
Dead Hot Summer V3.0 Update Release Notes
The apocalypse just got hotter. Amid the chaos of the Dead Hot Summer, we’re happy to deliver this ambitious systemic update. Built around a core philosophy of player agency, V3.0 gives survivors more freedom than ever to shape the apocalypse their way.
Version 3.0 introduces 150 sandbox customization options, giving players greater control over their survival experience. Survivors can fine-tune a wide range of settings to emphasize the parts of the game they enjoy most, or reduce and even disable systems they prefer to avoid, with the goal of letting players craft the survival experience they want. Player-made presets can also be shared with others, and we’ve created a selection of special preset modes of our own for players to experience.
Moment-to-moment survival is expanded through the introduction of Item Magnitude, a new system that reshapes how weapons and gear scale, alongside an optional Repair and Degradation settings that ensures every battle leaves a lasting impact. Together, these systems make loot more varied, meaningful, and rewarding to pursue, adding greater depth to progression and itemization.
The world itself has evolved. A full overhaul of POI signage powered by the new Sign-Tech system brings hundreds of new environmental signs to towns, compounds, businesses, and ruins, enhancing atmosphere, readability, and immersion across the wasteland.
Alongside these updates, Version 3.0 delivers a redesigned main menu, over 60 new POIs, and a customizable crosshair system. A new cosmetic outfit will also be available alongside the V3.0 Stable release.
A new scorched season of survival awaits. Read on to learn more:
Take Command of the Sandbox
- A New Era of Control arrives. The V3.0 “Dead Hot Summer” update transforms the game into the ultimate survival simulator with 150 sandbox customization options. Whether reliving the tension of classic play styles with no magazines, turning off zombie digging, diving into a brand-new official preset like Undead Matinee, or forging entirely custom worlds through player-made presets, the power to define survival is now fully in your hands!
- Your Rules. Your World. Your Survival Story. V3.0 introduces full sandbox preset creation and sharing, allowing players to build personalized survival experiences unlike anything before. Name your creations, fine-tune every setting, and unleash limitless gameplay permutations designed entirely around your vision of the apocalypse.
- Along with the Classic Difficulty Presets, V3.0 comes with these brand-new Official Presets, including:
- Undead Matinee – A melee-focused vintage movie-inspired mode with slower zombies, swarming numbers & scarce ammo. Includes the new headshot finisher setting.
- Madmole’s Mayhem – Fewer supplies, harsher penalties, including the new item loss and item durability loss on death, along with constant pressure. Madmole… It smells good!
- Almost Creative Mode – The apocalypse, minus the actual apocalypse. Because Dying Is Inconvenient.
- Bite Club – Respawning is for cowards in this hardcore, perma-death mode. One life left; use it wisely.
- Legacy Survival – Old-school survival with modern consequences. Play like it’s 2014.
- 7 Days Later – Modern movie-inspired with chaotic hordes of fast-moving zombies.
- Caveman’s Life – Survive an apocalypse where tools peaked at sticks.
- Dumpster Diver – Turning Garbage Into Greatness. It’s not hoarding if you use it.
- Dying World – Resources are fading, and you’re not far behind.
- Disaster Film – Catastrophes stack faster than you can fix them.
- Chibi Mode – Not only are they cute… They’re fast, too! Good thing you have some speed of your own.
- For notes about Sandbox server configurations, V2.6 server save game compatibility, and a complete list of all Sandbox Options, see those sections below.
The Arms Race Begins with Magnitude
- Powerful new Magnitude variants are changing the face of survival in V3.0, bringing boosted stats to looted weapons, tools, workstation mods, and more. An orange star will highlight the special stats along with a % in teal. You might find a Pickaxe with boosted block damage, a Shotgun with boosted range, a Machete with increased damage, or a Cooking pot with faster cooking time. The permutations are endless!
- All tools and weapons will have a chance to roll boosted stats when found in loot.
- Tools and weapons still have a chance for random stats and may show a teal percentage, but they are not considered boosted stats unless the stat is marked orange. This could allow combined items to cross over into a boosted range.
- A wide variety of mods for armor, tools, vehicles, weapons, and workstations will now have progressive quality levels.
