Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.
Alpha 20 takes some big leaps towards Gold with these major improvements:
A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
Nearly 25 new HD characters with a couple with improved shaders
6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
Block Placement Improvements
We have added a Robotic Drone Companion to carry your extra gear, heal you and more
Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
Rendering improvements with 100s of new PBR models
Quest Improvements including new restore power night Quests
AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
Feral Sense Game options for a completely new game experience
Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
Improved dynamic music and ambient audio system with added new content
Improved weather system with more distinct and varying weather
Video Options for Anti-Aliasing – Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
Animations have been improved from 1st person to 3rd person to provide a more immersive experience
A new Dismemberment system has been integrated with some of the zombies
Twitch Integration has been improved with many new commands, voting and more
Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools
Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.
TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!
Random World Generation
TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POI’s, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POI’s. There are really too many changes to list but here are some of the main features included:
New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
New stamps to improve and create unique terrain for every biome
New stamps to support rivers and canyons
New faster RWG creation supports 6k, 8k and 10k maps
New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
New Part Spawn Markers which add unique Prefab possibilities to tiles and POI’s
New Road exit markers that align POI driveways to the end of roads
POI distribution has been improved to better use the over 550 unique POI’s and nearly 50 city tiles that the game has to offer for nearly infinite replay value
POI’s except for wilderness have all been redone to improve how they work with the new city tile system. Sizes include:
Small 25 X 25 meters
Medium 42 X 42 meters
Large 60 x 60 meters
Extra large 100 x 100 sizes
POI placement has been improved to account for each POI’s overall performance cost and as a result, very heavy POI’s will not be placed near each other which helps keep the game running better.
3 Brand new Pre-generated maps will be offered.
XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
Frequency of Towns
Frequency of Wilderness POI’s
Frequency of Rivers, Craters, Cracks, and Lakes
Frequency of Plains, Hills, and Mountains
Global amount of Randomness
Locations
The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20.
Here are just a few of the great things coming to Alpha 20:
Over 175 Brand new explorable POI’s
Over 25 reimagined old POI’s
Over 550 Explorable locations
Many Tier 3 and 4s have been added with some new and updated tier 5s
Alpha 20 POI Tier breakdown includes:
Tier 5 POI’s – 7
Tier 4 POI’s – 29
Tier 3 POI’s – 52
Tier 2 POI’s – 102
Tier 1 and Remnant POI’s – 360
There are over 200 new and overhauled POI’s, too many to mention but some notable larger POI’s include:
Navezgane has gotten a little love with some new POI’s added. More to come in Alpha 21
Diersville, Departure, Gravestowne, and Perishton Updates.
New suburban, rural and wilderness communities were added.
Road and Terrain Updates.
Characters
Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD. They may look better but they have less draw calls and are slightly better in performance due to a new physically based rendering shader that utilizes packed textures and improved emissive rendering. There are also some brand new zombies never yet seen before.
Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPC’s, radiated zombies and burnt zombies. The New HD zombies include:
New HD Wight Zombie
New HD Thug Zombie
New HD Tom Clarke Zombie
New HD Worker Zombie
New HD Mechanic Zombie
New HD Hazmat Zombie
New HD Dog Zombie
New HD Biker Zombie
New HD Spider Zombie
New HD Soldier Zombie
New HD Lab Zombie
New HD Cop Zombie
New HD Tourist Zombie
New HD Nurse Zombie
New HD Lumberjack Zombie
New HD Businessman Zombie
New HD Mutant Zombie
New HD Screamer Zombie
New HD Stripper Zombie
New HD Burnt Zombie
New HD Trader Joel
New HD Trader Rekt
New HD Trader Hugh
New HD Trader Bob
Weapons
Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment.
Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun.
A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifle’s firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons.
Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.
Shape and Creative Menus
Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are:
Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel.
After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search:
For you modders out there, the shape menu brings with it an easier way to add new shapes to the game as you no longer have to separately define each shape with each material. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed.
The creative menu has also been overhauled with a new category system. Categories have been moved and expanded to the left hand side of the window. Pick a Main Category in the left column and then a Secondary Category in the right column.
Stability Preview
Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:
Yellow – The block is stable. As the block becomes more yellow it means it is getting less stable
Red – Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
Pink – Placing would cause this block to fall as it does not have sufficient support
Robotic Drone Companion
The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player’s intellect, but players can still acquire and use a Drone without perking into it.
The Robotic drone is modded in the player’s inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s).
Some of the Additional Mods and Enhancements to the Drone include:
Robotic Drone Armor Plating Mod – Increases the Drones Defenses
Robotic Drone Cargo Mod -Increases the Drones carrying capacity
Robotic Drone Medic Mod – Gives the Drone the ability to heal the player
Robotic Drone Moral Booster Mod – Player Stamina regen is increased by 10% when near the Drone
Robotic Drone Headlamp Mod – Gives the Drone a headlight
Dynamic Imposters
We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game.
What does this mean for players? With this option turned on you can renovate existing POI’s, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.
Depending on PC strength we have several game option settings that can be edited in serverconfig.xml
DynamicMeshEnabled
Setting to true will enable the system
DynamicMeshLandClaimOnly
Setting to true will make the system only active in player Land Claimed areas
DynamicMeshLandClaimBuffer
Dynamic Mesh Land Claim Base chunk radius size
DynamicMeshMaxItemCache
How many items can be processed concurrently, higher values use more RAM
Big Thanks to Danny Richardson from the 7 Days to Die modding community for working with TFP on this awesome new system!
Environment Art
The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POI’s and overall game immersion. Improvements include:
Terrain Shader – Updated for better quality and performance including improved roughness and specular shading modifications
Foliage Shader – Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
Entity Tint Shader – This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
New Terrain Textures
New Block Textures
Lighting and Sky Improvements
Meshes – Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
Biomes – Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
Trees – Trees now have a root ball to seal holes at the base of the trunk
Clouds – Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
Lightning – Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
Wind – The weather system’s wind speed now changes the speed of plants blowing in the wind and we added wind gusts
Along with all of the new POI’s of alpha 20, there is plenty of new content to add to the visual immersion of the game.
Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATM’s, Etc.
Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc. All new functioning and destructible doors such as cellar doors and shutters.
More immersive destruction for the world you’ve come to love with a variety of new rubble piles.
A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
Hundreds of new and updated PBR meshes have been added to the game overall.
Quests
Questing improvements have been made all over the world in 7 Days To Die. Starter quests now have helpful on screen icons to show you where to find the required items. We’ve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. We’ve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader.
We’ve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.
AI
The AI and spawning of enemies have gotten some great improvements including:
Biome Spawning – Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
Ducking – Zombies can now duck down to help them not get stuck on obstacles
Obstacle Attacks – Zombies now stand more reliably at the point of attack without sliding around
Head Tracking – Added more variety with when and where they look
Burst Attack – Added a new AOE burst attack, which is used by the new mutant zombie
Feral Sense Game Option
With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:
Increases the range that all types of zombies can hear and see the player by over double the normal amounts
Stealth still works, the zombies will just detect you more easily
Game options are Off, Day, Night, All (Day and Night)
Vehicles
We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicle’s color.
Mods
Expanded Seating – Allows 2 riders on the minibike or motorcycle and 4 on the 4×4
Fuel Saver – Your engine uses less gas
Reserve Fuel Tank – Increases tank capacity
Off Road Headlights – Brighter lights
Super Charger – Increases acceleration
Colors – You can place dyes in the cosmetic slot to colorize parts of each vehicle
Camera
Tracking – Improved camera tracking and fixed some popping issues
Zoom – Camera can now be zoomed in and out using the mouse wheel or gamepad
Fixes – Vehicle duplication or getting relocated to a new position in the world has been addressed along with better out of bounds checks
Loot
Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POI’s will find iron tools or advanced weapons a little faster than those that stay in the pine forest.
When it comes to biome bonuses, the progression is as follows:
Pine Forest, Desert, Snow, and then Wasteland
(NOTE: Burnt Forest in Navezgane is the same as the Desert)
Loot has been adjusted to provide early game weapons and tools a chance to shine. This grants the player time to find and use a higher quality item before finding the next tier. Books have also been realigned to deliver players books like Spear Hunter and Archery earlier for the most benefit. Food, Drink, Medical, and Ammo Supplies have been adjusted to keep players on the hunt for more in places you would expect to find them. To bring back the fear of infection, items that cure it have been greatly reduced.
There are also 5 new Tiered Loot chests that are placed according to the POI Tiers
Music
For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations.
While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new “vertical dynamism” comes into play.
