Nov 13, 2020
Unturned - SDGNelson
Overview:

This update serves primarily to upgrade the game engine from Unity 2018 LTS to 2019 LTS. It should be a seamless transition and does not require changes from modders. The main benefit will be the upcoming user interface rework, which is available on a beta branch if you are interested in trying it out:
  1. Right-click Unturned in your Steam Library
  2. Select Properties and switch to the Betas tab
  3. From the dropdown select "glazier"
Changelog:

Added:
  • Bypass_Allowed_To_Damage_Player per-weapon setting.
  • Ignore_Children_File_IDs to workshop download config. Useful if creator is using dependencies as advertisements.
  • Imported adjustments by Renaxon to California messenger bag and armor rig.
  • Accepted four new curated workshop skins.
Changed:
  • Enabled new Steam networking as the default transport layer (again). Huge thanks to Miku from Pandahut for extensive help testing!
  • Included mannequin in example assets.
  • Convert news feed usage of Steam web request to Unity web request.
  • Enabled rich text for quest interactables.
  • Failed console command outputs the input string.
  • LogSteamNetworkingSockets accepts a verbosity integer.
Fixed:
  • Gap along the edges of the 7x scope lens.
  • Leaning through invisible walls.
  • NPC enum parsing exceptions.
  • Two tiny gaps in the PEI pirate cove.
  • Using rest gesture in shallow water.
  • List translation differences on separate lines.
Unturned - SDGNelson
Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and the turned are roaming the streets... it must be Halloween!



Until November 1st the event is active:
  • Spyjack is updating Tales of Terror with new quests, items, and monsters each Thursday leading up to Halloween!
  • Decorations festoon the towns of official maps, as well as Elver in an update soon.
  • NPCs are wearing their Halloween costumes.
Happy Halloween!

Edit: All bundles on the Stockpile are now discounted for the Steam Halloween Sale!

Miscellaneous Changes:
  • Accepted several new skins from the curated workshop.
  • Hosting dedicated servers using the client files has been deprecated since June 2019 and is no longer supported. Please use the standalone dedicated server app instead.
  • Added Min_Stealth_Radius setting to level asset.
  • Added helper methods for getting remote address if available.
  • Added Horizontal_Attack_Range, Horizontal_Vehicle_Attack_Range, and Vertical_Attack_Range animal settings.
  • Added Spread_Sprint, Spread_Crouch, and Spread_Prone gun settings.
  • Added Recoil_Sprint, Recoil_Crouch, and Recoil_Prone gun settings.
  • Converted berry bushes to use spawn tables.
  • Exclude bots from server list player count.
  • Menu remote images are hidden until download is finished.
  • Menu was loading in the wrong order rarely.
  • Fixed character list on menu not properly populating.
  • Fixed unable to deselect item by clicking character.
  • Fixed missing text for server config without display names.
  • Fixed potential exception when enabling/disabling skins in-game.
  • Fixed potential exception when player dies partway through shooting.
  • Fixed potential issues reading corrupted Groups.dat file.
Unturned - SDGNelson
Overview:

This update makes the new Steam Networking transport layer mentioned in the previous two posts the default. For most players it should offer superior performance and stability.

If you host your own server and experience bugs with this change please report the issues, and for the meantime you can revert to the old Steam Networking by including "-NetTransport=SteamNetworking" in your server command-line arguments.

Update Notes:

Miscellaneous:
  • Steam Networking Sockets are now default.
  • All colliders on destroyed structures are moved to the debris layer.
  • Added LODGroupAdditionalData component which can be used to disable LOD bias per-LODGroup.
Fixes:
  • Fixed decimal scope zoom values defaulting to zero.
  • Fixed per-gun shell casing effects for sentry guns.
  • Fixed placing rotated item from ground into equipment slot.
  • Fixed attachment of pooled audio sources.
  • Fixed vehicle exit not account for teleport vertical offset.
  • Fixed building items on terrain inside hole.
  • Fixed holiday restricted objects with conditions.
  • Fixed taillights not turning back on after exiting water.
  • Fixed prevent entering build mode while in first person view.
  • Fixed completing multi-item condition in singleplayer.
Sep 25, 2020
Unturned - SDGNelson
Overview:

This update is mostly behind-the-scenes preparation for making Steam Networking V2 the default. There is a fix on the Steam client beta for the dedicated server certificate expiry for any hosts using the beta.

