$VERSION EXPERIMENTAL 0.6.0.2 (20-JUL-2018) Vehicles can now be claimed without any parts installed Fixed a bug where the amber cost could still be consumed when failing to claim a vehicle Added extra placement validation to shacks to ensure their spawn point does not overlap into level geometry (eg. inside rocks) Shacks will be unavailable as a spawn option if something (eg. C4) is blocking the spawn point After upgrading an amber protected item the upgraded item will not drop its amber cost on the first death (the item will still be protected however) $VERSION EXPERIMENTAL 0.6.0.1 (12-JUL-2018) Fixed construction duping bug Client side torch performance improved Increased vehicle chassis spawn rates Increased vehicle part drop chance from chassis disassembly Improved basic rock resource node visuals at low level of detail Amber insurance drops from owned vehicles no longer despawn due to time out Fixed various small map issues $VERSION EXPERIMENTAL 0.6.0.0 (06-JUL-2018) New map "Nullius" Meteor shower spawn locations restricted to map focal points New world we call "Nullius" Increased detcap drop rate Removed iron+titranium showers form snow and red desert Completely rebuilt all biomes for map "Nullius" Increased iron+titranium shower frequency but reduced meteor count Made resource spawns more more clustered as you progress through the world. Some areas have none, some have heaps, get yo explore on. Fixed owrong farming seed yield Something something new map... Reduced C4 Amber Cost Moved AWM to cold progression Airdrop plane flies lower and has shorter sound falloff Buffed Yeti and Dark Yeti health (650 -> 975) and normalized health (3 -> 4.5) Removed vehicle drops (including scrap) from air drop loot Fixed the fridge $VERSION EXPERIMENTAL 0.5.9.0 (29-JUN-2018) Added Mining Bow Added amber protection information to item tooltips Vehicles now cost amber to claim The driver of a vehicle now receives an alert if the self destruct timer is activated Added bow redraw speed stat to improve bow reload times Added bow redraw fragments Vehicle wheels now apply their force at a height equal to center of mass, this reduces the effect tire forces have on vehicle orientation Improved vehicle handbrake so vehicles slide more like the legacy implementation, the new wheel force application point also fixes handbrake pulling the Kanga's front wheel up Removed most of vehicle weight's influence over vehicle handling, vehicles are now more consistent between different attachment configurations Removed vehicle top speed stat, a vehicles top speed is now defined by the point where engine power is matched by vehicle drag Buffed AWP pvp damage (50 -> 70) Buffed Iron Axe pvp damage (25 -> 35) Fixed a bug where a passenger exiting a vehicle would always cause it to power off (now vehicle only powers off when empty) Fixed an issue where Kangas could get stuck after returning upright due to the driver seat being blocked Fixed an issue where a vehicles normalized top speed was not being calculated correctly causing vehicle control systems to be applied at the wrong strength (also fixes vehicle gearboxes never shifting out of 1st gear) Fixed footstep audio playing after entering a vehicle sprinting in 3rd person view Vehicle airdrops have been made 100% accurate Fixed an issue where bows were not being affected by inaccuracy calculations, bows are now less accurate while running and while airborne Improved handling of player name validation Fixed a bug where melee attacks were not being denied properly when being blocked by level or base geometry Improved FPS Sight offsets with Eureka scopes (Camera approaches lens when sighting in) Made item context menus more robust Fixed Roach and Kanga engines appearing black Fixed an issue where vehicle health could fail to sync in vehicle UI [SDK] Vehicle gearboxes now have user defined gear ratios in ItemComponentVehicleGearbox [SDK] Fixed bugs with AdditiveMaskSupport, these assets should now work correctly [SDK] Fixed bug where IconBuilder's Update Lighting Snapshot button didn't work $VERSION EXPERIMENTAL 0.5.8.2 (12-JUN-2018) Fixed players getting hungry while driving vehicles Fixed town loot frenzy bugging out after some time $VERSION EXPERIMENTAL 0.5.8.1 (08-JUN-2018) Fixed an issue where vehicle chassis were failing to pass their assigned mask onto the other vehicle attachments Fixed an issue with spawn mutators trying to incorrectly create items when loading from a saved game $VERSION EXPERIMENTAL 0.5.8.0 (07-JUN-2018) Default map changed to Diemensland Added new loot frenzy town event type Vehicle panels are permanently attached to chassis once again Vehicle wheels no longer take damage separately, they cannot be destroyed and pass on damage to the vehicle instead Players can now claim a vehicle of each type (Goat, Kanga, Roach) Vehicle beacons now respawn a dead claimed vehicle, they cannot be placed if you don't own a vehicle of that type or it isn't destroyed Players can self destruct vehicles they own, this timer can be started from the character options window The Goat spawn beacon will auto-claim the dropped goat if the player does not currently own a Goat Vehicle disassembly wrench added to vehicle crafter Added vehicle engine unstable upgrade extender to the vehicle crafter machine, this fragment costs nothing to apply and has a 50% chance of adding an extra upgrade point, if this fails the engine is destroyed instead Removable vehicle parts can now be dismantled into scrap Added vehicle protection and fuel efficiency fragments Vehicle window now displays the vehicle destroy timer, if the vehicle is unowned the player is shown a button to reset this timer Vehicle window now displays the chassis item so it can be recolored and masks can be applied Added tooltip for mask storage to show what mask is applied to an item Vehicle panels are now customisable (colorable) and are colored separately (masks are still inherited from the vehicle chassis) Vehicle air drop accuracy massively increased Recurve and fibreglass recurve bows can now be recolored Updated vehicle air drop beacon graphics Roach and Kanga chassis spawn in the world, these vehicles have to be collected once again and can no longer be purchased (Goat is still available for purchase) Vehicle gearbox stats have been pushed into engines and there is now just one type of gearbox per vehicle Removed random customisation for AR15s and AWMs, these items will now always start with their default look Removed random customisation for vehicles, vehicles will start out with a default look Increased effect of traction stat + baseline traction increased for all vehicles The Kanga and Goat are now more forgiving and harder to crash $VERSION EXPERIMENTAL 0.5.7.2 (25-MAY-2018) Reduced freezing/hypothermia damage from frozen steaks (20 damage per second -> 4 damage per 3 seconds) Rolled back physics changes to fix client side ladder prediction Increased nutrition on frozen cooked steak (5 -> 20) Reduced nutrition on frozen raw steak (10 -> 5) $VERSION EXPERIMENTAL 0.5.7.1 (25-MAY-2018) Players spawning from sleepers now perform a quick check for overlapping deployables (eg. C4), if any are found the player will be killed Improved physics simulation performance by reducing unnecessary collisions Fixed item context menu for non-english languages Frozen steaks apply a frozen effect once again Added tooltip information for consumable items $VERSION EXPERIMENTAL 0.5.7.0 (24-MAY-2018) Added phase red dot sight for Beretta 9mm Added shush and quash silencers for Beretta 9mm Added masks for the Beretta 9mm The Beretta 9mm can now be recolored Mask items can now implement multiple mask types (ie. There is now 1 veil mask item that can apply to the AR15, AWM or Beretta 9mm) Mask gear (eg. Chemsuit mask) can now be renamed Added new invisible vanity items for a naked look that can be run in the visual override slots The fridge has returned and can be crafted from the tritanium workbench Lots more localization fixes Fixed bugs in slot offsets, inventories should be stable again Fixed sleepers having the wrong storage config assigned causing serialization problems Added new transitions panel to item tooltips Fragment tooltips are now generated procedurally Rare yetis now drop more loot Air drops and town events in the starting desert have a reduced loot pool so beginner players wont receive irrelevant items and others are encouraged to push into further biomes Removed weak and strong string from the game, replaced in crafting costs with animal tendon Reduced Ultranium spawns in red desert and Mondinium spawns in the snow Reduced wood log cost in storage chest recipe (40 -> 25) Reduced wood log cost in sign recipe (40 -> 20) Changed the item coloring window's lighting to be closer to in game lighting Fixed sighted FPS position for AWM red dot vista sight (gun and sight are more zoomed out with this sight attached) Fixed rad bors not appearing properly Removed PVE armor fragments Added melee add mega mine power fragment to tier 3 fragments Added melee add mega chop power fragment to tier 3 fragments [SDK] the ItemOnUseEventHandler will now use all IItemComponentUseables found on an item instead of just the first $VERSION EXPERIMENTAL 0.5.6.3 (11-MAY-2018) Interactions are no longer blocked by ragdolls (can now loot items through a creatures/players corpse) The vehicle crash system has been made more robust by the addition of extra spawn safety checks before initiating the crash, if these fail the player will be killed instead Fixed shack map markers not being loaded properly on server restart Updated rare creature colours Beds can now be rotated during placement Added 2 extra storage slots to the camping backpack Improved pistol ironsight icon poses Ironsight attachments now use the hardcase for their world item representation Massively improved network performance when syncing binary effects to proxies Added several safety checks and additional debug data into item serialization Fixed stat modifiers not displaying on several items tooltips Fixed error related to ammo storage on player disconnection Item masks no longer destroy themselves on client when applied Fixed a sync issue with non-standard world items Fixed an issue with how stat effects were being bound to projectiles Updated Unity to 5.6.6f2 (SDK users, please update Unity to 5.6.6f2) $VERSION EXPERIMENTAL 0.5.6.2 (06-MAY-2018) Fixed inventories gettinng bugged and showing blank items Fixed creatures not dropping loot Fixed players appearing naked when wearing gear $VERSION EXPERIMENTAL 0.5.6.0 (03-MAY-2018) Players now have a safe temperature range within which their internal temperature will return to or stay at the baseline When players are in an area outside their safe tewmperature range their internal temperature will change in proportion to how far outside the safe range they are Safe temperature range starts at 10-25 degrees Cold/Heat protection no longer dampens internal temperature changes directly but instead now increases the low/high temperature limits respectively Nutrition no longer affects internal temperature directly, instead a 'well fed' buff