets\Dragonsan\AtavismObjects\Prefabs\UI\DragonsanFloatingMobPanel 1.prefab
Assets\Dragonsan\AtavismObjects\Prefabs\UI\GroundItemNamePrefab.prefab
Assets\Dragonsan\AtavismObjects\Scripts\CoordinatedEffects\CoordLockMove.cs
Assets\Dragonsan\AtavismObjects\Scripts\Editor\AtavismSettingsEditor.cs
Assets\Dragonsan\AtavismObjects\Scripts\Editor\PrefabBrowser.cs
Assets\Dragonsan\AtavismObjects\Scripts\GameObject Components\ClaimObject.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIAuction.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIChatController.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIDialoguePanel.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIFloatingMobPanel.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIQuestList.cs
Assets\Dragonsan\AtavismObjects\Scripts\UGUI\UGUIStatText.cs
Assets\Dragonsan\AtavismObjects\Textures\NewUi\checkbox_mark_2.png
Assets\Dragonsan\AtavismObjects\Textures\NewUi\close3.png
Assets\Dragonsan\AtavismObjects\Textures\Tooltip\Arrow1.png
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