As in previous Alphas, we have teamed up with Native Darkness Productions to bring this new dynamic to our music. This time we have turned our focus to our game’s core mechanic; The Bloodmoon Horde. Giving this feature the attention it deserves, we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move. The lows and highs of The Blood Moon Horde are now reflected in the music, significantly improving the immersion factor of our core mechanic.
New Bloodmoon Music with threat-responsive layering system
Improved layering with added complexity for layered tracks
Improved randomization
Over 6.5 million combinations of tracks across all configurations
New Threat-Responsive Ambient Audio System
Audio
The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:
Twitch Sounds
Custom sounds for all new pipe weapons
New Door Sounds
New game vent activation sounds (keys, buttons, etc.)
Restore power quest sounds
Custom sounds for new loot chests
Weather
The world’s weather system continues to improve with weather now being more distinctive and varying. Improvements include:
Randomness – Improved calculations and shorter durations, so less likely to get stuck with the same weather
Weather groups – Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather
Video Options
Several quality settings have been changed to better control the game’s rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:
Anti-Aliasing – Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
AA Sharpening – With TAA on, you can use the sharpening option to increase how strong edges look in the game
Animation
The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:
Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
Better 3rd person blending of upper and lower body while walking, running, strafing and general movement while carrying weapons
New Zombie dog animations
New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
Bloated Tourist – Stomach and overall body fat
Cop – Stomach and overall body fat
Big Mama – Stomach and overall body fat
Lab Tech – Hair, body wounds, dangling hand
Soldier – Torso body wounds and torn uniform
Mutated Zombie – Acid bubbles on skin, including blended animation
Screamer – Clothing, hair and movement of jaw and tongue
Dismemberment
Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie.
Visual damage on zombies will differ depending on the type of weapon used to damage them. Blunt weapons can cave in a zombie’s head, while a bladed weapon can slice off the head entirely. Heads and limbs can be chopped off and can be seen falling to the ground, as well as some damage instances displaying custom animations and particle effects.
The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.
Twitch
Twitch Integration has been improved in A20 with balance, new commands and a new voting system. We’ve extended our point rewards for subscribing, gifting subs and raids. We’ve also added spam delay to help keep chat cleaner and support for custom events.
Voting introduces a new dynamic to the integration. Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward.
Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml.
New features and commands include:
New Twitch Voting Mode
Progression mode has been improved with balance
Many new commands include:
#celebrate – It’s a party and everyone’s a pinata.
#dance_off – The Fun Pimps groove, and everyones invited.
#silly – A silly command sounds silly.
#reverse – Turns you around 180 degrees.
#confuse – Flips the movement controls.
#no_robo – No robotic help.
#no_explosives – No explosive use.
#no_vehicle – Vehicle use is painful.
#no_safe – Safe zones are painful.
#no_stealth – Bombs go off eliminating stealthy movement.
#painting – You see the apocalypse as a work of art.
#deafen – You cannot hear.
#spawn_mutated – Spawns a Mutated Zombie
#spawn_tourist – Spawns a Tourist Zombie
Custom Events based on:
Bit donation amounts
Subscriptions based on months
Number of gift subscriptions
Raiding with defined numbers of viewers.
Channel Point redemptions
Modding Tools
The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer.
World Editor Improvements
When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
While moving prefabs around they show a preview of their contents
Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
Show prefab names on the POI selection boxes (can be toggled in the “World Tools” tab)
Show info about the selected POI in the ESC menu
Prefabs you are close to always show their orientation
POI Editor Improvements
Allow highlighting all blocks of a certain type from the “Level Tools 2” tab
Allow restricting paint brush operations to blocks within the current selection box
Add option to select the biome used for playtesting
Debug mode and creative mode are enabled in playtesting by default
XML support for modding in your own tiles, parts, unique town types, and more
New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
Frequency of Towns
Frequency of Wilderness POI’s
Frequency of Rivers, Craters, Cracks, and Lakes
Frequency of Plains, Hills, and Mountains
Global amount of Randomness
Blocks.xml
Added a command line argument “-debugshapes” to get output on which block material / shape combinations are created by the shape system
Added console command “placeblockshapes” to easily place all variants of the shape / helper block you are holding
Added property “PlaceAsRandomRotation” making blocks get placed in a random allowed rotation
Added console command “placeblockrotations” to place the currently held block in all supported rotations
Added property “AllowedRotations” to specify which rotations a block can be placed in
Modding
Clients now allow loading mod DLLs the same way as on the dedicated server – as long as EAC is disabled
HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mod’s base path
Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with “Block” in their name)
LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
The XUi pager now supports showing the max page number
Added a new XUi dropdown box
XML patch type names (like “insertafter”, “set”) are no longer case-sensitive
XML loading and patching shows line numbers on most errors during loading/patching them
Added better error messages when using “set”-patches
Server Administration and Multiplayer
To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die.
The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.
Serverconfig.xml changes
Changed default “WorldGenSize” from 4096 to 6144 to match in-game default
Added “ZombieFeralSense”
Changed default “LootRespawnDays” from 30 to 7 to match in-game default
Added DynamicMesh options – see section about Dynamic Imposters for details
Added Twitch options – see section about Twitch Integration Improvements for details (? Lathan)
Fixed the Server Terminal Window sometimes not showing any output
A20 Changelog b218
Added
Biome spawning supports disabling spawn types using POI tags in an area
Commercial, industrial and downtown biome spawning types
Debug menu chunk POI tags
Biped position transferred to model to allow shifting back to reduce wall clipping
Snow grass GOS textures
GOS (Gloss_Occlusion_SSS) texture maps for grass_brown, grass_greenbrown, and grass_greenbrown2
Desert_shrub GOS texture map
Path snapping for when roads run really close
Gyrocopter and motorcycle set player feet IK
Vehicle camera zoom in/out. Uses mouse wheel or controller dpad up/down
Open laptop deco block
Various wine bottle deco setups
Snow, stone, and gravel roughness/specular texture maps
Asphalt roughness/specular texture map
Auto select low quality graphics preset if low RAM/VRAM
Window Store Pane and Window Store Pane Bulletproof blocks
Tree Small Thin Helper
Worldglobal ambientSkyDesat
Wood, Iron, Steel version vor hatches and cellar doors
Fullscreen exclusive video option
Gfx res console command
Short grass block and it spawns in forest
Forest heavy short grass sub biome
Forest grass variation across sub biomes
Twitch Raid Events rewarding people who raid the streamer.
Bit, Sub, Gift Sub, Channel Point redemption events for Twitch.
Twitch Actions that can only be used by Mods, Subs, Broadcaster, or named viewers.
Subs and Gift subs now awards Special Points. Will add an option to configure the amount of points given.
Twitch Commands for Redeeming missed subs/gift subs/bits.
Terrain quality changes distant terrain base map distances
Rad and Feral zombies to radiated spawns
Wall Mirror, Wall Mirror Broken, and 50/50 Random Helper blocks
Emissive color properties to the Entity Tint Mask Shader so it will work properly with the lightLOD script
Vehicle expanded seat mod functionality
Block placement frame shows pink if zero stability
Animal rabbit sleeper
Office Chair Variant Helper
Old Chairs Variant Helper
Bar Stool Variant Helper
Planter with Dirt
Colorized fast food booths
Colorized restaurant booths
Colorized office chair
Parking Meter
Animal chicken sleeper
Weather simrand console command
Loading tip for read/unread recipe books.
AA Sharpening option
Auto setting of graphics quality preset
Temporal antialiasing (and AA Type video option to enable)
Gfx pp taa console command
Cooler update
New player bed roll
Heights vary for grass and plant planes
Grass shape for 4 plane
Offset version of tool box open, closed, and random helper
TrapWindowStoreCornerFull, One, Two, Three, and Four Sided blocks
Concrete and rubble overhang and ramp pieces
Grass distance quality setting also increases grass mesh detail
POI version of the bedroll (Only tan for now)
Loose Boards Block 3×3 Half and Half Offset traps
Loose Concrete Block 3×3 Half and Half Offset traps
Conveyor modular set
Apartment mailboxes
Diner Menu Board and Diner Menu Board Centered
Shopping Basket Set
Plant02 update
Street lights update
Bathtub Set
Gibs/Bones/Gore Decals
Block preview slide to position
Wind simulation speed changes grass and tree movement
Grass and tree wind gusts
POI aaa_5m_round_test to showcase many uses of 5m water tower block set
Weather wind console command and changed wind zone and plant shaders to reflect the speed
Fake Cabinet Door 1×1 and 1×3 Concrete blocks
Sleeper volume global spawn cap per tick
Editor density adjustment inputs are x50 the amount when ctrl key down
Zombies can crouch if low head clearance
Church Bells
#no_vehicle, #no_explosives, and #no_robo to the Twitch actions.