is given when at 75% nutrition or above that gives +12 cold and heat protection Cooked steaks now add a 'nutritious meal' buff for 5 minutes giving +12 cold and heat protection (this stacks with the well fed buff) Added a thermometer UI to the side of the minimap window, this shows your current temperature limits and the current temperature at the players location Temperatures are now consistent throughout daytime/nighttime with a very short transition between the two (this has changed from constantly blending between two extremes making the temperature constantly change and the cold/heat bar timers to always be incorrect) Cold biomes are now cold during the day (not as cold as night but protection is still needed) and hot biomes are warm during the night Increased several spawn rates in Sand Dunes Added yeti variants to Red Desert Shigis and yetis in Red Desert now drop strong animal pelt Ultranium is now a sidegrade to Mondinium rather than an upgrade and has been made minable by the Titranium pickaxe Increased Ultranium spawns in Red Desert and increased Mondinium spawns in Snow Introduced a river of death on the Forest/Sand Dunes border, falling in instantly kills however the land bridge only applies radiation and can be crossed quickly Added visual override slots to the character window, items equipped in these slots will replace the visuals of the item equipped in the equivalent base slot Added rare statless items to town event loot, airdrops and rare creature spawns. These are designed to be used in the visual override slots Gear items are now permanently amber protected Beretta 9mm has new visuals and attachments Beretta 9mm amber protection cost reduced (12 -> 7) Added many new fragments and rebalanced fragment tier assignments, point costs and stat values Fragment drop rates increased Adjusted Bor hitboxes so they are slightly easier to headshot Removed large no build area around ownership stakes that was previously used to reserve spawn space Campfires can no be placed in no build areas Extended no build and out of bounds to cover the entire wasteland area of the Mangatang Removed ground flint and ground log spawns from all biomes except the start desert Reduced blast furnace shaped iron cost (50 -> 30) Increased rare creature spawns Changed rare creature colors to be more obvious at a distance Increased meteor shower spawns and decreased yield Reduced iron tipped spear shaped iron cost (20 -> 10) Iron workbench changed into Titranium workbench Increased improvised bow pvp damage (20 -> 25) Gasoline is now crafted individually (was 5 at a time) Reduced storage locker shaped iron cost (40 -> 20) Disabled torch sounds Reduced Bor and Tokar spawn density around sand dunes landmarks Translations have been improved Fixed campfire temperature UI Fixed biome particle effects not playing Fix for Ultranium resource node's effect zone border stopping projectiles Fixed binary effect tooltip timer Fixed missing no build zones around town events Fixed emission map not showing on tokar Fixed Chemsuit mask removing players hair Fixed Ultranium rich resource nodes appearing as standard resource nodes (rich nodes are spawned from meteor strikes) $VERSION EXPERIMENTAL 0.5.5.0 (12-APR-2018) Added player connection queue for full servers Several serverside optimizations Optimized structure downloads Many new gear items added Balance tweaks to several gear items Changed several gear crafting recipes so they work as upgrades transferring the installed fragments from the upgraded item into the new one Removed pushing force from primary attack on spear, added secondary attack that only applies push force Fragments have been categorized into 3 rarity tiers (uncommon, rare, legendary) Fragments can now be recycled into fragment dust through the right click context menu Fragment cases can be crafted from the wood workbench that give a random fragment from the appropriate tier when opened Increased amber protection cost on fibreglass recurve bow Reduced steepness of many hills Added no build areas to player spawn points that were missing them Changed how rare creature spawns are calculated to give a more consistent spawn rate Rare creature health increased Rare Gavkus no longer run away Fixed incorrect effect zone positions on Ultranium and Mondinium resource nodes Player animators are now properly culled when off screen [SDK] Fixed inspector issues with EntityBinaryEffect and EffectZoneBuilder [SDK] Base content general clean up $VERSION EXPERIMENTAL 0.5.4.3 (3-APR-2018) Fixed an issue where structures could fail to load properly on busy servers $VERSION EXPERIMENTAL 0.5.4.2 (3-APR-2018) Changed the way rare creatures are spawned to be more consistant Fixed entity overflow on inital connection to a busy server Fixed massive server lag spike whenever a player connects Increased enforcement for server simuilated projectiles to deny hits for clients when their structures bug out Rebalanced armor and size coefficient values for small doorways Added failsafe for meteors and airdrops to not leak if something goes wrong Fixed memory leak on binary effects $VERSION EXPERIMENTAL 0.5.4.1 (29-MAR-2018) Temporarily disabled binary effect visualisation sync $VERSION EXPERIMENTAL 0.5.4.0 (29-MAR-2018) Mangatang map update Rebuilt a large part of the low level network engine to open the doors for some heavy optimizations. See dev blog for details Added network traffic profiler (startnetworkprofiler / stopnetworkprofiler) for admins Added rare creature variants of each creature type. These have a ~1% chance of spawning in place of a regular creature Added creature mask items as rare drops from rare creature variants Removed vehicle engine tiers (Just one engine per type now. No weak, standard, powerful versions) Vehicle engines can now be upgraded with engine fragments Item Colorer is now stackable and cannot be amber protected Fixed several spawn mutators that were breaking client / server determinism Added SpawnMutatorCreatureHearing for adjusting creature hearing sensitivity SpawnMutatorCreatureHealth now correctly sets health reset value Item namer max stack size reduced (255 -> 10) and can no longer be amber protected Wood Workbench now has the correct return item on disassembly Increased Iron Tipped Spear pve and pvp damage (30 -> 31) Increased Improvised Bow pve damage (20 -> 30) Reduced Recurve Bow pve damage (70 -> 50) Reduced Fibreglass Recurve Bow pve damage (90 -> 70) Adjusted normalized health on creatures (affects scaled pve damage) Removed Bow Snare Fragment Added Fibreglass Recurve Bow to Iron Workbench Added spray can visualisation and mask preview to item mask consumables Fixed an issue where item masks were not considered in icon uniqueness calculation Fixed an issue where Yetis and Sasquatches could spawn with multiple horns Item masks are no longer amber protectable Reduced drop rates for item masks, item namers and item colorers Item coloring window now has manual controls for preview rotation and zoom Fixed incorrect name key on AR stock cache item Fixed scale of AR15 and AWM world items Updated AR15 icon poses Removed Melee Move Speed Fragment Increased upgrade point cost of Gear Move Speed Fragment (1 -> 3) Increased heat and radiation protection on respective gear fragments (1 -> 5) Fixed an issue where overheating would stop at 60% Increased heat levels during day time in the sand dunes biome Made sand dunes and red desert biomes cooler during night time Toned down a lot of steep hills $VERSION EXPERIMENTAL 0.5.3.2 (19-MAR-2018) Fixed a bug where the item coloring window wouldn't close other open interaction windows Fixed a bug where item serialization was breaking, fixes undefined behaviour bugs in item and ui systems Item Namers are now stackable Added default assets back to SDK and updated them $VERSION EXPERIMENTAL 0.5.3.1 (16-MAR-2018) Fixed Gun Recoil Fragment applying the wrong stats Fixed Bow Draw Speed Fragment slowing down instead of speeding up draw speed $VERSION EXPERIMENTAL 0.5.3.0 (16-MAR-2018) Introduced new machine "Bed" which now acts as your spawn point instead of ownership stake. Respawning at a bed will cause all beds you own to be on cooldown for 3 mins. If you want to spawn at your bed before that time you can buy back with amber placed inside the bed. Spawning at noob beach is always available. Crafting times have been removed, crafting is now instant and stackable items can craft multiple times at once Items can now receive upgrades from consumable 'fragment' items until an item's upgrade points are all spent When an item with fragments, name overrides or amber protection is used as a crafting material it will transfer them all to the new crafted item Item attachments are no longer consumed when placing a new attachment in an occupied slot Scope, Magazine and Tip attachments can be removed by right clicking on the item and selecting dismantle Added consumable item masks for the AWM and AR15, these will change the color pattern on the gun Added item colorer, drag one onto a customisable item to set new colors on the item. After applying the changes the item is updated and the item colorer is consumed Bloom is now active in the icon rendering system when enabled in graphics options Item links in chat will no longer appear as 'placeholder item' when the item link is the most recent message Fixed a bug where amber protected items could be destroyed during an unexpected server restart Fixed emission not being initialized properly from mesh attachments in uber shader Fixed dynamite icon not rendering properly Fixed issue where gear was not being re-equipped after applying a mutator (fragment upgrade, item renamer etc.) Fixed an issue where new vehicles from beacon drops would already be claimed Fixed a bug where Ultranium resource nodes were not applying radiation Fixed a bug where Ultranium resource nodes had the wrong collider CharacterMotorConfiguration is now published in mod asset manifests and can be replaced by workshop mods $VERSION EXPERIMENTAL 0.5.2.1 (27-FEB-2018) Spear throw damage reduced to sane levels Fixed an issue that caused the Recycler to not destroy the recycled item Server chat messages now have an option not to display the speaker announcement icon $VERSION EXPERIMENTAL 0.5.2.0 (23-FEB-2018) Added town event system Added the ability to name items with Item Naming Scroll Added incremental pickaxe attack speed buff item. Speed buffs will be cleared when crafting a higher tier pickaxe (fixed in next patch) so I would advise saving your buff gems util you are happy with your pickaxe level. Added poverty juice consumable - Increases amber drop rate by 1.5 but removes all other items from drops All animals now drop amber at the same rate as rocks, reduced amber drop rate to account for increased number of sources Removed arrows from airdrop loot Reduced frequency of Air Drops Reduced frequency of Meteor Showers and increased node loot Added gun distance damage falloff curve system Reduced shotgun damage over longer ranges Increased shotgun craft cost Slightly reduced AR15 damage Audio improvements - Fixed lots of voice hogs that were causing