- Higher-quality mods provide stronger bonuses. A Quality 1 Grave Digger mod adds 5% dirt damage, while a Quality 6 version adds 30%.
- Not every mod benefits from higher qualities. Mods with simple on/off effects, such as the Helmet Light, are still limited to a single version.
- All tools and weapons will have a chance to roll boosted stats when found in loot.
- Survivors can now use the new Combine Station to merge attributes of similar items to incrementally increase their power until they reach their full potential! It also provides an alternative method for repairs! Traders will now carry Magnitude-enhanced equipment such as weapons with special boosted stats, creating a new high-end economy for serious survivors.
- The highest percentage stats will be moved to the combined item regardless of quality.
- When a boosted stat from a Quality 1 item shows 20%, combined with a Quality 6 item, it will have more impact on the Quality 6 item’s higher base stat.
- With the various degradation and repair options available, players can now choose how punishing the apocalypse can be on items. Repair Method options include no repair, repair kits only, combine repair, or use both kits and combine. Permanent Repair Degradation can be set to 5, 10, 15, 20, or 25% of the item’s max durability per repair (the first repair is free). Death Degradation allows players to choose how much durability items will lose on death or even permanent max durability loss.
- A new M60 turret has been added to help with those late game hordes. Uses all 7.62 ammo types.
Signs for the End of Times
- A complete POI signage overhaul arrives in V3.0 thanks to the new Sign-Tech system delivering thousands of signs to the POIS in the game. This brings a richer atmosphere and deeper immersion to every corner of the world. Streets, shops, compounds, and ruins now feature dramatically improved environmental signage designed to make the wasteland feel authentic, coherent, and alive. POI creators will gain access to the Sign-Tech tools through the level design editor at launch.
- Canvas & Decal signs of various dimensions (e.g. 1×1, 2×2, 3×3, etc.)
- Add Text, Shapes and Noise
- RGBA color picker
- Layer Masking (Color Only, Color And Mask, Mask Only, Punch Out)
- Layer Warping (Skew, Pinch/Bulge, Twirl, Kaleido, Perspective, Arc, Stretch, Grid)
Points of Interest (POIs)
- 60+ new POIs, adding expanded depth and variety to the world.
- Tier 5 – “Champions Coliseum” (soccer_stadium_01)
- Tier 4 – “Granddaddy’s Cable Regional Service Center” (industrial_60_01)
- Tier 4 – “Ironwood Paper Mill” (industrial_60_02)
- Tier 4 – “Beanthere Coffee Company” (industrial_60_03)
- Tier 4 – “ChemTech Distribution Center” (industrial_60_04)
- Tier 4 – “Water Treatment Plant” (industrial_strip_06)
- Tier 4 – “Camp Hollow Point (army_camp_09)
- Tier 4 – “Green Hill” (army_camp_10)
- Tier 4 – “McOivey Farms” (farm_18)
- Tier 4 – “Sprout & Sons Nursery (farm_20)
- 2 new RWG tile variants adding more spawning opportunities for 100×100 commercial and industrial themed POIs.
A Fresh Interface for a Brutal World
- Survivors will be greeted by a newly redesigned Main Menu UI featuring upgraded visuals, improved presentation, and a darker post-apocalyptic aesthetic. While the front end has entered a new era in V3.0, the full in-game interface overhaul is still to come in a future release.
In your Crosshairs
- Survivors now have complete control over their combat visibility with the new customizable crosshair system. Adjust crosshair scale, opacity, and color to match your personal playstyle, while expanded display settings let you decide exactly when and how your reticle appears. All new customization options can be found in the dedicated Crosshair tab within the General Options menu.
Sun’s Out, Guns Out!
- The new Beachwear Pack cosmetic DLC brings tropical chaos to the apocalypse with stylish new outfits built for survivors who refuse to let civilization’s collapse ruin their summer plans. From sandy shores to blood-soaked boardwalks, the wasteland has never looked this relaxed. And remember, when the world ends, the tan begins!
