Beiträge von Adebar

    https://playrust.com/devblog-130


    Changelog:


    Optimized entity name building on pooled entities
    Added pooling to player collision, model and name tag objects (eliminates stuttering)
    Optimized runtime player model LOD assignment (eliminates stuttering)
    Optimized player model frame updates (better performance with many visible players)
    Warmup player animators when they switch to enabled (snap to correct animation state)
    Netgraph can only be used by admins and developer (exploit)
    Improved lighthouse placement checks (always keeps some distance from the beach)
    Improved smaller procedural maps by adding geographical features from bigger maps
    Fixed rubber banding at the outer edges of certain tunnels and sewers
    Added collider_capacity and renderer_capacity batching convars
    Made fly hack and jump hack detection a fair amount stricter
    Added the finished lighthouse
    Replaced some of the greyboxed industrial props with textured versions
    Guitar viewmodel
    Guitar worldmodel & LODS
    Guitar worldmodel now drops instead of burlap sack
    Fixed water-related DX9 half screen darkening/brightening issues across all gpu models
    Fixed DX9 broken motion blur on AMD R9 and potentially other models
    Fixed DX9 broken water reflections on AMD R9 and vpotentially other models
    Underground sections of the game now use Environment Volumes
    Removed all traces of old bone armor
    Autoturret can only hold 5.56 ammo instead of other item types
    Doubled XP earn rates

    Server.Config


    Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards.
    We now have PlayerKillingMode which replaces Friendly Fireand offers more options than the checkmark for FF
    <property name="PlayerKillingMode" value="3" />
    <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) -->


    Modding and Tools


    We’ve replaced the old create world main menu button with a new one called ‘Editor Tools’. Under it you will find a new utility we call the ‘Random Gen World Previewer’. You can use it to see what a seed may look like including:


    The dispersion of the included biome types in the rgmixer.xml file
    The dispersion of the included city, town, rural and wilderness locations in the rgmixer.xml file
    The general topography of the world as set in the rgmixer.xml file
    The Random Gen World Previewer’ has 2 input windows one for the game seed name and one for the preview size, 1 is the fastest. You can click the refresh button to see the current preview which reloads the most recent saved version of the rgmixer.xml. Note: It can take a little while to appear depending on your pc and the preview size. Once the preview appears the controls include:


    Zoom in and out with the Mouse wheel.
    Pan using Mouse 1 hold and drag.
    Tilt to see the height with mouse 2 hold and drag.


    Here is a color chart to help understand what color represents what biome.


    http://imgur.com/a/hZ2Mi



    Note: We have plans to improve and augment the controls and features of the this and add other modding tools in future updates.


    Known Issues


    Known issue: Auger, chainsaw and nailgun use the Gun Smithing crafting skill and the blunderbuss Weapon Smithing.
    Known Issue: Sometimes trader protection volumes can be in the wrong location protecting a random poi or piece of land.
    Known Issue: Duping using zombies
    Known Issue: UMA zombies have incorrect hitbox when stunned on the ground.
    Known Issue: Occasional drowning on land.
    Known issue: UMA zombies are missing the HeadGore bone, this needs to be added to correctly show the flesh cap on the neck when the head is removed)
    Known issue: Linux/Mac have black textures on several clothing items.
    Known Crashes


    OSX: Game crashing on startup if multiple monitors are attached and not set to mirrored
    Linux: Graphics corruption on some GPUs
    Windows: Game crashing after entering a game on old NVIDIA drivers (34x series)
    Possible solutions


    Switch to the GLCore renderer in the game launcher (see below)
    Windows only: Try the 32 Bit engine from the game launcher (see below)
    Clean up old game data (e.g. from the “Tools” tab in the game launcher)
    Show the game launcher


    Open the Steam client
    Switch to the Games Library
    Right click “7 Days to Die” and select “Show Game Launcher


