Hey Survivors,
We are proud to announce that the ‘Alpha 20′ Stable Build is out!
Official Alpha 20 Forum Bug Reporting thread
Alpha 20 Official Release Notes
Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.
Alpha 20 takes some big leaps towards Gold with these major improvements:
- A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
- Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
- Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
- Nearly 25 new HD characters with a couple with improved shaders
- 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
- Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
- Block Placement Improvements
- We have added a Robotic Drone Companion to carry your extra gear, heal you and more
- Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
- Rendering improvements with 100s of new PBR models
- Quest Improvements including new restore power night Quests
- AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
- Feral Sense Game options for a completely new game experience
- Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
- Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
- Improved dynamic music and ambient audio system with added new content
- Improved weather system with more distinct and varying weather
- Video Options for Anti-Aliasing – Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
- Animations have been improved from 1st person to 3rd person to provide a more immersive experience
- A new Dismemberment system has been integrated with some of the zombies
- Twitch Integration has been improved with many new commands, voting and more
- Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools
Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.
TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!
Random World Generation
TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POI’s, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POI’s. There are really too many changes to list but here are some of the main features included:
- New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
- New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
- New stamps to improve and create unique terrain for every biome
- New stamps to support rivers and canyons
- New faster RWG creation supports 6k, 8k and 10k maps
- New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
- New Part Spawn Markers which add unique Prefab possibilities to tiles and POI’s
- New Road exit markers that align POI driveways to the end of roads
- POI distribution has been improved to better use the over 550 unique POI’s and nearly 50 city tiles that the game has to offer for nearly infinite replay value
- POI’s except for wilderness have all been redone to to improve how they work with the new city tile system. Sizes include:
- Small 25 X 25 meters
- Medium 42 X 42 meters
- Large 60 x 60 meters
- Extra large 100 x 100 sizes
- POI placement has been improved to account for each POI’s overall performance cost and as a result, very heavy POI’s will not be placed near each other which helps keep the game running better.
- 3 Brand new Pre-generated maps will be offered.
- XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
- New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
- Frequency of Towns
- Frequency of Wilderness POI’s
- Frequency of Rivers, Craters, Cracks, and Lakes
- Frequency of Plains, Hills, and Mountains
- Global amount of Randomness
Locations
The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20.
Here are just a few of the great things coming to Alpha 20:
- Over 175 Brand new explorable POI’s
- Over 25 reimagined old POI’s
- Over 550 Explorable locations
- Many Tier 3 and 4s have been added with some new and updated tier 5s
- Alpha 20 POI Tier breakdown includes:
- Tier 5 POI’s – 7
- Tier 4 POI’s – 29
- Tier 3 POI’s – 52
- Tier 2 POI’s – 102
- Tier 1 and Remnant POI’s – 360
- There are over 200 new and overhauled POI’s, too many to mention but some notable larger POI’s include:
- Countrytown_business_05 – “Butcher Petes” (Overhauled Tier 4)
- Factory_03 ( New Tier 5)
- Apartment_brick_6_flr (Overhauled Tier 5)
- Apartment_01 (New Tier 4)
- Downtown_strip_05 (New Tier 4)
- Downtown_strip_07 (New Tier 4)
- Downtown_strip_09 (New Tier 3)
- Downtown_strip_10 (New Tier 3)
- Downtown_strip_11 (New Tier 4)
- Warehouse_01 (New Tier 4)
- Warehouse_03 (New Tier 4)
- Skyscraper_01 (Overhauled Tier 5)
- Skyscraper_02 (Overhauled Tier 5)
- Skyscraper_03 (Overhauled Tier 5)
- Skyscraper_04 (Overhauled Tier 4)
- Navezgane has gotten a little love with some new POI’s added. More to come in Alpha 21
- Diersville, Departure, Gravestowne, and Perishton Updates.
- New suburban, rural and wilderness communities were added.
- Road and Terrain Updates.
Characters
Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD. They may look better but they have less draw calls and are slightly better in performance due to a new physically based rendering shader that utilizes packed textures and improved emissive rendering. There are also some brand new zombies never yet seen before.
Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPC’s, radiated zombies and burnt zombies. The New HD zombies include:
- New HD Wight Zombie
- New HD Thug Zombie
- New HD Tom Clarke Zombie
- New HD Worker Zombie
- New HD Mechanic Zombie
- New HD Hazmat Zombie
- New HD Dog Zombie
- New HD Biker Zombie
- New HD Spider Zombie
- New HD Soldier Zombie
- New HD Lab Zombie
- New HD Cop Zombie
- New HD Tourist Zombie
- New HD Nurse Zombie
- New HD Lumberjack Zombie
- New HD Businessman Zombie
- New HD Mutant Zombie
- New HD Screamer Zombie
- New HD Stripper Zombie
- New HD Burnt Zombie
- New HD Trader Joel
- New HD Trader Rekt
- New HD Trader Hugh
- New HD Trader Bob
Weapons
Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment.
Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun.
A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifle’s firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons.
Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.
Shape and Creative Menus
Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are:
Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel.
After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search:
Basic, Square, Round, Wedge, Poles, Stairs, Catwalks, Trim, Windows, Destruction, Construction, Deco and Letters
For you modders out there, the shape menu brings with it an easier way to add new shapes to the game as you no longer have to separately define each shape with each material. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed.
The creative menu has also been overhauled with a new category system. Categories have been moved and expanded to the left hand side of the window. Pick a Main Category in the left column and then a Secondary Category in the right column.
Stability Preview
Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:
- Yellow – The block is stable. As the block becomes more yellow it means it is getting less stable
- Red – Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
- Pink – Placing would cause this block to fall as it does not have sufficient support
Robotic Drone Companion
The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player’s intellect, but players can still acquire and use a Drone without perking into it.
The Robotic drone is modded in the player’s inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s).
Some of the Additional Mods and Enhancements to the Drone include:
- Robotic Drone Armor Plating Mod – Increases the Drones Defenses
- Robotic Drone Cargo Mod -Increases the Drones carrying capacity
- Robotic Drone Medic Mod – Gives the Drone the ability to heal the player
- Robotic Drone Moral Booster Mod – Player Stamina regen is increased by 10% when near the Drone
- Robotic Drone Headlamp Mod – Gives the Drone a headlight
Dynamic Imposters
We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game.
What does this mean for players? With this option turned on you can renovate existing POI’s, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.
Depending on PC strength we have several game option settings that can be edited in serverconfig.xml
- DynamicMeshEnabled
- Setting to true will enable the system
- DynamicMeshLandClaimOnly
- Setting to true will make the system only active in player Land Claimed areas
- DynamicMeshLandClaimBuffer
- Dynamic Mesh Land Claim Base chunk radius size
- DynamicMeshMaxItemCache
- How many items can be processed concurrently, higher values use more RAM
Big Thanks to Danny Richardson from the 7 Days to Die modding community for working with TFP on this awesome new system!
Environment Art
The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POI’s and overall game immersion. Improvements include:
- Terrain Shader – Updated for better quality and performance including improved roughness and specular shading modifications
- Foliage Shader – Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
- Entity Tint Shader – This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
- New Terrain Textures
- New Block Textures
- Lighting and Sky Improvements
- Meshes – Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
- Biomes – Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
- Trees – Trees now have a root ball to seal holes at the base of the trunk
- Clouds – Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
- Lightning – Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
- Wind – The weather system’s wind speed now changes the speed of plants blowing in the wind and we added wind gusts
- Along with all of the new POI’s of alpha 20, there is plenty of new content to add to the visual immersion of the game.
- Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATM’s, Etc.
- Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc.
All new functioning and destructible doors such as cellar doors and shutters. - More immersive destruction for the world you’ve come to love with a variety of new rubble piles.
- A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
- Hundreds of new and updated PBR meshes have been added to the game overall.
Quests
Questing improvements have been made all over the world in 7 Days To Die. Starter quests now have helpful on screen icons to show you where to find the required items. We’ve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. We’ve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader.
We’ve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.
AI
The AI and spawning of enemies have gotten some great improvements including:
- Biome Spawning – Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
- Ducking – Zombies can now duck down to help them not get stuck on obstacles
- Obstacle Attacks – Zombies now stand more reliably at the point of attack without sliding around
- Head Tracking – Added more variety with when and where they look
- Burst Attack – Added a new AOE burst attack, which is used by the new mutant zombie
Feral Sense Game Option
With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:
- Increases the range that all types of zombies can hear and see the player by over double the normal amounts
- Stealth still works, the zombies will just detect you more easily
- Game options are Off, Day, Night, All (Day and Night)
Vehicles
We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicle’s color.
- Mods
- Expanded Seating – Allows 2 riders on the minibike or motorcycle and 4 on the 4×4
- Fuel Saver – Your engine uses less gas
- Reserve Fuel Tank – Increases tank capacity
- Off Road Headlights – Brighter lights
- Super Charger – Increases acceleration
- Colors – You can place dyes in the cosmetic slot to colorize parts of each vehicle
- Camera
- Tracking – Improved camera tracking and fixed some popping issues
- Zoom – Camera can now be zoomed in and out using the mouse wheel or gamepad
- Fixes – Vehicle duplication or getting relocated to a new position in the world has been addressed along with better out of bounds checks
Loot
Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POI’s will find iron tools or advanced weapons a little faster than those that stay in the pine forest.