Update Notes:

Added:
  • Craftable Steam inventory tools for removing kill counters and ragdoll modifiers.
  • Per-player audio source pool combined into a global pool. Most one-off audio like zombie growls use this now as well, and it saves some performance by skipping sounds that would not be heard.
  • Command-line flag to allow Steam Networking Sockets connection without authentication. [-SNS_AllowWithoutAuth]
Changed:
  • Character mythical toggle disables ragdoll effects for stealth.
  • Client SteamNetworkingSockets waits for authentication availability before connecting.
  • Teleporting to named locations uses a nearby location rather than the highest point.
  • Log when server connection to Steam fails, e.g. when logon token is expired.
  • Catch exceptions during command execution to protect against startup command issues in the future.
Fixed:
  • Owner command in startup commands list.
  • Updating amount when switching vendors with different currency types.
  • Components using IMGUI disable layout pass.
  • Destroyed vehicles not appearing burnt after re-joining server.
  • Rocket no longer consumes a bot player slot.
Unity 2019 LTS Beta:

The game has been updated from Unity 2018 LTS to 2019 LTS on the "unity-2019" Steam beta branch. There are still a few bugs to sort out, but it takes advantage of several new performance optimizations if you are curious to test it.
Sep 18, 2020
Unturned - SDGNelson
Update Notes:

The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs.

In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far.

Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements.

If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments.
Sep 11, 2020
Unturned - SDGNelson
Update Notes:

Added:
  • Support for rebinding the equipment hotbar keys. This may be helpful for players with a broken number key.
  • Destroyed_Vehicle_Default [962] spawn table separated from metal boulders, allowing them to be overridden separately.
  • Button to reset server list filters when results are empty. Useful if the filters are too specific.
  • Support for external link buttons on songs and rich text in titles.
  • Different gun hitmarkers for zombies with high bullet resistance.
  • Per-water-quality values for canteens and non-water stats.
  • Support for passenger seats in train cars.
  • Quantity field in salvage/delete stacked item menu.
  • "-HostPlayerLimit" command-line parameter for hosting providers.
  • Windows shortcut links for the Unity appdata folder.
Changed:
  • Explosion damage falloff calculation uses closest point rather than center.
  • Actual tree colliders are used for respawn overlap test rather than a simple radius overlap.
  • Slightly reduced scale of Moai Head mask.
  • Reduced scale of kill counter items, and updated them to TMP.
  • Increased rain and snow fog density.
  • Included physics settings (collision layer matrix) in example package.
  • Non-admins can carjack and repair tires of their own vehicles in safezones.
  • Friendly sentry guns target players holding socket wrenches, and no longer target walkie talkie users.
  • Players get half a second of damage immunity after respawn.
  • Warn if parsing misc JSON config files fails.
  • Show both version numbers in version mismatch messages.
  • Imported UMarine skin updates by CD.
  • Cannot build while seated because head can pass through walls in some vehicles.
  • Skycrane ignores collision between itself and attached vehicles.
Fixed:
  • Raw beef had cooked material, and cooked beef had raw material.
  • Updating map details on server info screen when map is not installed.
  • Client incorrectly sending stance changes.
  • Repair vehicle passenger check not working properly on server.
  • Using explosives to destroy holiday trees out of season.
  • Starting climbing ladder while handcuffed.
  • Opening menus while fishing rod charge overlay is visible.
  • Catching fish on land with the right timing.
  • Infinite loop when selling more than 255 items.
  • Power bug with custom oil drills missing an animation.
  • Server getting stuck if mod contains an infinitely looping crafting recipe.
  • Nearby items list not finding items that rolled between grid cells.
  • Note quest objects had non-trigger colliders.
  • Placing makeshift vehicle upward into ceiling.
  • Rocket logging duplicate console output.
  • Potential fix for sudden angle change the frame after closing inventory on Mac.
  • Stepped sun blending as fog changes.
  • Backend time offset not getting set properly.
  • Objects getting stuck in editor when move between regions was interrupted by flying/copy/paste/delete/etc.
  • Loading infinite/NaN UI scale value.
  • Inconsistencies with newly placed electric items at grid cell borders.
  • Ammo count in description of equipped gun.
  • Default formatting of singleplayer config without a display name.
  • Slightly misaligned markings on road props.
  • Achievements from NPCs were not unlocking properly in multiplayer.
(Beta) Transport Layer Netcode Rewrite:

The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue
Jul 31, 2020
Unturned - SDGNelson
Update Notes:

Additions:
  • Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items.
  • New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc.
  • FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site.
  • Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below.
Changes:
  • Server verifies hashes of all loaded master bundles during connection. This prevents clients from connecting with out-of-date or modified master bundles, but can be disabled with the Validate_MasterBundle_Hashes setting.
  • Server tests dialogue tree to double-check player has access to vendor. Previously if that vendor existed on the server it could be opened through other NPCs.
  • Econ hash is validated with server. This prevents clients from locally exploiting other players visibility, but can disabled with the Validate_EconInfo_Hash setting.
  • Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests.
  • Each frame one transparent propeller is updated to sort properly with water. Previously air vehicles crashed into water would be sorted wrong depending on the distance from the center of the water tile.
  • Replaced vehicle exit capsule overlap by finding the vehicle center by largest volume. The capsule overlap had bad side effects like upside-down vehicle falling back to spawn points.
  • Quest object interactions are no longer predicted on client.
  • Trees no longer respawn while a player or barricade is on the stump.
  • Embedded YouTube videos are now removed from the in-game text so they can be used in announcements.
Fixes:
  • Magazine reload speed modifier applying to detach rather than attach.
  • Catch exceptions while loading asset files. Some files did not get deleted properly for some players causing them to get stuck loading, so this should not happen anymore.
  • Prevent using voffset tags on signs. It could be abused to draw text in the sky.
  • Losing track of original mesh when repeatedly changing car paintjob.
  • Harvested bushes being invisible until respawning when returning to an area.
  • Minimum time between sentry gun shots fired. Certain guns were firing one shot per frame.
  • Pressing UI hotkeys on the same frame. (e.g. crafting and attachments menu)
Elver:

Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace.
Jul 17, 2020
Unturned - SDGNelson


Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it.

The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items.

To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat.

This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:



Watch the Elver Map Trailer Here
Watch the Elver Item Showcase Here

Update Notes:

Additions:
  • Elver Mystery Box and Elver Item Bundle are now available on the Stockpile.
  • Elver event and exclusive theme items drops are active until July 31st.
  • Plugin UI formatting and event compatibility with TMP input fields and TMPUGUI texts.
Changes:
  • Lucky Coins, Sky Lantern, Blossoming, Decked Out, Crystal Shards, Soul Shattered, and Enchanted mythical effects are available in the crafting pool.
  • Default TMP fonts fallback to Noto Sans CJK by Google.
  • Temporarily disabled clientside workshop restriction validation until we have a better way to identify hosts.
Fixes:
  • Moved an out of bounds boulder on Washington.
  • Fixed LOD fallbacks for skins with override meshes.
  • Fixed APC steering tire visuals.
  • Fixed impact grenades not exploding upon hitting vehicles.
  • Fixed using rest gesture from invalid stances.
  • Fixed door overlap test bounds. They were twice as big as they should have been.
  • Fixed yet another issue with crafting ingredients marked critical.
  • Fixed slightly floating fence in Stratford on PEI.
  • Fixed showing nickname on map with spectator overlay.
  • Fixed battery charging while fuel is empty.
  • Fixed disconnect button timer showing while dead.
Jul 10, 2020
Unturned - SDGNelson
Elver:

Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday!