cut outs, improved voice priority Air Drops flip over less, smoke should still be visible when upside down Fixed female ears popping through beanie Made item destruction on recycler safer "should" fix duping issue General Map Improvements Fixed bug where amber protection wouldn't protect property on sleeper death Fixed bug with stat serialization on sleeper death Fixed bug where shigis would drop frozen steak Added Raid Drill to Iron Workbench C4 crafting recipe rebalanced to be more amber heavy and less fat Fixed issue in bush billboards that would lose alpha cutouts Added town event deathmatch game mode (See Fight Yard and Servo Wars on workshop) Sped up chat scroll Linking items in chat should now show translated names if not renamed Fixed team deathmatch game mode Fixed camera smoothing from third to first person on vehicle exit/entry $VERSION EXPERIMENTAL 0.5.1.0 (1-FEB-2018) Recycler will no longer give back more resources when the crafting recipe output more than one item Fixed various sounds not having a falloff profile, making them audible for 500m (Doors, Chests, Drills) Reduced vehicle costs by a fair bit Structure combination step on connection should be much faster now Increased amber drop rate Nerfed improvised bow damage Nerfed iron axe Added new T3 axe, "Viagrax" Reduced core drill volume by half Reduced Owrong spawn density Increased air drop render distance Increased det cap drop rate in air drops Fixed recycler disappearing on pickup Removed line of sight check from terrain layer, building walls intersecting terrain/rocks should now be easier Removed most unused broken items from the build so admins spawning items can't get their server into a broken state Fixed drill colors Fixed some machines showing as a generic crate Fixed tiny loot crates Fixed sign window not restoring cursor after use Creatures should run through shacks less Fixed backface transparency on gear Fixed desert trails having wrong texture Made loot in forest more evenly distributed Reduced Bor count in forest and incre3ased clustering to deep forest Reduced steak drop rate Changed default map to Mangatang Increased clay and sandstone drop amounts per node Replaced iron workbench with fabricator model Recolored the recycler Fixed low LOD of the air drop crate Fixed some funkyness on vehicle colors Fixed C4 beep Meteor indicators will give more warning before the shower starts Airdrop plane flies higher and crate drops slower Doors can no longer be destroyed by exploding raid drills Improved map marker flickering Fixed options being reset $VERSION EXPERIMENTAL 0.5.0.1 (26-JAN-2018) Air drop spawn rate has been reduced especially for full servers Meteor shower spawn rate reduced Fixed a bug with amber protected items dropping too much amber on death Fixed a bug causing servers to wipe on restart $VERSION EXPERIMENTAL 0.5.0.0 (25-JAN-2018) Changed item progression and balance to be much closer to legacy Added amber protection allowing players to not drop items on death if they have paid the amber protection cost for them, this can be done by right clicking on the item and selecting the protect option or by dragging amber onto the item. Killing a player carrying amber protected items makes them drop 80% of the protection cost instead Removed durability off most items Added vehicle crafting machine that crafts vehicle airdrop beacons and other vehicle related items Removed vehicle chassis spawns Vehicles can now be destroyed, vehicle health can be viewed through their interaction window Added vehicle repair wrench for healing vehicles More meteor shower tiers have been added that drop rich metals in their respective areas Airdrop loot has been heavily reduced Added recycler machine that breaks down items and returns a portion of their original crafting cost $VERSION EXPERIMENTAL 0.4.8.4 (12-DEC-2017) Added Totems to Wood Workbench Fixed not being able to get out of vehicles Vehicle Air Drops now come driveable Female character models updated $VERSION EXPERIMENTAL 0.4.8.3 (8-DEC-2017) Added airdrops that spawn all over the map and drop valuable packages of weapons and gear Added meteor strikes that spawn rare resources, incoming and active meteor strikes will be displayed on the map, WARNING: meteor strikes can damage bases! Added craftable vehicle air drop beacons to spawn a vehicle via air drop Heavy slot type items have been added to the game, the player can only carry one heavy slot item at a time and is slowed down and cannot use other items while carrying a heavy item Slug vehicles have been added to the game, they are a large heavy truck designed for transporting heavy slot items Vehicles now have health and can be destroyed, vehicle health can be viewed in vehicle ui window Vehicle repair wrench has been added for healing vehicles Vehicle handling has been overhauled, vehicle weight plays a much greater factor as does engine power, the Kanga is easier to handle at low speeds Vehicles will now accelerate at different rates based on the material type they are contacting (eg. snow, dirt, stone etc.) Added a new crafting ui for items that have several different recipes (eg. arrows) Biome based building restrictions have been removed Weather systems have been re-enabled Female player customisation options have been added Gear stat progression has been flattened out, there are 2 tiers of workbench now (down from 4) Vehicle wheels can be shot off again A player vision cone has been added to the map for when the players line of sight diverges from the direction they are facing Inventories now stack column first for easier management Raid drills now create a nobuild zone similar to C4 C4 no longer contributes to machine build limit Improved chat window message handling Increased ladder climb speed Shotguns can no longer be fired without having a shell chambered Fixed a bug that would scale down some weapons while crouching and aiming down sights Added option to have the aim down sights action work as a toggle rather than something that needs to be held 'Toggle Sights' Fixed bugs with third person construction placement validation Added camera shake to explosions Fixed a bug where players in an attachable vehicle seat wouldn't be entered into the seat properly when initially loading them Fixed a bug where multiple player entities could be spawned for a single player Fixed several issues with vehicle lights not tearing down properly Vehicles no longer show hit markers when shot Fixed an issue where the skybox was not being rendered into the reflection map Fixed several memory leak issues Server memory usage improved $VERSION EXPERIMENTAL 0.4.8.2 (27-OCT-2017) Chat connection messages are no longer generated server side when ServerConfig.ChatConnectionMessagesEnabled is false Fixed a bug in the mesh baking cache system (fixes disappearing objects) Fixed a bug where vehicle wheels could be created with the wrong steering angle Shacks will no longer spam warning notifications when their destroy timer is getting close to running out Options are now clamped between their min and max ranges on game start and when loading saved options (players with previously saved options that are now outside of min/max values will have their option clamped back to within range, fixes players being able to use invalid FoV settings) $VERSION EXPERIMENTAL 0.4.8.1 (24-OCT-2017) Fixed an issue that was causing OSX to fail initializing the input system Fixed a bug that was preventing bhopfriction from being set on server startup Fixed a bug where AWM pointer tip was unable to apply its extra pvp damage Unbound player actions now try to assign a default binding (fixes a bug where the open map action was defaulting to unbound) Fixed a server side error in GenericDeviceUsableInterfaceServer Player disconnection messages are now affected by the ServerConfig.ChatConnectionMessagesEnabled setting Fixed a server side error in PlayerConstructionManager Slightly reduced construction hammer build time for faster building of multiple attachments $VERSION EXPERIMENTAL 0.4.8.0 (20-OCT-2017) Added map, minimap and compass system Fixed map issues where the road network didn't clear intersecting objects properly Fixed a bug where undamaged resource nodes could appear cracked Fixed a bug where the mesh baking system wasn't being cleared properly that could lead to partially invisible players Added new item poses for weapon attachment icons Fixed a bug where player renderer bounds weren't being set properly that could lead to the player being culled too early Fixed a bug where the vehicle ui window would lose sync with it's target when switching tabs Bumped loot cache spawn points up higher to stop them occasionally falling through the world Fixed an issue where player hitbox history wasn't being written correctly whilst in vehicles Fixed a rare bug where players could be saved with incorrect rotation data Updated the spawn window with a scrollable view for when the options list overflows Silencer weapon attachments have been added Added several new sound effects Tweaked creature sound falloff curves Added the ability to interact with spawned entities in a network cell that has not been fully loaded (fixes 'no touch on server' issue when trying to interact with objects after respawn) Changed entity spawn order when loading a cell, the new order is: Doors, Storage Containers, Machines, Ownership Stakes then everything else Enabled caching for the mesh baking system Fixed a bug where camera position validation raycasts were running from the wrong position whilst in vehicles (fixes erratic camera movement while crashing) Changed log resource nodes to use a more accurate collider Fixed a bug where raid drills would not despawn if the attachment they were on was destroyed before the raid drill was turned on Reintroduced the machine wrench, it can be crafted from the titranium or mondinium workbench Removed compass item Increased drop chance of drill bits for the raid drill Fixed a bug that was causing attachment point previews not to spawn on initial equip of the construction hammer $VERSION EXPERIMENTAL 0.4.7.0 (6-OCT-2017) Most clothing and some weapons now have a range of different looks, one is selected based on probability when the item is created. Some looks are much rarer than others Items with internal storage (like items that can take attachments) can now be inspected through the right click context menu, this allows you to see what items are equipped in what slots and see their tooltips Weapon attachments have been configured for the AR15 and AWM rifles, when an attachment is equipped (by dragging the attachment into the item or into a slot in the inspection window) the attachment it is replacing will be destroyed Server loot mode can now be configured, choose between: None, BackpackOnly, BackpackOnlyPlusOne, BackpackOnlyPlusTwo, BackpackOnlyPlusThree, Everything or DestroyAll Bunnyhop friction can now be set on or off through 'bhopfriction ' Improved shot validation in third person to properly account for camera offset Added world item meshes for Stone Brick and Armor Panel construction materials Reduced compass world item scale to a