V0.46 changelog:
(Multiplayer) Fixed client dried meat not being dried when taken by host
Fixed crouch toggle not working correctly on controllers
(Performance) Replaced all pickups with deferred shader version
(Audio) Added sound effect for running water on terrain when raining!
Rabbits and lizards now have collision when moving around the world
Improved ai navmesh around rocks and sinkhole area
Optimized physics calls on animals
Caves – Fixed some small holes and gaps in some caves
Caves – Fixed cave6 cut female legs not being dynamic
When using a gamepad, cursor now snaps to buttons instead of moving freely mouse style, thus making navigating book easier.
(Multiplayer) Clients now start the plane crash in separate seats from host, and watch timmy taken away from different perspective
Fixed logs flying up in the air when chopping down trees (hopefully)
Updated ReWired (input plugin), should fix the issue with xbox One gamepad drivers after the windows 10 update
(Multiplayer) Cloth, tooth, feather and booze weapon upgrades are now visibly synced to other players !
Fixed a bug when loading a save with ceiling skull lamps causing it to not be properly toggled on/off based on distance with player
Fixed the default “Map” gamepad mapping when not using the Advanced Input (X-Input) option
Added another way to batch items from inventory to the crafting mat, it is now possible to hold the “Combine” button to incrementally add more and more items
Fixed logs floating in water that get reused by the pooling system not getting their buoyancy properly reset (past 100 spawned logs, oldest ones gets reused for new spawns)
Optimized cpu/physics usage on enemies and animals
Mutant babies will now drown if submerged in water for too long
Fixed navmesh in cave 6 causing enemies to not find paths to player sometimes
Added second skull to two headed effigy when broken apart
Revamped crafting system to allow inputs when not hovering the cog
Hitting the “Jump” button while having a valid crafting recipe on the crafting mat will now fulfill it
Hitting the “Drop” button while having ingredients on the crafting mat will now return everything to the inventory
Now clamping item info tooltip so that it is always entirely visible
Fixed crafting guide page showing the “AltFire” action instead of the “Combine” action, causing it to show wrong buttons when using a gamepad
Fixed some navmesh issues in Cave 1
(Multiplayer) Reduced animation cpu usage as host
Improved textures on some bushes/plants
Improved/changed ugly plant like grass type with a more natural grass
Fixed some cases of enemies still able to glitch through walls
Fixed some item naming issues since the introduction of carryable dried meat
Fixed page link button highlighting not working in book
Caves – Fixed hole in Cave 4
Added skin animal animation to player!
Fixed some weird collision around islands where rocks were using a wrongly scaled collision mesh
(Multiplayer) Fixed a bug causing built logs from a ghost procedural roof to not be visible until structure is completed
Fixed next update part of title scene blurry at some resolutions
Fixed missing mud pickup icon
Fixed issues with survival book sometimes drifting away from players hands
Fixed player movement slowing down when trying to open survival book while carrying a log
Fixed enemies sometimes disappearing from noose trap when sleeping
(Multiplayer) Fixed enemy movement appearing offset after being released from noose trap as client
Fixed player sometimes not able to paddle raft or houseboat
(Multiplayer) Fixed some logs flying for clients
Dried meat can now be properly put back on drying rack and retain decay status
Dried meat put down on a fire can now be eaten immediately
Increased range of catapult
Rotating ghosts buildings now speeds up after half a second
Procedural Floor/Walkway swap system can no longer place walkway below terrain when not in caves
Fixed eating dried meat from inventory not yielding fullness
Moved bone & arrow baskets in book to the page 3 of storage
New buildable furnitures: table and chair
Floors & roofs no longer show the autofill/manual mode toggle action icon when not in direct vicinity of a supporting structure
Physical exercise is now taken into account in the character weight formula so that exercising a lot slows down gaining weight when over fed and speeds up loosing weight if underfed
Added home icon to bed structure
Fixed player sometimes sliding forward after a hard fall
Procedural floor no longer suggests and allow the autofill feature on a foundation (since it would just make a second floor matching the foundation embedded one)
Improved nav mesh around big lakes area
Tweaked inventory management to allow items that are both equipment and edible (such a pot filled with water) to be used with the combine button, thus leaving open the option to equip the item even when currently edible
Fixed wall/fence attempting to go up the the sky when placed on slopes with great height difference
Floor now shows a preview starting after the first locked point instead of after the second locked point
Fixed floor ghost color code not matching exactly rest of building system
Fixed fire arrow not lighting up leaf traps
(Multiplayer) Fixed arrow basket, bone basket, ceiling skull light, drying rack, rabbit skin, snack holder, meds cabinet, skull light, trophy, wall plant pot, explosive holder, catapult and water collector not following supporting dynamic structure for clients
Fixed building repair trigger not following dynamic structures movement
Slowed down enemy movement if underwater
Enemies will now drown if submerged in water for too long
(Multiplayer) Fixed placing a ceiling skull light as client leaving the place icon active
Quelle: http://survivetheforest.com/