When it comes to biome bonuses, the progression is as follows:
Pine Forest, Desert, Snow, and then Wasteland
(NOTE: Burnt Forest in Navezgane is the same as the Desert)
Loot has been adjusted to provide early game weapons and tools a chance to shine. This grants the player time to find and use a higher quality item before finding the next tier. Books have also been realigned to deliver players books like Spear Hunter and Archery earlier for the most benefit. Food, Drink, Medical, and Ammo Supplies have been adjusted to keep players on the hunt for more in places you would expect to find them. To bring back the fear of infection, items that cure it have been greatly reduced.
There are also 5 new Tiered Loot chests that are placed according to the POI Tiers
Music
For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations.
While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new “vertical dynamism” comes into play.
As in previous Alphas, we have teamed up with Native Darkness Productions to bring this new dynamic to our music. This time we have turned our focus to our game’s core mechanic; The Bloodmoon Horde. Giving this feature the attention it deserves, we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move. The lows and highs of The Blood Moon Horde are now reflected in the music, significantly improving the immersion factor of our core mechanic.
- New Bloodmoon Music with threat-responsive layering system
- Improved layering with added complexity for layered tracks
- Improved randomization
- Over 6.5 million combinations of tracks across all configurations
- New Threat-Responsive Ambient Audio System
Audio
The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:
- Twitch Sounds
- Custom sounds for all new pipe weapons
- New Door Sounds
- New game vent activation sounds (keys, buttons, etc.)
- Restore power quest sounds
- Custom sounds for new loot chests
Weather
The world’s weather system continues to improve with weather now being more distinctive and varying. Improvements include:
- Randomness – Improved calculations and shorter durations, so less likely to get stuck with the same weather
- Weather groups – Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather
Video Options
Several quality settings have been changed to better control the game’s rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:
- Anti-Aliasing – Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
- AA Sharpening – With TAA on, you can use the sharpening option to increase how strong edges look in the game
Animation
The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:
- Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
- Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
- Better 3rd person blending of upper and lower body while walking, running, strafing and general movement while carrying weapons
- New Zombie dog animations
- New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
- Bloated Tourist – Stomach and overall body fat
- Cop – Stomach and overall body fat
- Big Mama – Stomach and overall body fat
- Lab Tech – Hair, body wounds, dangling hand
- Soldier – Torso body wounds and torn uniform
- Mutated Zombie – Acid bubbles on skin, including blended animation
- Screamer – Clothing, hair and movement of jaw and tongue
Dismemberment
Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie.
Visual damage on zombies will differ depending on the type of weapon used to damage them. Blunt weapons can cave in a zombie’s head, while a bladed weapon can slice off the head entirely. Heads and limbs can be chopped off and can be seen falling to the ground, as well as some damage instances displaying custom animations and particle effects.
The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.
Twitch
Twitch Integration has been improved in A20 with balance, new commands and a new voting system. We’ve extended our point rewards for subscribing, gifting subs and raids. We’ve also added spam delay to help keep chat cleaner and support for custom events.
Voting introduces a new dynamic to the integration. Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward.
Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml.
New features and commands include:
- New Twitch Voting Mode
- Progression mode has been improved with balance
- Many new commands include:
- #celebrate – It’s a party and everyone’s a pinata.
- #dance_off – The Fun Pimps groove, and everyones invited.
- #silly – A silly command sounds silly.
- #reverse – Turns you around 180 degrees.
- #confuse – Flips the movement controls.
- #no_robo – No robotic help.
- #no_explosives – No explosive use.
- #no_vehicle – Vehicle use is painful.
- #no_safe – Safe zones are painful.
- #no_stealth – Bombs go off eliminating stealthy movement.
- #painting – You see the apocalypse as a work of art.
- #deafen – You cannot hear.
- #spawn_mutated – Spawns a Mutated Zombie
- #spawn_tourist – Spawns a Tourist Zombie
- Custom Events based on:
- Bit donation amounts
- Subscriptions based on months
- Number of gift subscriptions
- Raiding with defined numbers of viewers.
- Channel Point redemptions
Modding Tools
The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer.
World Editor Improvements
- When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
- While moving prefabs around they show a preview of their contents
- Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
- Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
- Show prefab names on the POI selection boxes (can be toggled in the “World Tools” tab)
- Show info about the selected POI in the ESC menu
- Prefabs you are close to always show their orientation
POI Editor Improvements
- Allow highlighting all blocks of a certain type from the “Level Tools 2” tab
- Allow restricting paint brush operations to blocks within the current selection box
- Add option to select the biome used for playtesting
- Debug mode and creative mode are enabled in playtesting by default
- ESC menu shows the quest tier of the current POI
- Allow rebinding the keys to change block density
- Added Paint Surface radial painting option to paint contiguous coplanar surfaces
RWG Preview and rwgmixer.xml
- XML support for modding in your own tiles, parts, unique town types, and more
- New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
- Frequency of Towns
- Frequency of Wilderness POI’s
- Frequency of Rivers, Craters, Cracks, and Lakes
- Frequency of Plains, Hills, and Mountains
- Global amount of Randomness
Blocks.xml
- Added a command line argument “-debugshapes” to get output on which block material / shape combinations are created by the shape system
- Added console command “placeblockshapes” to easily place all variants of the shape / helper block you are holding
- Added property “PlaceAsRandomRotation” making blocks get placed in a random allowed rotation
- Added console command “placeblockrotations” to place the currently held block in all supported rotations
- Added property “AllowedRotations” to specify which rotations a block can be placed in
Modding
- Clients now allow loading mod DLLs the same way as on the dedicated server – as long as EAC is disabled
- HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
- The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mod’s base path
- Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with “Block” in their name)
- LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
- XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
- The XUi pager now supports showing the max page number
- Added a new XUi dropdown box
- XML patch type names (like “insertafter”, “set”) are no longer case-sensitive
- XML loading and patching shows line numbers on most errors during loading/patching them
- Added better error messages when using “set”-patches
Server Administration and Multiplayer
To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die.
The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.
- Serverconfig.xml changes
- Changed default “WorldGenSize” from 4096 to 6144 to match in-game default
- Added “ZombieFeralSense”
- Changed default “LootRespawnDays” from 30 to 7 to match in-game default
- Added DynamicMesh options – see section about Dynamic Imposters for details
- Added Twitch options – see section about Twitch Integration Improvements for details (? Lathan)
- Fixed the Server Terminal Window sometimes not showing any output
A20 Changelog b238
Added
- Biome spawning supports disabling spawn types using POI tags in an area
- Commercial, industrial and downtown biome spawning types
- Debug menu chunk POI tags
- Biped position transferred to model to allow shifting back to reduce wall clipping
- Snow grass GOS textures
- GOS (Gloss_Occlusion_SSS) texture maps for grass_brown, grass_greenbrown, and grass_greenbrown2
- Desert_shrub GOS texture map
- Path snapping for when roads run really close
- Gyrocopter and motorcycle set player feet IK
- Vehicle camera zoom in/out. Uses mouse wheel or controller dpad up/down
- Open laptop deco block
- Various wine bottle deco setups
- Snow, stone, and gravel roughness/specular texture maps
- Asphalt roughness/specular texture map
- Auto select low quality graphics preset if low RAM/VRAM
- Window Store Pane and Window Store Pane Bulletproof blocks
- Tree Small Thin Helper
- Worldglobal ambientSkyDesat
- Wood, Iron, Steel version vor hatches and cellar doors
- Fullscreen exclusive video option
- Gfx res console command
- Short grass block and it spawns in forest
- Forest heavy short grass sub biome
- Forest grass variation across sub biomes
- Twitch Raid Events rewarding people who raid the streamer.
- Bit, Sub, Gift Sub, Channel Point redemption events for Twitch.
- Twitch Actions that can only be used by Mods, Subs, Broadcaster, or named viewers.
- Subs and Gift subs now awards Special Points. Will add an option to configure the amount of points given.
- Twitch Commands for Redeeming missed subs/gift subs/bits.
- Terrain quality changes distant terrain base map distances
- Rad and Feral zombies to radiated spawns
- Wall Mirror, Wall Mirror Broken, and 50/50 Random Helper blocks
- Emissive color properties to the Entity Tint Mask Shader so it will work properly with the lightLOD script
- Vehicle expanded seat mod functionality
- Block placement frame shows pink if zero stability
- Animal rabbit sleeper
- Office Chair Variant Helper
- Old Chairs Variant Helper
- Bar Stool Variant Helper
- Planter with Dirt
- Colorized fast food booths
- Colorized restaurant booths
- Colorized office chair
- Parking Meter
- Animal chicken sleeper
- Weather simrand console command
- Loading tip for read/unread recipe books.