Manhole hatch
Random number helpers with and without zero
Post office signs
Block GndAlign which aligns the block model’s height and angle with a near ground collider
City Signage
Utility pole models
Restaurant table modular set
Add FeralSense option to serverconfig.xml
Post Office Mailbox
Newspaper vending machines
Block placement stability indication (yellow/red)
Modern Casket
Duct Control Panel set
Block preview fades in when block value or texture changes
New Bloodmoon Combat Music
AI head tracking variety
Min/Max size in blocks to rwg mixer xml
End Table Set
Control Panel Set
Fire Hydrant
Tree saplings are now placed with random rotations
New navezgane sign model and PBR textures, better collision
Starter Quests now show nav objects for stones, small trees and birds nests.
Shift + Reload to shapeMenuTip Journal Tip
Improved RWG water border stamp
Improved RWG crater stamps
“screeneffect clear” console command
Improved RWG lake stamps
MinEventActionAddOrRemoveBuff (player cold/hot now uses)
Improved RWG canyon stamp
BlockShapeNew ModelOffset support
Improved RWG hills stamps
Improved RWG river stamps
Safe Set
SDTD 11676 Tarp fences and free hanging tarps
Updated cooking pot, hubcap icons and their mine variants
Bathroom stalls
Laundry carts
Biome weather groups
Weather group fog adds to spectrum fog
Weather group spectrum
Weather console command “d” alias for default on all
“gfx skin” console command to set global skin bone weights
Vehicles are locked when placed
Vehicles will show if locked to you in the tooltip
Snow particle near swirling force
New weather rain calculation
First pass RWG desert biome land border stamps
Update Munitions box
11823 cooking pot update (also updated hubcap)
13561 Mine set
Ability to have biome specific world borders for both land and water
Item Explosion.Duration property (Sets life and adjusts particle duration)
Car helper with cars that are 3 wide for flatbed trailer and other places where they need to be centered
Terrain cluster spawning parameters to rwgmixer.xml
First step towards randomized biome support
Semi flatbed trailer
Player full body has E_Mesh tag so particles can attach there
AttachParticleEffectToEntity offsets mesh shape particles in front of player if first person view
Ability to have multiple variants of any named stamp
Randomized land border so maps are not always islands
More controls to the RWG Previewer to allow controlling terrain distribution
Generate Town option for checking heightmap output only
Default values and scaling control to rwg mixer
Vulture electrocution motion
Aluminum garbage pallet
Character screen mockup for old and new UI
Wood Bars Corner and Iron Bars Corner recipes
New Raised Bed style Farm Plot Block
Old Stove
Microwave
Toilet 01, Toilet 02, and Toilet 03
King Sized Bed updated
Modular restaurant booths
HD Nurse prefab setup, dismember, motion
Added xml, loc, icons, and enabled read/write for microwaves
Tier 3 Buried Supplies quests.
You can now navigate through the quest tiers at trader.
Can now loot seeds and other misc. items from produce containers
TreeStumpPOI that does not have the StabilitySupport flag (i.e. food pile on top of stump in lodge_01)
Ctrl + num period does a “killall all” command if debug menu is enabled
Retro and Stainless steel Refrigerators
Ambulance and Service Vehicles all models, LODs and Collision
Gamestage console command shows lootstage and biome
HD Screamer prefab setup
Stealth check when player enters an “Attack” trigger sleeper volume
Ctrl+shift+q god casts you backwards
Aaa_crown_test POI that showcases all of the crown molding shapes with examples
Aaa_plate_cladding that showcases all of the plate cladding shapes with examples
Cube 1/4 4Way Side Centered and Cube 1/4 5Way Centered to the same menu
Modular escalator set
Terrain quality setting adjusts mesh detail at distance
Sided Centered Water Cooler and Water Cooler Bottle
Centered Table Lamp
Traders now dance.
New wood, corrugated metal, and concrete trap blocks
Damaging a passive sleeper clears passive on their volume
Secondary motions to Screamer mouth and body
Localization call for New Random World
Entity tint mask emissive multiplier slider so artists can have more emissive intensity range
Player effect debug panel buffs show “From name/id”
Business Glass Pane 2×1 (Trap) blocks
Base_01.raw is a base image that is stretched over the map to have rolling plains
VehicleManager waits on current save before doing shutdown save
ZombiesForestDowntown, ZombiesDowntown and ZombiesWastelandDowntown biome spawn groups
Wooden Chair, Broken
Old Chair, Broken in various colors
Ground align to centered bird nest
Blue and Red Zpacks drop from tough and boss zombies with slightly better loot
POIMarker tagging to filter POI’s that can spawn in a given POI spawn marker
Custom shadow casters for Medical Cabinet, and Medical Cabinet Empty to prevent shadow holes on the walls behind
Color tinted versions of all 3 mailboxes
Recipes for mailbox variant helpers
Random helpers for all 3 mailboxes and all of their colors
Small Food Pile Random Helper with a 50/50 chance to spawn as air
Corner versions of Domed Trash Can Empty, Full, and helper blocks
New catwalk trap blocks and random helpers
Contiguous Surface Fill option to paint brush
New option to make aiming either hold only or tap/hold
Arrows for craft amount continuously increase when button is held
Close out of windows while any textinput is focused with TAB, as long as TAB is your inventory key
Localized compass directions
Allow using the DEL key to delete save games in the continue game screen
F11 triggers DebugShot
DebugShot allows toggling saving of perks on/off
UI Size option limited when running on narrow aspect ratios so the whole UI can still fit the screen
New slider for vehicle camera sensitivity
Twitch loading screen tip
Armor and misc helmet item tags for new armor category in the trader window
Ceiling and table top projector
Dog and wolf stand from ragdoll
“ai ragdoll” console command
Dog and wolf anim clips for knockdown/stand
gfx be console command
gfx lodbias console command
Chunks add LODGroup to window block entities when spawned
Block entity minimum cull for FPS boost
Changed
Traders now sell thrown explosives
Adjusted rubbles piles in burnt and wasteland biomes based on ‘s feedback
Improved AI wall hit anim blending
Increased pine forest noontime fog from 10% to 15%
Set spider zombie large collider to a short height
Restructured book piles and book shelves loot to lower the amount of paper found
Reduced the chance of finding yucca juice in loot
Reduced the chance and quantity of murky water found in toilets
Balanced snow grass albedo and normal for new foliage shader
Wielded and worn items as well as ammo can no longer be used as fuel for campfires
Snowberry plants now give plant fibers
Removed snowberry plant hover text
Removed snowberries from trader loot
Movie posters changed to glass material like other posters and paintings
Corn on the Cob, Cornbread, and Baked Potatoes now give 10 Food, 5 Health, and 5 Water
Cat Food, Miso Soup and Chicken Soup now give 10 Food and 5 Health (no water changes)
Set Fir2 and Fir2Snow tree shadow casters to Nature/SpeedTree8 to avoid tree shadow clipping
Removed moldy bread from loot, recipes, and items
Replaced moldy bread with sham sandwiches in recipes
Crops no longer downgrade to seedlings when harvested
Player planted crops now give 2 fruit per harvest with a 50% chance of a seed
Reduced the number of POI crop helpers spawning a harvestable crop by half
All traders now have a dedicated 50% chance of having antibiotics for sale on inventory restock
Updated grass_brown, grass_greenbrown, and grass_greenbrown2 albedo and normal maps to work with new foliage shader
Rebalanced desert_shrub albedo and normal maps for new foliage shader
Readded pathing cost of changing directions
Matched terrain concrete specular/roughness to block concrete version for better blending when used together
Removed grain alcohol from loot, recipes, items, and traders
Replaced grain alcohol with beer in recipes
Replaced Chainsaw and Auger icons to reflect new models
Vehicle turn toward camera mode is shared across vehicles
Traders no longer offer quality 1 ranged weapons for sale
Reworked the loot list for cntShippingCrateConstructionSupplies to A20 format
Rebalanced snow albedo texture map
Improved forest ground albedo and roughness/specular texture maps
Updated upgrade path of legacy wood crown 1/2 blocks to use shapes
Removed upgrade path of legacy destroyed blocks and lowered HP for easier replacement
Lowered the HP of destroyed shapes for easier replacement
Removed the upgrade path of legacy IBeams
Burnt blocks now upgrade to wood shapes
Compound bow updated to new mesh
Removed a bunch of debug logging
Lowered 6k world wilderness POI count
Increased min/max tile count for old west
Improved stealth ambient light calculation
Added iron and steel cellar doors as upgrade items to all repair tools
CntConstructionSuppliesRandomLootHelper only downgrades to cntLootCrateConstructionSupplies
Replaced old conduits with new models, icons, and adjusted harvest
Increased sun/moon light angle clamping at dusk/dawn
Improved zombie eye rendering
Made forest lead sub biome more desolate
Set SunLight shadow bias to 0 to prevent sunlight leaks in POI’s, through blocks, and under character hats
Super Corn is worth 8x as much as before
Super Corn is now part of all grandpa’s recipes
Added the wasteland biome to the Fireman’s Almanac Completion perk
Updated the localization of the Fireman’s Almanac Completion perk to mention the addition of the wasteland biome
Rebalanced wasteland spawning to spawn harder zombies
Gateways force a min size of half the poi marker size to ensure all traders spawn
Updated lightLOD script to activate emission properties in Entity Tint Mask materials
Combined traffic light materials into one material and rebuilt prefab in an attempt to fix the lightLOD activation flicker only visible when a second traffic light is added to a scene
Updated endTableLampPrefab to work properly with the new lightLOD emission
Updated all street lights to work properly with the new lightLOD emission
Converted ShaderSwayingGrassSurface.shader to specular workflow, and cleaned out placeholder transition code
Converted microsplat shader to specular workflow and to use modified roughness map for specular to avoid an additional texture array
Updated forest_ground material to look thicker and blend better with the new foliage card assets
Updated deadpinebranch01 textures to be compatible with new shader and added packed GOS map
Updated snowberry textures to be compatible with new shader and added packed GOS map
Updated tallgrass textures to be compatible with new shader and added packed GOS map
Updated tallgrass2 textures to be compatible with new shader and added packed GOS map
Updated tallgrass3 textures to be compatible with new shader and added packed GOS map
Updated tallgrass4 textures to be compatible with new shader and added packed GOS map
LanternDecorLight now places on its bottom by default
Reworked the shapes, UV’s, and icons for the destroyed concrete block set
Standardized all stair shape UV’s and xml UV settings
Removed backpack from player models and preset archetypes.
