7 Days to Die A19 B180 Experimental has been to Stable released.
Changelog for A19 B1-B180
Added
- Buffs’ icons caused by an outside source, not by an item action triggered by the player, will blink for the first 3 seconds
- Intersection block shapes
- Added a Critical Hits journal entry
- Block shapes that play nice with the new counter mounted sink mesh
- Entity physics rigidbody uses the actual mass
- Block model entity enables LOD fading
- Trader to Trader quests at each quest tier.
- Expand the LootQuantity passive to affect whole containers
- Super corn can be used to craft glue
- Current POI to player section of debug panel
- Biome node system
- Trader Hugh now specializes in firearms, gun parts, and ammo
- Trader Rekt specializes in food and seeds
- OptionsGfxResetRevision to allow resetting on startup
- Hotzone settings for Nav Object Compass settings
- Dimming of sun and moon light from high fog and moon phase
- Worldglobal xml fogPower
- Journal entry for stealth
- New polished hardwood floors
- EntityProjectile to allow syncing of spears between server and client as well as allow saving and loading of spears in chunks
- Journal entry for the Activity Map
- Anim controller SetFloat change threshold and idle time change threshold, but removed for zombies
- Stone axe hit organic sounds
- Custom toolbox and toolchest sounds
- Allow hay bales to scrap to plant fibers
- SetTransformActive updates reflection probe
- Console command gfx st budget 0 disables streaming and >0 enables
- Writable Storage Box
- American Flag Version Flagpole
- Chair versions of plaid and leather sectional couches
- Player stats UI shows values using tags if set
- Night is darker when the moon is not full
- Added POI name to dbs command screenshots
- Option to change size of FPS display
- Old Wild West Coffins
- Tough Guy Sunglasses that boost your fortitude. Found in loot and for sale at traders
- Allow XUi list ComboBoxes to be initialised with ints/floats from XML
- Allow enabling/disabling XUi SimpleButtons from XML/bindings
- Allow XUi controllers to react to binding changes at runtime
- Mem obj and mem objs console commands to list and shrink the object pool
- HD Biker Zombie
- Chainsaw/auger flesh impacts for melee & harvest.
- Added hits/grazes to all 3 tiers knuckles.
- Visual clue for text orientation on player storage crate
- Radiated vulture vomit attack sfx.
- Gfx st discard console command
- Setup xml, localization, and icons for Gas Pump Remake
- Updated localization for Wild West Coffin helper
- Setup xml and localization for Bleachers Set
- destroyed concrete material
- “gfx graph tex mem” and “gfx graph tex stream” console commands
- “gfx st reduction” console command
- “gfx st” b/d/f/r console command abbreviations
- woodCross3x1, rustyIronCrossCtr3x1, and scrapIronCross3x1 3,1,1, multiblock variants for towers (solves issues with SI or not falling on collapse)
- tppoi window can be opened from ESC menu, also autofocuses search box now
- HD Office Chair (no new icon yet)
- Writable Storage Box Insecure to match textures when Writable Storage Box is downgraded
- New gun fire effects for weapons that had been sharing with others
- Missing tooltip for buffArmSplintedTooltip
- Added new icons for new inventory management buttons
- Create digging animation for crawlers
- Rusted Metal Roof Material
- “gfx texlimit” console command
- Move items buttons for containers<>inventory
- High quality water depth transparency and improved edge transparency, edge foam, waves and undulations
- Utility_celltower_02
- Allow the complete freezing of zombies within the game (ctrl-num* toggles)
- Add chunk boundary markers that look like the land claim bounds box (Shift-num+ toggles)
Changed
- Rough adjustment for loot drops. QL6 primitive items drop at GS 30. T1 start dropping at GS 12, T2 at GS 60, T3 at GS 105. You will always start seeing low qualities of a “new” tier first.