- AA Sharpening option
- Auto setting of graphics quality preset
- Temporal antialiasing (and AA Type video option to enable)
- Gfx pp taa console command
- Cooler update
- New player bed roll
- Heights vary for grass and plant planes
- Grass shape for 4 plane
- Offset version of tool box open, closed, and random helper
- TrapWindowStoreCornerFull, One, Two, Three, and Four Sided blocks
- Concrete and rubble overhang and ramp pieces
- Grass distance quality setting also increases grass mesh detail
- POI version of the bedroll (Only tan for now)
- Loose Boards Block 3×3 Half and Half Offset traps
- Loose Concrete Block 3×3 Half and Half Offset traps
- Conveyor modular set
- Apartment mailboxes
- Diner Menu Board and Diner Menu Board Centered
- Shopping Basket Set
- Plant02 update
- Street lights update
- Bathtub Set
- Gibs/Bones/Gore Decals
- Block preview slide to position
- Wind simulation speed changes grass and tree movement
- Grass and tree wind gusts
- POI aaa_5m_round_test to showcase many uses of 5m water tower block set
- Weather wind console command and changed wind zone and plant shaders to reflect the speed
- Fake Cabinet Door 1×1 and 1×3 Concrete blocks
- Sleeper volume global spawn cap per tick
- Editor density adjustment inputs are x50 the amount when ctrl key down
- Zombies can crouch if low head clearance
- Church Bells
- #no_vehicle, #no_explosives, and #no_robo to the Twitch actions.
- Manhole hatch
- Random number helpers with and without zero
- Post office signs
- Block GndAlign which aligns the block model’s height and angle with a near ground collider
- City Signage
- Utility pole models
- Restaurant table modular set
- Add FeralSense option to serverconfig.xml
- Post Office Mailbox
- Newspaper vending machines
- Block placement stability indication (yellow/red)
- Modern Casket
- Duct Control Panel set
- Block preview fades in when block value or texture changes
- New Bloodmoon Combat Music
- AI head tracking variety
- Min/Max size in blocks to rwg mixer xml
- End Table Set
- Control Panel Set
- Fire Hydrant
- Tree saplings are now placed with random rotations
- New navezgane sign model and PBR textures, better collision
- Starter Quests now show nav objects for stones, small trees and birds nests.
- Shift + Reload to shapeMenuTip Journal Tip
- Improved RWG water border stamp
- Improved RWG crater stamps
- “screeneffect clear” console command
- Improved RWG lake stamps
- MinEventActionAddOrRemoveBuff (player cold/hot now uses)
- Improved RWG canyon stamp
- BlockShapeNew ModelOffset support
- Improved RWG hills stamps
- Improved RWG river stamps
- Safe Set
- SDTD 11676 Tarp fences and free hanging tarps
- Updated cooking pot, hubcap icons and their mine variants
- Bathroom stalls
- Laundry carts
- Biome weather groups
- Weather group fog adds to spectrum fog
- Weather group spectrum
- Weather console command “d” alias for default on all
- “gfx skin” console command to set global skin bone weights
- Vehicles are locked when placed
- Vehicles will show if locked to you in the tooltip
- Snow particle near swirling force
- New weather rain calculation
- First pass RWG desert biome land border stamps
- Update Munitions box
- 11823 cooking pot update (also updated hubcap)
- 13561 Mine set
- Ability to have biome specific world borders for both land and water
- Item Explosion.Duration property (Sets life and adjusts particle duration)
- Car helper with cars that are 3 wide for flatbed trailer and other places where they need to be centered
- Terrain cluster spawning parameters to rwgmixer.xml
- First step towards randomized biome support
- Semi flatbed trailer
- Player full body has E_Mesh tag so particles can attach there
- AttachParticleEffectToEntity offsets mesh shape particles in front of player if first person view
- Ability to have multiple variants of any named stamp
- Randomized land border so maps are not always islands
- More controls to the RWG Previewer to allow controlling terrain distribution
- Generate Town option for checking heightmap output only
- Default values and scaling control to rwg mixer
- Vulture electrocution motion
- Aluminum garbage pallet
- Character screen mockup for old and new UI
- Wood Bars Corner and Iron Bars Corner recipes
- New Raised Bed style Farm Plot Block
- Old Stove
- Microwave
- Toilet 01, Toilet 02, and Toilet 03
- King Sized Bed updated
- Modular restaurant booths
- HD Nurse prefab setup, dismember, motion
- Added xml, loc, icons, and enabled read/write for microwaves
- Tier 3 Buried Supplies quests.
- You can now navigate through the quest tiers at trader.
- Can now loot seeds and other misc. items from produce containers
- TreeStumpPOI that does not have the StabilitySupport flag (i.e. food pile on top of stump in lodge_01)
- Ctrl + num period does a “killall all” command if debug menu is enabled
- Retro and Stainless steel Refrigerators
- Ambulance and Service Vehicles all models, LODs and Collision
- Gamestage console command shows lootstage and biome
- HD Screamer prefab setup
- Stealth check when player enters an “Attack” trigger sleeper volume
- Ctrl+shift+q god casts you backwards
- Aaa_crown_test POI that showcases all of the crown molding shapes with examples
- Aaa_plate_cladding that showcases all of the plate cladding shapes with examples
- Cube 1/4 4Way Side Centered and Cube 1/4 5Way Centered to the same menu
- Modular escalator set
- Terrain quality setting adjusts mesh detail at distance
- Sided Centered Water Cooler and Water Cooler Bottle
- Centered Table Lamp
- Traders now dance.
- New wood, corrugated metal, and concrete trap blocks
- Damaging a passive sleeper clears passive on their volume
- Secondary motions to Screamer mouth and body
- Localization call for New Random World
- Entity tint mask emissive multiplier slider so artists can have more emissive intensity range
- Player effect debug panel buffs show “From name/id”
- Business Glass Pane 2×1 (Trap) blocks
- Base_01.raw is a base image that is stretched over the map to have rolling plains
- VehicleManager waits on current save before doing shutdown save
- ZombiesForestDowntown, ZombiesDowntown and ZombiesWastelandDowntown biome spawn groups
- Wooden Chair, Broken
- Old Chair, Broken in various colors
- Ground align to centered bird nest
- Blue and Red Zpacks drop from tough and boss zombies with slightly better loot
- POIMarker tagging to filter POI’s that can spawn in a given POI spawn marker
- Custom shadow casters for Medical Cabinet, and Medical Cabinet Empty to prevent shadow holes on the walls behind
- Color tinted versions of all 3 mailboxes
- Recipes for mailbox variant helpers
- Random helpers for all 3 mailboxes and all of their colors
- Small Food Pile Random Helper with a 50/50 chance to spawn as air
- Corner versions of Domed Trash Can Empty, Full, and helper blocks
- New catwalk trap blocks and random helpers
- Contiguous Surface Fill option to paint brush
- New option to make aiming either hold only or tap/hold
- Arrows for craft amount continuously increase when button is held
- Close out of windows while any textinput is focused with TAB, as long as TAB is your inventory key
- Localized compass directions
- Allow using the DEL key to delete save games in the continue game screen
- F11 triggers DebugShot
- DebugShot allows toggling saving of perks on/off
- UI Size option limited when running on narrow aspect ratios so the whole UI can still fit the screen
- New slider for vehicle camera sensitivity
- Twitch loading screen tip
- Armor and misc helmet item tags for new armor category in the trader window
- Ceiling and table top projector
- Dog and wolf stand from ragdoll
- “ai ragdoll” console command
- Dog and wolf anim clips for knockdown/stand
- gfx be console command
- gfx lodbias console command
- Chunks add LODGroup to window block entities when spawned
- Block entity minimum cull for FPS boost
- Held candle light visibility
- VoteRequirements for buff and progression.
- Random pitch support to sounds played at a position (like impacts) or in head
- LighLODHeld flickerRadius which does algorithmic motion (added to candle)
- Coffin/Casket open & close sounds.
- Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values
Changed
- Traders now sell thrown explosives
- Adjusted rubbles piles in burnt and wasteland biomes based on ‘s feedback
- Improved AI wall hit anim blending
- Increased pine forest noontime fog from 10% to 15%
- Set spider zombie large collider to a short height
- Restructured book piles and book shelves loot to lower the amount of paper found
- Reduced the chance of finding yucca juice in loot
- Reduced the chance and quantity of murky water found in toilets
- Balanced snow grass albedo and normal for new foliage shader
- Wielded and worn items as well as ammo can no longer be used as fuel for campfires
- Snowberry plants now give plant fibers
- Removed snowberry plant hover text
- Removed snowberries from trader loot
- Movie posters changed to glass material like other posters and paintings
- Corn on the Cob, Cornbread, and Baked Potatoes now give 10 Food, 5 Health, and 5 Water
- Cat Food, Miso Soup and Chicken Soup now give 10 Food and 5 Health (no water changes)
- Set Fir2 and Fir2Snow tree shadow casters to Nature/SpeedTree8 to avoid tree shadow clipping
- Removed moldy bread from loot, recipes, and items
- Replaced moldy bread with sham sandwiches in recipes
- Crops no longer downgrade to seedlings when harvested
- Player planted crops now give 2 fruit per harvest with a 50% chance of a seed
- Reduced the number of POI crop helpers spawning a harvestable crop by half
- All traders now have a dedicated 50% chance of having antibiotics for sale on inventory restock
- Updated grass_brown, grass_greenbrown, and grass_greenbrown2 albedo and normal maps to work with new foliage shader
- Rebalanced desert_shrub albedo and normal maps for new foliage shader
- Readded pathing cost of changing directions
- Matched terrain concrete specular/roughness to block concrete version for better blending when used together
- Removed grain alcohol from loot, recipes, items, and traders
- Replaced grain alcohol with beer in recipes
- Replaced Chainsaw and Auger icons to reflect new models
- Vehicle turn toward camera mode is shared across vehicles
- Traders no longer offer quality 1 ranged weapons for sale
- Reworked the loot list for cntShippingCrateConstructionSupplies to A20 format
- Rebalanced snow albedo texture map
- Improved forest ground albedo and roughness/specular texture maps
- Updated upgrade path of legacy wood crown 1/2 blocks to use shapes
- Removed upgrade path of legacy destroyed blocks and lowered HP for easier replacement
- Lowered the HP of destroyed shapes for easier replacement
- Removed the upgrade path of legacy IBeams
- Burnt blocks now upgrade to wood shapes
- Compound bow updated to new mesh
- Removed a bunch of debug logging
- Lowered 6k world wilderness POI count
- Increased min/max tile count for old west
- Improved stealth ambient light calculation
- Added iron and steel cellar doors as upgrade items to all repair tools
- CntConstructionSuppliesRandomLootHelper only downgrades to cntLootCrateConstructionSupplies
- Replaced old conduits with new models, icons, and adjusted harvest
- Increased sun/moon light angle clamping at dusk/dawn
- Improved zombie eye rendering
- Made forest lead sub biome more desolate
- Set SunLight shadow bias to 0 to prevent sunlight leaks in POI’s, through blocks, and under character hats
- Super Corn is worth 8x as much as before
- Super Corn is now part of all grandpa’s recipes
- Added the wasteland biome to the Fireman’s Almanac Completion perk
- Updated the localization of the Fireman’s Almanac Completion perk to mention the addition of the wasteland biome
- Rebalanced wasteland spawning to spawn harder zombies
- Gateways force a min size of half the poi marker size to ensure all traders spawn
- Updated lightLOD script to activate emission properties in Entity Tint Mask materials
- Combined traffic light materials into one material and rebuilt prefab in an attempt to fix the lightLOD activation flicker only visible when a second traffic light is added to a scene
- Updated endTableLampPrefab to work properly with the new lightLOD emission
- Updated all street lights to work properly with the new lightLOD emission
- Converted ShaderSwayingGrassSurface.shader to specular workflow, and cleaned out placeholder transition code
- Converted microsplat shader to specular workflow and to use modified roughness map for specular to avoid an additional texture array
- Updated forest_ground material to look thicker and blend better with the new foliage card assets
- Updated deadpinebranch01 textures to be compatible with new shader and added packed GOS map
- Updated snowberry textures to be compatible with new shader and added packed GOS map
- Updated tallgrass textures to be compatible with new shader and added packed GOS map
- Updated tallgrass2 textures to be compatible with new shader and added packed GOS map
- Updated tallgrass3 textures to be compatible with new shader and added packed GOS map
- Updated tallgrass4 textures to be compatible with new shader and added packed GOS map
- LanternDecorLight now places on its bottom by default
- Reworked the shapes, UV’s, and icons for the destroyed concrete block set
- Standardized all stair shape UV’s and xml UV settings
- Removed backpack from player models and preset archetypes.
- Optimized BlockPlaceholderMap Replace and BlockValue GetHashCode
- Increased forest grass percent
- Old Chairs and Office Chairs now pick up as variant helper and stack
- Bar Stool is now sold as a variant helper at the trader
- Reduced weapon flashlight mod’s light and added shadows
- Optimized WorldDecoratorBlocksFromBiome
- Reduced the amount of honey harvested from stumps
- Various small refactors
- Updated Navezgane POI positions in prefabs.xml (Will)
- Balanced spectrums and world global ambient values in all four biomes
- Sky lerp values for shadow saturation reduction and improved contrast
- Improved grass shader
- Reduced amount and chance of acid found in loot
- Added very low chance to find farming and cooking recipes in cupboard loot group
- Added low chance to find farming and cooking recipes in mailbox loot group
- Updated Navezgane POI positions in prefabs.xml (Will)
- Removed Metal Letter helper from forge crafting list as these are now in the shape menu
- Removed Thin Metal Rails from Metal Fences and Railings helper as these are now in the shape menu
- AntiAliasing option Ultra to Temporal
- Graphics revision so will reset options
- Improved tree specular falloff
- Balanced TAA motion blending and sharpness settings to reduce rendering artifacts
- High and Ultra video quality presets to use temporal AA
- Plants are smaller and have tri plane meshes and two plane aligned colliders like grass
- Increased grass random rotations to 8
- Grass 3 plane shape into 2 variations
- Adjusted harvest events, items, and probabilities of decoCarMotorFlat
- Reduced flashlight brightness
- Optimized grass mesh generation
- Optimized grass collider generation
- Increased grass mesh variations to 192
- Post Processing balance to improve consistency of darks between ingame and substance
- Replaced window trim with new versions to prevent zfighting in house_old_tudor_06
- Updated window trim in abandoned_house_08
- Updated global UV xml setting to fix bad paint on cupboardCorner shape
- Removed deprecated entries for stainless steel polish and resourceInsulator from items.xml
- Added shovels to the descriptions of the Miner 69’er perk tiers
- Shamway freezers and coolers now use the cooler open/close sounds until new ones are made
- Updated localization to say Cooler instead of Freezer for Shamway beverage coolers
- Updated shader type on until signs to Autodesk to look unlit
- Optimized VoxelMesh (temperature lookup and AddRectangle)
- Removed supply crate Graphics/Model objects and improved rotation handling
- Removed supply plane Graphics/Model objects
- Bed roll no longer giving more fibers back during harvest
- Improved block preview frame visibility
- Updated UV’s and paint issues with Catwalk Wedge Metal shape
- Improved biome wind values
- Zombies have their own common prefab without the box collider
- Removed old box collider from deer, mlion, coyote, dog and wolf
- Change loot respawn and sleeper/zombie respawn defaults to 7 days
- Deprecated and removed/replaced old store shelving from all POI’s
- Improved chicken, rabbit and snake prefabs
- Removed several blocks from recipes.xml
- Removed wood and rebar frame helpers from loot.xml
- Removed rebar frame helper from traders.xml
- Removed or replaced blocks in several POI’s
- Increased block density clamping range to allow for a level terrain slope into adjacent blocks
- Editor door damage adjustment inputs use +/ 1,10,50,500 like density
- Adobe_white block textures update
- Updated UV’s on Wedge Tip Half Tee
- Replaced steelLogSpike6 with steelShapes:cone in skyscraper_03
- Setup small generator with emissive material and light to support code functionality
- Inventory to create InactiveItems object on demand
- Optimized Entity to not need Graphics/Model objects
- Removed prefabEntityNPC Graphics/Model and Physics CharacterController
- Optimized BlockShapeNew renderFace
- Updated 3×3 loose board and concrete traps to keep paint on outer face (Must paint WEST face of first block to transfer to downgrade block)
- Set the writable storage box as the default block for the furniture variant helper
- Added random rotations to biome deco plantedBlueberry3Harvest, plantedSnowberry3Harvest, plantedGoldenrod3Harvest, plantedCotton3Harvest, plantedChrysanthemum3Harvest, driftwood, driftwood2, decoCowSkull. Small stones, grasses, and bird nests are excluded as these are too small to notice or have variations already.
- Updated default textures for wood and concrete 3×3 destroyed traps
- Fixed mesh and UV issues with cube_3x3x1_destroyed_wood
- Updated UV’s on farm plot blocks
- Recipe for farmPlotBlockPlayer to farmPlotBlockVariantHelper
- Removed txName_Drywall_orange (138)
- CntModularClosetClosed now downgrades to cntModularClosetOpen after being looted
- Beginning quest now using frameShapes:VariantHelpe
- Moved metal update in from blue_rusty_metal to metal_base
- Improved onFire smoke particles
- Set default light and emissive values for traffic and crosswalk lights
- Improved debug menu Show Stability
- Enabled debug menu Show Stability on clients
- Update paint ID 82 Metal Wrought Iron to match the texture on the newly updated streetLight01
- Sleeper volume respawn days to use loot respawn days
- Improved debug menu Recalc Stability
- Optimized stability calculations
- Added lighting sub category to creative menu and tagged POI lights accordingly
- Adjusted collision on catwalks to allow shooting through the rails
- Enemies have random base hit points. As a result a 1% damage increase from a perk will statistically reduce the number of hits needed to kill enemies.
- Updated end table lamp with the new model icon
- Doubled the amount of paint given from crafting
- Improved block preview rendering
- Increased block preview fade in speed and player speed threshold when it hides
- Player crafted wood window glass is more transparent
- Paint can now also be mixed in a campfire with a cooking pot, but uses more resources than at a chemistry station
- Renamed all occurrences of gunRifleT2MarksmanRifle to gunRifleT2LeverActionRifle
- Reduced map texture size to 2048
- Doubled selling price on items at traders
- Removed hardcoded Enemy Animal see distance
- Moved Game Difficulty, Day Night Length and Day Light Length to General options
- Ported HD biker zombie to new character shader
- Optimized biker zombie ingame texture sizes
- Setup radiated material for radiated prefab version
- ZArleneRadiated.prefab to use radiated material
- Optimized thug ingame texture sizes
- Improved selection box axis selection to include length of line
- Optimized chunk collider mesh baking
- Car consolidation and cleanup
- ConvertDTMtoHeightData to accept a color array to allow threading of the operation
- Moved prefab spawning out of DistrictPlanner and into Township
- Occlusion manager uses forceRenderingOff instead of enabled
- To avoid confusion only the arrows with AP properties show this stat
- Increased price of beaker at traders, increased value of chem station
- You can install a silencer on a revolver but it’s not going to have the desired effect.