    Quelle: http://7daystodie.com/alpha-15-release-notes/

    Fixed


    Fixed: rendering issues on Linux/Mac
    Fixed: A falling block’s “stick” event replaces any partial block
    Fixed: Servers don’t save time on crash/improper shutdown
    Fixed: Player cannot jump in shallow water during crouching
    Fixed: Plantfiber and leather hood are rigged to eyes.
    Fixed: SWAT helmet clips through female head
    Fixed: Jumping animation is glitching when character is in idle state
    Fixed: Moon alpha
    Fixed: Client’s wellness resets to 100 when their character dies,
    Fixed: Minibike horn too quiet
    Fixed: Number defining Nailgun’s quality is not placed centrally.
    Fixed: Minibike causing insane damage to players, once it was hit by spikes
    Fixed: Queued tooltips and sounds display after quitting and starting a different game.
    Fixed: Medicine skill effects do not show on items or buffs
    Fixed: Tracking waypoint does not work properly.
    Fixed: Debug string zombie name in description of “I’m a Lumberjack an I’m Okay” challenge.
    Fixed: Removed blood splatter on respawn
    Fixed: Perk level 0 so that a perk displays what it currently does before you buy it
    Fixed: Ballcap uses faceted lighting
    Fixed: Bad UV’s on vertical low quality water
    Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
    Fixed: Environment – Mining Helmet flashlight’s bulb is not bright when flashlight is on and player sits on the Minibike.
    Fixed: Sounds pause when game is paused
    Fixed: Wood Log Spike’s collider is too big
    Fixed: Not able to jump on block while in water
    Fixed: Changing music volume in settings is not smooth between 0-100%
    Fixed: Underwater soundFX
    Fixed: Ranged gunshot sound played when game starts if equipped
    Fixed: Movement fade removed from non-weapon crosshair
    Fixed: Unnecessary prompt when trying to disassemble weapon on reloading.
    Fixed: Sneaking status and hitpoints indicator appear on the black screen after death.
    Fixed: Yucca Plant have low quality textures and strange rotation problems.
    Fixed: FP – UI – Buffwindow disappears when clicking on buff after inspecting item.
    Fixed: Reentering session with active crafting causes crafted item SFX to be audible outside of crafting menu.
    Fixed: Minibike’s name does not update
    Fixed: Grammatical error in Raphael’s Treasure Map quest
    Fixed: Misleading Buckshot description
    Fixed: Breath Hold Attribute is not mentioned is Athletics Skill description
    Fixed: Typo in “Nail some chicks” challenge description
    Fixed: Typo in “Nurse you back to health” challenge description
    Fixed: Missing space in “Nail some chicks” challenge description
    Fixed: Missing skill in the Leather Tanning book description
    Fixed: CORN BREAD and MOLDY BREAD float above character’s hand
    Fixed: Redundant dot in Iron Leg Armor text
    Fixed: Glow around player when fog is in transition
    Fixed: Audio base volume on object types
    Fixed: Moon cycle
    Fixed: Wood Poles Can Block Zombies
    Fixed: Player cannot jump in shallow water during crouching
    Fixed: Zombies have a chance of walking on one leg
    Fixed: Zombies have incorrect dismemberment animation while stunned and lying on the ground
    Fixed: Iron Boots textures are black in the character preview menu
    Fixed: Sounds repeating when hitting escape
    Fixed: Missing last bullet sound on semi-autos
    Fixed: Semi-auto empty clip sound playing when holding fire button down
    Fixed: Medicine skill effects don’t show on items or buffs
    Fixed: Swimming sounds added for all entities
    Fixed: Player may have endless coal supplied by destroying and rebuilding burned blocks
    Fixed: Minibike Chassis can be placed inside other objects
    Fixed: Minibike Chassis may hover in the air when placed at the top of grass or other plants
    Fixed: Damage amounts in UI for weapons not consistent
    Fixed: Character – Iron Boots textures are black in the character preview menu
    Fixed: Auger and chainsaw do not receive perk bonus
    Fixed: Quick looting icon overlaps with names of some containers in Looting Tab
    Fixed: Character’s hair has no shadow
    Fixed: When Crawling Zombie gets hit with certain weapons, it stops moving along with animation reset
    Fixed: Gun fire on swapping ak47 during reload, Rocket Launcher not playing sounds after a rocket reload, & fast weapon switch not playing first firing sound
    Fixed: Red outline when placing object in invalid location
    Fixed: Removed oversized flare from flashlight.
    Fixed: Grass shadows
    Fixed: Particle distance size on flashlight being too large.
    Fixed: Broken icons for vitamins and herbal antibiotics Fixed.
    Fixed: End table furniture blocks having cloth particles.
    Fixed: Removed car battery from damaged car frame model.
    Fixed: Mined materials drop small fragment meshes instead of sacks.
    Fixed: Lvl 1 Wooden Door clipping wall at open resting position on damage states.
    Fixed: InvalidCastException, when another player has arrows in toolbelt and scrolls through them
    Fixed: Minibike shakes in the water
    Fixed: Chicken does not properly interact with the water surface
    Fixed: Biome audio transitions are smoother & dusk/dawn stingers clipping when crossing biome borders
    Fixed: Worn Boots clip into character’s model
    Fixed: Player kills shown as “player died” in chat
    Fixed: NRE at XuiC_TipWindow.OpenTipWindow.
    Fixed: Some archetypes were of the wrong group
    Fixed: Wood Frame Exploit from harvesting debris.
    Fixed: clients not ragdolling after death animation.
    Fixed: clients not animating after ragdoll on server.
    Fixed: Misleading Buckshot description
    Fixed: Missing space in “Nail some chicks” challenge description
    Fixed: Basic clothes clip through each other and through armors
    Fixed: Corrupted UMA body model after death
    Fixed: [LOC] FR / DE /ES fix Placeholders displayed in blocks and items
    Fixed: Possibility to kill a player in Creative Multiplayer
    Fixed: After falling footsteps are not audible for a couple seconds
    Fixed: Wood Window does not generate glass.
    Fixed: Deprecated “scrapable” properties removed from recipes.
    Fixed: Pressure Plate Resource Exploit – report from forum
    Fixed: Water Cook Times Are Inconsistent
    Fixed: Fix landing sound not playing when jumping in place.
    Fixed: Moon lighting against bright skies
    Fixed: Torch sound playing when under water
    Fixed: Global temperatures, clouds, and precipitation now obey biome rules (eg. not ever cold in the desert & won’t snow… unless you climb extremely high ? )
    Fixed: Set keystone impact overlay repeat rate to 3.0 seconds matching sound
    Fixed: Synchronized skinning sfx.
    Fixed: During Gameplay, Loot/Item Pickup Becomes Difficult Up Close
    Fixed: Death Scene Camera can clip through zombies
    Fixed: Wood Poles Can Block Zombies
    Fixed: Single player thunder playing every time the game is unpaused after thunder has played at least once in gameplay.
    Fixed: cactus damage infliction on MP client playing twice per hit.
    Fixed: Attacking near border of ground tiles doesn’t show durability bar
    Fixed: Destroyed loot containers never dropping their contents when destroyed
    Fixed: Colored items are missing their color overlay in crafting menus.
    Fixed: Tool Tips Disrupt Gameplay & Cause Player to Pause.
    Fixed: Minibike IndexOutOfRangeException: Array index is out of range
    Fixed: Selected item from inventory may persist in the location of crosshair.
    Fixed: Bedroll and things around it are blurry when placing your bedroll
    Fixed: Cobblestone ramps may change rotation when upgraded to concrete
    Fixed: Leather tanning does not mention it is required to scrap leather items
    Fixed: Repositioned hold for generic parcel item. (Ryan)
    Fixed: Cotton Has No Description
    Fixed: Conduit blocks give more IRON after being destroyed by an explosion
    Fixed: Door frame blocks cannot be hit by ranged weapons
    Fixed: Incorrect animation of breaking down Mushrooms and Mushroom02
    Fixed: Supply crate may land out of the user’s reach
    Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
    Fixed: Metaltrussing LOD is too short, makes you believe certain blocks float
    Fixed: Negative kill count on player list with kills > 32767
    Fixed: Hide helmet was making male players cross-eyed.
    Fixed: No console scrolling when manually scrolling up
    Fixed: Treasure quest loot can fall through terrain
    Fixed: When the Minibike has blocks above it, it flies up when player is coming back to its chunk
    Fixed: Nailguns are treated like bows for collision purposes.
    Fixed: Hold fire until weapon loops, hit escape, let go of fire button, press fire button, and hit escape again in a very rapid order causes looping audio on weapon forever until exit game
    Fixed: Shadow clipping on gun flashlights
    Fixed: Improved framerate when disrupting lots of water
    Fixed: Short cutoff on sounds being played in world
    Fixed: Hair shader missing specular values
    Fixed: Servers don’t save time on crash/improper shutdown
    Fixed: Wrong string displayed when harvesting / picking up blocks
    Fixed: Character’s model is catapulted during death animation
    Fixed: Forge tooltip shows up when anyone else near you discovers a forge.
    Fixed: Using Eat/Read Function in Backpack Makes Craft Noise.
    Fixed: Sneaking status is changing rapidly
    Fixed: Pass N’ Gas Index Out Of Range Missing Chunk
    Fixed: Player can be ejected in the air while climbing on the terrain
    Fixed: Player is ejected in the air to a high altitude when jumping on the seat of Minibike
    Fixed: Character is sent flying after jumping on another player
    Fixed: Toolbelt transform duping for placeable items
    Fixed: Added “Branch_legacy” shape to replace any blocks using the old voxel tree branch shape which did not tile and caused Z-fighting when stacked. (Ryan)
    Fixed: Reset opaque atlas back to crunched texture format
    Fixed: BlockTextureAtlases asset bundle has grown from 69mb to 393mb in latest merge.
    Fixed: Wrong reference on the firstAidLarge buff info.
    Fixed: Basic clothes clip through each other and through armors. *Note that there is no way to stop the iron gloves from clipping the hazmat shirt, and the hide armor clips too without some redesigns.
    Fixed: Switching to bow from any slot in toolbelt causes the arrow to appear unattached to the weapon
    Fixed: all new female hairs
    Fixed: You Can Loot cntCabinetOldCNRRound In The Diner Even Though It Doesn’t Have Doors
    Fixed: Placing a complete pistol in a lit forge eats the weapon
    Fixed: Curb blocks had no destroy event
    Fixed: Wooden Burnt roof panel uses square block
    Fixed: Adjusted icon for the fertilizer.
    Fixed: Low quality pistols are not quite so bad any more.
    Fixed: Inconsistency inside Skills Tabs
    Fixed: Nailgun has grey layer over it
    Fixed: goggle spec and scrap iron spec overlay & deleted unused texture
    Fixed: UMA Character standing on death and laying down on respawn
    Fixed: Multiples of Day 49 do not spawn feral hordes
    Fixed: Chat not scrolling
    Fixed: Incorrect particles are displayed after hitting Yucca Plant and Aloe Vera Plant
    Fixed: Player’s view is switched to 3rd person after respawn if character died by fall damage while being on Minibike
    Fixed: Hornets can fly under the water
    Fixed: Jump’s VO is audible even when falling
    Fixed: Particles of waterfalls are visible only for host players
    Fixed: Rework the friendly fire settings.
    Fixed: Character crouch animation is desynchronized after reconnecting to session
    Fixed: Football helmet lighting issue
    Fixed: Rework the friendly fire settings.
    Fixed: Low quality water z-fighting on steps
    Fixed: Fire on zombies have no audio
    Fixed: water stuck in hatches
    Fixed: broken material on zombie arlene
    Fixed: Not able to craft steel tools with workbench.
    Fixed: Campfire / Forge Recipe List Index Requires Activation.
    Fixed: Character’s standing up and crouching animations are looped after exiting the stealth mode and evoking any menu simultaneously
    Fixed: Zombies’ bodies move slightly to the left when they fall down stunned
    Fixed: Nitrate Powder disappears after placing it in smelting socket
    Fixed: Rework the friendly fire settings.
    Fixed: Auto-Tools don’t show block health bar when using on block you are standing on
    Fixed: 3rd person item holster/unholster turn items sideways. Note: the magnum, pistol sack and smg were Fixed.
    Fixed: Character standing after changing any piece of gear by other player
    Fixed: Character’s Minibike pose persists after being hit and dismounting
    Fixed: Character with Character tab open is seen standing when crouched
    Fixed: Character may not hold handlebar when driving
    Fixed: Character not ragdolling on death in some cases
    Fixed: Minibike radial menu horn honked by client in MP game
    Fixed: Player is able to turn with Minibike while its Handlebars are broken