sensible level Fixed a bug that was causing player animation transitions to become much longer than intended The raid drill has been reintroduced and simplified by removal of the coolant mechanic Set a more aggressive falloff profile for several creature sounds (so distance has an increased effect on volume) Roaches can now spawn with doors in the right attachment slot Improved subframe primary input detection to make it easier to single fire automatic weapons $VERSION EXPERIMENTAL 0.4.6.1 (28-SEP-2017) Removing vehicle seats with players in them will act the same as vehicle being destroyed. Players will be kicked if there is space for them to get out, otherwise they will be killed Fixed the long standing bug where creatures would render client side a long way from their actual position if their last movement happened beyond your subscribed network cells $VERSION 0.3.8.9 (28-SEP-2017) Removed BakeNavMesh console command $VERSION EXPERIMENTAL 0.4.6.0 (22-SEP-2017) All vehicle parts are now removable and swappable Build biome is much larger Added shitty red desert Ultranium from red desert can craft entry level vehicle parts Reworked build biome layout scattering and detail Updated roads rendering $VERSION EXPERIMENTAL 0.4.5.1 (14-SEP-2017) Changed the way the bandage item works, now you click primary fire to start using the item, any movement will cancel the item being used (previously using the item would block any movement input) Fixed a bug causing loot cache spawns to instantly despawn Fixed a bug causing loot caches to spawn outside their explicit spawn locations Changed vehicle and Antor node spawning mechanics, these spawns have been massively sped up on low population servers Antor nodes no longer have a despawn timer and remain until mined by a player or server shutdown Fixed plants not serializing their planted time properly (fixes owrongs appearing unresponsive after server restart) Increased precision of input sensitivity option Fixed a validation check for a roof corner construction piece being ran on the wrong layer Fire pits can now be removed with the construction hammer Fixed a series of issues where build limit costs and attachment point previews would persist after a constructable item had been unequipped Fixed a bug where the creature navigation mesh was not being properly created in some areas Fixed incorrect label on ignite button for several machines Fixed an error in the way clients were being registered with EasyAntiCheat $VERSION EXPERIMENTAL 0.4.5.0 (8-SEP-2017) Added DartBugs and Antors into game Fixed a bug where other players could appear as if they were emoting when they aren'table EasyAntiCheat version upgrade Reduced crafting time of construction materials Many new creature sounds have been added SendBufferSize can no longer be adjusted on the client Fixed a bug that was preventing the in game music playing Added a consumable healing item to handcrafted recipes Aggressive creatures will now drop loot again Fixed a bug that made drills unplaceable Slightly reduced 556 ammo cost Increased scout rifle and AWM equip times Bunnyhopping has been re-enabled Reduced Tendon cost on C4 by half Added asset override feature to SDK ahead of SDK release Reworked localization framework to support Steam Workshop OSX should now be working again $VERSION 0.3.8.8 (8-SEP-2017) Improved accuracy of IsInRock check, should result in less false positives SendBufferSize can no longer be adjusted on the client Improved accuracy of trap door / hatch overlap check on close Vehicles now block doors from closing $VERSION EXPERIMENTAL 0.4.4.0 (25-AUG-2017) Fixed voice chat - Unity was reporting incorrect target frequencies for microphone input Mangatang map has been updated with a new central green biome Ownership stakes can only be placed in the new central green biome Increased cull distance on yetis and vehicles Removed titranium cost from Beretta m9 recipe Fixed a bug where storages could appear empty on spawn Rebalanced mondinium drop rates Rebalanced distribution of town loot spawns $VERSION EXPERIMENTAL 0.4.3.3 (18-AUG-2017) Fixed a bug where the mesh baker wouldn't clear itself properly and multiple sets of gear could end up baked to a player Fixed an exploit where construction hammers could remove machines from inside shacks Fixed an issue where crashing a goat would cause the server to spam errors Fixed a bug that disabled several animation transitions Fixed a bug where vehicle claims wouldn't show in the vehicle UI Vehicles now block doors from closing so they don't get stuck inside them Improved door close validation for trap door (hatch) Trap doors, windows and pillboxes can all be destroyed by c4 again Fixed a server side SessionItemSerializationData memory leak Fixed a bug where player customisation options could be set to out of range values Mac version now defaults to OpenGL Core rather than metal, this should fix crashing on boot Added extra details to several error messages Fixed some other non-gameplay related bugs, this should improve server stability $VERSION EXPERIMENTAL 0.4.3.2 (11-AUG-2017) Adjusted workbench visuals to better match their names and reflect their colors in their icon Fixed radiation effect not being removed Rebalanced resource drop rates for higher level drops to stay in sane ranges, recipe costs have automatically adjusted to be the same time investment per item, just drop and cost numbers will be lower. Player customisation options are now stored in server saves as well as the last configuration being stored locally. If no configuration is found on the server it will fall back to the last used configuration instead Improvised bow has been given custom colors to distinguish it from the wood bow Rancid steaks now stack Drastically reduced C4 costs Longbow has been given a new look Reduced scale of iron ore world item to match the other ores Added new arrow crafting recipes at each workbench tier using tier appropriate resources Construction now uses intermediate resources for all types similar to planks. Stone crafts into Stone Bricks, Shaped Iron crafts into Armor Panels. Made Concrete cheaper Building from Stone, Wood and Iron now end up more expensive Fixed not being able to shoot the driver of a roach Did another pass on item durability for bows and tools Made AWM more expensive Setup color mask on AWM, set default color to sexy stock green Resource nodes should disappear in front of you much less Added several more unique features and buildings to map areas Increased animal spawns Added several new dirt roads $VERSION EXPERIMENTAL 0.4.3.1 (10-AUG-2017) Mondinium and Rich Titranium resource nodes in the snow biome are now mineable with the Titranium pickaxe Concrete costs reduced by 2/3rds Workbenches now return their correct type after disassembly Bors in the second biome now inflict attack damage The general crafter machine will now place correctly and won't turn into an ammunition crafter on your client Roaches and Kangas can now be disassembled again Standing under certain houses will no longer heal you Reduced owrong seed world item size and fixed missing construction hammer mesh when equipped Increase speed that tools lose durability Fixed fail hit response on vehicle deconstruction Rebalanced vehicle wrench durability Rebalanced gasoline cost to require less ash Fixed machine icons in workbenches $VERSION EXPERIMENTAL 0.4.3.0 (5-AUG-2017) Re-designed the entire progression Most machines can be disassembled by the construction hammer once again Enabled characer customisation preview Added Mangatang map Added hard radiation gating to biome transitions Added AWM Sniper rifle Added placeholder scout rifle Added multiple workbench tiers Added multiple tiers of clothing geared at each biome Added yellow forest biome PVP weapon damage now scales up on high tier creatures EmoteManagerServer.BeginEmoteServer now makes sure emote index is in range Fixed standard roach engine being the wrong slot type (is now roach engine instead of roach paint mask) Improved accuracy of the inside rock check Fix for item custom colors not serializing the alpha channel properly Added console command 'teleport ' for admins to warp to a specific position Swapped positions of stone and iron ore in the Automatic Red Drill loot tree, stone now drops more frequently than iron ore ServerConfig.ChatDeathMessagesEnabled now works correctly again Most machines can now be picked up / disassembed with the construction hammer removal option Fixed a bug where wood log resource nodes weren't showing cracks when being harvested Added a new scaled PVE damage type which applies damage to creature types evenly, ignoring health scaling due to progression (its like PVP damage for creatures) Fixed crafting icons not displaying custom colors Added scout rifle weapon type which is a fast firing, semi-auto rifle Reduced bow refire and draw back speed back to legacy levels Construction hammer attachment points no longer show in owned cells you aren't authorized on $VERSION EXPERIMENTAL 0.4.2.0 (15-JUL-2017) Added ability to craft entry level bow, cold protection, pick and backpack to the workbench in fabricator form. This allows you to progress if you can't find a blueprint early on that you need. Recipies are more expensive than researched blueprints. New impact framework fleshed out with a ton new impact sounds for different scenarios Added bullet and arrow whizby effects Buffed PVE damage on wood bow Fixed bug in equipment where proxy players wouldn't show their correct animation state when loading in Fixed bug where Items that didn't load fast enough wouldn't be equipped on proxy players, making them look like they were unarmed Fixed AI navmesh in new diemensland towns Hitbox specific armor stats have been added, when items with these stats reduce damage the matching item will lose durability All creatures can now spawn at different rarities which creates changes to their appearance, behaviour and loot The log resource node model has been updated and now has some biome specific variants Fixed a bug where ragdolls could appear as the wrong color and randomly change colors Fixed a bug where pickaxes could recolor your hat High tier pickaxes will no longer generate with huge mining power values $VERSION EXPERIMENTAL 0.4.1.5 (4-JUL-2017) Fixed bugs causing hit impact sounds not to play Fabricator machines can now be disassembled with the machine wrench Items are no longer destroyed when running out of durability but instead go into a broken state until they are repaired The researcher machine is now easier to find a legal spot to deploy Shacks can once again be damaged with an axe $VERSION EXPERIMENTAL 0.4.1.4 (22-JUN-2017) Fixed bug that would cause player items to be lost if they were in the server when it shutdown Massively increased the vehicle chasssis spawn rate Fixed UI performance issues caused by lots of sleepers being nearby $VERSION 0.3.8.6 (20-JUN-2017) Crash get up check now checks for machines as well Added checks against players and machines for pillbox construction Changed the is player inside rock check to run much more frequently Fixed a bug in the configuration