Alpha20ReleaseNotes
7 Days To Die Alpha 20 Release Notes
TFP's biggest content dump ever is Alpha 20. TFP roughly doubled its crew size in two years and greatly improved its proprietary technologies to develop the game and create new content.
With these key upgrades, Alpha 20 moves closer to Gold:
New cities, city tiles, and a part system spawner in Random Gen World. It will wow you!
Over 200 new POIs and several changes to existing POIs. 550+ Explorable Locations
Navezgane features several new rural and wilderness villages and city enhancements.
New HD characters, some with enhanced shaders
6 new archaic pipe weapons and 13 HD remakes
New form menu with hundreds of new shapes sorted and buildable from a basic frame
Block Placement Upgrades
Our Robotic Drone Companion can carry additional gear, heal you, and more.
Dynamic Imposter System modifies POIs and player bases accurately from afar
100s of new PBR models boost rendering
New restore power night quests
Ai enemy improvements such as city spawning, obstacle attacks, head tracking, and burst assaults
Feral Sense Game Options for an Exciting New Game
Mods to upgrade and modify your vehicles with coop passenger support
New Loot Stage System, Biome and Tiered POI Loot Bonuses, and Early Game Balance
New material for the dynamic music and ambient audio system
More distinct and varied weather system
An auto detection system will adapt your game settings to better fit your hardware's capabilities has been included along with Temporal Anti-Aliasing (TAA) and AA Sharpening.
Third person animations have been updated to create a more immersive experience.
Some zombies now have a new dismemberment mechanism.
New commands, voting, and more for Twitch Integration.
Better world editing, level editing, RWG and Server.XML settings and tools
Neither prior Alpha worlds nor save data are compatible. New Pregen-Maps are available. Delete the 7 Days save game data folder before starting.
TFP is ecstatic about this release. In addition to new content, it contains bug repairs, optimizations and game balance. Read on for more details!
GENERATE A
TFP is delighted to announce a new Random World Generation System for Alpha 20. In addition to generation speed, the System has been re-engineered to improve POI dispersion and Trader positioning. For POIs, City Tiles, and Stamps, we focused on content. Cities and highways are considerably more realistic. Wilderness pathways link to POIs convincingly. There are too many changes to mention them all, but here are a few highlights:
There are now new districts such as the downtown and rural/country town/wilderness/country residential.
With over 50 distinct tile varieties, new RWG Tiles facilitate city and town building.
New stamps to enhance and create biome-specific terrain
New river and canyon stamps
Create 6k, 8k and 10k RWG maps quicker.
City, Town, Country Town, and Ghost Town. Also, create your own towns.
More Part Spawn Markers provide tiles and POIs new Prefab options
Road exit markings align POI driveways to road ends
The game's roughly 550 distinct POIs and almost 50 city tiles have been updated for practically limitless replay potential.
Except for wilderness, all POIs have been redesigned to comply with the new city tile system. Sizes:
25 X 25 m
42 X 42 m
60 x 60 m
100 × 100 extra big
This means that heavier POIs won't be put close together, which helps keep the game operating smoothly.
new pre-generated maps will be available.
XML support for custom tiles, parts, town kinds, and more. See Server.XML and Modding for more.
The new Random Gen Preview feature allows you to edit custom maps to your taste, adjusting items like:
Town Frequency
Wilderness POI Frequency
Rivers, Craters, Cracks, and Lakes Count
Plains, Hills, and Mountains
Global randomness
Locations
By late 2020, the TFP Level team doubled. It enabled the POI team create a large quantity of new and updated material for Alpha 20.
Here are a few highlights of Alpha 20:
175 new explorable POIs
25+ redesigned POIs
550+ Explorable Spots
Many new and improved Tier 3 and 4s have been added.
Tier breakdown for Alpha 20 POI:
7 Tier 5 POIs
30 tier 4 POIs
52 T3 POI
102 Tier 2 POIs
Points of Interest – 360
To name a few of the new and improved POIs are:
“Butcher Petes” (Overhauled Tier 4)
Fab 03 ( New Tier 5)
6 flr apartment (Overhauled Tier 5)
Suite 01 (New Tier 4)
Strip 05 (New Tier 4)
Strip 07 (New Tier 4)
DT strip 09 (New Tier 3)
DT strip 10 (New Tier 3)
Strip 11 (New Tier 4)
Storage 01 (New Tier 4)
Storage 03 (New Tier 4)
SKY 01 (Overhauled Tier 5)
S 02 (Overhauled Tier 5)
SKY 03 (Overhauled Tier 5)
S 04 (Overhauled Tier 4)
New POIs have been added to Navezgane. More in Alpha 21
Recent Diersville, Departure, and Perishton news.
Surrounding settlements were expanded.
Updates to roads and terrain
Characters
Our character team has been hard updating all zombies and NPCs in HD. This is due to a new physically based rendering shader that uses packed textures and improves emissive rendering. There are also some new zombies.
For Alpha 20, almost all non-player characters and opponents are now HD. Zombie, NPC, radiated and burned zombie shaders have all been enhanced. The New HD Zombies:
Wight Zombie HD
Thug Zombie HD
Tom Clarke Zombie HD
Worker Zombie HD
Mechanic Zombie HD
Hazmat Zombie
Dog Zombie HD
Biker Zombie HD
Spider Zombie HD
Soldier Zombie HD
Lab Zombie HD
Cop Zombie HD
Tourist Zombie HD
Nurse Zombie HD
Lumberjack Zombie HD
Businessman Zombie HD
Mutant Zombie HD
Screamer Zombie HD
Stripper Zombie HD
Burnt Zombie HD
HD Trader Joel
Trader Rekt HD
Hugh, HD Trader
Bob HD Trader
Weapons
Alpha 20 features a new line of pipe weapons and overhauls numerous existing weapons for a total of 6 new weapons and 13 enhanced HD remakes.
Pipe weapons are new early-game weaponry made from short iron pipes, wood, glue, and leather. The revised loot and level balance means that players will have access to a Pipe Baton, Pistol, Shotgun and Rifle early in the game. These weapons feature bespoke sounds and animations with configurable mod slots. Short iron pipes can readily repair pipe weapons. The Blunderbuss was replaced by the new Pipe Shotgun during weapon cleaning.
The current rifle tier was completed with a new Lever Action Rifle. The Lever Action Rifle's quickness and range make it an ideal survival rifle. Like other in-game weapons, this rifle utilizes 7.62 mm ammunition and has various mod slots.
Popular weapons including the AK-47, SMG, M60,.44 Magnum, Hunting Rifle, and Rocket Launcher get updated models, textures, and/or sounds. These texture and model improvements complement previous art upgrades throughout the game. These weapons' damage has been increased in addition to model and texture improvements. The bows' arrow models were updated to match the new design.
Customized Menus
Building blocks have been redesigned. For instance, every craftable material now has approximately 1300 possible forms. There are five new basic material assistance blocks:
Wood, Cobblestone, Concrete, and Steel.
After creating, attach them to the toolbelt and enter the shape selection screen using the radial menu (or Shift+R). One may refine the search by selecting a category from this screen:
Windows, Destruction, Construction, Deco and Letters
For modders, the shape menu makes it easy to add new forms to the game by eliminating the need to specify each shape with each material. Just add the new forms to shapes.xml and let the game fill in the materials during runtime. It then immediately adds the new forms to the material shape aids in-game This feature minimizes the number of crafting recipes required.