Optimized BlockPlaceholderMap Replace and BlockValue GetHashCode
Increased forest grass percent
Old Chairs and Office Chairs now pick up as variant helper and stack
Bar Stool is now sold as a variant helper at the trader
Reduced weapon flashlight mod’s light and added shadows
Optimized WorldDecoratorBlocksFromBiome
Reduced the amount of honey harvested from stumps
Various small refactors
Updated Navezgane POI positions in prefabs.xml (Will)
Balanced spectrums and world global ambient values in all four biomes
Sky lerp values for shadow saturation reduction and improved contrast
Improved grass shader
Reduced amount and chance of acid found in loot
Added very low chance to find farming and cooking recipes in cupboard loot group
Added low chance to find farming and cooking recipes in mailbox loot group
Updated Navezgane POI positions in prefabs.xml (Will)
Removed Metal Letter helper from forge crafting list as these are now in the shape menu
Removed Thin Metal Rails from Metal Fences and Railings helper as these are now in the shape menu
AntiAliasing option Ultra to Temporal
Graphics revision so will reset options
Improved tree specular falloff
Balanced TAA motion blending and sharpness settings to reduce rendering artifacts
High and Ultra video quality presets to use temporal AA
Plants are smaller and have tri plane meshes and two plane aligned colliders like grass
Increased grass random rotations to 8
Grass 3 plane shape into 2 variations
Adjusted harvest events, items, and probabilities of decoCarMotorFlat
Reduced flashlight brightness
Optimized grass mesh generation
Optimized grass collider generation
Increased grass mesh variations to 192
Post Processing balance to improve consistency of darks between ingame and substance
Replaced window trim with new versions to prevent zfighting in house_old_tudor_06
Updated window trim in abandoned_house_08
Updated global UV xml setting to fix bad paint on cupboardCorner shape
Removed deprecated entries for stainless steel polish and resourceInsulator from items.xml
Added shovels to the descriptions of the Miner 69’er perk tiers
Shamway freezers and coolers now use the cooler open/close sounds until new ones are made
Updated localization to say Cooler instead of Freezer for Shamway beverage coolers
Updated shader type on until signs to Autodesk to look unlit
Optimized VoxelMesh (temperature lookup and AddRectangle)
Removed supply crate Graphics/Model objects and improved rotation handling
Removed supply plane Graphics/Model objects
Bed roll no longer giving more fibers back during harvest
Improved block preview frame visibility
Updated UV’s and paint issues with Catwalk Wedge Metal shape
Improved biome wind values
Zombies have their own common prefab without the box collider
Removed old box collider from deer, mlion, coyote, dog and wolf
Change loot respawn and sleeper/zombie respawn defaults to 7 days
Deprecated and removed/replaced old store shelving from all POI’s
Improved chicken, rabbit and snake prefabs
Removed several blocks from recipes.xml
Removed wood and rebar frame helpers from loot.xml
Removed rebar frame helper from traders.xml
Removed or replaced blocks in several POI’s
Increased block density clamping range to allow for a level terrain slope into adjacent blocks
Editor door damage adjustment inputs use +/ 1,10,50,500 like density
Adobe_white block textures update
Updated UV’s on Wedge Tip Half Tee
Replaced steelLogSpike6 with steelShapes:cone in skyscraper_03
Setup small generator with emissive material and light to support code functionality
Inventory to create InactiveItems object on demand
Optimized Entity to not need Graphics/Model objects
Removed prefabEntityNPC Graphics/Model and Physics CharacterController
Optimized BlockShapeNew renderFace
Updated 3×3 loose board and concrete traps to keep paint on outer face (Must paint WEST face of first block to transfer to downgrade block)
Set the writable storage box as the default block for the furniture variant helper
Added random rotations to biome deco plantedBlueberry3Harvest, plantedSnowberry3Harvest, plantedGoldenrod3Harvest, plantedCotton3Harvest, plantedChrysanthemum3Harvest, driftwood, driftwood2, decoCowSkull. Small stones, grasses, and bird nests are excluded as these are too small to notice or have variations already.
Updated default textures for wood and concrete 3×3 destroyed traps
Fixed mesh and UV issues with cube_3x3x1_destroyed_wood
Updated UV’s on farm plot blocks
Recipe for farmPlotBlockPlayer to farmPlotBlockVariantHelper
Removed txName_Drywall_orange (138)
CntModularClosetClosed now downgrades to cntModularClosetOpen after being looted
Beginning quest now using frameShapes:VariantHelpe
Moved metal update in from blue_rusty_metal to metal_base
Improved onFire smoke particles
Set default light and emissive values for traffic and crosswalk lights
Improved debug menu Show Stability
Enabled debug menu Show Stability on clients
Update paint ID 82 Metal Wrought Iron to match the texture on the newly updated streetLight01
Sleeper volume respawn days to use loot respawn days
Improved debug menu Recalc Stability
Optimized stability calculations
Added lighting sub category to creative menu and tagged POI lights accordingly
Adjusted collision on catwalks to allow shooting through the rails
Enemies have random base hit points. As a result a 1% damage increase from a perk will statistically reduce the number of hits needed to kill enemies.
Updated end table lamp with the new model icon
Doubled the amount of paint given from crafting
Improved block preview rendering
Increased block preview fade in speed and player speed threshold when it hides
Player crafted wood window glass is more transparent
Paint can now also be mixed in a campfire with a cooking pot, but uses more resources than at a chemistry station
Renamed all occurrences of gunRifleT2MarksmanRifle to gunRifleT2LeverActionRifle
Reduced map texture size to 2048
Doubled selling price on items at traders
Removed hardcoded Enemy Animal see distance
Moved Game Difficulty, Day Night Length and Day Light Length to General options
Ported HD biker zombie to new character shader
Optimized biker zombie ingame texture sizes
Setup radiated material for radiated prefab version
ZArleneRadiated.prefab to use radiated material
Optimized thug ingame texture sizes
Improved selection box axis selection to include length of line
Optimized chunk collider mesh baking
Car consolidation and cleanup
ConvertDTMtoHeightData to accept a color array to allow threading of the operation
Moved prefab spawning out of DistrictPlanner and into Township
Occlusion manager uses forceRenderingOff instead of enabled
To avoid confusion only the arrows with AP properties show this stat
Increased price of beaker at traders, increased value of chem station
You can install a silencer on a revolver but it’s not going to have the desired effect.