of the is door blocked check for the trap door hatch Fixed a bug where construction items could be validated at one rotation but placed at another rotation Updated StructureAttachmentDependency to check for dependent attachment points even in owned cells (You now need to keep the door frame for doors, keep the window hole wall to have a window etc.) Added protections in console to prevent clients trying to host games $VERSION 0.4.0.1 (2-JUN-2017) ItemV2 Experimental release. This release contains an experimental build of the new systems, including modular & procedural items, procedural map generation, the new icon rendering, and vastly improved moddability. $VERSION 0.3.8.5 (12-MAY-2017) Instant kill triggers have been added to the border of the Diemensland map to stop players from wandering too far No build colliders have been added to doors and the hatch preventing players from placing things inside their space while opened Fixed a range of bugs related to crouch behaviour, player height is now synced with crouch state more reliably Fixed the attachment dependency for the hatch, hatches will no longer destroy themselves incorrectly in unoccupied construction grids Added a temporary no build zone to c4 explosions, this prevents defenders instantly replacing destroyed constructions Improved player movement correction, desyncs should no longer allow players to briefly peek through walls, rocks and other geometry Improved construction validation against machines, this fixes a range of bugs related to hiding an ownership stake inside a construction Fixed the vehicle exit check so it correctly checks trees aren't blocking the exit, players should no longer be able to get inside trees Reduced size of c4 collider and improved placement validation check, fixes a bug where you could place c4 inside a player to push them around Improved UI performance while the character window is open Added a check against invisible player names for player nameplates, if hidden characters are detected the players name will display as PLAYER instead Removed ItemV2 experimental launch option in preperation for upcoming new experimental build $VERSION 0.3.8.4 (27-MAR-2017) Plant placement validation has been reverted to previous behaviour The collision mesh of the desert aircraft carrier has been fixed so it will no longer incorrectly report players as being in a rock while inside The get up from crash check now also checks the stand up space against vehicles (can no longer stand up inside a vehicle) When player movement is rewound due to an incorrect move, vertical velocity is reset to 0 Fixed a bug where emotes could get out of sync from the emote manager allowing player movement and item use while playing emote animation Fixed a bug where crouch state could get out of sync between client and server Removed many unnecessary rigidbodies from objects, this will help make collision more robust as well as improve performance $VERSION 0.3.8.3 (3-MAR-2017) Inside rock check has been improved again to deal with a certain configuration of overlapping colliders Added rock checks to machine placement Added rock checks to players, if a player is found inside a rock they will be killed Fixed construction volume checks on several machines and construction items Added a raycast check when entering vehicles to check the path to the vehicle seat is clear Vehicle crash positions have been made safer for the Goat and Kanga (or any other vehicle with an AttachedBodyCrash component) Reduced acceptable margin of error during server side player movement Added extra validation to sever side player movement Changed wheel sleep colliders so they no longer collide with the player causing desyncs Servers should now be able to change their query port when using a seperate IP $VERSION 0.3.8.2 (8-FEB-2017) Inside rock check has been made more robust and can deal properly with overlapping colliders Added defensive checks for corrupted data during level loading, corrupted objects will be skipped over Removed door overlap check on close from client. This prevents the client getting desyncronised from server Improved construction validation checks on trapdoors and shacks Fixed a bug with player colliders that could cause desyncs during player to player collisions SimpleVehicleWindow.WindowName can now be overridden with SimpleVehicleWindow.ExplicitWindowName (SDK change) $VERSION 0.3.8.1 (29-NOV-2016) Fix for spawning after having your sleeper killed. Will now correctly respawn you inside your shack or at your stake if possible Patched up a small hole in the corner of the shack collider that people could use to access chests inside in certain setups Fix for TimedEffectZones not working properly, should make Medusa Vine behaviour more consistent Spear right click has been tweaked to make it a bit easier to flip over Goats Fix for the camera clipping through walls at some angles EffectManagerServer.PlaySoundFromGroup() added for oxide mods EffectManagerServer.DestructionServer() made public for oxide mods $VERSION 0.3.8.0 (25-NOV-2016) Sleepers have been added to the game. After disconnecting a sleeper will be spawned into the world to represent your player. These sleepers can be shot, hit, exploded and ran over like a regular player. When they die they will drop the same loot as the player would have if they were killed. Killing a sleeper will apply infamy to you as if you had killed a player If your sleeper is killed you will be treated as dead when you next login, which will spawn you in a new location Due to sleepers holding your items while you're offline they will continue to simulate (meaning food will go mouldy) Sleepers can be enabled and disabled with the server command, 'sleepersenabled <1/0>' Sleeper names can be enabled and disabled with the server command, 'sleepernames <1/0>' Sleepers are enabled on all official servers by default CombatLogTimeout has been reduced to 5 seconds by default GiveItemTrigger has been fixed, deathmatch servers should hand out guns again Shacks can no longer be constructed partially inside of rocks and other terrain Fixed bug in how rigidbodies sleep, spear items should affect vehicles more consistently now Extra validation added to all construction items to check against players more consistently Constructions dependent on attachment points will now decay if no attachment points are found (ie. doors). Constructions destroyed in this way will drop their refund amount as loot Fixes to mitigate physics drift over long periods of time, this should reduce vehicles tendency to move on their own when parked $VERSION 0.3.7.6 (15-NOV-2016) Fixed ladders so they work again $VERSION 0.3.7.5 (15-NOV-2016) Vehicle depenetration force has been increased Door closing logic has been changed so collider only turns on clientside at the end of the close method after passing an overlap check Door prefabs have been resized to remove game object scaling and also slightly increase collider size Crafting categories scroll menu now correctly resets on opening the crafting window Increased size of radiation zones in the salt flats of Diemensland so the corners are no longer safe Reduced interaction trigger size for Kangas and Goats The get up method of the crash vehicle has been made more robust, the size of the capsule check has been increased to full character height and an additional inside geometry check has been added When vehicles are disassembled passengers now correctly check for legal vehicle exits rather than exiting at the vehicle root, if no legal exits found (ie. they are all blocked) the passengers are killed Vehicle drivers now correctly receive infamy when running over players Fixed bug that was causing community servers to be sorted incorrectly when sorting by descending player count in the server browser CharacterControllers now check against large unexpected changes in position and rewind when needed CharacterController position corrections from the server now occur over a larger time frame Wheel sleep colliders have had their bounciness removed The right click push on spear items has been reduced in power and is now affected by the weight of the pushed object An option to change the display has been added to the options menu under Options > Graphics > Resolution > Display Number $VERSION 0.3.7.4 (26-OCT-2016) Vehicle reverse behaviour changed, much more force is applied at low speed but this quickly falls off as speed increases. Can hillclimb in reverse again while speed is still capped Ownership stake validation has been improved again, it should be even harder to place stakes inside rocks Ownership stakes now check if they are inside a rock on server startup and destroy themselves if so The door obstructed check has been improved making it harder to close doors on players to push them in unintended ways Bugfix for VehiclePassengerUnsafeEntry, Goat and Kanga entries are now correctly blocked by doors Crash vehicle spawning has been made more robust. An additional raycast check has been added to check the crash vehicle spawn location, if it fails the crash will be cancelled Entering a vehicle in first person with a bow equipped will no longer leave the players hands in the bow pose Window removal marker is no longer offset from window Removed unused fire prefab from SDK and vehicle default pack $VERSION 0.3.7.3 (6-OCT-2016) Bug fix for Roach wheel radius being incorrectly set to wrong wheel Bug fix for vehicle passenger explosions, can no longer explode passengers at their original entry position Should now be able to consistently kill vehicle passengers with explosions Client now correctly shuts down when failing to load a default mod pack (ie. constructions and vehicles) Bug fix for footsteps being played when entering vehicles sprinting in third person Roach and goat vehicle exits reverted to prepatch settings Made vehicle sleep behaviour more consistent, wheels sleep instantly on driver exit and wheels can now set themselves up for sleep when not grounded $VERSION 0.3.7.2 (4-OCT-2016) [Windows Server Only] Fixed missing Steam files from windows server build. $VERSION 0.3.7.1 (4-OCT-2016) Drill bug fixed, drills now consistently give resources and return a positive time to next resource Message added above itembar when entering crawl mode during crash Some debug messages removed $VERSION 0.3.7.0 (3-OCT-2016) New Dirtbike AKA "Kanga" Added Crash system added, when crashing the player enters an uncontrollable physics capsule and tumbles around until they come to a stop Damage and broken legs occur when changing velocity too fast (ie. being stopped by hitting stuff) After coming to a stop the player will get up if safe and if not will be able to crawl around into a safe location using movement keys Bail crashes (crashing from exiting a high speed vehicle) added to all vehicles Goat has had orientation crashes and rider capsule crashes and velocity delta crashes added. Goat cannot be entered unless room for the rider is clear Player weight is now added to vehicles on entry and more vehicle handling attributes are affected by weight. Camera fixed so orientation is maintained on vehicle enter and exit and