- Auger no longer has a low priority to be for sale at traders
- Cooking pot land mines cannot be picked up
- Added dysentery chance when eating rotting flesh and raw meat
- Radiator only drop radiators when harvested with a wrench
- Reduced snow storm particle saturation and opacity
- Hop seeds are now found in loot
- Food poisoning is removed, but some foods can now cause dysentery. Cooked foods now buff your max stamina varying degrees based on the tier of the food, up to 40 max stamina
- Acid barrels now have a chance to drop acid when harvested with the wasteland treasures perk
- Game credits are updated with new folks from the team added
- Splints can not be used (wasted) when you don’t have a broken arm/leg. Plain bandages can not be used without bleeding. Sewing kits not without bleeding/laceration
- Improved Light Manager light registration
- PerkHealingFactor heals less regular health but heals critical hits up to 2x as fast
- Put skinny eaves on Canyon Mine building
- Replaced old flaming barrel effect
- Replaced old charged baton effect
- Updated bulletmetal impact effect
- Adjusted some blood particles that were too bright
- Replaced old first person pipe bomb fuse effect
- Optimized Chunk OnDisplay
- Improved lights console command
- Improved dynamic light fading
- Light view distance to larger of MaxDistance or 150% of range
- Merged the rod&spring and auto trigger group mods
- Removed old unused biomes: city wasteland, wasteland hub and city
- Instead of starting the game with “over eaten” food/drink stats, stamina regen costs less food/water up to level 5
- Gunpowder crafts much faster
- Improved RandomPositionGenerator funcs to allow points in water if not found on land or are swimming
- Healing factor now heals critical wounds 20% faster with each rank
- Scaled existing weapon recipes to accommodate three tiers
- Changed navezgane prefabs.xml and rwgmixer.xml to new names
- Improved how in water, swimming and water level is updated
- Improved water movement slowing and added slower turning
- Burnt forest friendly animals are now identical to the pine forest
- Burnt forest no longer spawns vultures and the burnt forest difficulty is on par with the pine forest
- Removed unused biome entries for legacy cities
- Scaled chicken bigger so it’s easier to target and find
- Optimized some chunk code
- Improved pickup collider for dropped torches
- Updated snow tree sizes and replaced second stage growth stage with prefab variant
- Upgraded old plaid and leather couch models
- Updated snow trees
- Reduced sun saturation and intensity in snow biome spectrum
- Buried treasure loot guarantees dukes and ammo
- Armor items have less base durability. Armor perks increase durability more
- 30% of the armor value of a piece of armor is generated by the quality level
- Food/Water consumption converted to ISS v2.0. Both food and water stats increase up to 200 along with HP and stamina. There is no overeating/drinking but the first 20 points you eat above the cap will tick down more slowly
- Backpacks have a chance to disappear (improved logging to show id, player id, removal reason and entity unload)
- Books, schematics, and recipes show in Mods tab at trader
- Added commercial sink proxies and fixed sleeper fall setups
- Improved map rendering
- Ammo piles, food piles and workstations to LOD fade
- Dart trap placement orientation hard to see in dim light
- Audio Sources for body impacts to a much smaller radius
- Body impacts audio source to custom rolloff
- Roll times and play probability are calculated from daily allotted
- Snowstorm to GameParticleLit shader and increased particle transparency
- PerkHeavyArmor moved to the strength attribute
- Quest is now tracked before showing the toolbelt message about new quest
- Smokestorm particle to GameParticleLit shader and improved color, emission, velocity
- Updated Fir Large and Fir Medium with modern frond techniques
- Lights are fully disabled when turned off
- Updated flashlightDecor, lanternDecor and porchLight01 lights
- Lens flares use less light intensity, dim with ranges less than 4 and disable at distance
- Adjusted streetLamp_Classic defaults
- Did a rough pass on Fall Behavior variables
- Baseball bat is the T2 club, the steel club is T3
- Increased BulbFlare size
- Street_light01 to shadow casting point light and dimmed
- LanternDecor to cast shadows
- Improved GameObjectPool
- Linear Color Space tree balance
- Melee weapon 3rd person upperbody locomotion sets integrated
- Linear Color Space balance
- Turret camera view to normal color with a little static
- Renamed water jars for consistency
- Magnum ammo is cheaper and has increased stack size
- .44 Magnum invoked the Rule of Cool and has increased range, damage and rate of fire
- Graphic quality preset FOV values
- Optimized BlockValue
- Spears are armor piercing
- Spears benefit from perkPenetrator
- Increased sneak attack damage on blades and bows, lowered on sledgehammers
- Video gamma option is now brightness
- Improved default concrete material
- Night clouds and fog now have a subtle blue tint
- Moon to phong shading plus ambient lighting and supports all phases and new fog
- Updated blood moon spectrum to correct fog density and color modifications
- Shifted blood moon sprite color to fix the pink hue
- Sun horizon light spreading and tinting
- The table saw can not be crafted and is no longer needed to craft any recipes