The creative menu has been reorganized into categories. Categories have been shifted to the left of the window. In the left column, choose a Main Category, then a Secondary Category.
Predictability
Placing blocks has changed. The block preview now moves smoothly across the planet and has better shading. The preview will also change color to show the block's impact. Colors:
A stable block is yellow. The more yellow the block, the less stable it is.
A red block indicates a possible collapse. By strengthening other portions of the structure, this block may be inserted without collapse.
No support means this block will fall if placed.
Robotic Drone Friend
In addition to greater storage, the new Robotic Drone has better end game features. The player's intelligence can boost the drone's skills, but they may still acquire and operate one without perking into it.
The player's robotic drone is altered. Additional Mods and Enhancements to the Drone include:
Defenses of the Robotic Drone are improved with this mod.
Carrying capacity increased with Robotic Drone Cargo Mod.
Robotic Drone Medic Mod — Allows the Drone to heal players.
Players get 10% more stamina while near the Robotic Drone.
Headlamp Mod for Robotic Drones
False Flags
Dynamic Imposter System depicts changes to distant chunk POI meshes triggered by players or zombies. The Dynamic Imposter System may now show changes like as demolishing a structure, creating your own base, or changing an existing building. New players automatically get updated impostor meshes.
That's a good question. It allows you to modify existing POIs, defend a town, or create a castle on a hilltop from anywhere in the globe.
Several game option settings may be modified in serverconfig.xml based on PC strength.
DynamicMeshEnabled
True enables the system.
DynamicMeshLandClaimOnly
If true, the system will only work on player-claimed territories.
DynamicMeshLandClaimBuffer
Flexible Mesh Land Claim Base Chunk Size
DynamicMeshMaxItemCache
Higher values consume more RAM.
Big thanks to 7 Days to Die modder Danny Richardson for helping TFP develop this great new system!
Art in Nature
In order to improve the world, POIs, and overall game immersion, the Environment Art and Shader Team has been working on upgrading rendering technology. Among the changes:
Terrain Shader – Increased quality and performance with improved roughness and specular shading
Updated foliage shader with subsurface scattering, physically based rendering, and packed textures for performance.
With this shader, models may have tinted colors and the speed of packed textures is improved.
New Land Textures
NEW BLOCK TEX
Better Lighting and Sky
Grasse and cotton meshes have been considerably modified to provide greater complexity and form variability with less mirroring. For low-end machines, the mesh complexity is now set to grass quality.
New short grass sub-biome added to the forest. Slope grass positioning has been enhanced.
Trees now have a root ball to plug holes in the trunk.
Clouds - We can now preserve cross mixes for additional diversity and to better fit the weather system.
Corrections to the world's lighting, including a cloud area brightening effect.
Wind - The weather system's wind speed now affects plant speed, and we included wind gusts.
Along with the new POIs in alpha 20, there is lots of fresh graphic assets to enhance the game.
We've added new street signs as well as commercial signage and ATM's to our cities.
New conveyor belt systems and building site material stacks are added to industrial settings. New working and destructible doors such as basement doors and shutters.
More immersive devastation for your beloved environment with additional debris mounds.
A new mesh tinting technique and shader provide additional color variations to fresh art pieces.
The game now has hundreds of new and updated PBR models.
Quests
7 Days To Die questing has improved globally. To assist you discover the essential goods, starter missions now feature onscreen symbols. The challenge notes will be retired to concentrate on new quest kinds. Buried Supplies has been modified to add difficulty. This quest type now has a tier 3 variation. This is no longer the case. Each merchant now has tier-specific tasks to accomplish. Players may now choose between levels while picking a trader's task.
Restore Power is a new quest type. Activated at night, Restore Power missions demand the player to restore power to locales. Find the generators and turn them on. Beware of surrounding zombies.
AI
The AI and enemy spawning have been much improved, including:
Industrial, commercial, and downtown districts are now more densely occupied due to changes in zombie spawning biomes. Harder biomes have more formidable adversaries in these places.
Ducking - Zombies may now duck down to avoid obstacles.
Obstacle Attacks – Zombies now attack more reliably without slipping.
Head Tracking - More options for when and where they gaze now.
New AOE burst strike utilized by the new mutant zombie
Optional Feral Sense
Zombies can only hear and see you from a certain distance. The feral sense option increases their hearing and sight, making the game more difficult. This also makes the environment appear more crowded since undetected zombies will locate you. Included are:
Doubles the range at which zombies can hear and see the player.
Zombies can identify you more readily than before.
Off, Day, Night, and All (Day and Night)
Vehicles
Vehicles now feature modifications, colors, and other upgrades and bug fixes. Mods help your car run more efficiently. Any dye you obtain while playing may be used to stain the vehicle's color.
Mods
Expanded Seating — Allows 2 riders on minibikes and 4 riders on 44.
Fuel Saver - Less gas consumption
Reserve Fuel Tank – Boosts tank size
Off-road Headlights
Super Charger — Boosts speed
Colors — Use dyes in the cosmetic slot to colorize vehicles.
Camera
Camera tracking – improved and corrected certain bugs
Zoom - Use the mouse wheel or controller to zoom in and out.
Fixes – Better out of boundaries checks and vehicle duplication or relocation have been handled.
Loot
The Loot Stage system has been split from the Game Stage system. Players will get loot stage similar to game stage, but there are more perks. The biome, the POI, and even the container might have a loot stage benefit. Next, the loot step will improve the item's overall quality. In challenging biomes and POIs, daring players will discover iron tools or sophisticated weaponry sooner than those who remain in the pine forest.
The progression of biome benefits is as follows:
We go from Pine Forest to Wasteland.
(NOTE: Burnt Forest is Navezgane's Desert.)
Loot has been modified to highlight early-game weapons and equipment. This allows the player to discover and utilize a better item before moving up a tier. Books like Spear Hunter and Archery are now sent early to help participants. Food, Drink, Medical, and Ammo Supplies have been tweaked to keep players on the lookout for more. Items that treat infection have been drastically lowered to restore fear.
New Tiered Loot Chests set according to POI Tiers
Music
In prior Alphas, we aimed to maximize content originality by combining combinations. We could create sophisticated musical compositions by piling loops on top of each other. In a conventional composition, each layer is an instrument. We achieved a large number of unique combinations across all of our setups by describing how each layer is utilized in each configuration and arranging interchangeable loops into these layers.
While this schema provides for a lot of content flexibility, it is not responsive to gameplay. Our new “vertical dynamism” comes into play here.
We've partnered up with Native Darkness Productions again to offer you this latest Alpha. That is the Bloodmoon Horde. We built a theme particularly for Bloodmoon to give it the attention it deserves. We've updated our threat level system to reflect the ebb and flow of fighting in Bloodmoon. The music now adapts to the intensity of Combat as though a conductor is monitoring your every action. The Blood Moon Horde's highs and lows are now represented in the soundtrack, greatly increasing immersion.
Threat-responsive layering in new Bloodmoon music
Added complexity to layering for layered recordings
Improved randomness
There are almost 6.5 million track configurations.
NEW THREAT-RESPONSIVE AUDIO
Audio
The game soundtrack is constantly developing, and the audio team has created new original sounds for the new content, including:
The Twitch
New pipe weapon sounds
Doors ringing
New game vent noises (keys, buttons, etc.)
Power quest sounds
New treasure chest noises
Weather
The world's weather system is improving, becoming more distinct and variable. Among the changes:
Randomness - Better computations and shorter periods mean less weather repetition.