    Fixed: Crafting timer shows negative values
    Fixed: blurry corn
    Fixed: Grammatical error, “Collect 2 Ear of corn”
    Fixed: Wood log spikes stage 1 cannot be repaired
    Fixed: Wood Frame missing upgrade sound in 1st stage
    Fixed: Sprained leg and broken leg buffs stack
    Fixed: Potted plants drop dirt fragments on destruction
    Fixed: Not able to craft a lot of items with workbench (again)
    Fixed: Rain audio clipping up/down
    Fixed: Dupe Exploit.
    Fixed: Fix problem that zombies hit you from 20 meters away on dedis
    Fixed: female shaggy hair 02 slot
    Fixed: Removed references to non-existing damage types
    Fixed: Texture references to non-existing materials
    Fixed: Stacknumber property does not work for blocks.
    Fixed: Male shaggy hair 02 and hat hair
    Fixed: Updated long pomp hair so it works *note that it has bugs and is positioned incorrectly, I already have a bug for it.
    Fixed: Character status becomes reset after quitting and rejoining the game session
    Fixed: Removed obsolete item properties
    Fixed: The antibiotics effect makes you immune to dysentery
    Fixed: White-skinned characters have dark-skinned hands
    Fixed: Iron Helmet corrupts characters face
    Fixed: Bug where blood moon horde would be skipped entirely if the max zombie count was reached.
    Fixed: Volume was too high for rain & thunder
    Fixed: Mining Cap is way too Reflective
    Fixed: Hide leg armor hides clothing so it doesn’t clip
    Fixed: normals and tangents on male and female base mesh so normal maps are rendered properly.
    Fixed: Grass cutout fade at distance
    Fixed: Client’s trader window is not showing the proper list.
    Fixed: Male asian face to have normal maps
    Fixed: Gravel roads show patches of asphalt_crack
    Fixed: Player will clip into ground when standing still for 10 seconds
    Fixed: Wood Ramps disappear when logging out then back in to game (also reloading the chunk )
    Fixed: Visual ammo creating / duping (count of 0)
    Fixed: treePlantedMountainPine6m, drops spruce seeds
    Fixed: Labeled Storage Crates will not place in correct direct on top view of crate
    Fixed: Poles turn white when falling, after it has snowed
    Fixed: block #617 whiteSidingWoodPanelBurnt6/T_Mesh_B_00 will not upgrade
    Fixed: Door damage audio playing too loud
    Fixed: Added more distance to pain and death creature audio
    Fixed: problem that placed plant (f.e. corn) was sometimes rotated wrong to the ground
    Fixed: Mushrooms do not appear to be spawning in caves in RWG
    Fixed: green mipping on dead pine branch
    Fixed: gap in Diner 2 poi aka bob’s cafe
    Fixed: wrongly rotated sinks in apartments
    Fixed: Stencil image of hands showing inside cold breath
    Fixed: Jim’s car lot is too easy to break in
    Fixed: Ammo HUD not showing anymore
    Fixed: Error in NetPackageChunk for clients in MP
    Fixed: Some doors are given back to the player upon destruction
    Fixed: Harvest amount is not calculated correctly for multiblock crops
    Fixed: Max health number does not update after wellness boost.
    Fixed: Water surfaces are not seen when head goes underwater
    Fixed: NRef in Skill.AddExperience on dedicated server
    Fixed: Fix “Stairs” model. Textures do not display correctly on some areas.
    Fixed: Wood logs were shiny
    Fixed: Road signs are terrain decorations so they adjust to smoothed terrain
    Fixed: Infinite meat and hides exploit
    Fixed: POI Cabin Has Invisible Window Plug
    Fixed: Stretched rain transition time up 10x longer so it’s not popping on/off so much
    Fixed: Added thunder and rain back into indoor occlusion
    Fixed: Replaced legacy female hair bun with new one that has alpha hairs instead of a solid mesh
    Fixed: Helen’s hat hair in the preview window
    Fixed: wooden stairs with no railing collision. You can build upwards by aiming at the top step.
    Fixed: Fix glass in fog (window02, car03, transparent blocks like on the hospital, glass on commercial doors)
    Fixed: Fix purple in dark corners (Ambient color is no longer a color, but just an intensity)
    Fixed: Corrupted Item Icons
    Fixed: Added toolbelt message when inventory is full and you try to pickup an item.
    Fixed: Flipped vision when AA is on/off or crouching with Night Vision goggles on
    Fixed: Material memory leak when setting object light levels
    Fixed: Zombies don’t play their proper stun animation.
    Fixed: Running zombies may remain standing after death
    Fixed: Zombies slide and or rotate when knocked down
    Fixed: Rain audio playing in main menu
    Fixed: Rain audio not pausing when game is paused *Fixed: Player planted corn plants disappear when the hit the final growth stage
    Fixed: Antibiotics do not cure infection in the second stage as stamina drain continues.
    Fixed: Custom Plant Pick SFX.
    Fixed: Several items (iron pick, flashlight, etc) were not playing a sound when used at 0 durability.
    Fixed: XP value of crafting gas from oil shale adjusted
    Fixed: Garden Hoe yields incredibly fast mining tools skill
    Fixed: UMA Character Customization Window bug
    Fixed: Wrong environment temperature reported to body temperature sim
    Fixed: Constant rain in burnt forest
    Fixed: Constant 60 byte heap allocations in weather list – Code optimization
    Fixed: Optimization of ChunkGameObjectLayer.FadeIn removed (not used)
    Fixed: MeshGenerator.CalculateLight() temp array moved to class variable – code optimization
    Fixed: Telegraph pole poi is too prolific in the wastelands RG
    Fixed: Index is out of range RWG
    Fixed: burnt forest ground impact sounds
    Fixed: ERR Block spam caused by 2 joining car prefabs in Navezgane @1904,810
    Fixed: Some cabinet doors are darker than others
    Fixed: Water reflections
    Fixed: Nail gun assembly window preview
    Fixed: Pistol assembly window preview
    Fixed: NRE – unfriend an offline friend.
    Fixed: Trader’s not stocking the first time on Dedicated servers.
    Fixed: Living sounds (eg. Hornet buzz) not playing on clients in MP games
    Fixed: Missing sound when picking up dropped items
    Fixed: Character Screen has text overlap with long character name.
    Fixed: Reverted to safe version of mix. Boosted VO +3. This should be corrected by ducking later.
    Fixed: Yucca Fruit will not auto stack in toolbelt
    Fixed: Harvest event on bedframe
    Fixed: animalHideLegArmor does not poof when being equipped. Does not display right but it’s less broken.
    Fixed: Pistol/Magnum assembly screen is broken
    Fixed: null reference when p2p client grabs a frame
    Fixed: Duping method using scrapping amounts > stacksize.
    Fixed: Fix alpha in fog (burnt zombie smoke + gamma and fog density fixes to SkyboxFog & Alpha shader)
    Fixed: a15b48 rwg poi issues
    Fixed: a15 rwg floating cabin
    Fixed: Enter game, use a light, enter *new* game, takes 2 tries to turn on light (eg. mining helmet light)
    Fixed: NRE/Argument exception on opening character screen
    Fixed: Several missing localization entries
    Fixed: Metral Truss Ramp Id #1914 makes walls transparent
    Fixed: Assembly screen is broken
    Fixed: Duping method using scrapping amounts > stacksize.
    Fixed: Both Spotlights Face The Same Direction On All Compass Points
    Fixed: Player is able to upgrade blocks without required resources
    Fixed: Death animation may not be displayed for other players
    Fixed: Wood Frame Exploit from harvesting debris (from forum)
    Fixed: Auger and Chainsaw cause NRE when used.
    Fixed: Tweaked brass faucet textures to regain lost color from PBL lighting switch
    Fixed: Added collision to glass pane prefab
    Fixed: Durability bar of zombie corpse may be displayed, when hitting the zombie for the first time
    Fixed: Map can be scrolled outside its borders
    Fixed: Crawler keeps climbing an obstacle when hunting instead of attacking it
    Fixed: Upgrade icon stays as crosshair when opening backpack while upgrading
    Fixed: Players may respawn in fallout zone if bedroll was close to the area and spawn near bed option was selected
    Fixed: Items wielded by character clip with their model when aimed at the ground
    Fixed: Most of the minibike stats in Minibike Assemble Menu are not updated.
    Fixed: Character incorrectly sits on Minibike when viewed from another player’s perspective
    Fixed: Third person view of player on minibike is off
    Fixed: Character’s walking animation is unappealing while crouching and looking up
    Fixed: Animation of looking down with 2 hand weapons is corrupted while crouched
    Fixed: The player teleports to the highest block above him after quitting the game via the Pause Menu right after the jump
    Fixed: Dupe exploit with teleport
    Fixed: Dropped torch renders in front of everything
    Fixed: preview collision is only 1 meter
    Fixed: Dropped magnum always stand on its grip
    Fixed: No pickup prompt for several items
    Fixed: Perishton contains chunk(s) that breaks terrain generation
    Fixed: Slow weather transition when re-entering a game
    Fixed: Nailgun audio too loud
    Fixed: Reflective material bleeding through grass and grass flickering as you move during rain
    Fixed mouse bindings do not show up if action already has a keyboard binding (and vice versa)
    Fixed: UMA Characters losing texture after alt-tab or when teleporting in from far away.
    Fixed: Fog and weather transitions smoothed out with no popping/ticking
    Fixed: Removed from rg mixer wasteland hub and duplicate wasteland and plains biome definitions resulting in too many cars in rg wasteland areas
    Fixed: Distance for looting corpses and nests is less than for other containers.
    Fixed: Weather values incorrect.
    Fixed: Updated the descriptions of craftable grass blocks and several clothing items.
    Fixed: Updated the descriptions of the concrete perk and the cement item
    Fixed: Too Many Beakers From Air Drops
    Fixed: Added stone “side textures” to clay. No more dirty spots on cliff sides.
    Fixed: Cotton plant alpha is not matching the plant.
    Fixed: Weather not updating quickly when you move more than 20 meters in 1 frame
    Fixed: Catwalk wedge upgrades rotated the wrong way
    Fixed: Shovels are no longer better melee weapons than axes.
    Fixed: No weather on dedicated servers.
    Fixed: Tracked players are now saved so you can quit and rejoin a game and the tracked players will persist.
    Fixed: Fog indoors is too strong
    Fixed: Set doppler to zero on creatures and screamer audio source prefabs.
    Fixed: Duping with 2 people using containers.
    Fixed: Cobblestone ramp stair frame causes block face to be removed.
    Fixed: Stability problem in army barracks roof building.
    Fixed: Several blocks were dropping themselves on harvest.
    Fixed: Mac OS rendering flipped with AA on.
    Fixed: Hornets had very shiny wings.
    Fixed: Some cabinet doors are darker than others.
    Fixed: Flipped screen with night vision and blood splatter on screen.
    Fixed: Cars not getting snowed on and industrial glass transparent issue.
    Fixed: Low horizon sky artifacts seen from atop a mountain.
    Fixed: Explosion damage given to entities: in code the wrong xml tag DamageEntities was taken. Replaced it with EntityDamage that is used in xml.
    Fixed: Concussive protection does not help against explosives.
    Fixed: Explosion running multiple times for each entity depending on collider count.
    Fixed: It is not possible to loot an animal in shallow water.
    Fixed: Partially Rendered Hornet Bodies.
    Fixed: When cancelling a bow shot, the animation has no lag and looks proper.
    Fixed: When shooting a bow, the player animation matches the bow animation.
    Fixed: Zombies seem to get stuck running in place and spin in circles.
    Fixed: Zombies rubberband on dedi, when you are above a cluster of them.
    Fixed: Zombies randomly attack the air.
    Fixed: Reflections flipping upside down from object placement + optimization of material copies in this code.
    Fixed: UMA texture quality change displays missing textures for Hazmat.
    Fixed: Expertise exploit for upgrading tools via not completely upgrading.
    Fixed: Investigate unknown particle effect.
    Fixed: Some cabinet doors are darker than others.
    Fixed: Fix pinecone sapling shader/material to receive fog.
    Fixed: The steel shovel is the best stone mining tool.
    Fixed: Animal killing blows sometimes grant bonus harvest yield.
    Fixed: Fixed up explosion code. Zombies get hit-per-collider, players get hit with explosion damage only once.
    Fixed: RWG games may freeze on creation.
    Fixed: Flashlight assembled with another weapon part wont separate normally as other parts that are joined.
    Fixed: Null reference when returning to burning minibike and opening its menu.
    Fixed: Repairing firearms costs less QL degradation than repairing tools.
    Fixed: Many recipes that say Scrap Iron are misleading.
    Fixed: Some buffs like Infection1 are not curable the GUI buff goes away but not the character screen.