Modding
- The WebDashboard code was integrated with the core game code, meaning it will always be up to date. For mods there is only two changes:
- You no longer need to reference additional assemblies, but only the game’s core Assembly-CSharp.dll
- Due to the code being run through the code publicizer process you might have to adapt some of your code that overrides vanilla methods to also be public
- “Localization.txt” was renamed to “Localization.csv” to properly indicate its contents and make it easier to open it with spreadsheet tools
- Changed entitygroups.xml format back to proper XML elements
- Previous text based format is currently still supported for backwards compatibility
- The XUi framework has received a massive internal overhaul and code cleanup
- New binding system moving more control from code to XML. Documentation can be found on the official Wiki ( https://7daystodie.wiki.gg/wiki/XUi )
- Heavily reworked XUi views to reduce code duplication, provide more common features (attributes) across different view types and increase compatibility
- E.g. tables and grids have more similar attribute names, window anchor names and view pivot names use the same values
- Removed unnecessary view attributes, rects now always have an underlying UI widget and panels always a UI panel. Rects should be used over panels wherever possible
- Added new views video, scrollbar and scrollview
- Removed “force_hide” attribute, visibility is now properly handled on each view element through the regular “visible” attribute
- Tweens can be controlled from XML
- Renamed folder “XUi” to “XUi_InGame” to make it clearer what each folder is for
- Renamed “controls.xml” to “templates.xml” to get rid of confusion between XML templates and XUi controller classes
- Removed unused “ruleset” XML element level from xui.xml
- Support for using templates as windows
- Lots of small bugfixes to different parts of views, controllers and the overall framework
Sandbox Options
Here is the complete list of the 150 sandbox options in our Dead Hot Summer release. Each setting includes at least two unique variables, resulting in billions of possible permutations of preset game modes in the 7 Days Universe. The complete list is as follows:
- Player Settings
- Ranged Damage
- Melee Damage
- Block Damage
- Terrain Damage
- Headshot Multiplier
- Player Damage In
- Walk Speed
- Run Speed
- Crouch Speed
- Jump Strength
- Stamina Regen
- Stamina Usage
- XP Multiplier
- Show XP
- Level Stat Bonus
- Skill Gain Rate
- Skill Gain Amount
- Death Penalty
- Lose On Death
- Death Loss Count
- Death Degradation
- Death Degradation Amount
- Drop On Death
- Drop On Quit
- Infection Rate
- New Player Buff
- Encumbrance Slots
- Jar Refund
- Entity Settings
- Enemy Spawning
- Max Enemy Tier
- Enemy Density
- Enemy Respawn
- Biome Animal Respawn
- Enemy Damage Dealt
- Entity Damage In
- Enemy Block Damage
- BM Block Damage
- Headshot Mode
- Entity Health Bars
- Show Entity Damage
- Zombie Day Speed
- Zombie Night Speed
- Zombie Feral Speed
- Zombie BM Speed
- Zombie Feral Sense
- AI Smell Mode
- Zombie Rage
- Zombie Digging
- Zombies Eat Animals
- World Settings
- Global Game Stage
- Biome Game Stage
- Biome Progression
- Temperature Survival
- Max Tech Type
- Workstations in the Wild
- Blood Moon Frequency
- Blood Moon Range
- Blood Moon Count
- Blood Moon Warning
- Air Drops
- Air Drop Variance
- Storm Frequency
- Storm Warning
- Heat Map Sensitivity
- 24 Day Cycle
- Daylight Length
- Mark Air Drops
- Allow Map
- Allow Compass
- Allow Screen Markers
- Show Location Info
- Show Day/Time
- Resource Settings
- Max Loot Tier
- Global Loot Stage
- Biome Loot Stage
- POI Loot Stage
- Loot Respawn Days
- Loot Timer
- Loot Bag Drop
- Loot Abundance
- Food Abundance
- Drink Abundance
- Medical Abundance
- Ammo Abundance
- Resource Abundance
- Armor Abundance
- Melee Abundance
- Ranged Abundance
- Currency Abundance
- Magazine Abundance
- Treasure Map Chance
- Mining Yield
- Crop Yield
- Seed Drop
- Resource Yield
- Crop Growth
- Crafting Settings
- Crafting Progression
- Crafting Max Tier
- Magazine Progress
- Backpack Crafting
- Workstation Crafting
- Smelter Type
- Crafting Timer
- Crafting Cost
- Crafting Yield
- Scrapping Yield
- Dew Collector Time
- Dew Collector Yield
- Dew Collector Input
- Apiary Time