To distinguish between forms of weather such as foggy or pouring, snowing, or storming data were added as weather groups. Now each biome employs its own weather groupings.
Vidoes
We improved the game's graphics by changing many quality settings. Auto detection now looks at your GPU to select the optimum quality setting for your system. When A20 is initially run, it resets the video settings and selects a preset. New Options:
TAA is a new option. CGI smoothes edges depending on motion.
In the game, you may utilize the sharpening option to make strong edges seem better.
Animation
The Animation Team has been hard enhancing the game's animation. Among the new animation features in Alpha 20 are:
First and third person weapon hold, attack, power attack, and idle animations improved
First and third person tool hold, attack, power attack, and idle animations improved
Walking, sprinting, strafing and basic movement in 3rd person with weapons
New Zombie dog videos
The following Zombies and Parts now have dynamic movement based motion:
Stomach and total body fat
Cop – Abdominal and body fat
Big Mama — Abdominal and body fat
Hair, wounds, and a hanging hand
A soldier with a tattered uniform.
Acid bubbles on skin, with mixed animation
Screamer - Clothing, hair, jaw, tongue
Dismemberment
Alpha 20 shows off a new dismemberment mechanism that will ultimately replace the one introduced in Alpha 13. The new functionality allows for better-looking dismemberment and customized effects each zombie.
The visual damage done to zombies varies based on the weapon employed. A bladed weapon may completely sever a zombie's head. Heads and limbs may be cut off, and certain damage cases show bespoke animations and particle effects.
Support for a restricted number of zombies will be introduced initially, with following updates supporting all zombies.
Twitch
A20 adds balance, new commands, and a new voting mechanism to Twitch Integration. This includes subscribing, giving subs and raiding. We also implemented spam delay and support for custom events.
Voting adds a fresh dimension to the mix. Random votes bring new buffs and debuffs, attack hordes, and Boss Hordes! If the Vote Hordes defeat the streamer, all voters win.
Custom Events enable streamers to tailor their interactions with viewers. Those are for bits, subs, gift subs, raids, and channel points. The twitch events.xml defines them.
New commands and features:
Twitter Voting Mode
Balance has enhanced progression mode.
Some new commands are:
-
celebration - Everyone is a piñata.
-
dance off - The Fun Pimps welcome everybody.
-
foolish — A silly command.
-
reverse – 180° turn.
The movement controls are flipped.
No robotic assistance.
-
no explosives
-
no vehicle - Driving hurts.
-
no safe - Safe zones hurt.
-
no stealth — Bombs destroy stealth.
-
painting - You perceive the end as a masterpiece.
-
deafen - Deaf.
Spawning a Mutated Zombie
Spawning a Tourist Zombie
Custom Events for:
Donations in bits
Month-based subscriptions
Subscriptions as gifts
Defining a target audience.
Redemptions of CP
Mod Tools
These exclusive technologies help to speed up internal development and assist the 7 Days strong modding community. Here are just a handful of the new tools and modding features in Alpha 20.
World Editor Upgrades
When installing a new prefab, its front side is aligned with the ground level at that place.
Moving prefabs shows a glimpse of their contents.
Moving prefabs gets quicker as the player distance increases.
Prefabs may now be placed/removed using the POI Editor's prefab browser.
Show prefab names in POI selection boxes (World Tools tab)
Show POI details in ESC menu
Nearby prefabs always reflect their orientation.
POI Editor Updates
“Level Tools 2” option allows selecting all bricks of a given kind.
Allow painting just blocks inside the current selection box
Add opportunity to choose playtesting biome
Playtesting defaults to debug and creative modes.
The ESC menu indicates the POI's quest tier.
Change block density by rebinding keys
Paint Surface Radial option to paint adjacent coplanar surfaces
rwgmixer.xml
XML support for custom tiles, components, town kinds, and more
The new Random Gen Preview feature allows you to edit custom maps to your taste, adjusting items like:
Town Frequency
Wilderness POI Frequency
Rivers, Craters, Cracks, and Lakes Count
Plains, Hills, and Mountains
Global randomness
Blocks.xml
The command line parameter “-debugshapes” now shows which block material / shape combinations the shape system creates.
It now has a console command to put all variations of the shape / helper block you are holding.
New property “PlaceAsRandomRotation” places blocks in a random rotation.
New console command “placeblockrotations” to rotate the currently holding block.
Added “AllowedRotations” attribute to indicate a block's rotations
Modding
So long as EAC is off, clients may now load mod DLLs like dedicated servers.
HarmonyX is included to enable game code patching in-game. Patching game code files should be unnecessary for practically all modifications if DLLs are loaded on clients.
The mod code initialization function IModApi.InitMod now takes its own instance, e.g.
XML class names now allow namespaces and do not need a hardcoded prefix (e.g. custom block classes do not have to start with “Block”).
LootContainer references now use names instead of IDs, reducing mod collisions.
Menu and in-game XUi XMLs may share XUi controls and aesthetics.
The XUi pager now shows the maximum page count.
XUi dropdown box added
No more case-sensitive XML patch type names (insertafter, set)
Most XML problems display line numbers when loading/patching.
Better error warnings for “set”-patches
Client-Server and Multiplayer
To future-proof our game, we integrated Epic Online Services (EOS) to enable us to deploy the newest anti-cheat technology and subsequently extend to additional platforms for cross-platform play. Regular gamers shouldn't notice a difference, and you don't need an Epics account to participate. EOS only knows your public SteamID and correlates it to an EOS ID only valid for 7 Days to Die.
This is because the user IDs used to store data and reference players (filenames of user files, IDs in serveradmin.xml, etc.) now correspond to the user's EOS ID.
Serverconfig.xml rename
Changed default “WorldGenSize” from 4096 to 6144.
"ZombieFeralSense"
“LootRespawnDays” default is 7 to match in-game default.
Details regarding the new DynamicMesh settings may be found here.
Added Twitch options (? Lathan)
Fixed output not appearing in the server terminal window
A20 b206
Added
Disabling spawn kinds using POI tags in an area
Types of commercial, industrial, and urban biomes
Debug POI chunk tags
Model's biped position changed to minimize wall clipping
GOS Snow Grass
grass brown, grass greenbrown, and grass greenbrown2 GOS texture maps
Grasse GOS texture map
Path snapping for close-by roads
IK gyrocopter and motorbike
Zoom in/out of car camera Up/down mouse wheel or dpad
Unlock laptop deco
Setups for wine bottle décor
Snow, stone, and gravel texture maps
Map of asphalt roughness/texture
Low RAM/VRAM graphics preset auto selection
Window Store Pane and Bulletproof Window Store Pane
Small Thin Friend
ambientSkyDesat
Wood, Iron, and Steel versions for cellar doors
Exclusive video fullscreen
gfx res console
It spawns in forests.
Subbiome forest heavy short grass
Subbiome variation in forest grass
Twitch Raid Events reward raiders.
Twitch Bit, Sub, Gift Sub, and Channel Point events.
Only Mods, Subs, Broadcasters, and named viewers can use Twitch Actions.
Gift subs now award Special Points. Will allow configuring the number of points given.
Redeeming missed subs/gift subs/bits on Twitch.
Changes in terrain quality at long distances
Radiated spawns to wild zombies
Wall Mirror, Broken Wall Mirror, and Random Helper
Add emissive color properties to the Entity Tint Mask Shader for lightLOD compatibility.