    Quelle: http://7daystodie.com/alpha-15-release-notes/

    Changed


    Changed: Added dtx1 and 5 compression to all atlases as an optimization. Deleted unused water textures
    Changed: Optimized lights so they look better and cause less overdraw which will give locations and player placed lights better performance
    Changed: overlays may now use named colors such as skin, eye, hair
    Changed: UMA creation refactored into one class for all UMA generation
    Changed: Body sliders Changed/removed, now muscle and weight control the body proportions
    Changed: Adjusted alpha cutout to reduce see through hair and baldness
    Changed: Hide poncho now hides chest armors to fix flipping issues
    Changed: Metal items and armor are more expensive making repair more viable.
    Changed: Rockets now require fuel.
    Changed: Default placement rotations of stairs, corners, etc. are now consistent.
    Changed: Updated uma standard shader to look identical to standard (specular setup) the artists use so that in game art looks correct
    Changed: Removed import animations flag from some clothing models
    Changed: values of uma hair shader to match standard shader specular setup
    Changed: Deleted old beard textures
    Changed: Assigned new beard textures to bearded characters
    Changed: Removed color from ball cap so it can be colored in game better and white hats are possible
    Changed: Tribal tattoo is white so it can be colored now
    Changed: Characters now use the standard shader for eyes which reduces draw calls
    Changed: Hair now has working specular
    Changed: Planted and decorative tree stages / resources cleaned up
    Changed: TNT can be picked up
    Changed: Adjusted some holster transitions to reduce sideways guns
    Changed: Default color of jeans for male and female custom characters
    Changed: Adjusted player editing menu probe intensity and color
    Changed: Players eyes were too bloodshot
    Changed: Removed stone-tipped crossbow bolts.
    Changed: A workbench is required to craft steel tools, and other advanced items.
    Changed: Clubs in general are very bad at harvesting but the sledgehammer has gotten a lot better at smashing things.
    Changed: Damage on mining tools adjusted.
    Changed: Iron ore is not as soft any more.
    Changed: Auger and chainsaw do not break as quickly and are more competitive overall.
    Changed: The claw hammer is the “iron” upgrade to the stone axe and only requires a forge.
    Changed: The wrench is a steel tool, repairs faster than the hammer and can disassemble things.
    Changed: Dirt and snow Changed: to granular drops.
    Changed: The concrete mixer is made in the workbench but does not require a skill.
    Changed: Item and block prices, second pass.
    Changed: All red clothing items to a unified tone
    Changed: Improved SpawnScouts command
    Changed: Scaled characters to fit our new skinny weight.
    Changed: Adjusted a few heights of characters.
    Changed: Hoe attack rate is much faster, making the hoe much better for clearing grass
    Changed: All blocks that used cutout moveable are now on the grass atlas, for less draw calls and a performance increase
    Changed: Updated rope texture for cobblestone frames.
    Changed: Gain level Exp on skill cap
    Changed: Beer is now brewed with a brewery station. Beer is no longer another flavor of coffee, it prevents you from being stunned and gives you unlimited stamina for 60 seconds.
    Changed: Zombies spawn from a sleeping position and stand up
    Changed: All trees are now defined as multiblocks and support blocks up to likely heights
    Changed: New stairs and catwalks have recipes, upgrade paths, repair cost, etc. (except for Board Stairs without railing)
    Changed: The nailgun is now an assembled gun.
    Changed: Small spikes redesigned
    Changed: Updated snowy grass and wasteland brown grass
    Changed: Land mines are more powerful, create no chain-reactions, and do almost no terrain damage
    Changed: F-keys cannot be bound to actions
    Changed: Console key is F2 now
    Changed: The “burning” buff from stepping on a campfire ends quickly after stepping off the fire
    Changed: Cacti do less damage than big mean spike traps
    Changed: The bleeding effect from traps is more informative and does not linger as long
    Changed: Cloth blocks like awnings will prevent fall damage
    Changed: Log spikes brought in line with block upgrade costs and paths
    Changed: CPU optimization on crop and tree growth timers
    Changed: Cement mixers and workbenches do not emit heat
    Changed: Trees do not grow to full size if planted on meager ground like in a desert or wasteland
    Changed: Craftable biome-specific earth blocks unified and they grow appropriate grass types
    Changed: Snow is no fertile ground
    Changed: The burnt forest isn’t as hot
    Changed: Water cools you down a lot more. Beware of getting wet in the cold areas. It should cool you off in the desert now though.
    Changed: Dry temp cutoff based on outside temp not core temp.
    Changed: More balancing of all explosives.
    Changed: Ores and boulders drop iron fragments that need to be scrapped or smelted
    Changed: All basic metal resources have a weight of 1. This means a lot of numbers Changed: so please keep an eye on crafting, harvest or upgrade amounts.
    Changed: Crossbows require forgedIron to craft so this is also the repair material
    Changed: Crafting stations (blocks) do not stack
    Changed: Painkillers make you immune to stuns but cost more hydration
    Changed: Beds and mattresses prevent falling damage
    Changed: Updated mipmaps and textures art to reduce distant tiling of terrain textures
    Changed: desert grass sun spectrum and pine forest sun spectrum
    Changed: No longer “ending” horde spawns on logout after 30 zombies arrive. The 12 hour timeout will catch the case where people logoff and relog, also this punishes leaving during a horde since the horde starts over when you rejoin.
    Changed: Avoiding too much memory allocations on dedi: clearing chunk pools when a player disconnectes
    Changed: Armor skills increase much faster. This should be workable now.
    Changed: Allow commands to have default permission levels
    Changed: Following commands can be used by any user by default now: chunkcache, debugweather, getgameprefs, gettime, help, listplayerids, listthreads, memcl, settempunit
    Changed: Hitmask properties for thrown items
    Changed: Road decorations to fix multi texture blending problems.
    Changed: Grass sub biome in pine forest to dirt sub biome, added hollowed out trees to them
    Changed: Added wild grass growing to country dirt roads
    Changed: Removed asphalt cracked textures as all asphalt is now cracked everywhere
    Changed: The fog of war of 4 instead of 2 chunks are now uncovered around the player.
    Changed: Updated green rusty metal, red rusty metal, brown and green tile floors.
    Changed: asphalt, forest ground, barnwood textures
    Changed: XUI Bindings are now case sensitive.
    Changed: Choosing Random Gen from new game will use RWG 5
    Changed: Can no longer pick up land mines once placed. In the future there might be a disarm mini game like lockpicks
    Changed: Started adding border mountains to the plains and a few rock spires
    Changed: Wasteland sub biomes are now dead grass instead of dirt
    Changed: burnt forest sub biomes to dead grass
    Changed: wasteland dirt sub biomes to dead grass
    Changed: cotton harvest/repair events and recipes to the new harvested items
    Changed: Commercial door 3 is prepared for removal of art assets
    Changed: Reduce Collider allocations in ApplyExplosionForce.FixedUpdate
    Changed: Updated cone with a new shape that has smooth shading
    Changed: Aloe plant model.
    Changed: Yucca plant model.
    Changed: Wood spikes now use rough cut wood texture for non-upgraded ones
    Changed: Adjusted enemy audio repeat rates (slower) and loudness (eg. alert vs roam).
    Changed: Reduced range and intensity of water particle audio so it doesn’t mask other sounds so much
    Changed: Adjusted animal and zombie volume ranges so you can hear them squeal loud enough when you hit them or when they agro you
    Changed: Change upgrade path of whiteSidingWoodPanelBurnt1-3
    Changed: Spotlights can now be switch on/off in the game
    Changed: Light optimization pass for intensity, range, and overlap
    Changed: Emma has new hair
    Changed: Dirt sub biomes in the pine forest don’t stand out as much on the map
    Changed: All “new” stairs have a flag that should help zombies path over them.
    Changed: Yucca plant harvesting Changed: to Yucca fruits
    Changed: Stone tools require more small rocks.
    Changed: Economy balancing
    Changed: Updated Maria character preset to be more appealing
    Changed: New sounds hooked up for garage doors
    Changed: Adjusted blood moon and snow fog
    Changed: Set hornet wing to better alpha values. (Not working on fog yet)
    Changed: Increased rain epicness (drop count, opacity, stretch)
    Changed: Updated desert wall, wasteland rubble, and wasteland sky/fog/lighting
    Changed: Updated curb wasteland textures
    Changed: Sub biome in the forest blends better with main biome vegetation
    Changed: Updated cotton flower art
    Changed: Wooden club + shiv are not repairable and break after use. Repairable weapons or tool do not.
    Changed: Updated plains biome art
    Changed: Fixed the AudioSource the announcement sounds were pointing to.
    Changed: Made garage door sounds louder.
    Changed: Forest can randomly be a little colder.
    Changed: Wasteland now has extreme temperatures.
    Changed: Clothing rebalanced for temperature and wetness protection (details in XML.txt)
    Changed: Zombie kill XP and level XP rebalanced. You can make level 2 by “only” killing 8 easy zombies. At level 60 you need 12.
    Changed: Made vending sounds louder.
    Changed: Made plant pick sfx louder.
    Changed: Biome ore distribution rebalanced
    Changed: Increased probability and value of precious ore blocks
    Changed: Updated the chemistry station recipe to better reflect the block model
    Changed: In loot or on traders you can find better items than what you can craft yourself
    Changed: Separated “music” from sound effects in environment audio (stingers vs. natural sounds like owls hooting). The audio options slider for music should now affect these.
    Changed: Smooth audio volume fade added for indoor/outdoor enclosure volumes (eg. hear rain quieter when you’re indoors)
    Changed: If more than 50 items are dropped on a chunk, delete the oldest until there are only 50 again.
    Changed: Improved snow shader, cobwebs blend with fog, lighting transitions and shadow transitions throughout the day/night, and increased moon’s sprite brightness
    Changed: Rebalanced skill gain. Repairing items and using weapons gets you noticeable increases.
    Changed: Assigned AudioSource_Default to the correct AudioSource per category.
    Changed: Adjusted crafting perk costs like for concrete
    Changed: Raised ambient in the mixer
    Changed: Raised impacts and reduced menu sounds.
    Changed: Made red and green maples more saturated
    Changed: Footstep volumes increased when entity is running, including self
    Changed: Blunderbuss is better early on but does not get that much better at high QL. Go get a shotgun.
    Changed: Crossbow + Blunderbuss are “medieval era” weapons and require no workbench or wrench.
    Changed: All biped corpses (excl chickens) decay in 45s. Others 300s. Their loot moves to the gore block.
    Changed: Optimized tree texture compression
    Changed: Optimized campfire and forge particles, added Light LOD cutoff for their light sources.
    Changed: Reduced weapon switch time in third person. Masked gunjoint in idle animation to reduce guns rotating sideways when switching. Removed idle states in weapon switching so weapons transition without a “middle man” animation influencing them.
    Changed: Make ladders stickier
    Changed: Made density verification check a bit less hard (density < 0 and none terrain is now allowed). Was a request from the modder
    Changed: Increased zombie cop and feral block damage
    Changed: Updated blunderbuss, AK-47 and chainsaw art
    Changed: Huge update to forest art
    Changed: Updated stone texture
    Changed: All terrain textures tile every 8 meters instead of every 4, this helps texture tiling on distant terrain
    Changed: Buffs can play auto-gender pain or hit sounds
    Changed: Updated curb grass and asphalt to match new terrain grass
    Changed: Tweaked blood moon visuals
    Changed: Adjusted plains fog/sky
    Changed: Non threaded HubCellData pregeneration updated to work like the threaded version
    Changed: Dedicated servers now use the non threaded HubCellData pregeneration
    Changed: Improved cloudy spectrums and fog
    Changed: Feral zombies have way less hit points but always run even during the day
    Changed: Scrap Cable is no longer used. Mechanical Parts are being used instead.
    Changed: Updated water normal map
    Changed: Bellows and poncho can be crafted from either animal hide or leather
    Changed: Treasure chests may have more actual treasure
    Changed: Ore veins can be found by traces of gravel on the surface. Follow them down and you will find iron. Follow the iron and you find everything else.
    Changed: Plant fiber garments are not better than cloth ones.
    Changed: Removed 2 temporary recipes that are no longer needed.
    Changed: A mining helmet is crafted from a football helmet, not a scrap one.
    Changed: The hoe is not a very good repair tool.
    Changed: Biker boots are the best leather boots you can get.
    Changed: The wrench recipe no longer requires a schematic.
    Changed: Gravel is a little more stable.
    Changed: Added specific temperatures per biome for day 1 weather grace period. Pine Forest 60, Maple Forest 60, Snow 45 and all other biomes 70.
    Changed: Removed audio from supply drop parachute opening in the sky.
    Changed: Removed Calipers and ToolAndDieSet from treasure chests.
    Changed: Recipe searches show results for all workstations with icons.
    Changed: Removed un-used old resource deposit coal and nitrate prefabs will be changed to new ones.
    Changed: Adjusted crafting time bonus on skills.
    Changed: Ore distribution 2.0 + Updated surface ores. All biomes have iron ore and a rare chance for all ores. Each biome has a predominate ore which can be seen in small piles on the surface and found in that biome near bedrock. Special ores per biome are nitrate in snow and wasteland, lead in the maple and pine forests, coal in the plains and burnt forests, and oil shale in the desert. You can also look for light brown gravel spots on the ground or the map and dig down from there to find the resource veins. Clay can be seen as a medium brown spot on the surface.
    Changed: Wood ladders can be upgraded to metal ladders
    Changed: Flashlights are less common in backpacks.
    Changed: Auger blades’ damage won’t degrade from repairs and you can upgrade them.
    Changed: Console key is shown in controls menu and now defaults to F1 for compatibility with European keyboards.
    Changed: Removed all player spawns from the Navezgane and Random Gen Wastelands.Changed: Reduced crafting time on wood items.
    Changed: Traps rebalanced. Barbed wire fences slow enemies, spike traps kill them, log spikes are more durable.
    Changed: POI zombies to not be territorial. Note that dogs and bears still give up the chase after a certain amount of time.
    Changed: Made most of the corn at the Navezgane farm dead there are still some harvestable corn there to loot.
    Changed: Reduced intensity of burning barrel light.
    Changed: Gravity on arrows is more realistic.
    Changed: The cheaper gunpowder recipe has been moved to the chemistry station.
    Changed: The coal torch recipe has been removed.
    Changed: Blunderbuss ammo made from iron has been removed.
    Changed: The blade of an auger or chainsaw can be recrafted at a workbench.
    Changed: Stone layer removed from the desert.
    Changed: Updated water textures.
    Changed: HubCellData now sent to clients from the server.
    Changed: Update iron ore, and lead ore to be more distinguishable.
    Changed: Water Particle Limiter is now Water Particle Count. 100% is 100% particles rendering, now, instead of the reverse. And re-organized/moved the slider in the graphics options menu.
    Changed: Reduced mouse sensitivity when zoomed.
    Changed: Explosives rebalanced (zombie damage not yet working correctly)
    Changed: Weather transitions speed increased by 6.5x in order to make MP games more in sync.
    Changed: Removed AudioPlayer.cs from p_impact prefabs per Favale request.
    Changed: Coal and nitrate can be found in loot.
    Changed: Explosion damage rebalanced.
    Changed: There are new loading screen images that also reduce memory.
    Changed: Updated Navezgane and RGW world thumbnail images.
    Changed: Glass has more structural integrity so (small) glass ceilings can be built
    Changed: Surface boulders can drop ores other than iron.