- Apiary Yield
- Apiary Input
- Item Degradation
- Repair Method
- Repair Degradation
- Traders
- Trading Enabled
- Vending Enabled
- Trader Hours
- Trader Protection
- Trading Dialog
- Global Trader Stage
- Trader Max Tier
- Trader Item Count
- Vending Item Count
- Trader Reset
- Vending Reset
- Sell Price
- Buy Price
- Trader Buy Limit
- Task Settings
- Challenges
- Quests
- Intro Challenges
- Intro Quest
- Trade Routes
- Buried Quests
- POI Quests
- Quests per Tier
- Quests per Day
- Base Skill Points
- Miscellaneous Settings
- Vehicle Fuel Usage
- Vehicle Entity Damage
- Vehicle Block Damage
- Vehicle Self Damage
- Electrical Output
- Celebrate Kills
- Big Heads
- Tiny Zombies
- Gravity
- Silly Sounds
- Black and White
Server Admin notes for Sandbox Options and legacy property removal
- With the addition of over 150 Sandbox Options, some of the legacy options previously set in serverconfig.xml have been moved to a new SandboxCode XML property.
- For server admins that wish to continue their V2.6 save game, you will need to recreate your legacy serverconfig.xml settings using the in-game Sandbox Options menu.
- Copy the code, and then paste it as the SandboxCode property value in the updated V3.0 serverconfig.xml file.
- Although we have done our best to communicate with server providers, you may need to work with your specific provider to help setup these options.
- The name and default value for the new property is:
- <property name=”SandboxCode” value=”AAAJABJACJADJARFBNC”/>
- The SandboxCode above is an equivalent setup of the legacy default GameDifficulty setting of “Adventurer” or 1.
- The following is a list of the legacy properties that have been removed/converted:
- GameDifficulty
- BlockDamagePlayer
- BlockDamageAI
- BlockDamageAIBM
- XPMultiplier
- DayNightLength
- DayLightLength
- BiomeProgression
- StormFreq
- DeathPenalty
- DropOnDeath
- DropOnQuit
- JarRefund
- EnemySpawnMode
- EnemyDifficulty
- ZombieFeralSense
- ZombieMove
- ZombieMoveNight
- ZombieFeralMove
- ZombieBMMove
- AISmellMode
- BloodMoonFrequency
- BloodMoonRange
- BloodMoonWarning
- BloodMoonEnemyCount
- LootAbundance
- LootRespawnDays
- AirDropFrequency
- AirDropMarker
- QuestProgressionDailyLimit
Currently Known Issues with V3.0 we are working on addressing:
- Abundancy categories not working well for single items, books, and magazines
- Some Sandbox Selections don’t show up localized
- Sandbox options crafting yield resets amount upon closing inventory
- Trader Hours “BM Closed” closes trader during morning of Blood Moon Day
- Changing between item stat and description not updating
Changelog:
Added
- Game Difficulty setting converted to Sandbox Presets
- SandBoxCode property to serverconfig.xml
- Add Continue Game option to opt into a full reset of all unprotected chunks
- Add server command to trigger a full reset of all unprotected chunks
- Added warning when trying to load save game from older major version
- XML declarations to all xml files
- Button in the Player Cosmetic screen to remove all cosmetics
- Item compare shows stat boost improvement if that stat would be better when combined
- Trader doors now tell you when it will open if its currently closed
- Trader Open/Close time to the Map screen
- Some calendars and clocks will show Day and Time
- Player can craft calendars and working clocks
- Working clocks rotate their hands to match world time
- Extract method to take all smelted materials if you switch from Smelter to Recipes for forge
- RWG biome layout “Circle 2” which doubles each biome
- RWG biome generation growth has some random search variation
- RWG town planner will try to make a small town with tighter space rules when a normal town does not fit
- RWG previewer Generate World button changes to Cancel during generation
- RWG preview step for terrain
- RWG shows biome preview as soon as it is generated
- Creative menu search filter supports starting the name with #1 to #6 to generate items with only that quality
- Moon light brightness is reduced by cloud thickness when the graphics brightness setting is below 50%
- Add audio notification on consoles when create save data prompt appears
- Player versions of Mini Beverage Cooler and added them to the Appliance variant helper
- Wedge60 Tip Steep Wedge60 Incline 1/2 Left and Right to the shape menu