- Wood shape blocks like poles or stairs that were in odd places on the crafting menu are now found in the wood frame variant block
- Biome affects player threat level
- Modified spectrums to support new horizon fog gradient
- Magnum model updated, points to new prefab, weapon anims, 1st person anims
- Reduced player spawn in effect duration
- Reduced global sky ambient saturation
- Spawning screen effect starts brighter
- Linear color space texture updates
- Updated Pine, Snow, Desert, Burnt Forest, and Wasteland Spectrums
- Improved cloud rendering
- Linear color space texture updates
- Material optimization and cleanup
- Linear color space Post Processing updates
- Cloud shader settings and source art
- Height fog shader settings
- World global ambient settings
- Pine Forest spectrum updates
- Reduced star frequency
- Latest interior ambient balance
- Adjusted Water Distant Surface shader to look like the near shader
- Removed SSR due to visual artifacts
- Ambient levels
- Updated fog spectrums
- Default sun saturation
- Updated world global XML values
- Adjusted default interior light prefab values for linear color space
- Linear color space texture balance
- Chandelier prefab alignment to ceiling center for 2.5cm pillar compatibility
- Yongha’s New Hunting Knife model integrated
- Reduced ground ambient
- Linear color space spectrum balance
- Split destroyed concrete shape into N,S,E,W segments for painting
- New Stone Axe model integrated
- Temp removal of fog to prepare for ‘s new exponential fog
- Improved Reflection Manager fix for when probes refuse to render
- First pass sun intensity adjustments and weather fog reduction prep for new fog
- Updated post processing to v2
- Lowered amounts of prepared food and drink at traders
- Enabled linear color space
- Disabled post processing options until we can get this swapped out with 2.0
- Entity damage buffs store the damage remainder and use next tick
- Optimized 15 avatar controller parameter names to use hashes
- Optimized World GetEntity to do one dictionary lookup
- TerrDesertGround has more hit points and clay harvest
- Rotations are now working on doors
- Consistent LOD distance on all player lights
- Updating house_modern_06, small fix to sleepers in the master bathroom closet
- PerkMasterChef, moved ingredient bonus to T4
- Balancing and clarification on fore grip and bipod mods
- Removed animator from steel sledgehammer and created new box collider
- Chemistry station no longer uses wood or burning barrels in the recipe. Instead, they use forged iron, more short pipes, and 5 acid
- Steel axe plays heavy woosh sounds
- Moved chili dogs, beer and Yucca Smoothies to rank 3 of Master Chef
- Removed tree seeds from seed loot and traders
- Salvage Operations now affects ratchets and impact drivers as well as wrenches
- Improved entity speed replication difference check
- Ranged weapon AutoReload property to effect one shot weapon reload
- Blunderbuss to not auto reload
- Set hunting rifle and crossbows to not auto reload
- Explosion resist is another random armor stat
- No side effects on steroids/recog
- Clothing and armor pocket mods are named differently
- Increased base water drain. (was less than food)
- Fixed inconsistent rotation on metal railing
- Updating streetLight01 mesh and textures
- Changed army truck to mesh collider
- Burning shaft mod adjustments, can only installed in weapons and tools with a long shaft or blade
- Animal remains collider size increased
- Working Stiffs crates drop a minimum of 1 tool
- Removed harvest and craftable clutter from working stiff loot crates
- Removed paper, polymer and junk from construction supply crates, buffed quantities of glue, duct tape and scrap iron
- Updated beverage list in the game to include more drinks. Removed empty jars from beverage loot list
- Chunkreset x1 z1 x2 z2 to not require last two parameters and check for huge area
- Default daily allotted for dynamic music system
- Removed item Sound_harvesting prop
- Lab equipment piles drop gunpowder, not nitrate/coal
- Bullet casings in “junk” loot drop as brass
- Increased ammo count in loot groups, ammo piles and hero chests drop an additional, guaranteed “ammo” group
- Cheap wooden chests or desk safes have less storage capacity, large storage boxes are tougher, gun safes have the same capacity as large boxes
- Cube storages boxes show up in the “building” crafting tab with the other relevant crafted storage containers
- Replaced particles on third person “on fire” effect
- Coal burns longer than wood
- Added testosterone extract to cigar recipe
- Price of paper is consistent with other ammo supply costs
- Reduced chance for drink in refridgerators and increased chance for food. Increased quantity of eggs that spawn in fridges
- Unlocked End reward chests in T1 and T2 POIs
- Gamestage diminishing returns to a scale and set to .5 and difficulty bonus to a single number and set to 1.2
- Lucky Looter adjusted to be in line with the loot quality distribution
- Blunderbuss ammo only requires 2 gunpowder instead of 3
- Adjusted steel hatch colliders to improve ladder climbing.
- Reduced AI 1m jump distance
- Zombies have a faster/shorter jump land anim
- Decreased chance to find workstation schematics in destroyed workstations
- Reduced Blur shader samples by half
- Gas_station5 linear lighting and new art pass.