    Quelle: http://7daystodie.com/alpha-15-release-notes/

    Alpha 15 Official Release Notes!


    Navezgane world updates


    New Distant Terrain feature renders terrain over 1 kilometer away.
    Almost 2 square kilometers of new explorable space has been unlocked
    New highly embellished height map with huge mountains in every biome
    New giant desert canyon
    Over 23 new locations have been added to Game most in both Navezgane and Random Gen
    5 new unique Trader Settlements
    Grand Ostrich Hotel
    2 new roadside hotels
    Football stadium (Navezgane Only)
    Auto Parts Store
    New hidden bomb shelter
    Oil refinery
    Funeral Home
    Prison
    Red Mesa Government Installation
    Indian Cliff Dwellings (Navezgane Only)
    Canyon gift shop and scenic overlook (Navezgane Only)
    Buzz’s Bar
    Strip CLub
    Rock and Roll Club
    Skate Park
    Canyon Gold Mine (Navezgane Only)
    New Trailer Park
    Random Gen Worlds 3.0
    We’ve greatly improved random gen with many improvements and additions including:


    New RG Distant Terrain
    New road system that uses pathfinding for smoother transitions in height in all areas besides the hub entries.
    Terrain generation is now in rwgmixer.xml: This allows for modification of the terrain
    Biome generation is now also in rwgmixer.xml : This allows for modification of biomes
    Hubcell data is generated and saved in the game’s save dir: This allows backward compatibility and prevents RWG from regenerating the hub each time it’s called when not cached.
    Rwgmixer is saved to the game’s save dir: This ensures the same terrain generation and biome generation and prefab regardless of edits to the main file.
    All new locations spawn except for the football stadium, canyon gift shop and canyon cliff dwellings.
    We added a Random Gen Wolrd Previewer tool see the modding section below for more details.
    Journal Tip System
    A new journal tip system has been added to the main in game menu signified by a pen icon. The system writes all old tips and has over 20 new conditionally based in-game tips that pop out with a right screen notification. Players can at their leisure read these tips on advanced gameplay system teaching players everything from gun assembly when finding their first gun to harvesting with the best tool after killing their first animal.


    Trader and Economy System
    We have added NPC traders to the game at 5 unique White River settlements signified by a White River Flag and a Traitor Joel’s sign. These Settlements and NPCs appear in both Navezgane and Random Gen Worlds. NPCs include Trader Joel, Trader Rekt, Trader Bob, Trader Hugh and Trader Jimmy. The settlements are 100% land protected, players cannot build near them and players will be teleported out when the traders are closed so they cannot be exploited as a night time safe haven. Traders announce over loudspeakers when they are open, closed and about to close. When they close they lock their gate and turn off their open sign. When they open they unlock their gate and turn on their open sign. It is wise to close the gate behind you so you don’t let the zombies follow you into a settlement.


    The in-game economy uses Duke coins and players can see how many they have in the upper right corner of their backpack. Traders will restock items periodically so check back often. They also have a secret stash category signified by a safe icon which offers special items based on your level and perks. Some items can only be bought or sold in bundles. Traders are open for business between dawn and dusk. Invest in the Barter skill and Secret the Stash perk to get better deals and see better items with traders.


    We also added a new ‘White River Citizen’ quest to find Trader Outposts. The Quest is received when completing the ‘Basics of Survival’ quest chain.


    Vending Machines
    There are three types of vending machines: beverage vending machines found at stores, rentable trader protected vending machines found at Trader Settlements, and player owned vending machines which can only be acquired through a Trader’s Secret Stash. All vending Machines use Duke Coins which can be found in the world or acquired through selling items to Traders. You can see how much money you have in the upper right of your inventory.


    NPCs can purchase from your rented vending machine so it’s wise to keep it well stocked and not mark up the items too high. If you buy your own vending machine it’s wise to put it in your land claim area as other players with effort can destroy them and steal your goods. Use these at your own risk as vending machine raiding ‘griefing’ will be possible. Note rented or player owned vending machines can be password shared if you want to let a friend use all of your vending machines functions.


    Blood Moon Horde Party System
    We have added a partying system that groups players together into parties of one or more players within a minimum distance. These parties will now each get their own blood moon horde.


    Blood Moon Dynamic Difficulty
    We have also added a Blood moon horde dynamic difficulty system. At runtime the game calculates the spawn game stage difficulty group for each party based on the criteria of number of players in the party, each player’s level in the party, each player’s current days survived ratio in the party and the hosts global difficulty setting. These things work together to output a game stage number or dynamic difficulty number for each party.


    Higher game stage numbers have harder enemies F.E. Game stage 10 might only have base female and crawler zombies while game stage 20 might spawn those plus Dogs and Feral Zombies. Higher game stages will also have higher spawn limits meaning more total spawned not more alive at once to keep the games framerate consistent. New players can join the game just before the first Blood moon and only get a game stage 1 horde if they’re the only party member. The plan is to use the dynamic difficulty system for static spawned and screamer hordes in A16.


    Improved Farming
    We’ve improved the farming adding fertilizer and 5 new growable crops: Yucca, Mushrooms, Red Flowers, Aloe and Hops to make Beer. The soil can be improved and depending on it’s quality, grown crops will yield a greater harvest. Trees require regular dirt to grow to full size. Growing them in a desert or snow biome is less efficient.