Modifying the vehicle's seats
No stability = pink block placement frame
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) (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) (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) (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) (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 a “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 windows with TAB while text input is focused.
compass directions
Allow deleting save games with DEL on the continue game screen
F11 starts DebugShot
DebugShot saves perks on/off.
UI Size option restricted on small aspect ratios so the complete UI fits
New camera sensitivity slider
Tip for Twitch loading
Armor and miscellaneous headgear item tags for the trader window
a ceiling and table projector.
Ragdoll dog and wolf
ai ragdoll
Changed
Trading thrown explosives
Updated scorched and barren debris heaps based on input.
AI wall hit blending improved
10% to 15% increase in pine forest noontime fog
-Shorten the spider zombie huge collider
Rearranged book stacks and shelves to reduce paper found
Reduced chance of looting yucca juice
Reduced the amount of murky water in toilets
Snow grass albedo for new foliage shader
Campfires can no longer be lit using wielded or wearing goods or ammunition.
SNOWBERRY FIBERS
Removing Snowberry Plants
Trader loot snowberry removed
Movie posters, like other posters and artworks, are now glass.
Steamed or grilled corn on the cob now gives 10 Food and 5 Health.
It now gives 10 Food, 5 Health for Miso, and Chicken Soup (no water changes)
To prevent tree shadow clipping, set Fir2 and Fir2Snow to Nature/SpeedTree8.
Deleted rotten bread from loot and recipes
Disposal of rotten bread and sham sandwiches
Harvested crops no longer become seedlings.
Player-planted crops now yield 2 fruit with a 50% probability of a seed.
Half as many POI crop helpers now generate a harvestable crop.
Traders now have a 50% chance of finding antibiotics on inventory replenishment.
Updated albedo and normal maps for grass brown, grass greenbrown2, and grass greenbrown22
New foliage shader albedo and normal maps for desert shrub
Pathing cost of reversing
Terrain concrete specular/roughness matched to block concrete version for better mixing
Item, recipe, and trader grain alcohol removal
Beer in lieu of grain alcohol
New Chainsaw and Auger Icons
Across-vehicle camera turn
Quality 1 ranged weapons are no longer on sale.
A20 formatted loot list for cntShippingCrateConstructionSupplies
Adjusted snow albedo texture
Refined forest ground albedo and texture maps
Using shapes instead of traditional wood crown 1/2 blocks
decreased HP and removed upgrade path for destroyed blocks
Reduced shape destruction HP for easy replacement
Removed old IBeam upgrade path
Burnt bricks are now wood forms.
Compound bow mesh update
Deleted a lot of debugging
POI count 6k global wilderness
Increased ancient west tile count
Stealth ambient light computation improvements
Auxiliary iron and steel cellar doors for all repair tools
CntConstructionSuppliesRandomLootHelper only downgrades to
New conduit models, symbols, and harvest
Dimming of sunlight around dusk/dawn
Redrawing of zombie eyes
Desolate the forest led sub biome
Fixing sunlight leaks in POIs, blocks, and beneath characters' hats
Super Corn is now 8x more valuable.
Grandpa's recipes now include Super Corn.
Wetlands added to Fireman's Almanac Completion perk
The Fireman's Almanac Completion perk now mentions the desolate biome.
Added tougher zombies to wasteland spawning
So merchants spawn, gateways enforce a half-marker size minimum.
Re-written lightLOD script to use Entity Tint Mask emission attributes
Rebuilt prefab and combined traffic light components to correct the lightLOD activation flicker only seen when a second traffic light is added to a scenario.
endTableLampPrefab updated to operate with new lightLOD emission
Updated all street lights to emit lightLODs.
Cleanup of placeholder transition code in ShaderSwayingGrassSurface.shader
To prevent an extra texture array, converted microsplat shader to specular process.
Added thicker forest ground material to match the new foliage card assets.
Updated deadpinebranch01 textures and included packaged GOS map
Updated snowberry textures for new shader and packed GOS map
Updated tallgrass textures for new shader and packaged GOS map
Tweaked tallgrass2 textures to work with the new shader.
Tweaked tallgrass3 textures to work with the new shader.
Tweaked tallgrass4 textures to work with the new shader.
LanternDecorLight now defaults to bottom
Reworked the damaged concrete block set forms, UVs, and icons
xml UV settings and stair UV's standardized
Players and archetypes no longer have a backpack.
BlockValue GetHashCode and BlockPlaceholderMap Replace
% increase in forest grass
Old chairs and office chairs now stack as an assistance.
Bar Stool is now a trader assist.
added shadows to weapon flashlight mod
Biome WorldDecoratorBlocks
Reduced honey harvesting from stumps
Small refactorings
Prefabs.xml Navezgane POI updates (Will)
World global ambient values in all four biomes
Sky lerp values for increased contrast and shadow reduction
New grass shader
Less acid in loot
Food and agricultural recipes in cabinet loot group
Low likelihood of finding farming and culinary recipes in mailbox loot
Prefabs.xml Navezgane POI updates (Will)
Metal Letter Helper has been removed from the forge making list.
Metal Fences and Railings Helper now has Thin Metal Rails in the shape menu.
Ultra to Temporal AntiAliasing
New graphics, thus choices reset
Spcular falloff improvement
Reduced rendering artifacts with TAA motion blending and sharpness.
Video quality settings for temporal AA
Grass has tri plane meshes and two plane aligned colliders.
8 grass random rotations
3 planes of grass, 2 versions
Added decoCarMotorFlat harvest events and goods.
Dimmed flashlight
Mesh generation optimized
Grass collider optimization
192 grass mesh variants
Post-processing balancing to enhance in-game darks
Replaced window trim in house old tudor 06 to avoid zfighting
Abandoned home 08 window trim update
Fix for terrible paint on cupboardCorner shape in global UV xml
Discontinued stainless steel polish and resourceInsulator in items.xml
Added shovels to the Miner 69'er reward tier descriptions
For present, Shamway freezers and coolers employ cooler open/close noises.
For Shamway beverage coolers, use Cooler instead of Freezer.
Shader type on until Autodesk signs seem unlit
VexMesh Optimum (temperature lookup and AddRectangle)
Unused Graphics/Model elements removed, better rotation handling
G/M objects removed from supply plane
Bed roll no longer returning more fibers
Visibility of block preview frame
Issues with Catwalk Wedge Metal UV's and paint
BETTER BIOME WIND
Zombies share a prefab without a box collider.
Disposal of old box colliders from deer and wolves
Set loot and sleeper/zombie respawn to 7 days.
All POIs have old store shelving removed/replaced.
Prefab chicken, rabbit, and snake
Recipes.xml blocks removed
Loot.xml frame helpers removed
No longer in traders.xml
POI blocks removed or replaced
Widening of the block density clamping range to allow for a flat terrain slope
Editor door damage inputs use +/ 1,10,50,500
new adobe white block
Wedge Tip Half Tee UV Update
skyscraper 03: steelShapes:cone for steelLogSpike6
Using an emissive material and light source, set up a tiny generator to
InactiveItems object created on demand
Entity optimized for graphics/model objects
NPC Graphics/Model and CharacterController prefabs removed
new renderFace blockShape
paint on outside face updated 33 loose board and concrete traps (Must paint WEST face of first block to transfer to downgrade block)
Set the writable storage box as the helper's default block.