Designed/detailed rwg_tile_industrial_t
Utility_waterworks_01 for RWG.
Remnant_burnt_05 for RWG.
Utility_electric_co_01 updated questable to A20 standards.
Ported HD nurse zombie to new character shader
Optimized nurse zombie ingame texture sizes
Nail gun delay from .73 to .5
Generator now uses coroutines to allow showing progress window and messages
Ported HD business zombie to new character shader
Optimized business zombie ingame texture sizes
Optimized prefab decorator finding prefabs around player
Optimized prefab decorator updating display
Increased prefab decorator update rate and reduced max time per tick to start loading
Concrete Terrain texture remake
Increased sky night time exterior ambient due to post processing balance
Optimized how entity group skips spawning
Changed waterworks from 45×45 to 60×60 for RWG industrial tiles
Oneshot firearms do not display a rounds per minute stat
Updated glass mirror block material
Combined all stoves to one helper block
Combined all microwaves to one helper block
Updated POI’s with stove and microwave helpers
Improved vehicle camera height adjustment
New versions of some existing shape icons
Improved tree specular and roughness shading
Fixed carMixed using the wrong shader
Improved HD Fat ingame color space balance
Improved global indirect lighting and post processing
Updated screen overlay texture for Cold status effect
Updated screen overlay texture for Hot status effect
Adjusted screen overlay for Death event
Fixed shiny b pavers
Reduced copy chunks max time per frame and check time after each display
Updated remaining b materials
Reduced post processing saturation
Reduced desert sky saturation
Less fog when snowy spectrum is active
Adjusted nurse zombie albedo for ingame lighting
Trader prefabs renamed, moved to match ‘s zombie folder changes
Updated red b block material
Set correct eye visibility for feral and non feral burnt zombie prefabs
Set normal burnt zombie material emissive to black
Updated emissive texture channel for ember glow
Added fire particle effects to feral burnt zombie
Removed Cheerleader, Cowboy (Old Timer), and Farmer zombies from all xml files.
Deleted old zombie source art for cheerleader, old timer, and farmer
Cinderblock Wall Remake
Removed Entity Tint Mask color multiply for a more accurate color lerp result
Bar stool from block model to model entity
New custom collider for round table
New custom collider for bar stool
Updated shipping container tint colors due to shader update
Updated tarps tint colors due to shader update
Converted HD Burnt Zombie RMOS to RMOE
Updated HD Burnt Zombie Emissive texture channel for Irradiated and Ember glow
Updated HD Burnt Zombie Emissive color value in material
Optimized character shader by removing gamma to linear conversion
Modified HD Fat intensity of irradiated emissive alpha channel
Hill stamps cleanup
Reduced terrain rubble noise/frequency/saturation
Removed IsTerrainDecoration from tableDynamic due to geo issues
Updated harvest of several blocks that were missing a harvest/salvage/animation property
Optimized screen effect
Improved cold and hot screen effects
Adjusted microsplat procedural snow height values to prevent black terrain in deep canyons
Global skin quality from 2 to 4 and added animals/zombies set their quality to 2 if set to Auto
Improved block shape memory use
Player placed table candles can now be picked up as table candles. Destroy/Harvest will give a candle.
Improved mesh creation
Optimized parsing of world decorator water xml
Optimized parsing of world decorator water image
Hotel_01 new industrial washer, carts, rag piles, and half block crown.
Global rain to just add to weather group rain/clouds
Biome temperatures to be absolute values
Improved weather temperature ranges
Improved weather biome randomization
Improved biome weather settings
Optimized player weather stat update, stats and cvars
Weather console command values to neg for defaults
Improved snow particles (type distribution, lighting/blending (lit shader, Far uses near cam fade), rates, sizes, speeds, colliders)
Improved weather temperature variations
Allowed low rain particle counts
Improved weather console command help and info
Improved DMS content randomization
Improved Molotov splash to flame transition and lights
Set creative mode on missingBlock from Dev to None to prevent players from placing them
Removed plateaus as a terrain type as it is redundant
Small map size to 6k as 4k was a bit small once world borders were placed
Optimized and updated character Shader
Updated HD Fat irradiated emissive map
Renamed stamps to match new variant setup
Improved tree harvest fade out
Cull small trees a bit farther
Replaced molotov mesh with new skinned\animated version
Molotov textures replaced with redone PBR versions
Molotov fire effect redone, no longer uses custom shaders
Deleted old custom molotov shaders from project
Optimized MinEffect value calculations
Optimized Entity Stats update to spread work across ticks
Improved terrain block placement rendering
Lowered saturation on dirt impact dust
Adg spawn location of campfire particles
Disabled mesh generator old calculations for block lighting
Improved fallen tree fade out
Improved UMA emission shader
BlockUpgradeRated upgradeRate to clamp at 15
Block TintColor to a Color value (hex or R,G,B in xml) and BlockShapeModelEntity applies
Car blocks and black car prefab to use tinting and instancing
Optimized prefab decorate chunk loop
Bicycle, gyro and minibike to tint shader and textures
New icons for toilets
Block “MeshDamagex” to a combined “MeshDamage” with health values
Old 2D truss blocks now two sided
Particle behavior on AK47
Particle behavior on Sniper Rifle
Moved text in icon for Water POI block
Updated trader_rekt & trader_hugh
Replaced all treeStump blocks with treeStumpPOI in POI’s
4×4 to use to use tint mask and shader
Allow ParticleOnDeath to be assigned to any block to override material
Changed woodTrellisDiamond to nonclimbable and updated trellis ladder paths in POI’s with woodTrellisSquare
Set random rotation to false for large trees in med and large helpers to prevent clipping into POI’s
Removed treeMountainPine12m from the small tree helper
Updated cocktail waitress materials
Improved laser attachment beam visual
Dismemberment setup added to worker zombie
Updated laser attachment world dot
Updated assault rifle fire effect
Added 1 decimal digit to damage and armor displays
Admin paint brush set to auto fire
Increased armor piercing effect on spears, AP ammo and higher tier arrows. Increased armor piercing effect on perkPenetrator for spears, AP ammo and arrows
Hollow Point ammunition rebranded as HiPower ammunition that has no penalty against armored targets. Shotgun/turret shells have no penalty against armored targets. Recipes adjusted accordingly.
Buff bow and crossbow damage
Increased perkFromTheShadows max light level allowed to 65
Reduced snow biome mountain lion spawn chance
Increased the chance to find seeds in produce baskets
Deleted Tree Prefab POI’s that use to be hand placed in Navezgane and used in biomes.xml Some of these have been in since like alpha 5
Allow sleeper footsteps to make sounds
Ported foliage growth versions to new foliage shader
ModGunMeleeTheHunter adds +25% damage to all animals
Improved cloud blending and animation
Updated localization on store shelves to only display “shelf” on ingame prompts
Improved lightning brightness, timings, position and it updates every frame
Improved how lightning brightens clouds and added random bright areas
Testosterone can now be sold to the trader one at a time
Removed old Madmole Gravestone block texture
Removed old pill case block texture
Removed old drywall_orange block texture
Removed assets for old pole_top01 block
Ported coffee_plant, goldenrod, and chrysanthemum to new foliage shader
Player effect debug panel to only show BuffClass if missing
Rebalanced dye colors for vehicles, tools, and weapons
Modified how radiation areas are stamped out
Plains stamp entries in rwgmixer.xml to have 0 iterations
Cloth and scrap armor now repair with cloth and iron, like all other primitive items repair with their core material
Sleeper group S_Zom_Snow renamed to S_Zom_Lumber_Jack
Adjusted the railing colliders on stairs_railing_metal to allow projectiles to passthrough
Skyscraper_03 refactor complete.