    Chemistry Station
    We’ve added a new craftable Chemistry Station where both old and new advanced chemical and compound recipes can now be crafted. While some critical recipes can still be crafted with a beaker on a campfire, crafting them in a chemistry station is faster and requires fewer resources. Advanced recipes are limited to the chemistry station.


    Station Searching
    Recipe searches now show recipes that can only be made at any station signified by a special icon on the right of the recipe bar. This allows players to find and learn about recipes they cannot make at their current station or backpack.


    New UMA Zombies
    We’ve expanded on our general UMA system to use it to make custom zombies with unique loot, health and some with unique behaviors or abilities into the general spawning, special locations and blood moon spawning. The system is used for our NPCs like Traders too and will be used for Bandits in upcoming updates.


    Fallen Soldier Zombie (Found at Army and Government Installations. Notable loot includes firearms and military gear)
    Hazmat Male and Female Zombies (Found at Army and Government Installations. Notable loot includes hazmat gear and technical supplies)
    Zombie Biker (Found at bars. Notable loot includes biker clothing, melee weapons and minibike parts)
    Zombie Stripper (Found at bars. Notable loot includes cash and drugs)
    Utility Worker Zombie (Found at Utility and Factory locations. Notable loot includes mining helmets, metal resources, calipers and more)
    Team Z Player Football Zombie (Found at Football Stadiums. Notable loot includes football helmets, Mega Crush energy drink, drugs, treasure maps and challenge quests)
    Motivated Cheerleader Zombie (Found at Football Stadiums. Notable loot includes treasure maps and challenge quests)
    Miner Zombie (Found at Utility and Factory locations. Notable loot includes mining equipment and dynamite)
    Zombie Cowboy (Found at Old West ghost town locations. Notable loot includes cowboy gear, gun parts and complete weapons)
    Zombie Farmer (Found near Barns and crops. Notable loot includes tools crops and seeds)
    Skater Punk Zombie (Found in general spawns. Notable loot includes hoody, mechanical parts and quest notes.)
    Hungry Female Zombie (Found in general spawns. General zombie loot.)
    Walker Male Zombie (Found in general spawns. General zombie loot.)
    Risen Woman Zombie (Found in general spawns. General zombie loot.)
    Experience, Progression and Skill Changes


    The most notable difference is that you now gain level XP when killing zombies and animals. It will always be possible to reach level 200.
    Weapon and armor skills will now increase faster.
    Experience from action skills like mining is no longer capped when the skill reaches 100. It may not be much but you will always gain some XP while harvesting resources.
    With a crafting skill of 100 you can craft Quality Level 500 items.
    To get higher quality items you can use the combine feature of the workbench or go out and find better items in loot or on traders.
    Before buying perks you can see which stats are going to be affected and what your base value for that stat currently is.
    Concrete mix is now only crafted in a cement mixer. You may find cement mixers in the world now.
    The Steel Smithing perk now has multiple (but pricey) levels where you can acquire recipes for items that are usually only found and harvested.
    Sign Creation System
    Players can craft, place and add custom text on small medium and large signs made of wood. Sizes are 1×1, 1×3 and 2×5


    Localization


    We now support 4 languages English, Spanish, French and German which can be set through your steam language selection Tab. In Steam Right click on 7 Days/properties/language select your language. Note: Some new or rectly changed text will only appear in English which will be updated in future releases.


    Steam Achievements
    We have added a ton of Steam achievements some of which are secret.


    Improved Ore Veins and Mining
    We have random underground mineral veins where you can find all the old ores plus new rare mineral deposits which can yield Diamonds, Gold, and Silver. These minerals can be sold at the Trader Stations.


    Workbench Improvements
    We added a new combine items feature to the workbench where players can combine 2 similar items to produce one of better quality. We have also moved some advanced recipes exclusively to the workbench. Workbenches have been added to some locations like trader settlements and other areas. Workbenches can also be disassembled with a wrench.


    Backpack and Container Sorting
    We added a new backpack and loot container sorting system. Just click on the icon of your backpack and container and items will stack and sort properly.


    New Recipes
    There are over 80 new recipes including a Chemistry Station, Beer, Snowberry Juice, Player Made Signs, Draw Bridges, Garage Doors, Arrow Slits, Wooden and Metal Catwalks, Railings and Stairs and switchable lights. Note: Some recipes can only be crafted at the new Chemistry Station or improved Workbench and some are only unlocked by purchasing a related perk.


    Adobe White Arrow Slit
    Awning Red Corner Full
    Awning Red Corner Inside
    Awning Red Corner Round
    Awning Red Corner Round Top
    Awning Red Gable
    Awning Red Pyramid
    Burning Barrel
    Ceiling Light (Switch)
    Ceiling Light 02 (Switch)
    Cobblestone Arrow Slit
    Cobblestone Frame Full Corner
    Cobblestone Frame Inside Corner
    Cobblestone Frame Pillar 100
    Cobblestone Frame Pillar 50
    Cobblestone Frame Plate
    Cobblestone Frame Pole
    Cobblestone Frame Stairs
    Cobblestone Frame Wedge
    Cobblestone Frame Wedge Tip
    Concrete Arrow Slit
    Concrete Corner Round Top
    Concrete Corner Round
    Concrete Support
    End Table
    End Table Lamp
    Flagstone Arrow Slit
    Garage Door Metal
    Industrial Light (Switch)
    Metal Trussing Ramp
    Porch Light (Switch)
    Reinforced Double Drawbridge
    Reinforced Drawbridge
    Scrap Iron Arrow Slit
    Scrap Iron Frame Wedge Tip
    Street Light (Switch)
    TV
    TV Large, Left
    TV Large, Right
    Wood 1/2 Block
    Wood Arrow Slit
    Wood board stairs
    Wood Board Stairs With Railing
    Wood Catwalk
    Wood Catwalk Corner
    Wood Catwalk Wedge Corner Railing
    Wood Catwalk With Railing
    Wood Railing
    Wood Wedge Tip
    Mining Helmet
    Beverage Cooler
    Cooler
    Lockers
    Aloe Vera Seed
    Chrysanthemum Seed
    Hop Seed
    Mushroom Spores (Seed)
    Yucca Seed
    Beer
    Moldy Bread
    Snowberry Juice
    Candy Tin Can
    Car Air Filter
    Dirt Fragment
    Electrical Parts
    Electronic Components
    Fertilizer
    Flashlight
    Hub Cap
    Scrap Cable
    Scrap Plastics
    Snowball
    Snowberry Extract
    Spring
    Sign (C)old Beer
    Wooden Sign 1x1m
    Wooden Sign 3x1m
    Wooden Sign 5x2m
    Snow
    Nailgun
    Cooking Pot Mine
    Scrap Log Spike Frame
    Chemistry Station


    New Items (Lootable/Harvestable/For Sale)
    We have added many new items you can get by looting, harvesting or purchase from traders.


    Nailgun Schematic
    Tasting And Brewing
    Black Baseball Cap
    Black Cowboy Boots
    Black Goth Boots
    Black Goth Pants
    Black Hooded Sweatshirt
    Black Jacket
    Black Leather Duster
    Black Leather Hood
    Black Press Boy Cap
    Black Shades
    Black Shorts
    Black Skirt
    Blue Baseball Cap
    Blue Hooded Sweatshirt
    Blue Press Boy Cap
    Blue Shorts
    Blue Skirt
    Brown Baseball Cap
    Brown Hooded Sweatshirt
    Brown Press Boy Cap
    Brown Shorts
    Brown Skirt
    College Jacket
    Cowboy Boots
    Green Baseball Cap
    Green Hooded Sweatshirt
    Green Press Boy Cap
    Green Shorts
    Green Skirt
    Heavy Bandit Boots
    Heavy Bandit Chest Armor
    Heavy Bandit Gasmask
    Heavy Bandit Gloves
    Heavy Bandit Leg Armor
    Overalls
    Red Baseball Cap
    Red Hooded Sweatshirt
    Red Press Boy Cap
    Red Shorts
    Red Skirt
    Running Shoes
    Strong Glasses
    White Football Jersey
    White Hooded Sweatshirt
    White Jacket
    White Press Boy Cap
    White Shorts
    White Skirt
    ZU Football Helmet
    Aloe Vera Plant
    Aloe Vera Seed
    Chrysanthemum
    Chrysanthemum Seed
    Corn Plant Random (Harvestable)
    Cotton
    Goldenrod Flower
    Hop Plant (Harvestable)
    Hop Seed
    Hops Flower
    Mushroom Spores (Seed)
    Snowberry
    Snowberry Plant (Harvestable)
    Yucca Seed
    Mega Crush
    Snowberry Juice
    Yucca Cocktail
    Dirt Fragment
    Electrical Parts
    Electronic Components
    Fertilizer
    Gold Nugget
    Mechanical Parts
    Old Cash
    Raw Diamond
    Raw Iron
    Scrap Plastics
    Silver Nugget
    Snowball
    Snowberry Extract
    Steel Polish
    Nailgun Frame
    Nailgun Parts
    Nailgun Receiver
    Rechargeable Battery
    Diamond Deposit
    Gold Ore
    Silver Ore
    New Creative Block Shapes
    We have also added many new block shapes for the creative builders to use.