- Designed/detailed rwg_tile_industrial_t
- Utility_waterworks_01 for RWG.
- Remnant_burnt_05 for RWG.
- Utility_electric_co_01 updated questable to A20 standards.
- Ported HD nurse zombie to new character shader
- Optimized nurse zombie ingame texture sizes
- Nail gun delay from .73 to .5
- Generator now uses coroutines to allow showing progress window and messages
- Ported HD business zombie to new character shader
- Optimized business zombie ingame texture sizes
- Optimized prefab decorator finding prefabs around player
- Optimized prefab decorator updating display
- Increased prefab decorator update rate and reduced max time per tick to start loading
- Concrete Terrain texture remake
- Increased sky night time exterior ambient due to post processing balance
- Optimized how entity group skips spawning
- Changed waterworks from 45×45 to 60×60 for RWG industrial tiles
- Oneshot firearms do not display a rounds per minute stat
- Updated glass mirror block material
- Combined all stoves to one helper block
- Combined all microwaves to one helper block
- Updated POI’s with stove and microwave helpers
- Improved vehicle camera height adjustment
- New versions of some existing shape icons
- Improved tree specular and roughness shading
- Fixed carMixed using the wrong shader
- Improved HD Fat ingame color space balance
- Improved global indirect lighting and post processing
- Updated screen overlay texture for Cold status effect
- Updated screen overlay texture for Hot status effect
- Adjusted screen overlay for Death event
- Fixed shiny b pavers
- Reduced copy chunks max time per frame and check time after each display
- Updated remaining b materials
- Reduced post processing saturation
- Reduced desert sky saturation
- Less fog when snowy spectrum is active
- Adjusted nurse zombie albedo for ingame lighting
- Trader prefabs renamed, moved to match ‘s zombie folder changes
- Updated red b block material
- Set correct eye visibility for feral and non feral burnt zombie prefabs
- Set normal burnt zombie material emissive to black
- Updated emissive texture channel for ember glow
- Added fire particle effects to feral burnt zombie
- Removed Cheerleader, Cowboy (Old Timer), and Farmer zombies from all xml files.
- Deleted old zombie source art for cheerleader, old timer, and farmer
- Cinderblock Wall Remake
- Removed Entity Tint Mask color multiply for a more accurate color lerp result
- Bar stool from block model to model entity
- New custom collider for round table
- New custom collider for bar stool
- Updated shipping container tint colors due to shader update
- Updated tarps tint colors due to shader update
- Converted HD Burnt Zombie RMOS to RMOE
- Updated HD Burnt Zombie Emissive texture channel for Irradiated and Ember glow
- Updated HD Burnt Zombie Emissive color value in material
- Optimized character shader by removing gamma to linear conversion
- Modified HD Fat intensity of irradiated emissive alpha channel
- Hill stamps cleanup
- Reduced terrain rubble noise/frequency/saturation
- Removed IsTerrainDecoration from tableDynamic due to geo issues
- Updated harvest of several blocks that were missing a harvest/salvage/animation property
- Optimized screen effect
- Improved cold and hot screen effects
- Adjusted microsplat procedural snow height values to prevent black terrain in deep canyons
- Global skin quality from 2 to 4 and added animals/zombies set their quality to 2 if set to Auto
- Improved block shape memory use
- Player placed table candles can now be picked up as table candles. Destroy/Harvest will give a candle.
- Improved mesh creation
- Optimized parsing of world decorator water xml
- Optimized parsing of world decorator water image
- Hotel_01 new industrial washer, carts, rag piles, and half block crown.
- Global rain to just add to weather group rain/clouds
- Biome temperatures to be absolute values
- Improved weather temperature ranges
- Improved weather biome randomization
- Improved biome weather settings
- Optimized player weather stat update, stats and cvars
- Weather console command values to neg for defaults
- Removed weather console command individual defaults
- Improved snow particles (type distribution, lighting/blending (lit shader, Far uses near cam fade), rates, sizes, speeds, colliders)
- Improved weather temperature variations
- Allowed low rain particle counts
- Improved weather console command help and info
- Improved DMS content randomization
- Improved Molotov splash to flame transition and lights
- Set creative mode on missingBlock from Dev to None to prevent players from placing them
- Removed plateaus as a terrain type as it is redundant
- Small map size to 6k as 4k was a bit small once world borders were placed
- Optimized and updated character Shader
- Updated HD Fat irradiated emissive map
- Renamed stamps to match new variant setup
- Improved tree harvest fade out
- Cull small trees a bit farther
- Replaced molotov mesh with new skinned\animated version
- Molotov textures replaced with redone PBR versions
- Molotov fire effect redone, no longer uses custom shaders
- Deleted old custom molotov shaders from project
- Optimized MinEffect value calculations
- Optimized Entity Stats update to spread work across ticks
- Improved terrain block placement rendering
- Lowered saturation on dirt impact dust
- Adg spawn location of campfire particles
- Disabled mesh generator old calculations for block lighting
- Improved fallen tree fade out
- Improved UMA emission shader
- BlockUpgradeRated upgradeRate to clamp at 15
- Block TintColor to a Color value (hex or R,G,B in xml) and BlockShapeModelEntity applies
- Car blocks and black car prefab to use tinting and instancing
- Optimized prefab decorate chunk loop
- Bicycle, gyro and minibike to tint shader and textures
- New icons for toilets
- Block “MeshDamagex” to a combined “MeshDamage” with health values
- Old 2D truss blocks now two sided
- Particle behavior on AK47
- Particle behavior on Sniper Rifle
- Moved text in icon for Water POI block
- Updated trader_rekt & trader_hugh
- Replaced all treeStump blocks with treeStumpPOI in POI’s
- 4×4 to use to use tint mask and shader
- Allow ParticleOnDeath to be assigned to any block to override material
- Changed woodTrellisDiamond to nonclimbable and updated trellis ladder paths in POI’s with woodTrellisSquare
- Set random rotation to false for large trees in med and large helpers to prevent clipping into POI’s
- Removed treeMountainPine12m from the small tree helper
- Updated cocktail waitress materials
- Improved laser attachment beam visual
- Dismemberment setup added to worker zombie
- Updated laser attachment world dot
- Updated assault rifle fire effect
- Added 1 decimal digit to damage and armor displays
- Admin paint brush set to auto fire
- Increased armor piercing effect on spears, AP ammo and higher tier arrows. Increased armor piercing effect on perkPenetrator for spears, AP ammo and arrows
- Hollow Point ammunition rebranded as HiPower ammunition that has no penalty against armored targets. Shotgun/turret shells have no penalty against armored targets. Recipes adjusted accordingly.
- Buff bow and crossbow damage
- Increased perkFromTheShadows max light level allowed to 65
- Reduced snow biome mountain lion spawn chance
- Increased the chance to find seeds in produce baskets
- Deleted Tree Prefab POI’s that use to be hand placed in Navezgane and used in biomes.xml Some of these have been in since like alpha 5
- Allow sleeper footsteps to make sounds
- Ported foliage growth versions to new foliage shader
- ModGunMeleeTheHunter adds +25% damage to all animals
- Improved cloud blending and animation
- Updated localization on store shelves to only display “shelf” on ingame prompts
- Improved lightning brightness, timings, position and it updates every frame
- Improved how lightning brightens clouds and added random bright areas
- Testosterone can now be sold to the trader one at a time
- Removed old Madmole Gravestone block texture
- Removed old pill case block texture
- Removed old drywall_orange block texture
- Removed assets for old pole_top01 block
- Ported coffee_plant, goldenrod, and chrysanthemum to new foliage shader
- Player effect debug panel to only show BuffClass if missing
- Rebalanced dye colors for vehicles, tools, and weapons
- Modified how radiation areas are stamped out
- Plains stamp entries in rwgmixer.xml to have 0 iterations
- Cloth and scrap armor now repair with cloth and iron, like all other primitive items repair with their core material
- Sleeper group S_Zom_Snow renamed to S_Zom_Lumber_Jack
- Adjusted the railing colliders on stairs_railing_metal to allow projectiles to passthrough
- Skyscraper_03 refactor complete.