- Replaced flame effect on burning arrow & bolt
- Improved first person hands lighting when using burning arrows & bolts
- Reduced amount of painkillers in loot
- Quests per tier changed from 5 to 10.
- Removed unneeded small signs, street lights and trees from rwg poi list
- Linear color space balance on ammo display cases and gun racks
- Changed primative colliders to mesh collider on all cars
- Tier 1 quests no longer offer Armor, Weapons or tools as a reward
- Party size from 6 to 8.
- Store_clothing_02 new clothing wall racks.
- Utility_celltower_01 remade
- Replaced tree helper with dead tree & smoothed navazgane terrain
- Sounds.xml better tactical AR fire sound playback with auto trigger mod
- Utility_celltower_01 navazgane terrain painting
- Updated flame effect on first person and wall candles.
- Updating old barrel fire particle effect.
- Campfire and forge tools have a small icon to show that they belong to a workstation
- Barrels are containers.
- Removed Texture Streaming video option and made streaming always on
- Ammo drops are less abundant in the early game, blunderbuss ammo and iron arrows can be more common.
- Closet rod and clothing piles destroy on loot
- Neon “Open” sign emits light now
- Loot probability templates normalised to 1 to make them usable in more situations
- Demoted exception to error (no console popup) when country can not be retrieved
- Item Type Icon to workstation tools.
- Items that cure a condition show 100% instead of an unspecified amount
- Updating steel club icon to match mesh changes
- Zombie bears drop testosterone extract
- Yucca juice recipe no longer needs water but is boiled in a cooking pot
- The stamina buff from cooked food does not count down while your food bar is full.
- Put a small weapon bag in survivor_site_02
- Bullet casings now partially visible in iron sight aim for AK47
- Reworked laser attachment effect for desert vulture
- Boiled water does not cause dysentery
- Reduced excessive food value on super corn
- Merged heavy/light armor, all melee weapon and all ranged weapon loot groups for better performance due to fewer probability table lookups
- Schematics scaled in loot. Early on you will find more immediately useful ones like for a forge, basic recipes, seeds or medical bandages.
- Physics push to not angle down and if not on a ragdoll use x5 force
- Traders sell tech 3 weapons in the higher secret stash inventories
- Robo sledge YawRange changed to 170°, making it easier to place in tight quarters.
- Reduced entity damage on robo sledge. Increased block damage and perkTurrets affects it.
- Loot abundance to effect each item in the container instead of the master count
- Tech 2/3 guns are not autounlocked by the weapon perk. Go find yourself a schematic.
- Chainsaw and auger are not unlocked by perkAdvancedEngineering
- Slower recovery of the dynamic crit resistance that occurs when taking multiple hits from zombies
- Added more friendly animals to all biomes
- Enemy animals can spawn during the day in forests
- Chickens can spawn in forests now
- All animals respawn much faster than before
- 10% less resistance against stun and bleeding
- Blade trap hits don’t prime the demolition zombie
- Food max stamina buffs will not overwrite if an existing higher value buff is above half duration.
- Stone block destruction doesn’t fire heat events like wood or iron blocks
- Auto shotgun cannot use scopes for now
- Improved sleeper volume noise response
- Boars, coyotes, dogs, mountain lions and wolves can attack while moving forward
- Temporarily disabled reflex sight as a visible attachment on the auto shotgun
- Increased amount of small animals spawning in the forests and decreased larger animals.
- All small game (rabbits and chickens) and large game (boars, and deer) spawn every day or night at any time. Small game has a high chance to spawn, large game has a low chance to spawn.
- Enemy respawn time is reduced in the wasteland. At night, Zombies will respawn immediately, making the wasteland harder to survive at night
- Shotgun damage and auto shotgun rate of fire reduced.
- Added floats so spawning of zombies and predators are less predictable.
- Reduced stamina cost on iron harvesting tools
- Bandolier mod increases reload speed by 15%
- Removed candy tins, hub caps and air filter items from the game.
- Land mines no longer use candy tins, hub caps or air filters in their recipes. Land mines now need duct tape to craft. Candy tin mine can now be crafted in a backpack. Hub cap mine uses a nail instead of a spring
- Deprecated candy tins and other redundant items
- Cooking pot mine is also crafted from basic resources
- Normal entities load their prefabs and meshes on demand instead of during world load
- Reduced distance to backpack after death if no respawn point is set
- Block entities to load on demand using the object pool
- The object pool large pools to active pools which will fully remove pool objects and non active prefabs over time
- Added various scales to zombies so they are different heights
- Texture streaming to only use the main camera
- Store_autoparts_01 updated to commercial standards.