PlantedBlueberry3Harvest, plantedSnowberry3Harvest, plantedGoldenrod3Harvest, plantedCotton3Harvest, plantedChrysanthemum3Harvest, driftwood, driftwood2, decoCowSkull now have random rotations. Small stones, grasses, and bird nests are omitted due to their small size and lack of diversity.
3 shattered traps with new wood and concrete textures
Bug fixes for cube 3x3x1 destroyed wood
Refreshed UVs on agricultural plots
FarmPlotBlockVariantHelper to FarmPlotBlockPlayer
renamed Drywall orange (138)
After looting, cntModularClosetClosed becomes cntModularClosetOpen.
Now utilizing frameShapes:VariantHelpe
Moved blue rusty metal update to metal base
Smoke particles onFire
Set default traffic and crosswalk light emissive values
Show Stability in debug menu
Enabled debug menu Client Stability
Update ID 82 Metal Wrought Iron to match the new streetLight01 texture
Sleeper volume respawn days for loot
Bug menu Recalc Stability
Optimised stability analyses
Added lighting category to creative menu and labeled POI lights.
Adjusted collision on catwalks to enable rail shooting
The enemy's basic hit points are random. So a 1% damage boost from a perk reduces the number of strikes required to kill foes.
Added model icon to end table light
Crafting paint now gives twice as much
Predictable block previews
Accelerated block preview fade-out and player speed threshold
Player made wood window glass is clearer.
Paint may now be mixed over a campfire using a cooking pot, but it requires more resources.
gunRifleT2MarksmanRifle renamed to gunRifleT2LeverActionRifle
2048 map texture reduction
Traders' prices doubled
Enemy Animal distance hardcoded
Game Difficulty, Day Night Length, and Day Light Length moved to General options
HD biker zombie character shader port
in-game texture sizes for biker zombies
Prepare radiated prefab material
Prefab using radiated material
thug ingame texture optimization
Selection box axis now includes line length
Baked chunk collider meshes
Car pooling and cleaning
ConvertDTMtoHeightData accepts a color array for threading.
Prefab spawning moved from DistrictPlanner to Township
ForceRenderingOff instead of enabled
To minimize misunderstanding, only AP arrows display this metric.
Traders' beaker price rises, chem station value rises
A revolver can be silenced, but it won't have the intended impact.
rwg tile industrial t
RWG utility waterworks 01.
RWG Remnant burnt 05
Utility electric co 01 questable modified to A20.
HD nurse zombie character shader port
Modified Nurse Zombie texture sizes
.73 to.5 nail gun delay
Generator now utilizes coroutines for progress and message windows.
HD business zombie character shader port
improved in-game texture sizes
Prefab decorator finds prefabs near player
Prefab decorator display optimization
Loading time for prefab decorators has been lowered.
REMODELED CONCRETE
Post-processing ambient sky night sky increase
Optimised entity group spawning skip
Waterworks for RWG industrial tiles from 4545 to 6060
Oneshot guns don't show a rpm.
Refreshed glass mirror block
1 assistance brick for all stoves
All microwaves in one block
New POIs for stove and microwave assistance
Height adjustment of vehicle cameras
Updated shape icons
Raster and rougher shading of trees
incorrect shader in carMixed
Better HD Fat color space balance
improved post-production global indirect lighting
Cold status overlay texture update
Hot screen overlay texture update
Adjusted Death screen overlay
Shiny b paving
Copy chunks every frame and check time per display reduced
Updated b materials
Post-processing Saturation Re
de-saturation des s
Snowy spectrum reduces fog.
Albedo adjustment for nursing zombies
Trader prefabs renamed and relocated to match
redesigned red b block
Feral and non-feral burned zombie prefab eye visibility
Darken the regular charred zombie material emissive
Reworked emissive texture channel.
Wild charred zombie now has fire particles.
All xml files now have no Cheerleader, Cowboy (Old Timer), or Farmer zombies.
Deleted cheerleader, old timer, and farmer source art
DIY Cinderblock Wall
To improve color lerp accuracy, remove the entity tint mask.
Stool model entity from block model
Custom circular table collider
Custom bar stool collider
Updated shader colors for shipping container tint
Updated tarp shader colors
HD Burned Zombie RMOS to RMOE
Emissive texture channel for Irradiated and Ember glow
HD Burnt Zombie Emissive color value
Removed gamma to linear conversion from character shader
irradiated emissive alpha channel HD Fat intensity
Hill stamps spruce
noise, frequency, and saturation reduction
TableDynamic IsTerrainDecoration removed due to geo problems
Added harvest/salvage/animation properties to various blocks.
Optimised UI effect
Cold and hot screen effects improved
Fixed microsplat procedural snow height values in deep valleys
Changed global skin quality from 2 to 4 and added animals/zombies from Auto to 2.
block-shape memory usage
Table candles set by players may now be taken up. It will offer a candle.
Improved meshing
Parsing of world decorator water xml
Image processing of the world decorator water
The new industrial washer, carts and rag heaps at Hotel 01.
Global rain to add to rain/clouds group
Absolute biome temperatures
Better weather temperatures
Wetter-Biom-Randomisierung
Changes to biome weather
Improved player weather metrics and cvars
Weather console command defaults to neg
individual weather console command defaults
Improved snow particles (rates, sizes, speeds, colliders, lighting/blending (lighted shader, Far utilizes near cam fade)
Better weather temperature changes
low rain particle counts
Weather console command help improved
Content randomization in DMS
Improved Molotov splash-to-flame transition
Set missingBlock's creative mode to None to prevent players from placing it.
Plateaus were removed as a terrain type.
4k was too tiny after world boundaries were erected, thus 6k was used.
Character Shader optimizations
HD irradiated emissive map
Stamps renamed to fit new configuration
Better tree harvest fade off
Cut back on tiny trees
New skinnedanimated molotov mesh
PBR versions of Molotov textures
Remade Molotov fire effect, no custom shaders
Deleted project's custom molotov shaders
Calculation of MinEffect value
Updated Entity Stats to operate across ticks.
Rendering of terrain blocks improved
Saturation reduction on dirt dust
adg campfire particle spawn
Disabled mesh generator block lighting calculations
Fallen tree fade away
Shader for UMA emission
BlockUpgradeRated upgradeRate 15
ShadeModelEntity sets BlockTintColor to a Color value (hex or R,G,B in xml).
Tinting and instancing black vehicle blocks
Decorate chunk loop for prefab
Cycling to tint shaders and textures
New toilet icons
“MeshDamagex” paired with health values
2D truss blocks now 2D
Particles on AK47
Sniper Rifle Particles
Moved text in Water POI icon
traders rekt and trader hugh
Poi trees have been renamed to treeStumpPOI.
Using a tint mask and a shader
Allow any block to have ParticleOnDeath override material.
Updated trellis ladder pathways in POI's with woodTrellisSquare and removed woodTrellisDiamond.
Set random rotation to false for med and big assistance trees to avoid clipping POIs.
Mountain Pine12m from tiny tree helper
Drink server materials updated
Laser attachment beam vision improvement
Worker zombie dismemberment setup
global dot laser attachment
Fire impact on assault rifles
Damage and armor displays now show 1 decimal digit
Auto-fire admin paint brush
armor piercing effect on spears and AP ammunition. Improved armor penetrating effect of spears, AP ammunition, and arrows
Hollow Point rebranded as HiPower ammo with no armor penalty. Shotgun/turret rounds have no armor penalty. Recipes adapted.