- Apiary SFX
- New drone voice for existing VO lines
- Drone VO for attacks
- Drone stun charged SFX
- Grace and Zombie Boar SFX
- Snake slithering SFX for different surfaces
- Zombie Boar sleeper blocks
- Armor Impact Sounds
- Items with boosted stats show an orange star on their icon or if modded show the gear as orange
- Combine Station to create a merged item of the best quality, durability and stats
Changed
- Updated signs in most POI’s with new “Sign Tech” signs
- Splints and Casts will now treat sprained limbs
- Updated the descriptions for sprained arms and legs to instruct the use of splints and casts
- Updated the descriptions for Splints and Casts to include the treatment sprained limbs
- Updated the description for Craft Splints challenge to include the treatment sprained limbs
- Updated Gunslinger perk to boost the loot chance of .44 magnum ammo
- Insulated Armor mods are now labeled like clothing: Tattered, Patchwork, and ThermaCore
- Insulated Armor mods have quality tiers
- Updated icons and loc for Insulated Armor mods
- Cigar Mod has quality tiers and a stat page
- Updated tags for The Hunter mod to allow it to be installed with Rad Remover mods
- Removed extra bookworm rolls in several loot lists that already have one in the junk lists
- Set the Weight property on toolAnvil to allow them to be scrapped or smelted
- Bellows and Anvil tool mods have quality with progressive stats. Both will automatically change to Q1 when loading a save game. Can only craft Q1 to promote loot exploration and trader interactions
- Increased Economic value of Bellows and Anvil tool mods x2
- Updated qualBaseTemplate to include Q6 items and removed/replaced q6Template
- Set loot spawn parameter random_durability to false for Bellows and Anvil tool mods
- Increased chance of all forge tool mods in Working Stiffs crates and Destroyed Forges
- All forge tool mods can now be found in Hidden Stash and Construction crates
- Lowered the MaxVoices and MaxRepeatRate for the forge_item_complete sound due to anvil craft speed increases
- Tempered Blade mod is now installable into Augers and Chainsaws
- Master Chef Dumpster Diver now has a chance to find more seeds in dumpsters
- Max lockpick breaks capped at 14, the 15th lockpick always unlocks
- Lockpicks break at a more uniform rate
- Exploding arrows, bolts, and land mines no longer use duct tape
- Added a lens to the motion sensor recipe
- Updated tags on Silencer and Muzzle Brake from barrelAttachment to barrelTipAttachment to allow them to work with the Barrel Extender Mod
- Removed wall clock from Appliances variant helper to be a standalone item
- Apiary can no longer be scrapped or smelted to match other workstations
- Improved AI jumping checks for overhead obstacles
- Reworked the loot lists for toilets
- Adjusted loot probability templates to allow items to show earlier in loot
- Removed ignore_loot_abundance=”true” to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot
- Restored Q6 item probability chances in various loot quality templates
- Reworked loot probability and quality templates to allow quality loot to match crafting progression a bit closer
- Updated several loot lists to include abundance_type for Sandbox Options
- Removed power attack stat from the player torch
- Updated Metal Furniture block variant helper with new Locker Colors
- Forge open and close volume balancing
- Bunker Woman Voice
- Bunker Man Voice
- SysAdmin Voice
- Lowered Auger and Chainsaw impact SFX volumes for metal, concrete, wood, and organic
- Updated trader stage templates with Q6 entries
- Updated trader inventories with Bellows and Anvil tool mods based on new qualityItems trader stage template
- Item Loss on Death changed to allow choosing Toolbelt and/or Backpack
- Reduced the MaxDamage of Burnt and Abandoned “stripped” vehicles from 1000 to 500HP
- SupplyCrateEntityPrefab.prefab uses new VFX art
- Trees destroyed by explosions fall in random directions instead of north east
- Improved small deco spawning near Oversized Blocks e.g. car blocks often had noticeable bald patches around them
- Removed server settings from serverconfig.xml that are now part of the Sandbox system and are set by defining a SandboxCode in the config instead
- Updated serverconfig xml MaxSpawnedZombies and BloodMoonEnemyCount comments