while switching perspectives inside a vheicle Ownership stakes can no longer be placed inside of rocks or other geometry. Vehicle brake lights now brighten when braking DynamicLOD system added for vehicles, LOD budget (currently marked as vehicle renderer budget) and High/Low bias can be set in the graphics options menu. This will give massive performance gains around stockpiled vehicles. Lower budget is recommeded for older machines. New low level of detail models added for vehicles that work with the vehicle paint system Vehicle scales fixed, removes physics rebaking step on spawn which helps considerably when loading many vehicles at once Goat texture resolution increased to match Roach The small 2m square foundation construction piece has had its volume scale corrected, making it take the correct amount of damage (was previously taking too much damage because volume scale was too small) Fixed bug where the player’s position in the physics system was not being updated whilst in a vehicle Vehicle wheels now spin correctly in the air maintaining take-off RPM Vehicle reversing is now much slower than accelerating forward Vehicle steering assist is now a twisting force rather than a pushing force Using the reverse key to slow a vehicle down will no longer reverse its steering direction Projectiles no longer penetrate and hit claiming should be more consistent Storage capacity tooltip no longer displays as storage capacity per second Vehicles now pass explosion damage onto their passengers Explosions now apply heat to players in range (can ignite players if close enough) Vehicles will again respect volume settings Vehicles can now have animated suspension and steering armatures SDK update with all kanga and crash components added Items from the raid drill update have been added to the SDK BanManager AddBan() and RemoveBan() have been made public so they can be used by Oxide mods Fix to SDK build paths for OSX systems $VERSION 0.3.6.6 (4-AUG-2016) [HOTFIX] Fixed vehicles spawning endlessly Tweaked explodeable rock config $VERSION 0.3.6.5 (21-JUL-2016) [HOTFIX] Fixed Raid Drill being disassembleable on the other side of walls Fixed Raid Drill not being disassembleable if not authorised on a territory Fixed problem where Raid Drills would detach on loading a savegame Fixed Raid Drills being damaged on the other side of walls by dynamite $VERSION 0.3.6.4 (21-JUL-2016) Added Raid Drill, a new raiding tool craftable in the workbench. Attach this to structures, and insert gasoline and coolant, to slowly drill through the wall. Will sometimes jam, which will cause it to quickly heat up and require unjamming. Don't let the temperature get too high or the machine will explode! Added structural decay - structures in unclaimed territory will slowly decay over time if they have not been modified for a given amount of time. Under the hood, a structure will select a random attachment every `structuredecayfrequency` seconds, and do `structuredecaydamage` damage to it. Added console command `structuredecayenabled ` - enable or disable structural decay. Default is enabled (1). Added console command `structuredecayfrequency ` - the amount of time between decay damage. Default is 5 minutes (600). Added console command `structuredecaydamage ` - the range of damage done when decaying a structure. Default is 5-10. Added console command `structuredecaymodifytime ` - the amount of time a structure must be unmodified before it begins to decay. Default is 24 hours (86400). Added console command `structureframepacketlimit` - this will throttle the speed at which your server will send structures to connecting clients. Default is 200. Improved removal point visualisation to show a ghost of the object you are removing Fixed incorrect timeout issue when downloading structure data Adjusted loadbalancer costs - if you have low server FPS after this patch and have increased your loadbalancerframebudget, consider lowering it again. Added 5 new music tracks Added new workbench category - "Raiding" - which contains all items relating to raiding. C4 has been moved to this category. Added new items - Rough Diamond, Diamond Dust, Diamond Saw, Cut Diamond, Tokar Acid, Raid Drillbit, Raid Drill Motor, Raid Drill Base, Raid Drill Fixed pillbox being immune to C4 due to it being on the wrong physics layer $VERSION 0.3.6.3 (14-JUL-2016) Improved load message feedback when joining a server Improved structure load times when joining a server Improved disconnect times Fixed autowipe receiving an incorrect path Mods that fail to load will no longer be listed as a dependency in the savegame You can now force a savegame to load when there are missing mod dependencies. USE WITH CAUTION AS THIS MAY BREAK SAVEGAMES. Use the `forceload` command in your autoexec. $VERSION 0.3.6.2 (4-JUL-2016) Fixed missing bottom on 2m concrete foundation Teleport command can now take Steam IDs as parameters Enforced protocol versions more - you will no longer be able to connect to older/newer servers through the console Fixed structures sometimes failing to load in busy servers, due to BitStreams not being pooled correctly Itemslots will now show if they are locked or one-way Fixed error message for failing to load mods Added support for custom 4-wheeled vehicles from the modding SDK (see https://steamcommunity.com/sharedfiles/filedetails/?id=714026119) Fixed structure damage cracks not displaying when a structure is damaged $VERSION 0.3.6.1 (24-JUN-2016) [HOTFIX] The Shack now costs 50 wood instead of 100 Fixed trapdoors not being placeable Fixed chat incorrectly filtering messages Fixed console throwing an exception with an empty message $VERSION 0.3.6.0 (24-JUN-2016) [BREAKING UPDATE] $This update will enforce a wipe and is not backwards compatible. This is necessary for the new modding support. Construction Attachment Points will now show possible rotations Changelog was overhauled to format better and alert when new updates have been created Added support for custom mods, including Construction Packs. Mod makers will now be able to create new sets of attachments. Servers can opt in to a Construction Pack, and clients will automatically download it upon joining. See http://hurtworld.gamepedia.com/Installing_a_Construction_Pack for information for server owners on installing Construction Packs. Fixed issue where zero-health attachments could be invincible Fixed issue where explosions could send unnecessary updates to clients Fixed issue where construction rotations were mangled and unmangled in savegames Fixed issue where attachment points would sometimes show up when they didn't have sufficient weight, due to rotations not stacking correctly Possible fix for "Structures taking too long to load" kick issue, where shared timing objects could have been causing erratic behaviour Changes to doors to allow for slightly more convenient Oxide modding Fixed issue with the spears vehicle flipping ability (right click). Hit detection now directly lines up with crosshair. Fixed issue with how explosions apply forces. Explosive force will now effect each physics object only once. Fixed issue with Vehicle depenetration force limit being overwritten (no more vehicle launching from resource nodes and other objects). Fixed issue with Vehicles ignoring the depenetration limit when overlapping with players (no more launching vehicles by ducking under them) Added 'savepath ' command. You can now specify the path where your server will load and save savegames Added 'loadmod ( ...)' command. Use this command to add a mod(s) to the server. This command can only be run before hosting a game. Put in guard against unicode names that are not displayable in Hurtworld $VERSION 0.3.5.3 (31-MAY-2016) Fixed exploit where ownership stakes could be placed within rocks in certain situations, due to crouch height not being calculated properly Fixed issue where signs could be placed in incorrect locations Fixed issue where multiple terrains would not be able to be baked in the navmesh for custom maps Removed several memory allocations in level load and instantiation, to speed up level load Made max ping kick not start before players finish loading the level, to prevent players incorrectly being kicked for high ping Made workbenches more memory efficient Fixed issue with `structurecomplexitylimit` command Fixed issue where huge saves could not save properly in some situations Added `sendbuffersize ` command. If you get warnings about your sendbuffer being full, consider setting this value to a higher number. Added `networktimeoutdelay ` command. This is the amount of seconds a server will wait before kicking a player it considers disconnected. If players are unable to connect to your server, consider setting this value higher. Doubled drop rate of loot crates in Diemensland Fixed issue where starvation damage wouldn't trigger the damage sound effect Changed trapdoor to be a subcategory of doors Added four new music tracks $VERSION 0.3.5.2 (23-MAY-2016) Added Buttress construction item Added two new types of Pillar Added Trap Door construction item Added Single Door construction item Added Single Doorway construction item Added Pillbox construction item Added Fireplace construction item Added free standing Torch construction item (built similar to the Sign - just equip a torch item and look at the ground) Updated Wall Torch model and texture Added visibility indicator for construction prefab placement Changed Build Limits to be different for different items. There are now three categories of build limit: structural, machines, and plants. These limits are independent of each other. Doubled the default structural build limit - you will now be able to build bigger bases Fixed issue where plants would place incorrectly on structures and machines Made Fire Pit collider consistent between server and client Altered workbench collider to be more consistent with its shape Fixed sign refund Improved UI at low resolutions Significantly improved performance of skybox in complex maps Improved validation on Ownership Stakes Admins are now immune to AFK kicks Fixed issue with plant serialization where plants would despawn after several server reloads Added Deferred Rendering (enabled in Options > Graphics). This may significantly improve performance on some graphics cards, and will significantly improve fidelity when multiple light sources are on screen. Fixed mismatched colliders on Owrongs Added four new music tracks Fixed issue where the player slid down ladders over time Significantly improved player connection time to servers with lots of buildings Significantly improved server RAM overhead for structures Added Shack construction item, built in the Workbench. The Shack is an early-game, small structure that can be built in the starting zone. It will last for 48 hours before destroying itself. You may respawn at your shack once every 20 minutes. You may only have one Shack at a time. The Shack may be chopped down with axes over a fairly long period of time - it is not a place for completely secure storage. Machines will now remember if they were turned on or not over server restarts Put in