- Updated lots of oldwest POIs with new art
- Art and new block update for house_old_abandoned_07
- Large Predator animals such as bears and dire wolves only spawn at night in the forests. Wolves have a very small chance to spawn in forests during the day
- Increased push up motion when player is stuck
- Increased chance of getting criticals on the 2nd hit
- Nerfed water cooler loot to drop 12 pure waters instead of 1 to 4.
- Player shader name to Game/UMA and removed 10 unused properties
- Increased chicken and rabbit run speed
- Command “killall alive” no longer kills turrets
- Biome generation now allows biomes other than pine forest to be in center
- Optimized Arlene texture sizes
- Optimized Big Momma texture sizes
- Optimized Biker texture sizes
- Renamed Arlene emissive to proper name and readded missing texture
- Blade trap repair cost reduced to not be more than its crafted cost
- Optimized Boe texture sizes
- Optimized Crawler texture sizes
- Optimized Darlene texture sizes
- Optimized Fat texture sizes
- Optimized player hand texture sizes (AO only) and fixed filtering
- Optimized Joe texture sizes
- Optimized Marlene texture sizes
- Optimized Mechanic texture sizes
- Optimized Moe texture sizes
- Optimized Steve texture sizes
- Optimized Yo texture sizes
- Optimized ammo piles texture sizes
- Optimized dropped backpack texture sizes
- Optimized Brute trash can texture sizes
- Updated officeChair01 icon
- Optimized loot container texture sizes
- Optimized vehicle texture sizes
- Optimized non HD zombie textures
- Optimized animal texture sizes
- Optimized appliances texture sizes
- Optimized commercial texture sizes
- Optimized crafting texture sizes
- Optimized decor texture sizes
- Optimized door texture sizes
- Optimized electrical texture sizes
- Optimized furniture texture sizes
- Optimized gore texture sizes
- Optimized industrial texture sizes
- Optimized outdoor decor texture sizes
- Optimized plants texture sizes
- Optimized plumbing texture sizes
- Optimized resources texture sizes
- Optimized remaining entity texture sizes
- Optimized UMA texture sizes
- Updated existing weapon effects
- Light from gunfire now has smooth fade inout rather than abrupt click onoff
- Gun fire light adjusted for the new brighter first person lighting
- Removed cntSuitcase from RandomLootHelpers
- Sleepers always ragdoll on death
- Block ExcludeWalkType uses a name
- Bulk updated the POI imposters after concrete pass.
- Increased duration of the Charismatic Nature buff
- Improved sky fog sun punch through and to work with dark fog colors
- Console command “weather fogcolor” to use red for green and blue if those params not given
- “gfx st budget” to disable streaming before setting budget
- Separated sort button on inventory/containers from the window icon
- “Water Particles” video quality option to “Particles”, which now also decreases world particle count
- Deleted chunk water depth object creation, mat and shader
- Improved Low quality water transparency, waves and smoothness
- Worlds’ splat maps support PNG again to reduce world sizes
- Replaced collider and shadow caster on car parts ramp
- 40 prefab materials to use the crossfade shader
- 100+ block entities to consistent LOD culling heights
- Top tier foods sell for more dukes, and no longer have economic bundles of 5 but 1, so single meals can be sold
Fixed
- Backfacing issue on road signs
- DrugVitaminsDesc needs to be updated to reflect fatigue cure
- Replanted missing ground under Rekt’s stairs
- Added support to the waterwork’s fence, car removal no longer makes it collapse
- Wood Black Overwritten with Wood Painted 3
- OnSelfDestroyedBlock && onSelfDamagedBlock were not yet functional with block tags
- Add storage pocket mod and cargo storage pocket mod to inventory crafting clothing tab
- Treasure quests no longer spawn underwater
- ToolsB linear color space balance
- Animals are not always removed after harvest
- White lines on edges of UI graphics.
- Collider hinders player movement saw horse block shape
- Impact particles have material color overwritten when spawned
- Handheld torch no longer burns underwater
- Unable to harvest animals and collide with zombie corpses
- Chemstation emission light blinks in and out while moving around it
- AudioManager Play using wrong origin pos for SignalAI
- Trader Bob profile pic missing from UI Atlas.
- Handheld junk turret does not get the rate of fire increase from the perk
- Some objects have extremely small render distance
- Cars pop up when you harvest them
- God mode speed hotkeys not working for x and z movement
- If you catch a vulture on fire, the fire stays in one place while it flies around.
- Fixed don’t allow attacking while falling or while playing a forced root motion anim(landing behaviors)
- Particle scale on flaming zombies.