- Renamed Localization.txt to .csv
- EntityGroups.xml converted to structured XML
- Updated probability formatting on a few entries in entitygroups.xml
- Moved WebDashboard system from external mod to internal code
- Enable cloud saving for PC XBL. Players can optionally store their game saves and generated worlds in the cloud or on the local device
- Sleeper Volume properties window: Added scroll bar to script input
- Improved cloud lighting from the moon
- Moved Vehicle options to Misc
- Optimized chunk mesh generator
- Replace XML properties that use pipe | with nested XML classes
- Banned dot characters ‘.’ from existing in XML property names when parsed into DynamicProperties
- XML StaticSpawner prefab properties obsolete and removed
- XML output file from RWG, Generation properties changed to class structure
- XML ToolCategory sub-properties changed to class structure
- XML PlantGrowing sub-properties changed to class structure
- XML Map.Color property renamed to MapColor
- XML CropsGrown.BonusHarvestDivisor property renamed to CropsGrownBonusHarvestDivisor
- XML ItemsOnEnterGame sub-properties changed to class structure
- Refactor TileEntityLootContainer and children into composite TileEntities. Refactored BlockLoot, BlockCarExplode, and BlockCarExplodeLoot into composites
- Composite features in block definitions can be changed without compromising existing save data
- Refactor LandClaim to use TEFeatureStorage
- Migrated TE Player Signs into Composite features, TEFeatureSignable & TEFeatureLockable
- BlockPlaceholder.xml to allow weights greater than 1
- Large POIs sometimes take too long to reset for quests
- New RWG district creation algorithm
- RWG previewer to show the generate status in the title bar
- RWG previewer generation runs as a task allowing the UI to remain active
- Optimized RWG stamp loading
- Optimized RWG and world radiation memory use
- Optimized RWG water data handling
- Optimized RWG stamping speed
- Optimized RWG height copying
- Optimized RWG preview mesh creation
- Untagged lot_industrials from countrytown and countryresidential
- Reduced RWG rural tile percents
- Replaced short guardrails for tall ones in many RWG tiles
- Increased AI distance they will attack a target above them
- Bucket collects water from further away
- Removed ‘HitInfo’ from ItemInventoryData with the goal of phasing it out entirely, simplifying the transition of player inventories to use TransactionalInventories
- Storm prefab changes, render alignment to Local, initial speed to align with new direction and come at camera
- Removed old non-timesliced POI reset path and console command
Fixed
- Lab zombie excessive arm ragdoll after death
- Zombies being crippled would not change their walk type until they jumped
- Zombies would lose their crippled walk when crouching ended
- Celebrate and Headshot modes now do not affect passive animals
- Animals could climb ladders or float on ladders
- AI would try to jump when at their move destination and it was off the ground but within their reach
- Updated Zombie Boar and Grace with missing zombie tag
- ExperienceGain property in the wrong location for zombieSteveCrawler
- 3rd person Shovels are slightly offset
- Pickaxe 3rd person pose was clipping by default
- Ally status gets automatically removed
- Hot and Cold weather screen effects do not persist on relog
- Disconnecting players would not drop their tool belt items if attached to a vehicle with drop on quit
- Auto-complete harvest challenges when harvesting is disabled
- Data Management Client Player names are EOS strings
- Players moving up stairs can get stuck or slowed going through a doorway
- Shotgun Messiah Vol 7 perk not working
- Smell does not fully clear in water on clients
- Player smell values were not being saved properly
- Smells remain after smells are turned off
- Physician perk not working client to client on dedicated server
- First aid kit and sewing kit not working on client to client heals
- Striking a tree as a client causes an ArgumentNullException
- Players can use the copy shape command to by-pass and use bulletproof glass shapes
- Guns don’t reload fully if ammo is split between tool belt and backpack
- Character creator doesn’t catch same names with different casings, throwing an NRE