Bow and crossbow damage buffs
Added perkFromTheShadows max light level 65
Mountain lion spawning probability in snow biome dropped
Added seeds to grow baskets
Deleted Tree Prefab POIs that were manually inserted in Navezgane and utilized in biomes.xml
Sleeper footsteps may be heard.
Added new foliage shader growth variants
ModGunMeleeTheHunter increases animal damage by 25%.
Blending and motion of clouds
Store shelves now only show “shelf” on ingame prompts.
Lights now refresh every frame and are brighter.
Added random brilliant patches to clouds when lightning strikes
One-by-one, traders may now sell testosterone.
DELETED OLD MADMOLE GRASSTONE B
Deleted old pill case texture
drywall orange block texture
Removed pole top01 block assets
The coffee plant, goldenrod, and chrysanthemum were ported.
If BuffClass is missing from player effect debug panel
Rebalanced vehicle, tool, and weapon dye colors
Modified radiation area stamping
rwgmixer.xml entries with 0 iterations
Fabric and scrap armor now mend using cloth and iron, like other primitive things.
S Zom Snow renamed S Zom Lumber Jack
Fixed the railing colliders on metal stairs to allow projectiles through.
A rework of Skyscraper 03.
Conversion of entity model baked model atlas for texture memory optimization
50% less pew saturation
Transform nonstreaming zombie textures
Updated bookcase empty's face assignment to enable helpers to keep the paint.
fewer entities generated
EnvironmentAudioManager trash reduction
Gas Can Stacks now need 800 oil shale and unpack to 10000 Gas Cans to be crafted.
Revised water looting and exploding plastic barrels
For the same reason as the shadow bias rollback.
Legs in a cast or splinted should get steroids.
Sprained or broken vulture legs
Reduced probability of a critical strike breaking a sprained limb
ZPack treasure bags now come in three tiers (normal, powerful, and boss).
Due to blobby resolution difficulties with quality settings lower than Ultra, treeDeadTree01 and treePlainsTree2 LODs were removed.
Tanb02 Mod
Rebalanced wood, steel, and scrap collisions to reduce zombie head pop.
Drop Color Tint Shader Support in ZPack
Player-planted grass now utilizes short grass.
If grown in the desert, treeDesertShrub is now used.
The appearance of ScreenEffects Blur Shader has been improved.
Removed all quest-related goods, loot, and quests.
XUi Player Start Points Editor in World Editor
ZehMatt's chunk locking optimization
The editor's default DifficultyTier is now 0.
Regular game now has the option to paint all sides.
Creative/Editor blocks do not reduce inventory stack size.
Reduced frequency of non-running SteelSeries client warnings
Added Christmas loot items
This recipe now yields hayBaleSquare.
Large Pet Cage is now a 1x1x2 multiblock to avoid clipping.
Fixed
Too dark file cabinet inside
Improved visibility of tire smoke
Clients' vehicle position stutter if not the driver
Inside vehicle passenger camera started
Getting inside cars causes a camera jump.
Flying mode breaks vehicle camera
No chickens or bunnies hit by cars
VehicleManager duplication problems
jittering vehicle/camera
Strange vehicles with high speed lead to block damage and big movement.
Bicycle Stamina Hack
After a block is broken, AI moves forward/back, fishtails, and
Zombie collider launches player 2 meters
Spider landing anims block it
Zombie spider head through walls
Obstacles to Fat Cop (not in A19) and Hawaiian Zombies
Sleepers won't fall update state
More than 255 zombies in a sleeper save
Sleepers born on diagonal edges bouncing in the air
Sleeper volume is not creating groups
Dropped loot bags prohibit digging
The brightness choice affected stealth.
PassiveEffects LightMultiplier's stealth light level was incorrect.
ADS trembling around 0,0
The held torch self-lights other players' held goods.
No light held candle
Player shadows from candles in p2p
LightLOD might check for improper block position.
LightLOD attempted to examine blocks
Explosive damage modifiers don't function
Thrown explosive creature damage buffs don't function
If the origin is not zero, the explosion obstacle checks.
Entries missing 1 in 11 ticks
Bleeding kills didn't always grant XP
Foot floaters off the ground
Camera shaking breaks camera turning.
Weapon zoom ignores release in certain circumstances.
The zoomed weapon model cannot hide.
3rd person ghost reload
Smoke plumes that follow the player
The world decorator might utilize the erroneous location if the radius is outside the chunk.
If a biome had no prefabs, world decorator would bypass them.
Errors in biome spawning regions
The spawning area rect was 2 pieces off.
XML didn't provide subbiome probabilities. Rebalanced
It did not alter seeds across y locations.
If position was adjusted, CreateMesh would update the block preview.
The block placement preview textures are wrong.
flashing green selection
Updating far-flung POIs
Artifacts caused by vertices with differing normals
Added line color gradients and 3 pixel line thickness to the axis arrows
Quest Event Manager not granting vultures a kill
Quest rally does not correctly reset grass and other deco.
Duplicate sleeper volume ids caused by POI resets
Delay of supply box smoke/lights to 90 seconds after landing or loading
Tactical Supply Crates
No cold or hot screen effects
Geometrical voids
SkyManager time may be off (visual artifacts)
Jumping snow particles
Temperature change if you travel back in time
Weather Manager Thunder Error
command to reliably trigger and place at player
Temporary pause of Weather Manager biome randomization
Discordant background cloud and elevated position
Evening rain with clear sky
“weather clouds” console command.01
Darker lightning
No directed light from lightning
Molotov Flame effect lasts longer
Wrong world space UVs from twisted glass
Cameras may provide an undetectable subterranean UI.
Chem station added crossfade in fog (glass).
textured GlassBulletproofPlate
TreePineBurntFullMed billboard vanishes
Trees vanish at 10+ meters, including an azalea.
Trees off console command turning them on and off
StabilityViewer is not removed by “stab clear”
Resolution options are limited if less than 1:1.
Unable to construct or partly load worlds
ClearSlotByIndex Allocations
A similar audio component has been added.
Multiple threads calling ChangeBlocks null
Remove obj null and update skip next item if obj null
In-game zombie bear pbr texture value balance and material attributes
Too dark suitcase interiors
Black Exercise Bike
Too dark coffee maker
Too dark inside washer
Too dark toolbox top
Lighting may wipe away tree LODs.
Exit sign letters with a haze
Black inside owing to reduced ambulance AO due to texture AO and SSAO.
Soldier Zombie shading error. Removed radiated variant's feral eyes. B)
The zombie Lab Radiated has texture/lighting issues. remapped and rematerialized
A quest too near to another POI might shatter tiles.
Quest activation chunk resets potentially delete nearby POIs.
Unusual LOD transitions in TreeDeadTree01 and TreePlainsTree2.
Demo zombies take no damage from HP ammunition.
Achieving a dark camo canvas
Thug zombie smashed norms. Set Tangents for Mikktspace
Added pallet bs broken, broke2, loose, and top variation caps
Bear texture values balanced for current scene lighting
Prevent deadpinebranch01 mipmapping to black
SNOW TREE SHADOW CUTTING FROM TREE TOP L
Editor's little prefab affects terrain
Player lights are activated by default when logging onto dedi servers.
Using the right emissive material on a zombie
Trader Rekt recalls how to scold the player for not purchasing.
Vertex normal fix rebalanced short grass values
NEW - Pure black alpha edges for better mixing
POI fastfood 01 has concrete instead of tiling beneath booth.
A tier 3 POI is unlocked in house modern 05.
Twitching actions now saves to saved game.