- ERR RemoveChunkTransforms !zone
- Stained glass albedo and transparency
- Incorrect shadow caster scale for Fir Medium
- Emissive light handling of block lights
- LightLOD overwriting original shadow strength
- Electrocuted zombies still attack while being electrocuted
- Fire anim is not seen when setting zombies on fire
- Destroyed blocks during join game process cause NRE on connecting client.
- Slow lens flare fade
- Street_light01 collider blocking flare
- List of glass blocks that are black
- Two paint textures are incorrect
- Solid plane showing in candle prefab.
- Upgraded wood planks seem to be too shiny
- Glass Pane is way too reflective including the frame
- Grass and trees not spawning on many sloped areas ()
- Players could still be immune from a previous death at next blood moon
- Trees have some color issues since linear lighting update
- Trees change colours when falling.
- Removed 2 incorrectly placed blocks
- Global UVs, face hidingcollision on destroyed concrete set.
- Edge alignment on destroyed concrete set.
- Using turret inventory changed player camera when in 3rd person view
- Player model jumps forward of the player camera when accessing an auto turret inventory
- Shocked buff not following ragdolled bones
- You can have a splinted and sprained leg at the same time
- Collider tags using the same name for upper and lower arms
- Treasure quests now use Nav Objects.
- On perks like perkGunslinger you do not gain hit counters or benefits for hitting dead enemies
- Removed artifacts from plaster material
- The Iron Gut perk increases buff duration by 100%, not 50%, and the description on food/water is too vague.
- Sun shafts turning off early on sun
- Updated JoelRagdoll prefab with the new Joel2 model
- Fixing shadow casting error.
- Moon sprite distance so same as sky for correct perspective/horizon clipping
- Chandelier needs a bulb material
- Moon has wrong orientation
- Scale up basketball hoop
- Set roughness, metalness, and ambient occlusion textures to sRGB off for Autodesk Interactive assets
- Missing faces on some placements of destroyed concrete.
- Rockets using car explosion particle effect
- PerkFromTheShadows updated, stealth rules explanation improved on perkHiddenStrike. May end up doing a Journal entry on it but it’s a lot more consistent now so may be overkill.
- Barbed Wire block has buff issues, too large area affected
- Damage based camera shakes now working again
- Moon light intensity staying decreased from lightning
- Removed large scratch texture artifact
- Multiple Black glass materials caused by incorrect texture settings
- Being able to look under a water plane when above
- Wall light prefab set to wrong mode
- Green ambient values
- Broken leg buff resets on relog.
- Listed water cost on drugs fortbites and recog is incorrect
- Black industrial glass
- Clients on mp games cannot turn weather survival off
- God mode enabled message shows on joining game when god mode is not enabled
- Kicked while in camera screen spams errors and warnings in console
- Reduced grass saturation
- Dark cotton and Chrysanthemum materials in shadow
- Create window store set that has unbroken full panes of glass
- Foliage brightness fix for linear color space
- Tree branch brightness fix for linear color space
- Fixed tree trunks using incorrect internal speed tree shader to use speed tree standard shader for linear
- Spear stuck in ground disappears when player dies or relogs
- Stone arrows showing as generic bag
- SMG turret clips into block above it.
- Bike digging/destroying terrain on horizontal path and loses hp (new wheel colliders)
- When in god mode and continuing game you are still in god mode
- Rotations on some car components.
- Distant gun sounds not working
- Replaced old supply crate landing effect with new one.
- Electric fence wire causing PhysX errors in console
- Several more weapons had no sound if modified to auto fire
- Missing explosion on cars.
- Offset car explosions.
- Wood particles getting stuck on surfaces.
- Changed Item Compare to use Base Values.
- Show colored values for modded values in ItemInfo when not comparing.
- Ranged damage not updated in modify window when mod is installed.
- Fixed incorrect sound effect and visual in acid impact effect.
- Fire particles appearing in acid puke particle.
- Forge tool slots arranged in a logical order
- Fixing broken import scale on farm_plot fbx
- Trees grow on dedicated servers while the server is empty
- Illumination issue with iron and steel spears.
- Another Junk Turret/Mod dupe
- Motor tools too prevalent in their quest loot group because there is no padding
- M60 now has a custom collider box
- Wooden Bow does not require string tension
- Burning shaft mod isn’t toggling emissive on materials of their weapons
- Microsplat bleed issue on garage_5 in the wasteland
- Player getting stuck digging
- Zfighting on broken tile custom shape
- Player fall impact triggering on speeds of 0
- Steel harvest exploits on safes
- Changing spectate mode did not send the change to other players
- Artifact in charred meat icon
- Breaching slugs destroy blocks just as fast as doors
- Allow POIs from towngroup to spawn in wilderness, if they have that tag
- Increase transparency of turret and motion sensor vision cones.
