Update v0.0.10.451 Pre-Alpha Tech Demo
23 May 2026
I want to say many thx to the community, for the deep feedback and bugs hunting.
Also thank you for chasing and reporting various internal and UI spelling errors and issues.
New Features
Models normals and metalic materials support. Test on Trees and teddy bear.
Saving / loading constructs, maps, objects, from Windows OS Documents.
Internal game save compatibility version check. Testing.
Add UI right click icon for an information to the welcome screen.
UI open maps directory button.
Sky dome.
Changed
Complete UI refactor.
Restore new cloud systems.
Restore sun flair.
Changes to skybox.
Various rendering visuals.
Information canvas UMeFate version text. (Restore).
Terrain grass color to be greener.
Internal objects material.
Removed
Replacing and removing some old assets and reliance on 3rd party assets.
Old code and field names.
Fixes
Map editor switching and player controls.
Map editor UI construct elevation not locking layer.
Map editor UI wall thickness button throwing error.
Map editor road unnecessary hiding layer grid.
Open windows custom mods directory path (user documents).
Open windows mods / blueprints directory mismatch.
Reset UI states in map editor: Inhibit camera motion.
Reset UI states in map editor: Object tools placing options reset.
Ribbon UI states, depending on switching game mode.
Pointer lock state and camera, when switching main menu, map editor modes. Spell check corrections.
World editor spawning main menu lobby props (should not spawn).
Remove underground objects.
Partial saving / load map from an editor. TODO: Load again not working correctly in map editor.
Code and UI major spelling corrections.
Code major naming corrections.
Return to lobby and terrain painting brush enabled, when terrain was baking, during map reload.
Resolve broken special key function from Lua to Engine.
O key zooming out, when UI is open. Change Y key to R key to open context menu.
Z-Fighting road with transparent objects like door and player indicator circle.
Selection ring hidden underneath road. The indicator is hidden beneath the road.
Known issues
Strongly advised to save often, when editing map / constructs.
Pointer mode sometimes stuck in a Free Mode / 1st Person Mode. Need to zoom in / out camera to unlock.
Z-Fighting transparent door with door.
(persistent issues from the previous version 0.0.10.389)
Possible problem with new UMeFate installation override, when older installation was already present.
Player can fall of the map.
Creating and painting terrain (heights) chunks via map editor, may lead to mismatch heights at edges. Need to use smoothing brush, to improve the mismatch.
Road placing is generally buggy.
Landplots editing is generally buggy.
Landplots generation can be buggy and may be temperamental.
Changing land plots (i.e. via changing layout of roads) can break references to constructions. For now, do not change land plots, if construction is standing on it.
Key bindings can not be set.
F2 opening bindings may not work, when main menu UI is already open.
No WSAD controls of the camera. The map editor uses different camera controls than the base game, which is jarring and confusing.
If you position the camera near the edge of the explored area, it will quite often get stuck before snapping back to the player. (Need zoom in out for now, to help camera get back.)
Despite the tooltip saying node editing is disabled, you can click and drag nodes to edit them. (To review)
Doors viewed through another door flash. Flashing and z-fighting when doors are viewed through.
World editor (FOW issue). These weird blue hammers appear on new flat maps and go away once you start doing any editing.
If you turn on free cursor, you can still move, but with your orientation locked. (To review).
UI scrolling panel doesn't react to mouse scroll.
UI pointer speed control doesn't work yet.
UI drop-down menu sometimes doesn't close automatically, when opening other drop down menu.
UI lobby key bindings for player 2 / 3 are incorrectly linked.
Loading items for the first time in UI, like saves, objects, constructs cause lag. This is to be reworked.
Possibly UI constructions (blueprints), saved maps and objects not opening correct directory, when clicked button to open.
NPC count doesn't start at correct initial value.