- Updated model atlas bakes for texture memory optimizations due to entity model conversions
- Reduced pew saturation by 50%
- Set all nonstreaming zombie textures to streaming
- Updated the face assignment of bookcase_empty to allow the helpers to maintain the paint when it spawns empty
- Reduced entity garbage gen
- Reduced EnvironmentAudioManager garbage gen
- Gas Can Stacks are now made with 800 oil shale and unpack to 10000 Gas Cans to make the stacks worth crafting
- Updated the plastic barrels to loot for water and not explode
- Rolled back all store crate shadow caster scaling due to shadow bias rollback
- Steroids should help with broken/sprained/cast/splinted legs
- Vultures should not sprain/break legs
- Reduced chance for a critical hit to upgrade a sprained limb to a broken limb
- Tiered ZPack loot bags now drop with different colors per zombie tier (yellow = regular, blue = strong, red = boss)
- Removed treeDeadTree01 and treePlainsTree2 billboard LOD due to repeated blobby resolution issues when quality setting are set to anything other than Ultra
- Tanb02 Remake
- Adjusted wood/steel/scrap hatch colliders for less zombie head pop through
- ZPack Loot Bag Drop Color Tint Shader Support
- Player planted grass now uses the short grass when planted
- PlantedtreeGrassSeedRandomHelper now uses treeDesertShrub if planted in the desert
- Improved ScreenEffects Blur shader look and added less blurring on hands
- Removed all items, loot, and quests relating to the quest challenge notes
- Player Start Points Editor in World Editor moved to XUi
- Added chunk locking optimization from ZehMatt
- Default DifficultyTier on POI’s created in the editor is now 0
- Made paint all sides option on paint brush available to regular game
- Placing blocks in creative/editor does not decrease inventory stack size
- Reduced frequency of warning about notrunning (but installed) SteelSeries client
- Enabled holiday items in loot
- HayBaleBlock recipe now crafts hayBaleSquare
- Updated Large Pet Cage to a 1x1x2 multiblock to prevent clipping into other blocks/models
- Rounded basic zombie kill xp down from 413 to 400.
- Pushed back cull distance of forge and campfire
- Adjusted fade distance of fire and smoke
- Improved ragdoll blend out
- Removed old PREGEN worlds and replaced with new versions too early
- Increased Medium and decreased Ultra Object Quality
- Increased player’s held light visibility when world darker
- Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
- Increased sound clip randomness and don’t repeat the same clip
- In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.
- Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.
- House_modern_05 updated
- Clamped item stack counts to 65535 when saved
- “DecorateChunkOverlapping biome null” warning to show chunk
- Improved path node penalty clamp and added log
- Updated metal hit metal and metal destroy sounds
- Adjusted AI destroy area values
- AI destroy area works on full paths
Fixed
- File Cabinet interior is too dark
- Vehicle tire smoke being barely visible and improved
- Vehicle position stutter on clients if you were not the driver
- Vehicle passenger camera started inside vehicle
- Entering vehicles causing one frame of camera jump
- Vehicle camera broken by flying mode
- Chickens and rabbits not colliding with vehicles
- Vehicle duplication/VehicleManager issues
- Vehicle position/camera jitter
- Vehicles ”out of world” accumulating velocity leading to block damage and large movement
- Bicycle Stamina Exploit
- AI moving forward/back, fishtailing and foot motion when breaking blocks
- Zombie collider pushes player 2 meters in the air
- Spider landing anims move it into blocks
- Spider zombie head going into walls
- Fat Cop (cop not in A19) and Fat Hawaiian zombie pathing issues
- Sleepers will not update state on fall
- More than 255 zombies in a sleeper volume breaks saved game
- Sleepers stuck in air and bouncing when spawned on diagonal edges
- Sleeper volume not spawning groups as intended
- Dropped loot bags prevent you from being able to dig
- Stealth was affected by brightness option
- Player stealth light level was not set correctly for PassiveEffects LightMultiplier
- ADS shaking when far from 0,0
- Held torch self light illuminates other player’s held items from far
- Held candle not having a light
- Player shadows from torches in p2p are crazy
- LightLOD could check wrong block position to see if on
- LightLOD on held items tried to check blocks
- Block damage modifiers for thrown explosives aren’t working
- Buffs to entity damage for thrown explosives aren’t working
- Explosion obstacle checks to entities had wrong location if origin not zero
- Entity Stats Update skipping 1 in 11 ticks
- PlayerApplied bleeding kills did not always give XP
- Player’s feet floating off the ground
- Camera turning getting broken from camera shake
- Weapon zoom ignores release if pressed very briefly and other edge cases
- Zoomed weapon model does not hide in time
- Repeated 3rd person power tool phantom reload
- Airdrop smoke plumes replicate and follow the player
- World decorator placement check of single blocks could use wrong position if added radius outside the chunk
- World decorator would skip subbiome’s prefabs if biome had no prefabs
- Biome spawning areas can fail to update
- Biome spawning area rect was offset by 2 chunks
- Subbiome probabilities were not what was set in XML. Rebalanced
- POI random block replacement did not change seeds across y positions
- Block preview would continually update if position was shifted and gave CreateMesh original position
- Block placement preview textures are not showing correctly
- Green selection frame flickering
- Delay updating distant POI’s
- Terrain artifacts due to close vertices with different vertex normals
- Difficult to see axis arrows with highlighted selection Added line color gradients and 3 pixel line thickness
- Quest Event Manager not giving a zombie kill for vultures
- Grass and other deco is not properly resetting with quest rally activation
- POI resets lead to chunk save corruption from duplicate sleeper volume ids
- Supply crate smoke/lights not stopping after landing or load and increased delay to 90 seconds
- All turrets target supply crates
- Cold and hot screen effects may not show
- Small holes in shape geometry
- SkyManager time could be out of sync (visual artifacts)
- Snow particles jumping as you moved
- WeatherManager temperature change freezing if you go back in time
- Weather Manager error playing thunder if dedicated
- “weather thunder” command to reliably trigger and set position at player
- Weather Manager biome randomization pausing if you go back in time
- Background cloud not blending with first cloud and raised position
- Clear skies while raining at night
- “weather clouds” console command not going above .01
- Lightning is flickering darker
- Lightning was not enabling directional light
- Molotov Flame lasting longer than effect
- Rotated glass blocks making wrong world space UVs
- Possible to see invisible underground UI render with cameras
- Chem station was bright in fog (glass) and added crossfade
- GlassBulletproofPlateCurved texture issue
- TreePineBurntFullMed billboard randomly disappearing
- Azalea tree (and 3 other trees) disappears from view at 10+ meters
- Trees off console command turning them on and on not turning back on
- “stab clear” console command not removing StabilityViewer
- Graphics resolution choices are clamped if below 1:1 aspect ratio
- Server shutdown errors if world not created or partially loaded
- Allocations in Inventory clearSlotByIndex
- An audio item with the same key has already been added
- ChangeBlocks null error if called by multiple threads
- Collected Item List remove error if obj null and update would skip next item on removal
- Zombie bear ingame pbr texture value balance, and set correct material properties
- Suitcase Interiors are too dark
- Exercise Bike is black
- Coffee Maker is too dark
- Washer Interior is too dark
- Toolbox top is too dark
- Certain lighting washes out tree LODs
- Opaque glow around exit sign letters
- Reduced ambulance AO in material due to multiplied texture AO and SSAO causing black interior
- Incorrect shading on Soldier Zombie. Also removed feral eyes from radiated variant. ( B)
- Texture/Lighting issue with zombie Lab Radiated also 4 variants. adjusted map and material values
- Sometimes a quest at a POI too close to other POI’s can break tiles
- Quest activation chunk resets can wipe out neighbor POI’s
- TreeDeadTree01 and treePlainsTree2 have inconsistent LOD transitions compared to other trees.
- HP ammo does 0 dmg to demo zombies without a lot of perks
- Dark camo canvas texture balance
- Thug zombie has broken normals. Set Tangents to Calculate Mikktspace
- Added caps to the bottom of the pallet bs broke, broke2, loose, and top variants
- Balanced bear texture values to work with current scene lighting
- Prevent deadpinebranch01 from mipmapping to black in the distance
- Snow tree shadow clipping due to tree top LOD culling
- Terrain is affected around small prefab in editor
- Player lights default to on upon login to dedi servers even though they’re off
- Applied correct emissive material to burnt feral zombie
- Trader Rekt now remembers how to cuss the player for not buying anything
- Rebalanced short grass values due to vertex normal fix
- Updated plains stamps with pure black alpha edges for improved blending
- In POI fastfood_01 concrete under booth instead of tile as elsewhere.
- Loot chest in house_modern_05 a tier 3 POI is unlocked.
- Enabling/Disabling twitch actions now saves to saved game.
- Advanced wooden bow quickfire syncs weapon the hands
- Procedural recoil reduced across all bows
- Pipe MG reload sync between hands and gun fix
- AK47 reload sync between hands and gun fix
- Pistol blend fixes to prevent hands and weapon from not syncing
- Iron Crossbow no longer defaults with reflex on
- Pipe Rifle silencer model added to prefab
- Pump Shotgun weapon model fire syncs with hands when fully buffed
- Texture/Lighting Issue with Female Fat Zombie (B)
- Cannot paint Letter Sign numbers from the front
- Stun baton can be charged by striking anything during combat
- Sticky arrows persisting through changing game modes
- Fat Cop mesh stretching during rag doll
- Heal Others Works on Vehicles and Zombies
- In certain spots, player can receive stacking fall distance while not falling
- Chainsaw chain speed sped up.
- Assertion Failed during RWG generation
- Forced material ID update for Trader in order to fix missing materials
- Highways sometimes passing through the very corner edge of towns
- Gateways only had one highway connection
- Only trader hugh spawning
- Some road exits not being registered
- End table lamp casts no light
- Zfighting on spiral stairs
- Junk Turret laser clips through block/entities
- Added a new loot list with nightstand open/close sounds to prevent wooden desks from sounding like metal/filing cabinets
- Prefabs with more than one tag not spawning in RWG
- Random integer rolls not returning expected results
- Flashlight unholster pose match to hold
- Flashlight hold/attack anims updated with new pose
- Blown out clouds in snow biome
- Changed sticker phone number to a fake “555” number and also optimized
- Auto Shotgun no longer defaults with reflex attached.
