06-30 Patch Notes
• Adjusted Net Cull Dist of light BPs in Mall as well as max draw dist to alleviate the host CPU and network load. • Added footsteps to Demo, Fiend, and Thing. • Added attack sounds to Thing.
Developer posts and news about this game.

• Adjusted Net Cull Dist of light BPs in Mall as well as max draw dist to alleviate the host CPU and network load. • Added footsteps to Demo, Fiend, and Thing. • Added attack sounds to Thing.

• Dead NPC client memory fix. • Fixed Security Keycard not being removed from inventory after use. • Fixed COllision in End elevator that would black out player camera and not collect save information accurately. • Fixed Revive Scale issue. No longer come back slightly bigger. •

• Fixed cafe and cleaning supplies doors from desyncing on the client. There was an issue with authority and the door was only accurate as open/closed 80% of the time. • Fixed collision issue with picking up items off empty store shelf. • Fixed heartbeat sound from getting stuck

• Fixed floor save when traveling to the next. (definitely this time) • Clients can see bloodymessage. • Adjusted gunfire and reload audio. • Fixed ElevatorStart movement sound from playing continuosly. • Added Map_ElevatorShaft to fix level transitions that were stuck after upda

• Fixed clients opening weapons locker with keycard. • Fixed an issue launching the game Solo. • Removed child actors and replaced them with SMs in Cafe, removing them from being stuck at origin during generation. • Added echobox to cafe. • Reduced CPU load eliminating unnecessar

Core System • Moved mall generation to level streaming. • Added AI director for monster spawning. • Added scanner to stop monsters spawning near players. • Added monster caps for floors. • Moved blood and NPC spawning to GameMode. • Changed flavor spawners to server-side anchors.

Core architecture and Ai overhaul objectives and ambiance changes player mechanics and known bugs environmental art updates saves and wipes Full patch notes will be released pending 8.0. Stay tuned, just a couple weeks off.

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-removed a component and cleared its references to stop a massive infinite dependency loop from freezing the lobby. -dialed in the proximity voice chat attenuation -rewired the RepNotify logic so clients finally see the colored clue lights -fixed the teleport script so the host's

-Attempt to fix clue colors and voice attenuation.

Hosting Menu Fixes: -Hooked up a new UI option so you can actually lock the lobby down (like Friends Only). -Set up the logic so LAN creates a standard local game, while Online actually talks to Valve's matchmaking servers. -Grabbed the hosts Steam profile name to automatically s

Subtle mesh location fixes.

Mic issues attempt 2!

Hey guys, Anyone who joined this playtest- it's rough. Sorry about that. I am nowhere near any sort of release and this playtest was set up to start testing things before they get too far along. So stay tuned and hopefully you can fins some fun in this game as I update the playte

-Modified networking options for better stability. -Fixed an error when moving to the next floor adding a Transition Map for the server travel. This cleanly handles the Steam socket handoffs between levels, preventing the engine from tripping over the port 7777 network error and