Update Notes:

Vehicle Building:

Several settings have been added to Config.json for limiting the size of vehicle bases:
  • Allow_Item_Placement_On_Vehicle (true / false)
  • Allow_Trap_Placement_On_Vehicle (true / false)
  • Max_Item_Distance_From_Hull (meters)
  • Max_Trap_Distance_From_Hull (meters)
In particular, the trap settings are intended to help prevent roaming walls of death.

Emissive Materials:

Following the recent Unity upgrade and post-processing upgrade, the bloom threshold has been raised to only affect pixels with >1 emission. This prevents bloom from interfering with bright surfaces like beaches. The emission colors on a few hundred materials have been adjusted to match, and especially the bloom on fire looks nicer. If any materials were missed or look odd feel free to report them as a bug and they will be adjusted.

Rocket:

Servers using old versions of Rocket will now be required to update to a newer version. There was a warning about this in the server console in the previous update, but now it is mandatory. This is important because there are fixes for legacy Rocket issues like multithreading exceptions and teleportation exploits.

General Additions:
  • Added Quest_Boss_Respawn_Interval (seconds) option to help prevent abusing quests to farm boss tier loot.
  • Added flags for plugins to disable life meters and status icons.
  • Added EffectSpawner component for Unity event hooks to invoke.
  • Added Rubble_Reward_Probability [0, 1] for destructible objects.
  • Added collection tags to Steam items.
General Changes:
  • Upgraded vanilla flag, placard and sign items to use Unity's newer "TextMesh Pro" replacement for text meshes. This looks nicer and offers better performance.
  • Per-level server config overrides only apply if the server is using the default value.
  • Tools like carjacks and lockpicks can be used by admins in safezones for cleanup.
  • Item placement preview materials are two-sided, and no longer red/green. Some items had one-sided faces, and the red/green was bad players with deuteranopia.
  • Attached barricades ignore vehicle colliders regardless of name. Previously only colliders named "Clip" or "Block" were ignored.
  • Workshop submission menu tries to check for write permissions.
  • Potentially save time during startup by only checking official guns, melee and beans for skins.
  • Expanded navmesh at the mine on the Russia map so zombies from the Northern entrance can reach the soul crystal.
  • Exiting vehicles tests whether seat capsule is overlapping world. Should prevent wedging the tops of short vehicles like bikes into ramps to exit upwards.
  • Links to box items are not shown in regions where they cannot be opened.
  • Line break markup is formatted in item descriptions.
  • IOBS spawns the interactable effect for Effect, Effect_On and Effect_Off transforms if present.
  • Featured workshop item is slotted below unseen announcements in the news feed.
General Fixes:
  • Fixed entering vehicles through player collision volumes.
  • Fixed disabling interaction highlight when salvaging a barricade attached to a vehicle.
  • Fixed movement and vehicle mispredictions related to the underground whitelists.
  • Fixed placing barricade attachment being one frame late. This caused barricades placed on moving vehicles to sometimes get left behind.
  • Fixed barricades placed on doors not attaching to vehicles.
  • Fixed missing Bistro #1 and House #11 window slots.
  • Fixed failed parsing of graphics command-line values throwing an exception.
  • Fixed nailgun maximum starting ammo.
  • Fixed ammo and repair blueprints not respecting critical supplies.
  • Fixed potential issue with lobbies.
  • Fixed punching when transitioning between swimming and jumping.
  • Fixed changing weapon slots while driving interfering with physics.
  • Fixed re-acquiring "The One That Got Away" quest after abandoning it.
  • Fixed zombie fire breath sound attenuation.
  • Fixed cancelling turret usage when vehicle dies.
  • Fixed missiles disappearing on client when shot while moving backwards.
  • Fixed treating relay server IPs as remote player IPs.
  • Fixed fire and acid weapons dealing damage on PvE servers.
  • Fixed Use_Airdrops config only applying to survival mode.
Visual Fixes:
  • Fixed refreshing hotbar icons when item state changes.
  • Fixed item hotkeyed to 0 showing as 10.
  • Fixed not resetting atmospheric fog when returning to main menu.
  • Fixed atmospheric fog influence on sun rays and aurora borealis.
  • Fixed layout of large images in the menu news feed.
  • Fixed a misplaced parking line in St. Petersburg.
  • Fixed brightness of stars.
May 15, 2020
Unturned - SDGNelson
Overview:
This update brings improvements to all aspects of the game from fixes to features. Highlights include:
  • Post-processing effects have been upgraded for performance, quality, and fixes. In particular the first-person viewmodel skins now benefit from ambient occlusion and bloom.
  • Valid underground spaces have been manually designated, so players out-of-bounds are automatically teleported back into the map. Along with fixes to miscellaneous physics exploits this ought to put a stop to underground glitch bases.
  • Many new toys for creators from the basis of custom weather events (e.g. sandstorms) to replacing the vanilla crafting recipes in total conversions.