Updated model atlas bakes for texture memory optimizations due to entity model conversions
Reduced pew saturation by 50%
Set all nonstreaming zombie textures to streaming
Updated the face assignment of bookcase_empty to allow the helpers to maintain the paint when it spawns empty
Reduced entity garbage gen
Reduced EnvironmentAudioManager garbage gen
Gas Can Stacks are now made with 800 oil shale and unpack to 10000 Gas Cans to make the stacks worth crafting
Updated the plastic barrels to loot for water and not explode
Rolled back all store crate shadow caster scaling due to shadow bias rollback
Steroids should help with broken/sprained/cast/splinted legs
Vultures should not sprain/break legs
Reduced chance for a critical hit to upgrade a sprained limb to a broken limb
Tiered ZPack loot bags now drop with different colors per zombie tier (yellow = regular, blue = strong, red = boss)
Removed treeDeadTree01 and treePlainsTree2 billboard LOD due to repeated blobby resolution issues when quality setting are set to anything other than Ultra
Tanb02 Remake
Adjusted wood/steel/scrap hatch colliders for less zombie head pop through
ZPack Loot Bag Drop Color Tint Shader Support
Player planted grass now uses the short grass when planted
PlantedtreeGrassSeedRandomHelper now uses treeDesertShrub if planted in the desert
Improved ScreenEffects Blur shader look and added less blurring on hands
Removed all items, loot, and quests relating to the quest challenge notes
Player Start Points Editor in World Editor moved to XUi
Added chunk locking optimization from ZehMatt
Default DifficultyTier on POI’s created in the editor is now 0
Made paint all sides option on paint brush available to regular game
Placing blocks in creative/editor does not decrease inventory stack size
Reduced frequency of warning about notrunning (but installed) SteelSeries client
Enabled holiday items in loot
HayBaleBlock recipe now crafts hayBaleSquare
Updated Large Pet Cage to a 1x1x2 multiblock to prevent clipping into other blocks/models
Rounded basic zombie kill xp down from 413 to 400.
Pushed back cull distance of forge and campfire
Adjusted fade distance of fire and smoke
Improved ragdoll blend out
Removed old PREGEN worlds and replaced with new versions too early
Increased Medium and decreased Ultra Object Quality
Fixed
File Cabinet interior is too dark
Vehicle tire smoke being barely visible and improved
Vehicle position stutter on clients if you were not the driver
Vehicle passenger camera started inside vehicle
Entering vehicles causing one frame of camera jump
Vehicle camera broken by flying mode
Chickens and rabbits not colliding with vehicles
Vehicle duplication/VehicleManager issues
Vehicle position/camera jitter
Vehicles ”out of world” accumulating velocity leading to block damage and large movement
Bicycle Stamina Exploit
AI moving forward/back, fishtailing and foot motion when breaking blocks
Zombie collider pushes player 2 meters in the air
Spider landing anims move it into blocks
Spider zombie head going into walls
Fat Cop (cop not in A19) and Fat Hawaiian zombie pathing issues
Sleepers will not update state on fall
More than 255 zombies in a sleeper volume breaks saved game
Sleepers stuck in air and bouncing when spawned on diagonal edges
Sleeper volume not spawning groups as intended
Dropped loot bags prevent you from being able to dig
Stealth was affected by brightness option
Player stealth light level was not set correctly for PassiveEffects LightMultiplier
ADS shaking when far from 0,0
Held torch self light illuminates other player’s held items from far
Held candle not having a light
Player shadows from torches in p2p are crazy
LightLOD could check wrong block position to see if on
LightLOD on held items tried to check blocks
Block damage modifiers for thrown explosives aren’t working
Buffs to entity damage for thrown explosives aren’t working
Explosion obstacle checks to entities had wrong location if origin not zero
Entity Stats Update skipping 1 in 11 ticks
PlayerApplied bleeding kills did not always give XP
Player’s feet floating off the ground
Camera turning getting broken from camera shake
Weapon zoom ignores release if pressed very briefly and other edge cases
Zoomed weapon model does not hide in time
Repeated 3rd person power tool phantom reload
Airdrop smoke plumes replicate and follow the player
World decorator placement check of single blocks could use wrong position if added radius outside the chunk
World decorator would skip subbiome’s prefabs if biome had no prefabs
Biome spawning areas can fail to update
Biome spawning area rect was offset by 2 chunks
Subbiome probabilities were not what was set in XML. Rebalanced
POI random block replacement did not change seeds across y positions
Block preview would continually update if position was shifted and gave CreateMesh original position
Block placement preview textures are not showing correctly
Green selection frame flickering
Delay updating distant POI’s
Terrain artifacts due to close vertices with different vertex normals
Difficult to see axis arrows with highlighted selection Added line color gradients and 3 pixel line thickness
Quest Event Manager not giving a zombie kill for vultures
Grass and other deco is not properly resetting with quest rally activation
POI resets lead to chunk save corruption from duplicate sleeper volume ids
Supply crate smoke/lights not stopping after landing or load and increased delay to 90 seconds
All turrets target supply crates
Cold and hot screen effects may not show
Small holes in shape geometry
SkyManager time could be out of sync (visual artifacts)
Snow particles jumping as you moved
WeatherManager temperature change freezing if you go back in time
Weather Manager error playing thunder if dedicated
“weather thunder” command to reliably trigger and set position at player
Weather Manager biome randomization pausing if you go back in time
Background cloud not blending with first cloud and raised position
Clear skies while raining at night
“weather clouds” console command not going above .01
Lightning is flickering darker
Lightning was not enabling directional light
Molotov Flame lasting longer than effect
Rotated glass blocks making wrong world space UVs
Possible to see invisible underground UI render with cameras
Chem station was bright in fog (glass) and added crossfade
GlassBulletproofPlateCurved texture issue
TreePineBurntFullMed billboard randomly disappearing
Azalea tree (and 3 other trees) disappears from view at 10+ meters
Trees off console command turning them on and on not turning back on
“stab clear” console command not removing StabilityViewer
Graphics resolution choices are clamped if below 1:1 aspect ratio
Server shutdown errors if world not created or partially loaded
Allocations in Inventory clearSlotByIndex
An audio item with the same key has already been added
ChangeBlocks null error if called by multiple threads
Collected Item List remove error if obj null and update would skip next item on removal
Zombie bear ingame pbr texture value balance, and set correct material properties
Suitcase Interiors are too dark
Exercise Bike is black
Coffee Maker is too dark
Washer Interior is too dark
Toolbox top is too dark
Certain lighting washes out tree LODs
Opaque glow around exit sign letters
Reduced ambulance AO in material due to multiplied texture AO and SSAO causing black interior
Incorrect shading on Soldier Zombie. Also removed feral eyes from radiated variant. ( B)
Texture/Lighting issue with zombie Lab Radiated also 4 variants. adjusted map and material values
Sometimes a quest at a POI too close to other POI’s can break tiles
Quest activation chunk resets can wipe out neighbor POI’s
TreeDeadTree01 and treePlainsTree2 have inconsistent LOD transitions compared to other trees.
HP ammo does 0 dmg to demo zombies without a lot of perks
Dark camo canvas texture balance
Thug zombie has broken normals. Set Tangents to Calculate Mikktspace
Added caps to the bottom of the pallet bs broke, broke2, loose, and top variants
Balanced bear texture values to work with current scene lighting
Prevent deadpinebranch01 from mipmapping to black in the distance
Snow tree shadow clipping due to tree top LOD culling
Terrain is affected around small prefab in editor
Player lights default to on upon login to dedi servers even though they’re off
Applied correct emissive material to burnt feral zombie
Trader Rekt now remembers how to cuss the player for not buying anything
Rebalanced short grass values due to vertex normal fix
Updated plains stamps with pure black alpha edges for improved blending
In POI fastfood_01 concrete under booth instead of tile as elsewhere.
Loot chest in house_modern_05 a tier 3 POI is unlocked.
Enabling/Disabling twitch actions now saves to saved game.
Advanced wooden bow quickfire syncs weapon the hands
Procedural recoil reduced across all bows
Pipe MG reload sync between hands and gun fix
AK47 reload sync between hands and gun fix
Pistol blend fixes to prevent hands and weapon from not syncing
Iron Crossbow no longer defaults with reflex on
Pipe Rifle silencer model added to prefab
Pump Shotgun weapon model fire syncs with hands when fully buffed
Texture/Lighting Issue with Female Fat Zombie (B)
Cannot paint Letter Sign numbers from the front
Stun baton can be charged by striking anything during combat
Sticky arrows persisting through changing game modes
Fat Cop mesh stretching during rag doll
Heal Others Works on Vehicles and Zombies
In certain spots, player can receive stacking fall distance while not falling
Chainsaw chain speed sped up.
Assertion Failed during RWG generation
Forced material ID update for Trader in order to fix missing materials
Highways sometimes passing through the very corner edge of towns
Gateways only had one highway connection
Only trader hugh spawning
Some road exits not being registered
End table lamp casts no light
Zfighting on spiral stairs
Junk Turret laser clips through block/entities
Added a new loot list with nightstand open/close sounds to prevent wooden desks from sounding like metal/filing cabinets
Prefabs with more than one tag not spawning in RWG
Random integer rolls not returning expected results
Flashlight unholster pose match to hold
Flashlight hold/attack anims updated with new pose
Blown out clouds in snow biome
Changed sticker phone number to a fake “555” number and also optimized
Auto Shotgun no longer defaults with reflex attached.