- Better Barter works on player vending machines.
- Spear vanishes on dismemberment
- Skill screen and quest screen now both are fully localized
- Stun Baton charge lost on missed attack
- Players can use flashlights to attack again
- Redo dead grass texture (hay bale)
- Brick_destroyed03 custom shape doesn’t show bottom face
- Filled back faces on animal remains
- Skill point cost tooltip does not always use localisation keys.
- Corpses starting with damage by attacks that do multiple hits
- Buried supplies quest do not fail if another player destroys the chest.
- Traders can be affected by knockdowns
- Fixed items sticking through the other side of some shelves
- Corner_round_plate shape makes adjacent wall faces disappear.
- Steel exploit with broken vending machine
- Wrench doesn’t have any glancing blows on power attack
- Linear color space balance on remaining ore models and terrain textures
- Iron and Coal boulders and terrain textures updated for linear color space
- Fixed mismatched knobs on versions of white house door
- Reinforced wood is not as shiny anymore
- Mac with AMD GPU has a chaotic screen blur effect
- Reflections on Mac cause wild issues
- Loot room sleepers don’t wake up until volume is triggered
- Zombies left standing after death for clients
- Open/close radial option texts for doors are now properly worded
- Some window header backgrounds not respecting background opacity
- Drawbridges are no longer suffering excessive amounts of explosion damage
- Blade and turret traps causing standing AI on owner client
- Paint issue in treasure room of modular_06
- Corner cupboard incorrectly deleting faces
- Several inconsistencies with visible shotgun attachments
- Gamepad doesn’t index trader inventory pages using right joystick
- Disabled K menu when not in world or POI editor
- White River Citizen quest shows 0m and points to 0,0,0 if trader is not found.
- Nailgun reload sound doesn’t play.
- Backpack loot bypasses the progression scaling
- Player’s own turrets will shoot player’s own robotic drone
- Junk turrets fall through stairs and any solid blocks below them when placed from a distance
- Business_old_08 upside down bookshelves.
- Prevent players from loading existing RWG worlds as they will be broken for A19 due to missing traders
- Business_old_05 upside down bookshelves.
- Corner cupboard culling faces incorrectly
- Prevent server DDoS
- The perk HealingFactor works while player is supposed to die from hunger or thirst
- The Repulsor mod is now working
- Steroids add 50% run speed instead of the stated 10%
- Missing documentation for how the “soft cap” on overeating works.
- Wrong oven paint in apartment_brick_6_flr
- Falling window pieces in modular_03
- Replaced faucet with showerheads in fire_station_02
- BuffElementCold, buffElementFreezing, drinkJarRedTea, perkSlowMetabolism have no effect on food.
- Put proper shelving support in vic_13
- Removed windowsidings from vacant_lot_05
- perkTreasureHunter and/or Lucky Goggles are not speeding up treasure radius reduction
- Armor not resisting bleed buffs
- Factual and grammar errors in the Dysentery and Survival journals
- Wrong ingredient count on ammoBundleBlunderbuss
- Both robotic turrets/sledges jitter while aiming at their targets
- Trader setups have nonfunctional item quality parameters
- Robo sledge displays an ammo counter
- Several items state wrong recipe unlocks.
- Molotov now applying burning when entering the flames
- Fast Food 2 has suitcase poke through bathroom hiding spot
- Added missing bock to cemetery_02’s surface building’s ceiling
- Pure mineral water cures dysentery?
- Candle light not illuminating surfaces when standing too close to them
- wood texture seams on frames when upgraded are not lining up properly
- Better Barter 5 incorrect description
- False Max Stamina Buff from Healing Items
- Underground airpocket in Ranch03
- Collapsing railing in fire_station_01
- Z fighting with trimblocks and paint issue in modern_07
- Applied paint to block behind comfy chair in modular_05
- Adjustment to zombie footstep sound playback
- Knuckles harvest too quickly ( use attack speed )
- Breaching rounds do not work on the Shamway safe
- Ratchet, ImpactDriver, SteelClub must now be crafted at a workbench
- Steel spear shows proper unlock info
- Scope mods are now visible on tactical assault rifle
- Robosledge does not display a ammo count anymore
- Beer sign does not have a white line on texture
- Chest in funeral_home_01 now has loot
- Create world feature is functional again
- Can now place blocks around all lockers
- Identical look for XP bar and food/water bars
- Shovel hold animation is no longer used for all weapons and tools
- Upside down door frame in apartment_adobe_red_5_flr
- Bar_sm_01 no longer has false cabinets
- Animals can not die from infection anymore
- Weighted head mod is not compatible with blade mods on machete.
