- diconnect console command -> disconnect
- road height is now propertional to dept i.e no more roads carving too deep into hillsides
- slightly increased base saturation
- increased walker death time
- increased base height of all turrets (more visible)
- some loot spawns now how specific tags that only allow certain loot to spawn in them... e.g fridges only allow food, thease spawns will be prioritised
- fixed locker having incorrect door directions lol
- fixed nvgs not having collision
- fixed ctrl+click dropping items not properly dropping it out of inventory
- fixed nvgs having the wrong position
- fixed helmets having wrong sizing
- fixed console being behind all title screen text
- fixed console also being behind ingame menus
- inverted drag in weapon workbench
- fixed cardboard boxes having hard to pickup items
- added spawns to large cardboard box pile
- added spawns to radio tower base
- distant & map chunks will now render at full res
- item dropping now uses continuous dynamic collision detection... hopefully no more falling thru floor
- fixed camo netting having incorrect collisions
- increased camera height to stop shoving head into roof when jumping lol
- changed hesco barricades to int 64 format
- significantly increased turret lock on time again
- fixed constant landing bobbing while going down hills
- yep inventory litterally had 2x hover time lmao turned that back down
- all red brick sheds now fully clear grass
- large red barn now has doors
- new large wood door sounds
- doors are now placed based on the serialized position insead of the truncated position i.e no more weird rotations & whatnot
- added new doors to medium barn as well
- significantly decreased radio tower loot amount
- increased general industrial zones loot amount
- slightly increased hit sound distance
- updated pumping station room
- added collision to all concrete ground tiles
- 4 new power & radio tower structure objects
- increased console max charachters from 1000 to 10000
- significantly optimized trader poly count
- significantly optimized firekit holy shit it was using like a billion verticies lol
- realised lights were actually using an insane amount of verex count lol cool
- increased overcast base fog amount
- fixed NVGs not working
- fixed HESCO walls & sandbag walls rendering 4 times lol oops
- fixed tent cords having collision (annoying af lol)
- fixed trying to open inventory with compass equipped/while picking up item bricking ur game lol
- now gives notification when in safezone and trying to equip weapon
- fixed turrets having incorrect health
- fixed turrets not taking damage
- fixed turret fire having a delay after being destroyed
- fixed walker smoke facing the wrong direction when destroyed
- slowed down the turn speed of all turrets
- mechanoids will now target you if you shoot them out of range while their inactive
- you can nowequip & deequip weapons with ur compass out
- you can now also shoot your weapon while picking up / with compass out (itll be inaccurate af tho lol)
- fixed turrets activating multiple times if detected in different ticks
- destroying mechanoids now make sounds
- individual destryoing sounds for different mechanoid types
- fixed u dying before finishing loading in giving a black screen
- fixed up some items having incorrect sounds
- increased maximum stack size of 7.52x54 5 -> 10
- turrets now also use stealth mechanics
- added significant inaccuracy to turrets
- enabled GPU instancing for lots of assets (hopefully good fps boost and less stuttering)
- significantly reduced texture usage (will increase perforance and decrease ram usage)
- specialised item spawns now have a chance to ignore prioritiy spawns i.e you can still find a gun in the fridge or something but it will likely be food
- skuttlers now do a physics check... this means no more walking through walls... this will have some problems with serverside syncing but is fine for now...this also means they can get stuck on walls n shit, im gonna be working on some pathfinding stuff soon (pathfinding is really really hard with proc gen)
- you can now open stacked military boxes
- medium items can now also spawn in large slots (this helps with medium weapons for example being able to spawn in military crates)
- fixed flattening distance for lots of new structures
- new sounds for shooting at / walking on chainlink fences
- you can now put magazines in weapons by dragging it in in inventory
- fixed large wood doors having incorrect sounds
- turrets will now aim for your head, i.e if ur leaning around a corner with most ur body hidden it will still shoot at u
- fixed wheatgrass not flattening
- turrets will now activate much faster if shot at
- you can now remove magazines from weapons in inventory
- added a valuting mechanic when trying to jump over small objects like fences... its not like proper vaulting and more of a jump but will make getting over lil fences n shit much much easier
- realised contact shadows were turned off lol... this will make shadows much much nicer indoors (if you have it enabled)
- fixed tallgrass in title screen having the wrong texture
- wall refresh now happens immediately after loading in (show mean much less popping in of stuff when first loading in)
- fixed sun being visible indoors sometimes
- updated voltage box
- updated bridge textures
- fixed grass shadows being off even if turned on