command to disable autosaves (autosaveenabled ) Made C4, Landcrab Mines and Poison Traps placeable within NoBuild zones Fixed ownership stake smoke LODing out too early Fixed bug in explosions where C4 would do damage to the wrong attachment pieces, sometimes decimating whole bases Configured armor for construction pieces. Wood will die to any c4 blast, stone will take about 1.5 blasts iron will take 3+ Increased detcap spawn rate by 3x Configured blast resistances based on construction volume, smaller objects of the same material will take less damage to destroy Decreased the material costs for C4 slightly Roof pieces are now much cheaper Doors and windows have a similar blast resistance to wood walls Garage doors have armor similar to rock $VERSION 0.3.5.1 (26-APR-2016) C4 and Ownership Stakes no longer care about build limits Changed signs so they are no longer chopped, but now dissasembled Fixed structurecomplexitylimit command not working in autoexec.cfg Fixed structures being culled before their contents, structures will now draw at a longer distance, stakes and storage containers will cull at a much shorter range Fixed being able to look through walls by staring at the ground with high FOV Fixed small floors not being placable next to doorways Fixed machine wrench not checking if a player was authorised on a stake properly. This caused some players to be unable to disassemble machines when they were authorised in a territory. Fixed vehicle wrench giving a "bad hit" response on vehicles Fixed machines placing at strange angles, and sometimes through walls. Placement angles were not being properly synchronised between server and client. Fixed bug where respawning in the edge of map radzone made you immune to that radiation. 64 bit Linux Dedicated server should now be working $VERSION 0.3.5.0 (22-APR-2016) $This version enforces a wipe. Added new playerlootmode - 4: Destroys all items on death. Added item Machine Wrench for disassembling machines. Machines are no longer removed with the construction hammer. Added item Wall Torch - similar to old torch in construction menu, but freely placeable. Construction System V2 - complete rework of the construction system. New attachments, textures, UI. Includes stairs, ladders, windows, roofs, and much more. Explosions are now more physically based Structures now have health and can take damage from C4 explosions Added Steam Workshop support for custom maps - you won't need to download them any more. $VERSION 0.3.4.2 (18-MAR-2016) Reenabled autowipe Added featured community servers Added minimize button to chat winow, next to scroll buttons $VERSION 0.3.4.1 (18-MAR-2016) Fixed pitcher plant placement and despawn Fixed issue where binary effects wouldn't stack properly in the interface Added proper configuration for Sunscreen binary effect Made construction menu usable at low resolutions Added vehicle unclaim button to player inventory - you can now unclaim your car at any time by going into your inventory, clicking the cog icon, and clicking "Unclaim Current Vehicle" Fixed missing salt flats in Diemensland Fixed blast furnace low lod texture Made signs in claimed territories only editable by authorised players Fixed shader issue with sky not displaying correctly on OpenGL Increased vehicle maximum cap in Diemensland Added community made map - arena_valley by Anthony Cuellar! $VERSION 0.3.4.0 (9-MAR-2016) Major refactor to the way maps are loaded to support the Map SDK. Player made maps can now be loaded into the engine. Added ambient sounds for each biome, and day/night Added 3 new ambient music tracks Added writable signs Added guard for players getting below terrain Added crosshair progress indicator when mining resource nodes Fixed issues with mouse remapping Fixed an issue where placing construction items while jumping could push you through walls Added Blizzard weather event, which will make you much colder if you're out in the open Improved UI performance Made pistol significantly cheaper Added ambient visual effects for Forest and Arctic biomes (leaves and snow) Made structures have a distance based LOD as well as screen space, to improve client performance Changed drill placement so the construction item itself enforces the exclusion distance - you will not be able to place drills close to each other Made ownership stake smoke significantly more efficient Made ownership stakes only begin smoking 20 minutes from their deathorisation The Goat's Mangler wheel can now be shot out properly Cars are now can't be claimed if they're not drivable (have 4 wheels, engine, gearbox) Cars are now able to be dissasembled with the Wrench if they are claimed, at a slower rate than unclaimed cars Disassembled cars now drop better loot Vastly improved server performance on player connection and disconnection Improved 3rd person crouched bow pose Infamy will now not be reduced by death Added a Binary Effects display to the hotbar (e.g. Burning, Hypothermia, Starving, etc) Added Binary Effects visuals for Burning, Wet, and Poisoned Being an outlaw will now make your nametag red for other players Added AFK kicker - players will be kicked automatically if they are detected as inactive. You can set this with afkkicktime (default is 15 minutes) Fixed issue where savegames could fail to save player progress if they took too long to disconnect Upgraded to Unity 5.3.2p4 Fixed a major server side performance issue when sending new objects to clients Added new console command bakenavmesh which will create a new AI navmesh for player made maps Disabled some APIs being used to fake player numbers Made gunsmoke less intensive on FPS Extended server and client FPS readouts to format ( - ) , the min and max show the fastest and slowest frame across the sample. Helping debug fps spikes. Added force single threaded renderer launch option, some machines see a large drop in input latency with this set. Framerates will be slightly lower, but overall feels tighter to me. Fixed some scenarios where the shotgun would get into a broken state and keep reloading Improved vehicle exits to make them less likely to push players through walls Fixed an issue where placing an ownership stake while there was currently one deauthorising would make that stake not work $VERSION 0.3.3.3 (5-FEB-2016) Vehicles use drastically less CPU while not being driven Added no-building zones to all roads Added decay to ownership stakes. Stakes will now require Amber or they will deauthorise. More info on this below. Added ownership to vehicles. You can now claim one vehicle. Added decay to vehicles. Unclaimed vehicles will be destroyed over time. Added Wrench. This item can be used to disassemble vehicles, which will drop a loot crate. Fixed issue where moving an item into a full inventory from a temporary storage would destroy that item Added new Goat wheel - the Mangler Added new Roach wheel - the Toretto Adjusted think speeds on most objects, and adjusted how they report costs. This should fix issues in high-pop servers where FPS was high but there were significant delays in things being processed by the load balancer. Changed how AI path around buildings - this should hopefully stop animals running through walls Made spawning weather perform much better Added more tools for debugging performance Fixed jitter on Server Browser scrollbar Added server IP binding - use the bindip command. Updated localisation Added scrollable chat $VERSION 0.3.3.2 (28-JAN-2016) Fixed reconnecting sometimes getting through walls via vehicles Fixed being kicked from vehicles when the server is laggy, this won't fix the laggyness it will only stop you getting booted during lag spikes. Added some ballistics sanity checks to ensure hits are valid for when bugs happen Fixed being able to shoot from cars using emotes Fixes for chat color codes, split chat into server/client. Fixed vehicle inventory item slots not destroying when they didn't exist. Added maxping properly to server browser Put in more checks for starting emotes Made blacklist continually update Put in guard against save thread failure Made doors openable by anyone in unclaimed territory Made traps not collide with player Vastly improved performance of server browser $VERSION 0.3.3.1 (17-JAN-2016) Fixed storage chest refund Added chat logging to servers Fixed Medusa Vines destroying themselves Fixed items getting destroyed if dragged into a non-existent item slot $VERSION 0.3.3.0 (16-JAN-2016) Added pistol Added a quick dirty inaccuracy to guns, movement speed and firing in rapid succession both contribute to an inaccuracy factor. Its by no means the changes I plan to implement for recoil, however its the best I could do in an hour with no sleep. Hopefully it makes guns slightly less OP. Split pistol, bolt and AR to different ammo types Added animal masks that is a rare drop from each respective creature Added bor backpacks Added Russian Hat Added Landcrab Mine Added Poison Trap Added Medusa Vine Added storage chest (20 slots) Goat now has its own engine, wheels and gearbox slot type Vehicle parts can no longer be removed from vehicles once added Vehicles no longer spawn with parts in them, you must find them in loot caches Town loot caches respawn twice as fast and have a higher upper limit count Reworked most of the loot cache loot table, det caps + wheels are more common Fixed hovercars Ownership stakes can no longer be picked up by a hammer and must be destroyed with an iron axe or better Static construction prefabs now refund a percentage of their cost Sombrero is now craftable Added mask face slot to character Drills no longer mine metals above iron, this is a temp fix until I have time to balance them better Gasoline recipe now makes 3 instead of 5 Sunscreen now provides 50 sun protection instead of 100 Aussie Hat now provides 50 sun protection instead of 120 Aussie hat costs more Skater hat now reduces fall damage by 50% Flannel costs slightly more Ownership stakes now need to be placed at ground level or on a rock Fixed ownership stakes interaction volume being too tall and sometimes poking through the roof of buildings Reduced interaction distance from 5 to 3 meters Made storage locker more expensive to craft Decreased leather drop rate $VERSION 0.3.2.10 (15-JAN-2016) [HOTFIX] $We were finally able to reproduce how people were getting through walls and doors! This has been around since day 1, but the people exploiting it were keeping it quiet. Dare I say this might be the patch that finally makes bases secure. You guys are pretty crafty so that's probably not true. Fixed bug caused by unity character collider being able to pass through other objects when its height changes. Fixed bug in vehicle exit raycast that would allow you to pass through a wall when the bottom of a roach was right up against a wall Fixed shift clicking on items in inventory not going to hotbar $VERSION 0.3.2.9 (14-JAN-2016) [HOTFIX] Totems must now be placed near ground level to stop flying unraidable bases (Rocks don't count) Fixed an exploit where vehicles when rotated on their end would kick players forward. This was being used to get through walls. Added (P) to player names on kill as a quick fix to show who died from hypothermia vs the bloke named hypothermia Fixed a very rare scenario where ownership stakes could be placed into a rock still. Reduced entity stat tick rate of nodes that don't really need it (Server performance) Fixed a bug where shift clicking an item with a full inventory could destroy it Added more verbose logging onto rcon use $VERSION 0.3.2.8 (11-JAN-2016) Fixed an exploit where people could re-log to stand up when under a rock Fixed an exploit for the text tag filter using nested tags $VERSION 0.3.2.7 (9-JAN-2016) [SERVER ONLY HOTFIX] Fixed people spawning at random totems occasionally $VERSION 0.3.2.6 (9-JAN-2016) Merged savegame files into a single file. New format is roughly 1 40th the size of the old one. Existing saves should be loaded fine. Fixed names not showing on ownership stakes until after they have logged in since restart Improved performance of doors serverside Doors no longer teleport you out of their bounds when closing, instead they fail to close and open again if someone is blocking them. This should solve rock exploits. Fixed an exploit where vehicles could be used to get inside foundations and rocks Added configuration value "spawnercellupdatesperframe". This will increase the number of spawner cells that are processed per frame it used to be 5 and is now 10, 5 was far too slow. Increasing it may destroy server performance but will speed up the spawner delay when moving to a new area.