Update Notes:
Gameplay Changes:
  • Added Non-Headshot Armor Multiplier to zombie config for difficulty or headshot-only modes.
  • Added Bypass_Buildable_Mobility to gameplay config which allows sentry guns and beds on vehicles.
  • Allow_Instakill_Headshots player config applies to zombies when Weapons_Use_Player_Damage is enabled.
  • Passengers cannot repair their vehicle unless per-vehicle Can_Repair_While_Seated is enabled.
  • Oil pumpjacks and fuel tanks can hold more gasoline.
  • Cannot build on vehicles with occupied seats.
Miscellaneous Changes:
  • Accepted several new skin submissions from the curated workshop. View
  • Added confirmation button to menu notifications replacing the dismissal timer.
  • Added underground whitelist volumes that teleport out-of-bounds players back above the terrain.
  • Added timeout when loading map is finished and waiting for server to accept connection.
  • Replaced client-side Steam inventory quantity consolidation with automatic server-side stacking.
  • Anonymous name is shown rather than groupmate nickname while in streamer mode.
  • Upgraded from Unity's post process stack v1 to v2.
  • Zombies stuck during horde beacon are teleported to a valid spawn point.
  • Reworked third-person camera to use sphere sweeps (rather than raycasts) when testing for obstructions.
  • Master bundle hashes are included in game asset hashes to prevent overriding with modified versions. Edit: temporarily disabled.
  • Structures disable LOD group culling to prevent entities from being seen inside bases.
  • Moved asset bundles into per-platform depots to reduce download sizes.
Server Hosting:
  • Added support for Steam game server login tokens. Docs
  • Warn about old versions of RocketMod during server startup. Newer versions have important fixes. Docs
  • Linux ServerHelper.sh script defaults to steamcmd's steamclient.so if available.
  • "+connect" command-line argument properly works with non-standard ports. (Only used 27015-27030 range before.)
  • Added -OfflineOnly command-line flag for dedicated servers that disables requests to internet. In LAN mode it skips the Steam backend connection and uses locally cached workshop items. There will need to be some netcode reworking before purely offline multiplayer is fully supported.
Custom Modding:
  • Added ability for song assets to use master bundle references and legacy localization. Docs
  • Added Valid_Speed_Up and Valid_Speed_Down for vehicles to override sanity checks. (meters per second)
  • Added Relevant_Distance setting to effect assets. Players within this radius will be sent the effect in multiplayer.
  • Added support for multiple blade IDs per weapon.
  • Added Allow_Horde_Beacon setting to zombie difficulty assets.
  • Added Can_Player_Equip setting to items useful for sentry-only weapons.
  • Added Gunshot_Rolloff_Distance setting to guns and Gunshot_Rolloff_Distance_Multiplier to silencers.
  • Added Attack_Anim_Variants, Eat_Anim_Variants, Glance_Anim_Variants and Startle_Anim_Variants settings for animals.
  • Added ClientTextChatMessenger and ServerTextChatMessenger components for mods. Docs
  • Vehicles missing seat transforms spawn defaults and log a warning.
  • Tidied up Dying Light content for mods and added Volatiles to zombie difficulty asset.
  • Added Rarity_Type_Label to inventory localization for switching type-rarity order.
  • Added default localization for kill quest conditions.
Level Editing:
  • Added basic support for custom weather events. Each map can have an unlimited number of custom weather types that trigger events and effects. Docs
  • Added Override_Atmospheric_Fog setting to ambiance volume.
  • Added CraftingBlacklistAsset which can be used per-level to restrict available crafting recipes. Docs
  • Made Ground Upgrade Wizard easier by timeslicing the upgrade and defaulting to grass.
Plugin Development:
  • Added -ConstNetEvents command-line flag to debug whether plugins are writing to the network buffers.
  • Added Provider.onCommenceShutdown, Provider.onBattlEyeKick, Provider.onRejectingPlayer, PlayerLife.onPlayerDied, PlayerQuests.onGroupChanged and UseableGun.onProjectileSpawned events for plugins.
  • All RPCs have individually tuned rate limits to reduce abuse of macro spam. Previously most RPCs shared a common limit.
  • Tidied up effect spawning user code with EffectManager.spawnEffect method that wraps sendEffect.
  • Images used by plugin UIs are cached, and plugins can force a refresh.
Miscellaneous Fixes:
  • Fixed destroying the rock wall on Hawaii. The collider bounds are considered for explosion obstruction tests now.
  • Fixed gap in floor collision of drivable golf cart.
  • Fixed missing barricade subclasses (e.g. traps, storage, generators) in the level editor.
  • Fixed login stance test to use newer hasHeightClearance code path.
  • Fixed delayed attack inputs on server being handled as different types (e.g. shoot as punch) by tagging client expected usage.
  • Potential fix for vehicle death issue by kicking player out before plugin callbacks.
  • Fixed null reference exception if plugin UI asset was missing.
  • Fixed some potential null reference exceptions when exiting vehicle or swapping seats.
  • Fixed older gun damage multiplier not applying to barrel attachments.
  • Fixed damaging trees or resources with nested colliders.
  • Prevent baking foliage while not in editor.
  • Fixed checked move to only ignore initially overlapping colliders.
  • Fixed accidentally shooting when dropping an item into the equipped slot with the mouse.
  • Fixed equipping item when dragging into equipment slot with mouse in multiplayer.
  • Fixed accidentally turning on headlights to drain battery of vehicles without headlights.
  • Fixed makeshift vehicles missing placement bounds and throwing an exception.
  • Fixed clamping turret yaw for driver.
  • Fixed sending inventory RPCs twice in some cases. In particular this was causing issues with multiplayer loadouts.
  • Fixed returning to main menu wasting time during shutdown.
  • Fixed vehicles burning fuel after removing the battery.
  • Fixed plugins setting stance directly rather than testing stance is allowed.
  • Fixed locally predicting removal of Steam tool target item.
Exploit Fixes:
  • Fixed infinitely removing tires using a socketwrench in the safezone.
  • Fixed checking for object obstructions when loading into singleplayer.
  • Fixed zombies losing track of players when leaving bounds vertically. Helicopters were being used to lift zombies out of range of horde beacons.
  • Fixed an undiscovered potential RPC exploit with trees.
  • Fixed glitching through ground underneath Germany ADC hangar.
  • Defer enabling character rigidbody forces until the frame after respawn to maybe fix some vehicle issues.
  • Converted industrial Dock #2 from mesh collider to box colliders to fix overlap exploits.
  • Fixed fishing rod bobber not using continuous collision detection. With the right angle it could be launched through the ground to fish anywhere on the map.
  • Fixed stance transition and obstruction tests to include player clipping. This was abuseable in some places to escape the map border.
  • Fixed foraging resources missing a distance check.
Visual Fixes:
  • Fixed Devil's Bane LOD1 to use the correct material.
  • Fixed nickname showing in spectator overlay for players in other groups.
  • Fixed paintball gun ammo model becoming visible early when reloading from empty.
  • Fixed updating viewmodel offset when sight attachment changes while aiming in multiplayer.
  • Fixed scope, character and item render texture color banding in low light.
  • Fixed transparency fov locking when changing anti-aliasing setting.
  • Fixed Lucky Coins mythical effect in first-person view.
  • Fixed bonesport compound bow inverted spikes.
...