- Food does not heal after you eat broken glass. Also, please reconsider your diet.
- Fixed chainsaw and auger reload sound playback.
- Some farm plots cannot be planted due to stability
- Crate_storePrefab renderer was in TerrainCollision layer
- Gas_station5 billboard SI issue.
- Carlot_01 has beams that block entities
- Graph value updating on non repaint events
- First person weapon brightness values don’t match third person
- Player hands brightness adjustment due to auto exposure fix
- Back side of both flags have an alpha issue
- Prefab editor Ctrl modifier shortcuts overlap with other shortcuts
- “Path node otherHeight bad” warnings by allowing a small overlap
- RWG only generating 1/4 maps on dedi
- Tree poking through in vic_03
- SI issue with entertainment center in house_old_ranch_01
- Removed the cabinet texture from the backside of the wall oven
- House_pyrimid_05 has si issue with loot crate in garage
- House_old_modular_08 has an SI issue with trim around the farm plots
- House_old_modular_08 kitchen cabinet helper blocks facing wrong way
- Chair clipping in medium junkyard
- House_old_victorian_03 chandelier is floating
- Si issue house_old_bungalow_02 attic furnace loot cover
- Salvage operations harvest amount does not scale as stated. (removed salvage harvest if the same resource is also on general harvest)
- NRE when trash and car share the same space
- Missing loot timer on store freezers
- Prefab Editor Able to place blocks above workbench helper block
- Marksman and Sniper aim to idle transition fixed
- Spear attack updated to prevent screen artifacts
- Timed Charge goes to unholster anim if ammo is available
- Prefab editor update imposter function causing NRE when prefab is loaded from mods folder
- Crits trigger differently for clients and hosts
- Misspelled credit fixed
- Change right side header text info color to white
- Backpack disappears again
- Ratchet localization says wrong scrap material given
- Adjusted meshes on trim01.fbx for woodHalfPlate painting issues
- Molotovs no longer explode when dropped.
- Particle System is trying to spawn on player mesh with zero surface area (player arms)
- The description for Lucky Looter Volume 5 is very unclear,
- Remove magnification wording from reflex site
- Localization wrong for inventory on fill (middle choice) button
- CntStoreShelfElectronicsDoubleBottomGoods04 is not lootable and has no hitbox (missing TBlock Tag)
- Building floating base on rockResource block
- All 3 bows polished reload anims, blend times and weapon/player is in sync.
- Sniper, Tactical, .44, Desert Eagle, Pistol and M60 with fixed blends from ADS to reload.
- Crossbows default to a “no ammo” idle after fire.
- Particles in snow and desert cause major FPS drops
- Bombshelter_01 rwgmixer.xml update
- It is not possible to scrap yucca drink and coffee
- Copy sleeper volume’ misspelled in Prefab Editor Menu
- Low quality water was drawn too high in the world
- BurntWoodBlock4 wad unpaintable
- Running, reloading or changing weapons would not zoom back in while holding the aim button
- Aiming while running would briefly try to aim
- Missing sign backface on street barricade
- Client view distance setting ignored for player render distance
- Blocks with simple rotation enabled cannot be reversed with R key
- Prefab editor client does not render terrain sometimes
- Z-fighting and missing block in modern_01
- Z-fighting in modular 7
- Clipping tree in cabin_15
- Z-fighting on house_burnt_02
- Loot containers and store shelves aimtarget fighting
- Zombies “popup” after knockdown stun while electrified
- Zombie electrocution anim starting late
- Zombie electrocution anim playing too long
- UpdateNPCStatsOverTime not playing damage effects (electrocution) if total health change was positive from regen
- POI Diner_01 shelving collider interrupts loot container
- Biker cannot fit under chain link pole in utility_waterworks_01
- Cigar on Hotbar Adds Extra Str and Bartering
- Blunderbuss animates a flare from the muzzle when equipped
- Hands invisible when wearing Military Gloves
- Sticky projectiles prevent hitting blocks/zombies
- Perks that increase fire rate do not work until modification screen is opened and closed
- Steel armor parts are using same description as weapons and tool parts
- Journal updated for Treasure Map Journal Entry
- Arrows and bolts are not showing in weapons and not sticking to zombies properly
- Spears do not follow the entities they are stuck in
- 3 zombies can’t go through cabin_11’s doorway
- Zombies get stuck on trapSpikesNew