- Honey Tea, Honey Brisket, and Honey Glazed Sham count towards the Infection challenge
- Honey Tea counts toward the Dysentery challenge
- Smells from multiple players was using the farther player for AI notification
- Tagging issue to allow Breaching Slugs to work on Treasure Map Chests
- Updated logic on biome hazard reducers to allow speed boost when biome progression is off
- Jumping above a zombie will frequently cause them to enter destroy area mode
- Repair tools no longer contributes to the scrapping challenge
- Ragdoll of players is not respecting set duration and now uses half the duration an AI would receive instead of always 1 second
- Changing the RWG Preview Quality has a high chance of crashing Steam Deck
- Chunk biome decoration did not mark the south neighbor chunk’s area as occupied
- Grass heavily bleeding into asphalt when placed outside of roads
- Rarely chunk decorating could throw a biome data error, blocking chunk updates and then the world may not reload
- Moon cloud glow was not centered on moon
- Fixed water meshes using legacy generation logic in builds. Activated NEW_WATER_MESH define by default. This improves water mesh generation behavior and performance
- Frequent memory cleanup hitches while chunks generated
- Sleepers had too short of a kill off timeout
- RWG residential tiles were often in town centers instead of commercial
- Terrain missing near water
- Chunks regenerating after delayed updates may not update all layers in the same chunk
- Error during RWG gen when POI prefab XML doesn’t have the PrefabSize property
- Height map processing doesn’t allow for lowering terrain height and copies heights incorrectly for prefabs with blocks below the ground level
- RWG preview error with street tile stamp if missing road shape
- Flipped localization for Left/Right tall guardrails
- Electric Fence Post rotation goes out of alignment
- Multiblock helper rotation would sometimes not visually match placement rotation
- Trees sometimes don’t fall over or make a sound when harvested
- Misaligned verts with pipe_corner
- Issue that would hide faces on arch_curve_top_double_bottom
- Ensure non-support blocks fall properly during building collapse
- Volume balancing on some Trader Hugh lines
- Vending machines are missing interaction SFX for other players
- Pipebomb and dynamite ignite sounds play once when using the item, and a second time when the item is thrown
- SFX for landing fired more than once when playing in Multiplayer
- Pump Shotgun sound effects didn’t play in 3rd person
- Grenade pullpin SFX was triggered more than once when pressing the RMB
- Stun baton didn’t play the right SFX (according to its charge level)
- Removing Land Claim didn’t play the corresponding SFX
- Loud volume of trees falling
- Recog grab and place SFX liquid when should be pills
- Lower volume when firing an AK-47 or M60
- Item_stack controller rounds fractional pixels to floor int
- Editor save not triggering when only door lock state has changed
- Added guards to chunks during copy that may have been unloaded from chunk sync
- Wrong casing in gameevents.xml for twitch_blastResist
- Replaced second onSelfBuffStart trigger for Drone Buckethead gameevent with onSelfBuffUpdate
- Gravity actually resets between different worlds
- Set PumpShotgun and LeverActionRifle to use fixed speed instead of ReloadSpeed parameter
- Playstation DualSense Edge controllers are now recognized and supported on Windows and Mac via USB, and Linux support via SDL is unconfirmed but may work
- Connecting a Dualsense controller on windows after the game starts now still gets trigger effects
- Trader quest tier reset when all quests are done could happen early or not at all
- Debug screenshots no longer include Tile information
- Player armor visually unequipped on death
- Prefab Editor: Highlight Blocks auto re-enables when loading a POI
- Fixed issue with KeepOpen packets and TwoWayDictionary can now manage mutable hashes (e.g. TileEntities)
- Multiblocks that cross multiple chunks could cause stability issues
- Forward holding positions cause pauldrons to clip badly into the arms on the Samurai Outfit
- F11 debug block info very small when running high resolution
- Vehicle lights are out of sync and sometimes turn back on
- Buried Supplies generate in POI bounds causing fail on activation