- Hunting Rifle bullet no longer lerps into gun during reload.
- Bow and Crossbow controller cleanup to prevent breaking while weapon is drawn.
- Magnum bullets no longer lerp into gun during reload.
- Lever Action Rifle reloadspeed parameter is active for proper scaling of anim.
- Tom Clarke can now murder you as part of zombie gen pop and hordes
- Several new zombie variants added to spawn groups, the burnt zombie spawner is now gamestaged since that became possible
- Oven parts are too dark
- Possible to get dysentery well over 100%
- Auto Shotgun reflex ADS fix.
- Armor crit resist wrong comparison color
- Ice machine LOD issues:
- Brightened office chair color in material
- Adjusted misaligned verts causing seam/marching ants on arch_window
- Optimized and adjusted cement/b/wood rubble piles and added a few new smaller rubble pieces based on level design feedback
- Wasteland Rubble Piles
- Gas_station_10
- Misaligned colliders causing painting issues on wooden catwalks on some rotations
- Broken beer cooler emissive
- Blobby billboard on treePlainsTree2
- Window Trim Bottom had some bad verts causing a stray triangle
- Indestructible terrBedrock mixed with rubble pile in carwash_1
- Updated wooden catwalk set to fix collision and painting issues
- Quick fixes for Zfighting on small pipe set until they can be remade
- Fixed a collision issue with the railings on metal_rail_diagonal and stairs_railing_metal
- Fixed odd shading on the top and bottom of catwalk_metal_bent
- Seam/marching ants due to verts out of alignment on arch_window
- Issues with colliders on floating railings making them difficult to paint
- UV issues with pole_support_1m
- Adjusted stars count on flag to 50
- White oak 22 and 42 prefab need LOD update
- Flashing Shotgun Messiah signs
- Hunters Journal Vol 3 states that coyotes can be vicious in packs. They do not currently attack in packs
- Stack of Lockpicks under wrong group
- Incorrect list of attachments on the pipe shotgun
- Hero chest in tier 2 POI storeautoparts_01 is locked
- Robotic Sledge is too powerful *Before with default settings a player would be 100% with just a single perk purchase. Slowed fire rate so even with all 5 ranks, with 8 running zombies some of them will get past the sledge and reach the player.
- ADS for reflex on Lever Action Rifle adjustments
- Blend times updated for Lever Action 3rd Person fire/aimFire to hold/aim
- Lever Action Fire anim no longer exhibits a bullet sucking back into gun
- Hunting Rifle left shoulder clipping fix
- Added aim into/out for Lever Action Rifle
- Updated hunting rifle anim to hide stray bullet.
- Fixed Hunting Rifle jitter during reload
- Fixed Auto Shotgun ADS artifacts
- Adjusted colliders on stairs hollow metal railing for a smoother transition
- UV issues on quarter_t_centered
- UV issues with cube_trim_half_split_4sided
- Adjusted misaligned verts causing a small gap to be seen in arch_3m_window
- Adjusted misaligned verts causing a warped UV issue on Pole0.5m_plate
- New Torch use anim.
- Made adjustments to office_03
- Increased framerate of zoom in/out on M60.
- Mailbox 02 is very dark
- Spear added 3rd person stationary fire and adjusted blends on draw to idle for FP.
- Pipe Baton Fire anim timing update.
- Changed Twitch Action commands to be case insensitive.
- Texture/Lighting issue with zombie Snow and no radiated variant
- Sharp edges on standard terrain used in world editing tools
- Demo Z normal map inside of metalness slot, incorrect material tint value, color space balance
- Bad UV on treeDeadTree01
- Reduced the number of quests needed to complete tier from 10 to 7.
- Inconsistencies with eyes among all types of radiated zombies
- Fixed UV issues with pillar50CornerSquareBottom and pillar50CenteredSquareTop
- AmmoGasCanBundle recipe to use only 80 oil shale (was 800 which can cook 8000 regular ammoGasCan where the bundle is only 1000)
- Moved engine harvest to destroy event on decoCarMotorFlat and decoCarMotorFlipped
- National park sign can’t be hit by weapons
- Added pipe pistol custom aim in/out.
- Reworked pipe pistol animation to remove bullet lerping weirdness.
- Adg timing on pipe pistol fire/aim fire.
- Unable to paint faces of wedge steep shapes due to face assignments
- Blend fixes for pipe rifle was causing bullet to get out of sync during reload.
- Adding blends in M60 aim to prevent wrist flipping.
- Hard to paint inside of awning ramp edge left/right shapes
- CommercialBlindTop mesh issue
- Moved back LOD cull on window prefabs
- Thug zombie animations not working
- LOD popping with “cntStoreElectronicsBookShelfSpeaker” block
- Mod items in hand look like a piece of leather to other players
- Some Advanced Engineering costs reduction aren’t as displayed
- CntDryerOpen flicker during LOD change
- Reworked all metal catwalk and railing mesh alignments and colliders to prevent player from popping on top of them
- Reworked all metal catwalk and railing colliders to make them easier to paint
- Fixed weighting issue on Pipe Revolver.
- Lighting issue with Zombie Arlene, Nurse, Fat Hawaiian and Yo
- Adjustments to Tactical AR aim in/out anims.
- House_Modern_16 has a pathing issue (Hernan)
- Missed destroyed concrete texture in diner_03
- Fixed wrench loop on harvest
- CntBusShuttle, cntBusSchool, cntBusSchool glass whiteout based on weather snow value
- Bar stools wrong scale
- BarrelGenPrefab was linked to hazardBarrelsAcidOil material instead of hazardBarrelsGeneral material
- Removed wrong icon and baked a new one for the cntBarrelGenSingle00
- Rocket launcher 3rd person reload retimed to match weapon anim
- Spear cancel glitch blend fix
- Radiated biker prefab showing feral eyes
- Missing HD Suit radiated material, and updated prefab
- Theater_01 missing carpet texture under few seats
- Overuse of automatic triggers in POI fire_station_01
- Missing texture in store_book_01 break room
- Couches clipping into walls at POI “store_bank_01”
- Changed material setup on book prefab
- Set note item to use correct hold number for book mesh
- Optimized the Sedans
- Missing glass mesh references for master car prefab
- Rotation=5 causes POI imposters to be incorrect
- Wilderness spawns locking up when a terrain type position list is empty
- RWG random issue
- Spotlights and MotionSensors now move to their last known rotation when not powered on chunk reload
- Rocket launcher does not show the block damage of loaded ammunition
- Little to No Block damage when using rocket launcher (HE Ammo)
- Hidden faces/face assignments on wedge60_incline_half_left
- No Player Collision with new Gravestone blocks
- Please bring cliffs back
- Zfighting at barn_02 (window/loot container)
- Zfighting at abandoned_house_01
- Hidden faces on b_destroyed01 and 02 when adjacent
- Street Tiles not aligning vertically
- Street Tiles not aligning with terrain
- Street Tiles having unintended deadends
- Memory bloat when working with images
- Country roads missing last point
- Prefabs spawning differently even on same seed
- Stamp bug with water
- Size entry fields erroring on empty string
- Null Ref when generating new map from Start Game window
- Nail Some Chicks challenge can not be completed
- No Player Collision with new Gravestone blocks
- Converted HD Rekt from RMOS to RMOE
- Enable HD Rekt albedo alpha channel for Subsurface Scattering
- Cop cars and black cars using incorrect shader
- Burnt Maple trees have bad LOD
- SocketException after RWG generation finishes
- Burnt zombie eyes not rendering at close range
- Shoulder gib location on Hazmat zombie
- Face painting issue on stairs_filled_quarter_vertical_uv
- Tech Junkie 8 complete needs localization for recipe unlocks
- Missing sack mesh for all arrows (handheld/dropped)
- HD Burnt Zombie albedo boost for ingame lighting
- New chain link fence material goes invisible at a distance
- Set flag on RMOE texture to sRGB off
- Clipped depth canyon stamp preventing foliage and map colors
- Added offset to janitor cart to prevent it from clipping into other blocks/walls
- Incorrect/Mismatch paint in POI Diner_02
- Changed mesh and collider names from B to N for painting issues on metalRailing
- Wrong number on the gas can bundle
- Visible sparks on a charged stun baton disappear after switching items
- Electrocutioner perk doesn’t add stun time
- Inconsistencies in localization formatting for paint textures (i.e. Wood old vs Wood Old)
- Blade mods can be used on knuckles
- XML typos with item modifiers “modGunScopeMedium” and “modGunScopeLarge”
- Hunter Mod description is incorrect in regards to tools
- HP loss while upgrading blocks with a sprained/broken arm
- Blue metal block texture saturation and roughness
- Removed albedo multiply in character shader to rebalance ingame albedo intensity
- Tier1_buried_supplies had the wrong chance to spawn zombies (from 1 to .25)
- Desert Vulture sight raised up above silencer, flashlight/laser/reflex dot in the right spots now.