Hunting Rifle bullet no longer lerps into gun during reload.
Bow and Crossbow controller cleanup to prevent breaking while weapon is drawn.
Magnum bullets no longer lerp into gun during reload.
Lever Action Rifle reloadspeed parameter is active for proper scaling of anim.
Tom Clarke can now murder you as part of zombie gen pop and hordes
Several new zombie variants added to spawn groups, the burnt zombie spawner is now gamestaged since that became possible
Oven parts are too dark
Possible to get dysentery well over 100%
Auto Shotgun reflex ADS fix.
Armor crit resist wrong comparison color
Ice machine LOD issues:
Brightened office chair color in material
Adjusted misaligned verts causing seam/marching ants on arch_window
Optimized and adjusted cement/b/wood rubble piles and added a few new smaller rubble pieces based on level design feedback
Wasteland Rubble Piles
Gas_station_10
Misaligned colliders causing painting issues on wooden catwalks on some rotations
Broken beer cooler emissive
Blobby billboard on treePlainsTree2
Window Trim Bottom had some bad verts causing a stray triangle
Indestructible terrBedrock mixed with rubble pile in carwash_1
Updated wooden catwalk set to fix collision and painting issues
Quick fixes for Zfighting on small pipe set until they can be remade
Fixed a collision issue with the railings on metal_rail_diagonal and stairs_railing_metal
Fixed odd shading on the top and bottom of catwalk_metal_bent
Seam/marching ants due to verts out of alignment on arch_window
Issues with colliders on floating railings making them difficult to paint
UV issues with pole_support_1m
Adjusted stars count on flag to 50
White oak 22 and 42 prefab need LOD update
Flashing Shotgun Messiah signs
Hunters Journal Vol 3 states that coyotes can be vicious in packs. They do not currently attack in packs
Stack of Lockpicks under wrong group
Incorrect list of attachments on the pipe shotgun
Hero chest in tier 2 POI storeautoparts_01 is locked
Robotic Sledge is too powerful *Before with default settings a player would be 100% with just a single perk purchase. Slowed fire rate so even with all 5 ranks, with 8 running zombies some of them will get past the sledge and reach the player.
ADS for reflex on Lever Action Rifle adjustments
Blend times updated for Lever Action 3rd Person fire/aimFire to hold/aim
Lever Action Fire anim no longer exhibits a bullet sucking back into gun
Hunting Rifle left shoulder clipping fix
Added aim into/out for Lever Action Rifle
Updated hunting rifle anim to hide stray bullet.
Fixed Hunting Rifle jitter during reload
Fixed Auto Shotgun ADS artifacts
Adjusted colliders on stairs hollow metal railing for a smoother transition
UV issues on quarter_t_centered
UV issues with cube_trim_half_split_4sided
Adjusted misaligned verts causing a small gap to be seen in arch_3m_window
Adjusted misaligned verts causing a warped UV issue on Pole0.5m_plate
New Torch use anim.
Made adjustments to office_03
Increased framerate of zoom in/out on M60.
Mailbox 02 is very dark
Spear added 3rd person stationary fire and adjusted blends on draw to idle for FP.
Pipe Baton Fire anim timing update.
Changed Twitch Action commands to be case insensitive.
Texture/Lighting issue with zombie Snow and no radiated variant
Sharp edges on standard terrain used in world editing tools
Demo Z normal map inside of metalness slot, incorrect material tint value, color space balance
Bad UV on treeDeadTree01
Reduced the number of quests needed to complete tier from 10 to 7.
Inconsistencies with eyes among all types of radiated zombies
Fixed UV issues with pillar50CornerSquareBottom and pillar50CenteredSquareTop
AmmoGasCanBundle recipe to use only 80 oil shale (was 800 which can cook 8000 regular ammoGasCan where the bundle is only 1000)
Moved engine harvest to destroy event on decoCarMotorFlat and decoCarMotorFlipped
National park sign can’t be hit by weapons
Added pipe pistol custom aim in/out.
Reworked pipe pistol animation to remove bullet lerping weirdness.
Adg timing on pipe pistol fire/aim fire.
Unable to paint faces of wedge steep shapes due to face assignments
Blend fixes for pipe rifle was causing bullet to get out of sync during reload.
Adding blends in M60 aim to prevent wrist flipping.
Hard to paint inside of awning ramp edge left/right shapes
CommercialBlindTop mesh issue
Moved back LOD cull on window prefabs
Thug zombie animations not working
LOD popping with “cntStoreElectronicsBookShelfSpeaker” block
Mod items in hand look like a piece of leather to other players
Some Advanced Engineering costs reduction aren’t as displayed
CntDryerOpen flicker during LOD change
Reworked all metal catwalk and railing mesh alignments and colliders to prevent player from popping on top of them
Reworked all metal catwalk and railing colliders to make them easier to paint
Fixed weighting issue on Pipe Revolver.
Lighting issue with Zombie Arlene, Nurse, Fat Hawaiian and Yo
Adjustments to Tactical AR aim in/out anims.
House_Modern_16 has a pathing issue (Hernan)
Missed destroyed concrete texture in diner_03
Fixed wrench loop on harvest
CntBusShuttle, cntBusSchool, cntBusSchool glass whiteout based on weather snow value
Bar stools wrong scale
BarrelGenPrefab was linked to hazardBarrelsAcidOil material instead of hazardBarrelsGeneral material
Removed wrong icon and baked a new one for the cntBarrelGenSingle00
Rocket launcher 3rd person reload retimed to match weapon anim
Spear cancel glitch blend fix
Radiated biker prefab showing feral eyes
Missing HD Suit radiated material, and updated prefab
Theater_01 missing carpet texture under few seats
Overuse of automatic triggers in POI fire_station_01
Missing texture in store_book_01 break room
Couches clipping into walls at POI “store_bank_01”
Changed material setup on book prefab
Set note item to use correct hold number for book mesh
Optimized the Sedans
Missing glass mesh references for master car prefab
Rotation=5 causes POI imposters to be incorrect
Wilderness spawns locking up when a terrain type position list is empty
RWG random issue
Spotlights and MotionSensors now move to their last known rotation when not powered on chunk reload
Rocket launcher does not show the block damage of loaded ammunition
Little to No Block damage when using rocket launcher (HE Ammo)
Hidden faces/face assignments on wedge60_incline_half_left
No Player Collision with new Gravestone blocks
Please bring cliffs back
Zfighting at barn_02 (window/loot container)
Zfighting at abandoned_house_01
Hidden faces on b_destroyed01 and 02 when adjacent
Street Tiles not aligning vertically
Street Tiles not aligning with terrain
Street Tiles having unintended deadends
Memory bloat when working with images
Country roads missing last point
Prefabs spawning differently even on same seed
Stamp bug with water
Size entry fields erroring on empty string
Null Ref when generating new map from Start Game window
Nail Some Chicks challenge can not be completed
No Player Collision with new Gravestone blocks
Converted HD Rekt from RMOS to RMOE
Enable HD Rekt albedo alpha channel for Subsurface Scattering
Cop cars and black cars using incorrect shader
Burnt Maple trees have bad LOD
SocketException after RWG generation finishes
Burnt zombie eyes not rendering at close range
Shoulder gib location on Hazmat zombie
Face painting issue on stairs_filled_quarter_vertical_uv
Tech Junkie 8 complete needs localization for recipe unlocks
Missing sack mesh for all arrows (handheld/dropped)
HD Burnt Zombie albedo boost for ingame lighting
New chain link fence material goes invisible at a distance
Set flag on RMOE texture to sRGB off
Clipped depth canyon stamp preventing foliage and map colors
Added offset to janitor cart to prevent it from clipping into other blocks/walls
Incorrect/Mismatch paint in POI Diner_02
Changed mesh and collider names from B to N for painting issues on metalRailing
Wrong number on the gas can bundle
Visible sparks on a charged stun baton disappear after switching items
Electrocutioner perk doesn’t add stun time
Inconsistencies in localization formatting for paint textures (i.e. Wood old vs Wood Old)
Blade mods can be used on knuckles
XML typos with item modifiers “modGunScopeMedium” and “modGunScopeLarge”
Hunter Mod description is incorrect in regards to tools
HP loss while upgrading blocks with a sprained/broken arm
Blue metal block texture saturation and roughness
Removed albedo multiply in character shader to rebalance ingame albedo intensity
Tier1_buried_supplies had the wrong chance to spawn zombies (from 1 to .25)
Desert Vulture sight raised up above silencer, flashlight/laser/reflex dot in the right spots now.