Hands-free advanced wooden bow
All bows' procedural recoil reduced
Pipe MG reload sync fix
AK47 reload sync repair
Hands and weapon synchronization corrections for pistol mix
It no longer has reflex on by default.
Prefabricated Pipe Rifle Silencer
When completely buff, the Pump Shotgun weapon model fires.
Female Fat Zombie Texture/Lighting Issue (B)
Cannot paint front letter sign numbers
During battle, hitting anything charges the stun baton.
Sticky arrows across game modes
Rasgdoll Fat Cop Mesh Stretching
Heal Others on Zombies and Vehicles
Stacking fall distance while not falling is possible in certain situations.
Chainsaw speed increased.
RWG generation failed assertion
Forced Trader material ID update to correct missing materials
Highways occasionally cutting through communities
Gateways had just one highway.
Only trader hugh
Unregistered road exits
End table lamp is dim
Stair Zfighting
Block/entity laser clipping Junk Turret
To avoid wooden desks from sounding like metal/filing cabinets, a new loot list was included.
Tagged prefabs not spawning in RWG
Integer random number rolls not working
Unholster flashlight, hold match
New posture for flashlight hold/attack anims
Storm clouds in snow biome
Optimised and changed sticker phone number to a phony “555”.
Auto Shotgun no longer has reflex.
Rifle hunting bullet no longer lerps on reload.
Bow and Crossbow controller cleaning to avoid weapon draw.
Reloading with magnum bullets no longer lerps.
The Lever Action Rifle reloadspeed option is enabled for scaling.
Tom Clarke may now kill you as part of the zombie horde.
The burning zombie spawner is now gamestaged since that became available.
Too dark in the oven
100 percent dysentery possible
Fix ADS shotgun reflex.
Armor crit resist color mismatch
LOD concerns with ice makers:
Colored office chair material
Corrected seam/marching ants on arch window
Based on level design comments, optimized and altered cement/b/wood rubble piles.
Rubble Piles
Gas station 10
Missing colliders creating paint difficulties on wooden catwalks
Broken beer cooler em
Large blob on treePlainsTree2
Window Trim Bottom had a stray triangle due to faulty verts.
Indestructible terrBedrock at a carwash 1
Fixed collision and paint problems with updated wooden catwalk
Zfighting on little pipes until they are recreated
Metal rail diagonal and stairs railing metal railings no longer collide.
Fixed weird shading on catwalk metal bent
Off-vertex arch window causes seam/marching ants.
Collider issues on floating rails make painting difficult
pole support 1m UV issues
Added 50 stars to flag
WHITE OAK 22 & 42 PREFAB LOD
Signs of Shotgun Messiah
CJ3 says coyotes may be violent in groups. They don't attack in packs now.
Lockpicks in the incorrect group
Incorrect pipe shotgun attachment list
A sealed hero chest in POI storeautoparts 01
*With default settings, a player would be 100% with only one perk buy. Because of this, even with all 5 ranks, some zombies will sneak past the sledge and reach the player.
ADS for Lever Action Rifle Reflexes
Blend times for Lever Action 3rd Person fire/aim
It no longer shows the bullet pulling back into the pistol.
Fix for hunting rifle left shoulder
Added Lever Action Rifle aim-in/out
Added stray bullet hiding hunting rifle anim.
Fixed hunting rifle reload jitter
Removed ADS artifacts from Auto Shotgun
The stair railing colliders were adjusted for a better transition
Qt centered UV problems
Uv difficulties with half-split cube trim
Adjusted misaligned verts in arch 3m window
Pole0.5m plate: corrected misplaced verts creating distorted UV
Torch uses anim.
Adjusted office 03
Improved zoom in/out on M60.
Mailbox 02 is dim.
Third person stationary firing and idle mixes on draw for FP.
Timing update for Pipe Baton Fire.
Case insensitive Twitch Action instructions.
Snow zombie texture/lighting problem, no radiated variation
Sharp terrain edges in world editing tools
Material tint value, color space balancing, Demo Z normal map within metalness slot
deadTree01 has bad UV
Tier completion tasks have been reduced from 10 to 7.
Inconsistencies in radiated zombie eyes
P50CornerSquareBottom and P50CenteredSquareTop UV problems fixed
Only 80 oil shale in AmmoGasCanBundle (was 800 which can cook 8000 regular ammoGasCan where the bundle is only 1000)
Engine harvest to destruct event on decoCarMotorFlipped
Weapons can't strike the park sign
Custom pipe pistol aim in/out.
New pipe pistol animation with no bullet lerping.
Adg pipe pistol fire/aim time.
Face assignments prevent painting of wedge steep forms
Pipe rifle bullets were out of rhythm upon reload due to blend fixes.
Blends in M60 avoid wrist flipping.
Painted inside awning ramp left/right forms
blindtop mesh commercial
Removed window prefab LOD cull
No thug zombie animations
cntStoreElectronicsBookShelfSpeaker block popping
Other players think you're holding a piece of leather.
Some Advanced Engineering cost savings aren't shown.
DryerOpen flickers while changing LOD
Reworked all metal catwalk and railing mesh alignments and colliders to avoid player pop.
Reworked metal catwalk and railing colliders for easier painting
Pipe Revolver now has weighing.
Dr. Nurse, Fat Hawaiian, and Yo have lighting issues.
Tactical AR aim in/out anims tweaked.
Pathing problem in House Modern 16 (Hernan)
Missing diner 03 concrete texture
Harvested wrench loop
The cntBusSchool glass whiteout is dependent on the weather snow value.
Awkward stool scale
hazardBarrelsAcidOil substitute of hazardBarrelsGeneral
Re-baked the cntBarrelGenSingle00 icon.
3rd person rocket launcher reload timed to weapon anim
Spear repair glitch blend
Prefab biker with wild eyes
The HD Suit radiated material is missing.
Few seats in Theater 01 lack carpet texture
Unused triggers in POI fire station 01
Texture missing in store book 01.
POI “store bank 01” couches clipping walls
Materials on book prefab altered
Use right hold number for book mesh
Sedans Optimised
Master car prefab glass mesh references missing
Incorrect POI imposters with rotation=5
a terrain type position list is empty
RWG haphazard
When not powered, spotlights and motion sensors now shift to their last known rotation.
Loaded ammo does not show up in the rocket launcher.
Block damage from rocket launcher is minimal (HE Ammo)
Wedge60 incline half left - hidden faces
No Player Collisions with New Gravestones
Please restore cliffs
Zfighting at barn 02 (window)
abandoned house 01 Zfighting
neighboring b destroyed01 and 02 hidden faces
Unaligned vertical street tiles
Unaligned street tiles
Unwanted deadends on street tiles
Image processing memory bloat
Last point for country roads
The same seed but various prefabs
Water the bug
Errors in size entering fields
Map generation from Start Game window: Null Ref
The Nail Some Chicks challenge failed.
No Player Collisions with New Gravestones
HD Rekt RMOS to RMOE
Subsurface Scattering with HD Rekt Alpha Channel
Incorrectly shaded cop and black automobiles
LOD of burnt maple trees
After RWG generation, SocketException
Close-up depiction of burnt zombie eyes
Hazmat zombie shoulder gib
Face painting on stairs quarter vertical uv
Tech Junkie 8 recipe unlocks require localization.
All arrows (held/dropped) lack bag mesh.