    Adobe White Arrow Slit
    Arrow Slit
    Awning Green Corner Round Top
    Awning Red Corner Round Top
    Awning Tan Corner Round Top
    Bar Stool
    Brick Corner Round Top
    Ceiling Light (Switch)
    Ceiling Light 02 (Switch)
    Cobblestone Arrow Slit
    Cobblestone Frame Full Corner
    Cobblestone Frame Inside Corner
    Cobblestone Frame Pillar 100
    Cobblestone Frame Pillar 50
    Cobblestone Frame Plate
    Cobblestone Frame Pole
    Cobblestone Frame Stairs
    Cobblestone Frame Wedge
    Cobblestone Frame Wedge Tip
    Cobblestone Full Corner
    Cobblestone Inside Corner
    Cobblestone Pillar 100
    Cobblestone Pillar 50
    Cobblestone Plate
    Cobblestone Pole
    Cobblestone Wedge
    Cobblestone Wedge Tip
    Concrete Arrow Slit
    Concrete Corner Round Top
    Concrete Corner Round
    Corrugated Metal Corner Round
    Corrugated Metal Corner Round Top
    Draw Bridge
    Fertilized Farmland
    Flagstone Arrow Slit
    Forest Flower
    Forest Grass Diagonal
    Furnace Door, Open
    Garage Door Metal
    Garage Door Metal v2
    Green Drawer, Open
    Green Rusty Metal Corner Round Top
    Green Rusty Metal Wall Ramp
    Hubcap (No Mine)
    Industrial Light (Switch)
    Loudspeaker
    Metal Catwalk
    Metal Catwalk Corner
    Metal Catwalk Wedge Corner
    Metal Catwalk Wedge Corner Railing
    Metal Catwalk With Railing
    Metal Railing
    Metal Reinforced Wood Arrow Slit
    Metal Sheet Random (POI)
    Metal Stairs
    Metal Stairs With Railing
    Metal Trussing Ramp
    Mobile Spotlight (POI)
    Mortician’s Drawer, Open
    Mushrooms (Harvestable)
    Porch Light (Switch)
    Red Metal Corner Round Top
    Reinforced Concrete Arrow Slit
    Reinforced Concrete Corner Round
    Reinforced Concrete Corner Round Top
    Reinforced Double Drawbridge
    Reinforced Drawbridge
    Reinforced Scrap Iron Arrow Slit
    Reinforced Scrap Iron Wedge Tip
    Reinforced Wood Arrow Slit
    Reinforced Wood Metal Wedge Tip
    Reinforced Wood Wedge Tip
    Rusty Iron Corner Round
    Rusty Iron Corner Round Top
    Scrap Iron Arrow Slit
    Scrap Iron Frame Wedge Tip
    Scrap Iron Wedge Tip
    Stainless Steel 1/2 Block
    Stainless Steel 1/4 Block
    Stainless Steel 1/8 Block
    Stainless Steel Arrow Slit
    Stainless Steel Block
    Stainless Steel Corner Round
    Stainless Steel Corner Round Top
    Stainless Steel Full Corner
    Stainless Steel Inside Corner
    Stainless Steel Pillar 100
    Stainless Steel Pillar 50
    Stainless Steel Plate
    Stainless Steel Plate Centered
    Stainless Steel Pole
    Stainless Steel Pyramid
    Stainless Steel Ramp
    Stainless Steel Ramp Corner
    Stainless Steel Stairs
    Stainless Steel Support
    Stainless Steel Wedge
    Stainless Steel Wedge Tip
    Steel Arrow Slit
    Steel Corner Round
    Steel Corner Round Top
    Street Light (Switch)
    Trader Spawn Block
    White Metal Corner Round Top
    White River Flagpole
    Wood Arrow Slit
    Wood Board Stairs With Railing
    Wood Catwalk
    Wood Catwalk Corner
    Wood Catwalk Wedge Corner
    Wood Catwalk Wedge Corner Railing
    Wood Catwalk With Railing
    Wood Railing
    Wood Shingles Corner Filler
    Wood Shingles Ramp Corner
    Furnace
    Green Drawer
    Mortician’s Drawer
    Player Vending Machine
    Vending Machine
    Vending Machine Rental
    Diamond Deposit
    Gold Ore
    Silver Ore
    Cooking Pot Mine
    Scrap Log Spike Frame
    Chemistry Station


    Added


    Added: To optimize framerate and give players a chance to loot zombie corpses. We added a new system where ragdoll zombies turn into a lootable corpse approximately 45 seconds after death.
    Added: water_emerge sounds and entry in sounds.xml
    Added: Launcher on Windows, allows switching 32/64 bit engine as well as a few other options
    Added: Wood and glass items can be scrapped
    Added: Workstations can be disassembled with a wrench
    Added: Blood Draw Kit has a side-effect
    Added: control keys to modify god mode and free camera speeds using keyboard -/+ keys
    Added: heavy bandit armor items
    Added: new male hairstyles
    Added: weeds, cinder blocks, small rocks, cracks, and an occasional old tire to roads
    Added: Heavy bandit armor is equal to iron armor, armor name keys and description added
    Added: New eyeball specular texture
    Added: Water Particle Limiter in Video Option
    Added: sawing sound when placing wood frames
    Added: Animation for climbing ladders
    Added: Missing (new) stairs variant Added: so all upgrade paths are consistent.
    Added: Items and schematic for nailgun parts and some advanced resources
    Added: Cooking pot mines
    Added: Console output can be scrolled with PageUp / PageDown
    Added: Directional thunder & lightning
    Added: You can scrap stone tools or leftover concrete/brick blocks
    Added: Bleedout buff audio hookup to code, internalBleeding & bleeding
    Added: Stunned buff audio code
    Added: Stunned audio filter
    Added: Blood moon lighting
    Added: default eyebrow to male and female bases
    Added: Player Exp from killing entities
    Added: 6 new maple forest grasses to maple forest.
    Added: console comands BuffPlayer, DebuffPlayer, ExportItemIcons, RepairChunkDensity, TeleportPlayer
    Added: Snowberry harvesting, crafting and effects
    Added: new broken highway section to the wasteland decoration
    Added: rough cut wood texture
    Added: console commands GetGameStats and SetGameStat
    Added: eyeliner, eyeshadow, blush, goth eyeshadow and lipstick to female characters
    Added: land mines to the wasteland.
    Added: commandline argument “-noeac” to disable EAC on Linux/OSX clients
    Added: Gunpowder recipe for the workbench
    Added: Any kind of food heals you now.
    Added: library to school
    Added: Command “teleport” which acts on the player issuing the command
    Added: Launcher switches to disable EAC on Linux / OSX, disable NativeInput module on Windows.
    Added: Console commands for weather indoorFogOff/On and the spectrum command.
    Added: UMA texture quality option to video options.
    Added: UMA Zombie Texture Caching system.
    Added: Support for “required” field in entity spawn groups.
    Added: Facial piercings item found in loot and on traders.
    Added: Steel upgrade for log spikes.
    Added: Launcher option to disable UNET networking.
    Added: SystemInfo command to display your current running system info (Can be used to check which graphics device was being used, but there is other useful information in there about memory and CPU info )
    Added: Running shoes can be found in loot and nerdy glasses can be found in loot.
    Added: Enable glCore support and Launcher option for GLCore, tooltips for options.


    Quelle: http://7daystodie.com/alpha-15-release-notes/

    v0.47b


    -Fixed cases of camera locking vertically when attempting to eat meat whilst cold
    -Fixed unlocking all ghost foundation points leaving a floating ghost behind
    -Fixed issue preventing to use manual floor & roofs placement to function as expected in some cases
    -Improved procedural wall terrain detection which was in some cases not switching to manual placement


    v0.47c


    -Fixed bug with some save games not loading
    -Fixed plant pot showing wrong icon


    v0.47d


    -Fixed newly placed autofill walls not always saving correctly
    -Added fail safe to attempt recovering data loss in wrongly saved autofill wall chunks – Note: some walls will need to be rebuilt in game to function correctly

    V0.47 Changelog:


    Enemies can now dodge away from player attacks immediately after being hit
    Improved parry hit detection, should be easier to consistently perform parries on enemies
    Fixed enemy attacks sometimes still registering after being parried
    Increased length of stagger animation on parried enemies
    (Multiplayer) Clients can now parry enemy attacks
    (Multiplayer) Fixed bug where clients could be kicked from game if attempting to chop shark head
    (Multiplayer) client player body and skin materials are now correct during opening plane crash
    Fixed incorrect stamina drain when doing heavy attacks
    Fixed camera rotating upwards slightly when exiting survival book
    Fixed some cases of buildings placing bellow terrain while player isn’t in caves
    Fixed ghost procedural stairs trigger not matching shape and environment well enough to always be reachable.
    Improved ghost building placer staying above floors instead of constantly snapping to terrain
    Fixed floor hole cutter rendering on wrong layer
    Fixed floor hole cutter not properly showing wood particles at all rotations
    Procedural walls/foundations and fences can now be placed after the first locked point and reaching the minimum length requirement
    While placing a ghost wall or fence, parts that cannot be locked and wont be placed by pressing the place button now have a red tint to differentiate it from the rest of the structure
    Placing a procedural wall with a short chunk places logs vertically for that chunk, instead of not allowing placement. These vertical chunks cannot be made into window or doors
    Lowered min angle requirement for procedural walls and fences
    Removed all ghost procedural buildings placement legacy gizmos (round half circle, grid)
    Procedural foundations, floors and roofs now have a new dot and line gizmo when placing it in manual mode to fully visualize what is going on within
    Revamped procedural floors & roofs manual placement in a similar way to bridge anchor locking, except that instead of targeting a single point it is possible to slide along the supporting structure shape (ie edge of wall)
    It is now possible to place bridge directly when targeting it’s second anchor instead of having to first lock the second anchor and then place the bridge
    Fixed ghost bridge being red after locking first anchor
    Fixed red ghost material visibility
    Added edge intersection check when placing floors and roofs
    Floor hole cutter now also removes (some) overlapped structures
    Optimized calls to nav mesh update when opening and closing defensive gate
    Improved large log holder repair trigger positioning
    Fixed attacking with held meat items not doing any damage
    Fixed cut snow tree trunks material
    Fixed stick & rock holder icons positions
    Fixed wrong material on ghost log holder sticks, ghost basket sticks, raft built sticks and wrong layer settings for ghost weapon rack and floor hole cutter
    Fixed player/player_net held log still using old model and textures
    Fixed a bunch of material numbers for buildings being incorrect
    Fixed eat meat animation not playing while player was on fire
    Fixed eat meat animation not playing when eating burnt meat
    (Multiplayer) Fixed camera shake not working for client during fat creepy foot stomps
    Added a slight offset to fake gamepad cursor in menu so it doesn’t overlap texts so much
    (Performance) Fixed unnecessary allocations in multiplayer games when in range of lakes or ponds
    The escape key (on keyboard) or back button (on gamepad, either B or Circle) can now be used to navigate back to previous menu location
    (Multiplayer) Added a “Profile” button in player list pointing to the Steam profile
    Fixed broken transparency on coral and part of arrow feathers
    Added heavy attack for large axe type weapons
    (Multiplayer) Setup steal item feature to transport extra data such as meat decay state
    Added new hit rock particle effect
    Improved look of wood chunk particle effect when hitting structures (now uses 3d geometry)
    (Multiplayer) Fixed case of dropped meat reverting to previous decay state
    Fixed medicine cabinet using old log model/texture
    Bone basket and arrow basket now have unique models and dedicated icons
    Fixed rock and stick holder book pictures looking different than built versions
    Fixed head cooking bug after using a decaying meat item
    Fixed cooking head floating high above fires
    Increased stipple range on some plants that were set wrong causing them to fade out too soon
    (Multiplayer) Fixed dropping bodies sometimes being unpredictable/difficult to judge drop distance
    Fixed cut fern texture not matching fern type
    Fixed garden rotate seed type icon remaining visible after planting max amount of seed
    New rain follow system that compensates player movement and time it takes particles to hit the ground
    Improved look of dead mossy log
    Fixed meat not set to back to the saved decay state after loading a saved game
    Fixed eating oysters not working
    (Multiplayer) Looting backpack now equips the plane axe if not already owned
    Fixed a.i issue with enemies in caves sometimes not attacking players


