7.TOOLS
Patch notes

Alpha 20

Released 2021-12-21. The official release notes, with 153 changes linked into the database.

Hey Survivors,

We are proud to announce that the ‘Alpha 20′ Stable Build is out!

Official Alpha 20 Forum Bug Reporting thread

Alpha 20 Official Release Notes

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 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:

Countrytown_business_05 – “Butcher Petes” (Overhauled Tier 4)

Factory_03 ( New Tier 5)

Apartment_brick_6_flr (Overhauled Tier 5)

Apartment_01 (New Tier 4)

Downtown_strip_05 (New Tier 4)

Downtown_strip_07 (New Tier 4)

Downtown_strip_09 (New Tier 3)

Downtown_strip_10 (New Tier 3)

Downtown_strip_11 (New Tier 4)

Warehouse_01 (New Tier 4)

Warehouse_03 (New Tier 4)

Skyscraper_01 (Overhauled Tier 5)

Skyscraper_02 (Overhauled Tier 5)

Skyscraper_03 (Overhauled Tier 5)

Skyscraper_04 (Overhauled Tier 4)

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:

Basic, Square, Round, Wedge, Poles, Stairs, Catwalks, Trim, Windows, Destruction, Construction, Deco and Letters

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

ESC menu shows the quest tier of the current POI

Allow rebinding the keys to change block density

Added Paint Surface radial painting option to paint contiguous coplanar surfaces

RWG Preview and rwgmixer.xml

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 b238

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

Held candle light visibility

VoteRequirements for buff and progression.

Random pitch support to sounds played at a position (like impacts) or in head

LighLODHeld flickerRadius which does algorithmic motion (added to candle)

Coffin/Casket open & close sounds.

Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values

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

Removed weather console command individual 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

Increased player’s held light visibility when world darker

Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml

Increased sound clip randomness and don’t repeat the same clip

In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.

Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.

House_modern_05 updated

Clamped item stack counts to 65535 when saved

“DecorateChunkOverlapping biome null” warning to show chunk

Improved path node penalty clamp and added log

Updated metal hit metal and metal destroy sounds

Adjusted AI destroy area values

AI destroy area works on full paths

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

Teleporting from the boss horde fails the event.

Running from the boss hordes no longer rewards you a crate.

Boss hordes should stay focused on the target player.

Boss hordes could fail if someone leaves the party.

If any of the boss horde despawns, despawn the rest.

Incorrect wording in twitch settings for custom events.

User created map waypoints do not display text

Rain can be seen inside POIs

fixed remnant_oldwest_07 z fighting

docks_03 in navezgane is almost full of water now.

No flame on candle when equipped

Block preview displays wrong rotation for cupboards

Explosions still destroy water and drop the block

Car block can throw error when exploded

AI not attacking when blocked above a ladder

AI path grid has missing ladder nodes from origin shift

Docks_02 has an SI issue with the bridge sign area.