HD Burnt Zombie albedo increase
The new invisible chain link fence material
Set RMOE texture sRGB off
a cut-off depth canyon stamp prohibiting map colors
To prevent janitor cart from cutting into other blocks/walls
POI Diner 02 paint error
Changed mesh and collider names from B to N for metalRailing problems
WRONG CAN BUNDLE NUMBER
The charged stun baton's visible sparks vanish when switched.
It doesn't increase stun time.
Inconsistencies in paint texture localisation (i.e. Wood old vs Wood Old)
Knife modifications work on knuckles
Item modifiers "modGunScopeMedium" and "modGunScopeLarge"
The Hunter Mod's tool description is wrong.
Injured/broken arm upgrade prevent HP loss
Saturation and roughness of blue metal
Rebalanced in-game albedo intensity by removing albedo multiply.
Tier1 buried supplies could have spawned zombies (from 1 to .25)
Flashlight/laser/reflex dot in the right places now.
Lanterns now cast shadows
Fragile railings
Garbage compactor at Business Strip 03 is twisted
Abandoned house 05 texture mismatch
Backfaces missing from old doublesided shader
Backfaces missing from old doublesided shader
Desks with holes in them
Window trim bottom voxel face culling changed
Renovating a drywall
Bleeding light decor
Fixed zfighting in Farm Plot Block mesh and UVs.
ZFighting fixes for trellis diamond.FBX meshes and UVs
Prefab house old gambrel 01 roof edge paint missing
Clipping monster closet 11
Spikes cutting through front door
Store salon cntSmall& mediumMedicalPile
cntDumpster cutting through fence
Unwanted air blocks in “house old ranch 04” terrain
Tile missing from pallet boxes
Unwanted Paint at “house old ranch 04′′
Walking on a boarding window sheet 4 (Cabin 08)
Attic box painted wrongly in contemporary 16
Old ranch 03, sleepers not working
Prefab “bombshelter 01” lacks paint
S-issue in some chimney top designs
Zfighting in Prefab 02
Added ZFighting meshes to fence broken 1 and 2.
Deleted repair kits for flashlights line
2 things clipped in carlot 02
“fastfood 02” ceiling texture error
locked/jammed factory lg 01
house 04 window si problem
Church 01: Blocks need paint
Abandoned house 03
clipped house 03 cabinet
Railings at abandoned house 01 prevent entry.
Nurse zombie doesn't show flames
Added bottom plane to Burnt Wood Block 01 collider mesh
2x admin paintbrush animation
Unclear warning about a low attribute disabling a perk
Upgraded woodRailingCNR to metalRailingCNR3d block xml, loc, and icons
mortuary UVs
Fixed window centered shape
WoodRailingCNR has a unique shader.
Low-res textures on electronics
Problem with freezer and beverage loot lists
Set StabilitySupport to false on tree stumps to avoid laying blocks on them.
for solidScrapIronFrameCNRRampFiller downgrades
Treasure chests impervious to charges
Issues with scrapIronFrameCNRRampFiller UV and Icon
Rally Marker quest for Buried Supplies.
Flying and stuck to moving items for clients stutter
Explosions and flames destroy spears.
Some ammo shows 0% Target Armor.
For the 10% rise, AOMv3 book and coffee had no impact.
Town tiles may overlap, halving POIs.
XML for Hazmat feral zombie
Fixed steel arrow location
Town tiles may overlap, halving POIs.
Starvation and dehydration are ineffective and inconsistent.
Buff to all guns. HP ammunition has no flaws, and AP is the greatest.
Remove AP round durability penalty
Missing feral/radiated Hazmat Zombie now spawns ingame
Steel/wood shutter frame geo no longer drops.
No Skyscraper 01 in random gen
Except for snow, plains trees seem out of place.
Rebuilt wire tool mesh for procedural wiring.
Updated manhole anim frame ranges
Compound Crossbow upgraded for laser mod.
Compound Crossbow ADS obstructs vision now.
Bedrock in the wastelands is dark.
With scope mod, Hunting Rifle hand no longer clips on reload.
T1 Rotations
New bolt loading indicator on crossbows.
Seeds might fail and halt play.
It depends on the machine.
Downtown tiles lack POIs
Vertically mounted blade traps aren't generally pink.
Animated roll up doors
RWG water anomalies; memory and bedrock difficulties
Making a second world would not display prefabs.
RWG generation speeds remain sluggish, sometimes stalled on 98 percent creating towns, and occasionally fail.
Town tiles may overlap, halving POIs.
spawning towns in radiated zones
When a mission is completed at a POI, the part farm60 utilized in many farms vanishes.
Too dark headboard and base
I hate Zombie Joe.
Twitch Window would disappear in dialog system.
Some biomes lack wild trails.
Some biomes lack settlements.
No town in a biome means no highways in that biome.
POIs and settlements may now spawn in radiated regions.
Destroy all non-forest spawn
Prevent vertical clipping of wood pallets and b stacks by adjusting their height.
Burnt Zombie Radiated's eyes glow green.
Zombie Skateboarder texture/lighting problem
RWG to distinguish trails from highways for big wilderness POIs
RWG is spawning Wasteland.
DIG QUEST USES ScouGS
POIs and settlements may now spawn in radiated regions.
Car damage0 shadow problems
Shadows on store containers
Shadows on bird nest
Having trouble with POI height?
Pallet blocks clipping container blocks
Investigate the shader's tiling texture problem in the prefab/playtest editor.
Crash while loading XUi control with open parameter
When ‘attFortitude' is not specified
Errors while removing XUi textures
New games' player spawns in automobiles
Falling Debris Entities Cause Rapid Damage
Concrete does not dry until it is used.
Guards against quest resets but not fully.
Crafted items not tracked
halve Gamestage accomplishments
NRE caused by Robotic Sledge inside
Prefab editor stretching and breaking prefab
Playtest cannot be loaded on large POIs.
Playtesting POIs in the Prefab Editor
When saving in World Editor, no notification appears.
The “Save Prefab” notification is now below the 2nd toolbelt.
The playtest button in the prefab editor does not prompt to save modifications.
Playtesting a freshly constructed prefab requires reloading it.
Moving selection box boundaries
Some selection boxes start with the incorrect box color
No scaling of POIs in World Editor
“Show Unpaintable” in Prefab Editor has unwanted consequences
With “Show Quest Loot” enabled, Prefab Editor displays previous placements.
Re-entering the same Prefab Editor session causes client-side exception spam.
Prefab tree spawning issues in playtesting
To adjust SHIFT+CTRL+V previews in the prefab editor
Exception while running console commands during server connect
An IO fault loading serveradmins.xml breaks the main menu.
Start-up error concerning incorrect country code
Error in reading a distant mesh
Compass marker concealed
Overlapping text in statistic
Workstations do not save search results.
Items dropped in the environment when dropped in the center of Tools/Fuel slots
The ‘Wear' command resets the block preview rotation.
Flashlight radial menu controller pop up tip shows LS instead of RS
Radial menus not responding properly with controllers
The creative menu's ALL category is not accessible through hotkeys (triggers on controllers).
Errors while changing toolbelt slots when opening radial
Opening the DebugShot or console windows while an input box is active causes double entry.
Server host files transfer across to client single player
Main menu search field hotkey (default ‘F') now works
A doubleclick on the second UI element is regarded a doubleclick on the first.
It's not random on New or Continue game.
Colors in server browser world names
NRE while clicking an empty game slot
NRE on continue game screen after returning from an old game
“Server canceled the connection” after usual game exit