- fixed being able to remove / checkmags with compass out
- improved glove bumpyness
- fixed swapping clothing from the ground not allowing you to pick that clothing back up
- vaulting speed is now also dependant on move speed
- fixed being able to vault through some windows that u definately shouldent beable to lol
- updated water towers
- updated highway & railroad bridges
- updatedhighway barricades
- stucture objects & fences will now be included in asset warmup, should reduce stutters when loading new regions
- compass now holds in a higher position with gloves on to stop clipping
- reallocated texture size for loads of materials
- chunks no longer instantly deallocate all loaded assets on disable (async now)
- second pass memory reduction
- removed lots of mostly unused objects from asset warmup
- changed directional light to frustrum based on demand shadow caching... actual giving ~10fps increase which is amazing but has some big issues so gonna try fix that
- switched to IL2CPP backend code compiling.... this is highly experimental but will hopefully also give a large performance boost with runtime code compilation
- enabled incremental GC
- enabled dynamic render pass culling
- changed lighting tickrate 0.2f -> 0.1f
- demand shadow casting now uses subshadow index for deferred cascade based rendering
- chunks now do a special disance check for small objects & disable them... i.e objects in buildings wont be rendered from so far even if your chunk distance is turned up
- moved some static lights (e.g streetpoles) to on demand instead of every frame lighting which should reduce batches significantly
- fixed gloves gittering when putting compass away
- added vaulting sounds
- added prone & crouching sounds
- improved sandy beach biome
- fixed worldgen crash when trying to load some medical tents lootpools
- enabled gpu instancing on terrain... this might dramattically reduce draw calls with lots of terrain (increasing fps)
- added new ui for selling items for traders (u can acually see how much shit sells for now)
- all placements slots now show UI
- sellpoints ui now shows from all distances
- optimized structure data storage size hopefully allowing for more efficent packet transfer (and less disconnects for network packet overflow)
- turned off sun shadows completely for stormy, lightninging storm & overcast weather types as it was using a TON of performance even though there litterally wernt any shadows because it was too cloudy lol
- new icons for reming mags, placing items & emptying containers
- slightly increased wood bridge height to stop road clipping into it
- increased resolutionofsome ground textures
- fixed shooting mechanoids with buckshot doing basically no damage lol
- improved ease of vaulting
- made fill amount circle much thicker
- when highlighting a weapon with attatchments, will also now highlight attachments
- fixed skuttlers blowin themselves up when ur still loading in
- fixed destroying skuttlers right before they blow up having them still blow up lol
- fixed bullet suppression not working
- fixed serverside validation projectiles being able to rickochete
- fixed spawnregions not serializing properly on world reload
- async region initialization now split into blocks to allow better loading & error checking
- removed the ability to vault while jumping (even though it was kinda fun ngl)
- removed mipmapping from terrain, drastically increasing visual quality
- fixed tire stack having no collisions
- new mipmapping bias internal setting for texture clarity
- more imrpovements on terrain texture blending
- fixed some mechanoids making a noise when spawning in
- changed world overgrowth algorithm
- fixed terrain noise overgrowth blending not actually working how it was suppost to be
- fixed buckshot not working properly with hit registration
- fixed camera sometiems not attatching correcting after death (different issue than the other one)
- checking magazine now tells you specifically whats in the chamber instead of just saying "chambered"
- re put back up the resolution of reflective materials on all guns at it was turned down quite a bit for performance reasons
- further reduced radio tower loot
- turrets can now fire through chainlink fences
- fixed penetrating objects making bullets not continue the correct trajectory
- fixed not dropping items placed ontop if picking up the item
- fixed clothing carrying visually over after death (it wasnt actually there)
- reduced mechanoid reaction time & increased turret turn speeds (over weakened them a little)
- reduced turret health
- reduced walker health quite significantly
- updated dirt movement sounds
- ground footstep sounds also include area dictated by structures (i.e if a structure has a certain type of ground the footsteps will sound correct now)
- reduced sun volumetric
- fixed districts placing objects in water
- multithreaded fence mesh generation algorithm
- enabled GBuffercache clearing
- removed transparent depth prepassing (should reduce spikes)
- found out disabling decals makes the weird high effect lol
- batch render enabler now stores atleast 1 reference of each object... hopefully this should significnatly reduce stutters
- fixed lockers making noise on spawning
- added fallback for server browser breaking, this might mean the backend may actually be working for multiplayer now
Source: Steam Community (opens in a new tab)
