12/31/2022
/// The phone is proving to be a different atmosphere than PC. The Task calls that work wonders in PC are the root of the problems on the phone. This is most likely due to the required Background operations of the phone.
/// The Thread Pool is already pre-occupied outside of the app that is currently running.
///
///
/// 1. Investigate why Panner Mesh is not Running during character INTRO. >*<
/// A. the Panner Mesh is not viewed by the Character introduction Cameras!!!!!
/// B. [SOLVED] UI Camera now set within Stack of All Character Intro Cameras.
/// a. Code Checked and its perfect.
/// b. This problem was overlooked when the project switched to URP.
///
/// 2. Replace Combat Ready Location with a Trigger instead of an Active Distance Check.
[Complete] >*<
/// A. The reason why the Character kept moving was because the Stop Distance of the Agent is
0.1f
/// B. I have completely changed the way this Event is handled.
/// a. Prepare_Combat_Ready() is now split into 2 parts.
/// b. the First part is handles the movement
/// b.1. Distance Check changed to 0.3f
/// b.2. Walk Check time check changed from 0.1 seconds to 1 full second
/// b.2.a - This eliminated the Stuttering cause by PATH reroutes.
/// c. the second part is now called by a trigger.
/// c.1. - avatar must now walk into this trigger
/// d. Trigger is toggled with Lobby Zones.
/// d.1. script added to Trigger to relay to FPS_TPS. [Lobby_Combat_Entrance_Trigger]
/// C. TPS avatar is now Snapped to and Oriented correctly before Cameras are activated.
///
/// 3. REDUCE Touch Time and Screen Pan. >*<
/// A. Changed from 0.2f to 0.1f
/// a. When players attempt to move the observing camera quickly, it would often satisfy the
click Avatar Move time zone.
/// b. Reducing it to 0.1f will prevent those unwanted triggers.
///
///
///
/// 4. On the Phone - Initial Aggression is delayed with NPCs running in place.
/// A. GameManager - Pick Player Command
/// a. Appended a check if the Player List is count of 1 [Single Player.]
/// b. This will by pass the Randomization for Multiplayer.
/// B. Spawn Manager - Critical Mood Change
/// a. Enables the Mood CHange to occur regardless of Living Count.
/// C. Event Master - Initial_Roamer_Aggression
/// a. I have removed the Foreach Loop that set aggression to those in the ENEMY
TRACKER.
/// a.1. - This command was fighting with the Active Unity Loop.
/// b. replaced with WORLD SUDDEN DEATH Command.
///
/// D. NPC Brain - SUDDEN DEATH
/// a. Event Master Required only the living to become aggressive.
/// b. Added BEATING HEART check to avoid making inactive objects aggressive.
/// E. Event Master - Monitor Event Finisher
/// a. For Loop to track Dead or Alive has changed to Foreach.
/// b. Appended a check that will Drop Time to 5 seconds if 5 or less enemies remain
/// b.1. This is will kill all remaining enemies on the map after 5 seconds.
/// b.2. A work around to kill off any invisible or off world enemies.
/// F. SHOP Changes
/// a. Certain Guns were too powerful or too weak
/// b. Powerful weapons can only be bought with Skulls.
/// c. Added a way to convert Energy to Bones
/// d. Added a way to convert Bones to Skulls.
///
///
/// 5. Fixed Advertisement Bug, code placement was in the wrong body.
///
/// 6. Swap button in tutorial did not work [Complete]
/// A. The inputs where purosely blocked due to the design of the Tutorial
/// B. I have created a bypass to this and only checks when tutorial is active.
/// a. Quit to Lobby also handles this check.
///
/// CRITICAL PROBLEM - Spawn_Record and Graveyard totals do not match >!<
/// A. Added A check to prevent SpawnCount Deduction in Target Creature script.
[May have fixed it] >#<
///
///
///
///
/// Weapon Modifications:
///
///
/// 1. PUNISHER >*<</A.>
/// A. This weapon has the slowest fire rate.
/// B. Its accuracy is still very poor making this weapon a BAD CHOICE.
/// C. [IMPROVED] This gun no longer has A spread Pattern and is now 100% Precise to TOUCH.
///
/// 2. GUARDIAN >*<
/// A. This rifle is not so great.
/// B. Although the Bullets penetrate its medium rate of fire and ammo count makes this weapon
questionable.
/// C. [IMPROVED] This Rifle's attack range has DOUBLED, making it the farthest shooting
weapon available.
///
/// 3. SHREDDER - SHOP CHANGE
/// A. This weapon is Overpowered
/// B. Can no longer be purchased with Bones.
///
/// 4. SCATTERGUN - SHOP CHANGE
/// A. This weapon is inaccurate to be effective. -- Accuracy Increased
/// a. Akimbo and Standard are more Precise
/// b. Akimbo Spread Radius reduced from 5 to 2
/// c. Standard Spread Radius reduced from 2 to 1
/// B. Can NO longer be purchased with Bones.
///
///
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///
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///
/// Model Adjustment
/// 1. Civilian Male and Female [COMPLETE] >*<
/// A. Holster locations distant from the avatar.
///
///
///
/// What I want to add:
/// 1. Energy conversion to Bones. [Complete]
/// 2. New Weapon and 1 more Level.
/// 3. 3 Variants of the Level 1.
/// 4. Move Forum into the Settings Page.
/// 5. Add in Micro Transaction for Skulls.
/// 6. New Lobby to match level 2
///
/// This conclude the DEMO.
///
/// What happens next?
///
/// Complete a Huge Update on 6 more levels, Gameplay Variations to those levels, and the Current
DEMO state will be updated into a FULL package.
///
///
/// 100% perfect!!! BACKUP REQUIRED v0.5 B 20
///
/// 1/1/2023
///
/// Due to Apple's initial bias and rejection of the app, any build with version number 0.5 cannot
upload to the store.
/// This version is now 0.6, a reminder of apple's bias.
///
///
///
/// 1. I forgot to move the Bone Particle when i added the conversion feature [FIXED]
/// 2. The Touch Calibration had an incorrect check for Version Control [FIXED]
/// 3. 0.6 B 21