- Player placed lanterns now cast shadows
- “house_old_modular_01” Fragile railings
- Business_strip_old_03 trash compactor has wrong rotation
- Abandoned_house_05 has mismatch in texture
- Missing backfaces from depreciated doublesided shader
- Missing backfaces from depreciated doublesided shader
- Block model desks mesh holes
- Changed voxel face culling behavior on window_trim_bottom
- Drywall ceiling remake
- Bleeding light on flashlight decor
- Reworked the mesh and UV’s on Farm Plot Blocks to prevent zfighting
- Reworked meshes and UV’s for trellis_diamond.FBX to prevent ZFighting
- Prefab house_old_gambrel_01 missing paint on roof edge
- Clipping monster closet in bungalow_11
- House_ranch_07 spikes clipping through front door
- Store_salon cntSmall& mediumMedicalPile clips through wall
- House_old_modular_05 cntDumpster clipping through fence
- Unintended air blocks in terrain of prefab “house_old_ranch_04”
- Missing material on pallet boxes tile
- Unintended/Missing Paint at “house_old_ranch_04”
- Boarded window sheet_4 collapses when walked on (Cabin_08)
- House modern 16, incorrectly painted box in attic
- House old ranch 03, sleepers not activating
- Missing Paint in “bombshelter_01” prefab
- Some chimney top design has an si issue
- Zfighting in Prefab cemetery_02
- Adjusted meshes on fence_broken_1 and 2 to prevent ZFighting
- Removed line about repairing flashlights with repair kits
- 2 objects clipping each other in carlot_02
- Incorrect texture on ceiling at “fastfood_02”
- Secured/Jammed drawers in factory_lg_01
- House modular 04 window si issue
- Church_01 missing paint on blocks
- Abandoned_house_03 zfighting
- Abandoned_house_03 cabinet clipping
- Railings causes issue going thru doorway at abandoned_house_01
- Nurse zombie not showing fire particles
- Added missing bottom plane to collider mesh for Burnt Wood Block 01
- Admin paintbrush playing animation 2x
- Unclear message about a perk being disabled by a low attribute
- Added xml, loc, and icons for woodRailingCNR to properly upgrade to new metalRailingCNR3d block
- UVs on mortician drawer
- Fixed geometry on window centered shape
- WoodRailingCNR has different shader than other wood railings
- Low resolution textures on electronics boxes
- Issue with freezer and beverage loot list assignments
- Set StabilitySupport to false on tree stumps to prevent placing blocks on them when the terrain is uneven
- Fixed block UV for the solidScrapIronFrameCNRRampFiller for downgrades
- Treasure chests immune to breaching charges
- Fixed scrapIronFrameCNRRampFiller UV and Icon issues
- Changed Buried Supplies quest to use Rally Marker.
- Spears stutter in flight and when stuck to moving objects for clients
- Explosions and fire cause spears to disappear
- Some ammo types show +0% Target Armor
- AOMv3 book and coffee have no effect on stone axe for the 10% increase
- Town tiles can overlap one another, including/cutting in half POI’s
- XML for Hazmat zombie feral variant
- Fixed arrow position on steel arrow
- Town tiles can overlap one another, including/cutting in half POI’s
- Starvation/dehydration are not doing much to the player and are inconsistent
- Across the board buff to all firearms. HP ammo has no drawbacks, AP is the best ammo type.
- Remove durability penalty from AP rounds
- Hazmat Zombie missing feral/radiated variant, now spawns ingame
- Wood/Steel shutter frame geo no longer drops on use.
- Skyscraper 01 is not spawning in random gen
- Plains trees look out of place in all biomes except snow
- Rebuilt wire tool mesh to accommodate procedural wiring setup.
- Manhole anim frame ranges updated.
- Compound Crossbow updated to orient laser mod correctly.
- Adjusted Compound Crossbow ADS to not obstruct view.
- Wasteland terrain shows black around bedrock
- Hunting Rifle hand no longer clips on reload with scope mod equipped.
- T1 Loot Rotations
- Crossbows now show bolt loaded upon first pickup.
- Seeds can bug out and stop the game
- Different machines generate different roads/POI layouts
- Missing POI’s in downtown tiles
- Blade traps attached vertically don’t always show as pink when they should
- Adjusted animation on roll up doors
- Water anomalies in RWG; memory and bedrock related issues
- Generating a second world would not show any prefab previews
- RWG generation times still a bit slow, get stuck on 98% generating towns a lot and sometimes fail to generate
- Town tiles can overlap one another, including/cutting in half POI’s
- Towns still spawning in radiated areas
- The part_farm60 used in many farms does not respawn when a quest is done at the POI but disappears completely
- Bed headboard and base is too dark
- Zombie Joe is too dark
- Twitch Window would stop showing while in dialog system.
- Some biomes don’t have wilderness paths
- Some biomes don’t have townships
- In an RWG map if no town in a biome, there will be no roads in that biome
- In current RWG, POI’s and towns can spawn in radiated areas
- Remove all non forest spawn points
- Adjusted wood pallet stack, b stacks, can pallets, and cardboard pallets to avoid vertical clipping
- Burnt Zombie Radiated now has green glowing eyes
- Texture/Lighting issue with zombie Skateboarder
- RWG to differentiate between paths and roads for large wilderness POI’s
- RWG is generating Wasteland spawnpoints
- Dig quest is using ScoutGSList
- In current RWG, POI’s and towns can spawn in radiated areas
- Car damage0 versions have shadow issues
- Store crates have shadow issues
- Bird nest shadow issues
- Downtown_filler_plaza_04 Height issue with POI
- Pallet blocks are clipping through shipping container blocks
- Investigate the tiling texture issue of the shader being used in the prefab/playtest editor
- Crash loading XUi control with unclosed parameter reference
- Exception when there is no ‘attFortitude’ defined
- Unloading XUi textures from files causes errors
- Player sometimes spawns within cars on new games
- Falling Debris Entities Cause Rapid Damage during FallDuration
- Concrete doesn’t dry unless the area is active
- Bedroll range only partially protect from quest resets
- Items crafted not tracked properly
- Cut Gamestage achievements in half
- Robotic Sledge scrapping inside causes NRE
- Moving prefab up/down too far in prefab editor stretches and breaks prefab
- Playtest can not be loaded on exceptionally big POI’s
- Prefab editor playtesting saves merging POI’s
- World Editor does not show a “SAVED” message when saving
- “Save Prefab” message is shown behind the 2nd toolbelt instead of above
- Prefab editor playtest button does not ask to save changes before loading the playtest session
- Can not start playtest on a newly created prefab without reloading it first
- Selection box borders vanishing on move
- Selection boxes starting with wrong box color in some cases
- Do not allow resizing placed POI’s in World Editor
- “Show Unpaintable” setting in Prefab Editor gives undesired effects
- Prefab Editor shows old positions after switching POI’s with “Show Quest Loot” on
- Rejoining the same Prefab Editor session does not auto party and causes exception spam on client
- Trees not spawning correctly with prefab in playtesting
- SHIFT+CTRL+V previews are offset if origin point changes in the prefab editor
- Exception when trying to run console commands during connect to server
- IO error while trying to load serveradmins.xml breaks main menu loading
- Error when starting games about invalid country code
- Proper log output when reading a distant mesh fails
- Quick marker obscured on compass
- Text overlapping in generator stats
- Search does not retain results in workstations
- Dropping something in the middle of Tools/Fuel slots causes the item to be dropped in the world
- Using ‘Wear’ command in player inventory resets block preview rotation
- Radial menu controller pop up tip displays LS instead of RS for flashlight radial
- Radial menus not giving proper visual/audio feedback when using controllers
- Category hotkeys (triggers on controllers) can not be used to get back to the ALL category on the creative menu
- Errors when switching from one toolbelt slot to another while opening radial
- Opening the DebugShot or console windows while an input box has focus makes you enter text in both places
- Game preferences carry over from server host files to client single player
- Focus search field hotkey (default ‘F’) now working in main menus
- Clicking on two different UI elements too quickly is considered a doubleclick on the second one
- Loading screen backgrounds are not random on New or Continue game
- Server browser showing colors in world names
- NRE when clicking on an empty continue game slot
- NRE on continue game screen when coming back from a very old version of the game
- “Server closed the connection” prompt after player exits game normally
- Ragdoll blend out could find self as ground level
- Using a camera window would make interaction ray collide with self
- UpdateLightOnAllMaterials running unneeded Update
- Clients do not see zombies on fire unless facing them
- Mutated Feral and Radiation versions are spawned at the same gamestage as the standard
- Molotov and Timed Charge now have proper use anims
- Heavy FPS drop in city centers
- Hammer of Sledge Turrets disappears when it touches the screen edge
- Exception when trying to bind cursor up/down/right to any action in the controls UI section
- Teleporting from the boss horde fails the event.
- Running from the boss hordes no longer rewards you a crate.
- Boss hordes should stay focused on the target player.
- Boss hordes could fail if someone leaves the party.
- If any of the boss horde despawns, despawn the rest.
- Incorrect wording in twitch settings for custom events.
- User created map waypoints do not display text
- Rain can be seen inside POIs
- fixed remnant_oldwest_07 z fighting
- docks_03 in navezgane is almost full of water now.
- No flame on candle when equipped
- Block preview displays wrong rotation for cupboards
- Explosions still destroy water and drop the block
- Car block can throw error when exploded
- AI not attacking when blocked above a ladder
- AI path grid has missing ladder nodes from origin shift
- Docks_02 has an SI issue with the bridge sign area.