Player placed lanterns now cast shadows
“house_old_modular_01” Fragile railings
Business_strip_old_03 trash compactor has wrong rotation
Abandoned_house_05 has mismatch in texture
Missing backfaces from depreciated doublesided shader
Missing backfaces from depreciated doublesided shader
Block model desks mesh holes
Changed voxel face culling behavior on window_trim_bottom
Drywall ceiling remake
Bleeding light on flashlight decor
Reworked the mesh and UV’s on Farm Plot Blocks to prevent zfighting
Reworked meshes and UV’s for trellis_diamond.FBX to prevent ZFighting
Prefab house_old_gambrel_01 missing paint on roof edge
Clipping monster closet in bungalow_11
House_ranch_07 spikes clipping through front door
Store_salon cntSmall& mediumMedicalPile clips through wall
House_old_modular_05 cntDumpster clipping through fence
Unintended air blocks in terrain of prefab “house_old_ranch_04”
Missing material on pallet boxes tile
Unintended/Missing Paint at “house_old_ranch_04”
Boarded window sheet_4 collapses when walked on (Cabin_08)
House modern 16, incorrectly painted box in attic
House old ranch 03, sleepers not activating
Missing Paint in “bombshelter_01” prefab
Some chimney top design has an si issue
Zfighting in Prefab cemetery_02
Adjusted meshes on fence_broken_1 and 2 to prevent ZFighting
Removed line about repairing flashlights with repair kits
2 objects clipping each other in carlot_02
Incorrect texture on ceiling at “fastfood_02”
Secured/Jammed drawers in factory_lg_01
House modular 04 window si issue
Church_01 missing paint on blocks
Abandoned_house_03 zfighting
Abandoned_house_03 cabinet clipping
Railings causes issue going thru doorway at abandoned_house_01
Nurse zombie not showing fire particles
Added missing bottom plane to collider mesh for Burnt Wood Block 01
Admin paintbrush playing animation 2x
Unclear message about a perk being disabled by a low attribute
Added xml, loc, and icons for woodRailingCNR to properly upgrade to new metalRailingCNR3d block
UVs on mortician drawer
Fixed geometry on window centered shape
WoodRailingCNR has different shader than other wood railings
Low resolution textures on electronics boxes
Issue with freezer and beverage loot list assignments
Set StabilitySupport to false on tree stumps to prevent placing blocks on them when the terrain is uneven
Fixed block UV for the solidScrapIronFrameCNRRampFiller for downgrades
Treasure chests immune to breaching charges
Fixed scrapIronFrameCNRRampFiller UV and Icon issues
Changed Buried Supplies quest to use Rally Marker.
Spears stutter in flight and when stuck to moving objects for clients
Explosions and fire cause spears to disappear
Some ammo types show +0% Target Armor
AOMv3 book and coffee have no effect on stone axe for the 10% increase
Town tiles can overlap one another, including/cutting in half POI’s
XML for Hazmat zombie feral variant
Fixed arrow position on steel arrow
Town tiles can overlap one another, including/cutting in half POI’s
Starvation/dehydration are not doing much to the player and are inconsistent
Across the board buff to all firearms. HP ammo has no drawbacks, AP is the best ammo type.
Remove durability penalty from AP rounds
Hazmat Zombie missing feral/radiated variant, now spawns ingame
Wood/Steel shutter frame geo no longer drops on use.
Skyscraper 01 is not spawning in random gen
Plains trees look out of place in all biomes except snow
Rebuilt wire tool mesh to accommodate procedural wiring setup.
Manhole anim frame ranges updated.
Compound Crossbow updated to orient laser mod correctly.
Adjusted Compound Crossbow ADS to not obstruct view.
Wasteland terrain shows black around bedrock
Hunting Rifle hand no longer clips on reload with scope mod equipped.
T1 Loot Rotations
Crossbows now show bolt loaded upon first pickup.
Seeds can bug out and stop the game
Different machines generate different roads/POI layouts
Missing POI’s in downtown tiles
Blade traps attached vertically don’t always show as pink when they should
Adjusted animation on roll up doors
Water anomalies in RWG; memory and bedrock related issues
Generating a second world would not show any prefab previews
RWG generation times still a bit slow, get stuck on 98% generating towns a lot and sometimes fail to generate
Town tiles can overlap one another, including/cutting in half POI’s
Towns still spawning in radiated areas
The part_farm60 used in many farms does not respawn when a quest is done at the POI but disappears completely
Bed headboard and base is too dark
Zombie Joe is too dark
Twitch Window would stop showing while in dialog system.
Some biomes don’t have wilderness paths
Some biomes don’t have townships
In an RWG map if no town in a biome, there will be no roads in that biome
In current RWG, POI’s and towns can spawn in radiated areas
Remove all non forest spawn points
Adjusted wood pallet stack, b stacks, can pallets, and cardboard pallets to avoid vertical clipping
Burnt Zombie Radiated now has green glowing eyes
Texture/Lighting issue with zombie Skateboarder
RWG to differentiate between paths and roads for large wilderness POI’s
RWG is generating Wasteland spawnpoints
Dig quest is using ScoutGSList
In current RWG, POI’s and towns can spawn in radiated areas
Car damage0 versions have shadow issues
Store crates have shadow issues
Bird nest shadow issues
Downtown_filler_plaza_04 Height issue with POI
Pallet blocks are clipping through shipping container blocks
Investigate the tiling texture issue of the shader being used in the prefab/playtest editor
Crash loading XUi control with unclosed parameter reference
Exception when there is no ‘attFortitude’ defined
Unloading XUi textures from files causes errors
Player sometimes spawns within cars on new games
Falling Debris Entities Cause Rapid Damage during FallDuration
Concrete doesn’t dry unless the area is active
Bedroll range only partially protect from quest resets
Items crafted not tracked properly
Cut Gamestage achievements in half
Robotic Sledge scrapping inside causes NRE
Moving prefab up/down too far in prefab editor stretches and breaks prefab
Playtest can not be loaded on exceptionally big POI’s
Prefab editor playtesting saves merging POI’s
World Editor does not show a “SAVED” message when saving
“Save Prefab” message is shown behind the 2nd toolbelt instead of above
Prefab editor playtest button does not ask to save changes before loading the playtest session
Can not start playtest on a newly created prefab without reloading it first
Selection box borders vanishing on move
Selection boxes starting with wrong box color in some cases
Do not allow resizing placed POI’s in World Editor
“Show Unpaintable” setting in Prefab Editor gives undesired effects
Prefab Editor shows old positions after switching POI’s with “Show Quest Loot” on
Rejoining the same Prefab Editor session does not auto party and causes exception spam on client
Trees not spawning correctly with prefab in playtesting
SHIFT+CTRL+V previews are offset if origin point changes in the prefab editor
Exception when trying to run console commands during connect to server
IO error while trying to load serveradmins.xml breaks main menu loading
Error when starting games about invalid country code
Proper log output when reading a distant mesh fails
Quick marker obscured on compass
Text overlapping in generator stats
Search does not retain results in workstations
Dropping something in the middle of Tools/Fuel slots causes the item to be dropped in the world
Using ‘Wear’ command in player inventory resets block preview rotation
Radial menu controller pop up tip displays LS instead of RS for flashlight radial
Radial menus not giving proper visual/audio feedback when using controllers
Category hotkeys (triggers on controllers) can not be used to get back to the ALL category on the creative menu
Errors when switching from one toolbelt slot to another while opening radial
Opening the DebugShot or console windows while an input box has focus makes you enter text in both places
Game preferences carry over from server host files to client single player
Focus search field hotkey (default ‘F’) now working in main menus
Clicking on two different UI elements too quickly is considered a doubleclick on the second one
Loading screen backgrounds are not random on New or Continue game
Server browser showing colors in world names
NRE when clicking on an empty continue game slot
NRE on continue game screen when coming back from a very old version of the game
“Server closed the connection” prompt after player exits game normally
Ragdoll blend out could find self as ground level
Using a camera window would make interaction ray collide with self
UpdateLightOnAllMaterials running unneeded Update
Clients do not see zombies on fire unless facing them
Mutated Feral and Radiation versions are spawned at the same gamestage as the standard
Molotov and Timed Charge now have proper use anims
Heavy FPS drop in city centers
Hammer of Sledge Turrets disappears when it touches the screen edge
Exception when trying to bind cursor up/down/right to any action in the controls UI section