    Quelle: http://survivetheforest.com/

    v0.46b


    -Added option to use legacy controller system to game options menu (free move cursor)
    -Fixed some items being impossible to select in inventory with new snap controller system in old saves
    -Fixed bone & arrow baskets inverted in book
    -Player now returns to their original position when exiting chair/bench – should fix issue of players stuck in chairs built too close to tables.
    -Reduced trigger range on chair so players can’t teleport across room to sitting position.


    v0.46c


    -Fixed skinning animal animation not resetting if player is on fire
    -Fixed sitting on bench animation getting stuck if player sits whilst attacking
    -Fixed stick + cloth upgrade recipe not working when not owning bow
    -Fixed items hard to interact with in inventory at low FPS
    -Fixed twinberries pink on the crafting mat

    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/

    Hey Everyone,Here is a small fix for tonight’s 0.45 release.


    -Fixed navmesh generation which was missing trees and rocks, causing enemies and animals to run through these more often.
    -Fixed bright purple stick visible in ghost rockpit

    V0.45 changelog:


    Fixed rock path keeping last autofill setting instead of disabling it, resulting in a state where rock path cannot be used after placing another wall or fence in autofill mode
    Fixed repaired anchor version of tree structures having a rope
    Fixed shutting down upgrading system before having applied all 5 views of a single glass shard upgrade leaving crafting system in a partially broken state
    Fixed disassembling upgrades not properly clearing up bonuses (100% retroactive)
    Fixed disassembling upgraded stick upgrades breaking it
    Fixed disassembling upgrades causing burning upgrade cloth to no longer show up in inventory
    Fixed material icons not visible when building a structure nested with a dynamic one (like houseboat) that has moved after ghost was placed
    Interacting with docking trigger is now exclusive so that it is no longer possible to interact with other nearby triggers at the same time
    Improved gamepad menu navigation, currently selected menu element highlighting should now be consistent when going back and forth in menus
    (Multiplayer) Fixed invite popup not usable with a gamepad
    Fixed some dynamic objects sometimes flying up into the air when approached
    Fixed missing collision from some cannibal art props around the world
    It is now possible to nest small buildings in both treehouses (considered dynamic, so it has same limitations as the houseboat)
    Several small buildings like rabbit skin decoration and snack holder can now properly be nested to dynamic structures (like houseboat or tree structures)
    (Multiplayer) It is no longer possible to equip items that are added to the metal tray directly from it, it needs to be moved back on crafting mat or inventory first (this is to prevent a duplication exploit)
    New building: Large Log Holder ! Once placed, the ghost regular log holder can be toggled into a large holder. Holds up to 12 logs
    New building: Large Rock Holder ! Once placed, the ghost regular rock holder can be toggled into a large holder. Holds up to 40 rocks
    (Multiplayer) Fixed issue with missing buildings for clients when loading a saved game with lots of structures (instead of attaching all buildings at once they will instead be attached to the networking system up to 100 at a time per frame, this delays just a little the time it takes for everything to show up on clients and should likely be unnoticed)
    (Multiplayer) Sped up time it takes to attach all trees at start of game
    (Audio) Added impact sound for when hitting tents with weapons.
    (Audio) Added impact sound for when hitting cannibal camp fires with weapons.
    (Audio) Added new sound event for spear throwing.
    (Audio) Added new sound for bone fence weapon impacts.
    Optimized cpu usage on enemy ai routines
    Fixed high cpu usage when survival book was open
    Improved collision on old white tents, lowered wind distortion and added stipple effect when they become visible
    New mud art
    New muddy arms textures
    New mud now stipples in instead of popping on
    New bloody gore cave models added
    Fixed nav mesh not updating correctly when some structures were destroyed
    Viewing passenger manifest can now be cancelled by pressing attack
    Fixed passenger manifest being activated at inconvenient moments such as when enemies are nearby
    Fixed player weapon sometimes becoming unresponsive for a moment when near trees
    Fixed shell attack not responding during jump
    Fixed shell attack clipping with player camera
    New building: Armor mannequin ! Stores a total of 10 Lizard Skin, Deer Skin, Stealth Armor or Bone Armor in a suited shape
    Fixed case of wrong weapon stats being used after upgrading a weapon and closing inventory with escape (without selecting a weapon)
    (Performance) Fixed unnecessary CPU usage from metal doors
    (Multiplayer) Adding more items to a holder than its maximum capacity now attempts to return it
    (Multiplayer) Now showing an icon next to other player name indicating they currently are inside a cave
    Added Storage page 3 tab in book
    New story item added to (spoiler, removed)
    New story pickup added to (spoiler, removed)
    New story pickup added to (spoiler, removed)
    New story item added to (spoiler, removed)
    (Multiplayer) Fixed tree structures vanishing instead of visibly collapsing for clients when supporting tree is cut down
    (Multiplayer) Fixed a case of fake drop causing duplication in MP, fixes duplicating animals meat when full
    (Multiplayer)Fixed cave fires doubling up visually when lit
    Improved popon of some rivers in parts of world
    Fixed player able to glitch through houseboat collision under some circumstances
    Hand icon will now point towards the selected menu item when navigating title scene and in-game menu with a gamepad
    Software cursor shown when using gamepad in book now has a more reasonable size
    Fixed some gamepad navigation issues in options
    Disabled prev/next action icons shown when using gamepad in book
    Grabbing sled is now hold “Take” action instead of simple press
    Increased max amount of rocks in sled to 26 (from 15)
    Fixed sled rocks using sheen material instead of regular one
    Arrow basket, bone basket, drying rack and skull light can now be nested with dynamic structures (ie: houseboat)
    (Performance) Turned off some additional cave floors that were on even when player was above ground
    Deer should no longer run straight through walls and structures
    Climbing axe can be used on above ground cliff faces again, (except for sinkhole)
    Fixed broken glitchy waterfall particles in sinkhole
    Fixed player sometimes surviving fall into sinkhole
    Fixed some cave entrances popping on too close
    Dried meat on rack can now be collected with a simple press of the “Take” action (instead of holding it for 0.5s which will still eat it)
    It is now possible to eat dried meat in inventory
    Player can now attack with held items such as fish, dead rabbits and generic meat
    Picking up small rocks/tennis balls when holding logs no longer drops the logs
    Fixed player animation breaking sometimes when picking up a spear while doing a downward axe chop
    Small rocks will now deal damage when thrown at player or enemies
    (Performance) Fixed star system having high CPU usage when in caves
    Fixed placing several buildings ghost with the Batch feature blocking opening inventory
    (Multiplayer) Fixed meat client gets on drying rack always fresh regardless of actual decay state meat had for host
    (Multiplayer) Fixed client adding edible/spoilt meat on rack turning to fresh meat
    Improved texture resolution on cave corpses in cave6
    Fixed incendiary upgrade on spear not saving
    (Multiplayer)Optimized mutant transform cpu usage for clients


    Quelle: http://survivetheforest.com/

    https://playrust.com/devblog-129/


    Changelog:


    Fixed AMD R9 half-screen darkening
    Fixed tree lighting desaturation
    Fixed viewport resize breaking water when reflections are enabled
    Removed building blocked chat message when trying to build while building blocked
    Optimized terrain carving triggers significantly (better projectile and culling perf)
    Optimized various small inefficiencies in prefab pooling and the LOD grid
    Optimized client side network update events to reduce entity streaming stuttering
    Eliminated needless string reallocation from object creation (better perf, less GC)
    Eliminated some minor dynamic memory allocations (less GC)
    Added log when server is fully started (helpful for server problem diagnosis)
    Added refresh_stability console command (helpful for debugging)
    Stone gate gibs are no longer the incorrect wood gate ones

    https://playrust.com/devblog-128/


    Changelog:


    Added new grass displacement option (experimental, disabled by default)
    Made revive line of sight check more forgiving (easier to hold)
    Building blocked message is only shown when in building mode or holding a hammer
    Building privilege is also checked at the construction placement position
    Fixed server side player rotation getting corrupted from sleeping bags on slopes
    Fixed a situation where building privilege would randomly be incorrect
    Optimized terrain carving tests slightly
    Fixed surface dimensions mismatch error when resizing window
    Fixed crash when switching servers
    Fixed DX9 white player preview
    Fixed water system performance on riverless maps
    Added contact shadows to view model when ambient occlusion is enabled
    Terrain Quality no longer affects shader lod; use Shader Level instead