(edited) Added "maxping" server setting, set in milliseconds to lock out any players with a higher average ping Fixed emote car exploit / bug Added ability to set spawn location on ownership stake, if none are set you will spawn on the beach (Stakes are not teleporters) Fixed sanitizing of rich text tags in names Client now renders full inventory of Storage Lockers. $VERSION 0.3.2.5 (26-DEC-2015) Fixed quit command Added a quick solution to executing commands on a running server without connecting to it (proper rcon coming soon) $VERSION 0.3.2.3 (23-DEC-2015) You can no longer stand up from crouch if there is no space to do so. This should prevent a lot of exploits around getting into rocks / through base walls Infamy will now not count empty slots as a drop Infamy will now drop 2 slots if you are an Outlaw Shadows can now be turned off entirely (set distance to 0) Vehicle parts are no longer protected items and will drop on death Steam names and chat will now be stripped of Rich Text tags Added anti-spam filter to chat. To set the allowed chat budget per player, use "chatspambudget ". Default is 500. Fixed shutdown command Players can no longer join a server while it is shutting down Fixed construction hammer sometimes breaking the UI Server admins can now ban words in chat. Create a list of banned words in "bannedwords.txt", in the same location as your autoexec Server admins can now mute players in chat. Use "mute = " Servers can now disable connection and death notices in chat. Use "chatconnectionmessagesenabled " and "chatdeathmessagesenabled " respectively Fixed unbanning players not persisting across server restarts New EAC installer that should fix issues some users are having $VERSION 0.3.2.0 (19-DEC-2015) Added Easy Anti Cheat Fixed some performance issues related to shitloads of drills eventually killing server FPS Made door colliders thicker to prevent people glitching through them Fixed the ability to place ownership stakes inside rocks Fixed AuthTicketAlreadyUsed again (hopefully properly this time) Fixed some EAC installer issues Fixed the command line arguments being passed to the game Fixed interaction colliders on doors being glitchy Fixed serverstatus command $VERSION 0.3.1.8 (13-DEC-2015) Speed Hacking is now impossible Mele weapons can not attack over restricted range and attack speed Added global banlist Fixed k_EAuthSessionResponseAuthTicketInvalidAlreadyUsed being returned by steam after spamming connect $VERSION 0.3.1.6 (11-DEC-2015) Fixed Ghost Ride the Whip Bug (Auto driving cars) $VERSION 0.3.1.5 (10-DEC-2015) Added timer to respawn - if you are authorised at an ownership stake, your respawn time will increase by seconds every time you die. You respawn time will fall down back to 10 seconds over time. These values are configurable per server. spawncooldown - see wiki for details Added combatlogtimeout server setting, players will stay in the game for seconds after they disconnect, you can't reconnect while your dummy is still in game (this is not the best solution but will do for now) Added ability to ban players by SteamID (ban , unban ) Fixed groundsliding bug Fixed megajump exploit Tweaked the town crate loot tables a bit Fixed storms only happening once per restart Moved doors from deferred spawn to instant spawn on client Fixed vehicles falling through the world / moving around while idle (this turned out to be a bug in physx so is pretty hard to nail down completely, looks to be stable now though) Changed server browser to handle high number of servers, as well as implemented favorites. Fixed some issues with spawners where vehicles and loot could stop spawning Added no-build zones to relics that were missing them Removed stupily high sun protection from T-Shirts $VERSION 0.3.1.4 (06-DEC-2015) Fixed issue with effect zones not removing their effects. This includes a rollback of the fix for clipping into the ground, will need to find a different solution to this. $VERSION 0.3.1.3 (06-DEC-2015) $A few critical fixes in todays patch. Today it was brought to our attention that some players had figured out how to connect to the server twice and double their inventory. This should not be possible now, as a side effect we have wiped all official servers as people exploting this bug had access to infinite items. As a safeguard for the future to prevent any further unwanted full wipes, we have added an autobackupinterval command to servers to ensure if something goes wrong we can do a minor rollback and not lose everything. Fixed Major Item Duplication bug (Wipe recommended) Fixed Yeti and sasquach having inverse loot tables Fixed being able to open doors when dead Fixed being able to use some objects when respawning Added server backup functionality - use "setbackuptimer " to create Turned off chat sounds by default, and put in an option under Options > Sound to reenable it Fixed being able to exit vehicles through doors Fixed being able to glitch through the ground when crouching under something $VERSION 0.2.1.8 (06-OCT-2015) Found the cause of the server rollbacks, situation should be guarded now. Needs a proper fix but will do for tonight. $VERSION 0.2.1.7 (06-OCT-2015) Made construction prefabs much more expensive Refactored structure managers to be seperated into a grid to match ownership cells. Downloading data and constructing meshes on the client are done seperately, and balanced across multiple frames. This should solve connection issues once and for all as well as some server lag on player connection. Doors and other dynamic objects can no longer be placed on the same attachment point twice Fixed black support truss beam Fixed player names not showing up after death Added some better handling around microphone capture, should fix the VOIP issues Reworked doors a bit so they aren't so hard to close when outside $VERSION 0.2.1.3 (18-SEP-2015) $After a tough struggle I am optimistic that we can support in excess of 50 players without degrading performance. This also includes everything that comes with it, structures, machines, AI activity etc. We touched on about everything in the foundations of Hurtworld to ensure we can handle the scale of game that we plan to deliver. You can now see other peoples construction ghosts Fixed all current memory leaks Fixed sounds on machines not respecting volume Fixed shadow artifacts caused by rogue ragdolls Fixed beacon map markers not disabling properly Fixed a major bug where shadows would stop working or flicker requiring a restart Added No Building zones around spawn Fixed a UI artefact caused by the chat box Split UI into hud and window canvases, this gives a decent framerate boost but causes a small framedrop when opening the UI, we will work to iron that out later Rewrote interaction system to be server authoritative Interaction system should also be more forgiving on touch Disabled meshes on the player are now moved out of the hierarchy to speed up performance Added a load balancer to the server and client to smooth out non-crucial tasks across frames Rewrote the code that manages instantiation and destruction of entities. Added deferred spawning and destruction of entities smoothed over multiple frames when joining a new network cell Replaced string references to prefabs with more efficient identifiers Plants don't snap to grid any more, making them easier to place Refactored biome system for better performance with high-population servers Projectiles now pierce flesh and do reduced damage to objects behind them Added procedural gun sway in first person Removed 99% of runtime memory allocations from the project All objects are now pre-allocated in a pool and recycled on destruction Switched structures to calculate world space UVs on the GPU instead of pre-baking them, this speeds up connecting to servers and placing items. Dynamic objects like doors and machines no longer are bound to structure managers Player spawn doesn't happen until after all structures have finished loading, no more dying in the load screen. Added a larger set of impact particle effects for impacts a long distance from you Creatures no longer pop through the ground when they start moving Animation exports are now batched and force all required key frames to reduce glitches. Corrected head look direction when crouched to match camera Boosted headshot damage significantly Removed full volume hit sound from body shots, only on head shots now Fixed player ragdoll going nuts (most of the time) Doubled the update rate of other players to you Removed occlusion culling temporarily, we didn't see a frame rate drop, let us know if you have fps issues Fixed hunger bar not showing up until its too late Voice chat now uses unreliable packets which should smooth out some of the glitches Reduced respawn timer by 10 seconds Moved server save serialisation to a background thread, this was causing a big lag spike on the server Put guards in against the NAN quaternion issue, still happens sometimes but much less often Fixed bullet tracers coming from the back of other peoples heads Fixed sprint not actually making you run faster Made the night brighter Equipment context text is now much more consistent Bow drawback curve is now smoothed out by frame Added experimental 3rd person sighted crosshair Lowered connection timeout back to 60 seconds Changed API Compatibility level to not use .NET Compact for Oxide mod Skybox reflection map rendering is now spread across multiple frames Vehicles now spawn before other players when coming into your network cell so we don't get ghost riders Clients only know about dynamic structure attachments when in range of them Assault rifles now fire much faster