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Beiträge von Adebar
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					https://playrust.com/devblog-131/ Changelog: Updated bota bag vm anims 
 Fixed certain entities sending network updates before they were spawned
 Held entities always destroy immediately (stop following pooled / destroyed parents)
 Fixed pumpkin not shown on player after initial use
 Added mesh renderer support to player clothes pooling
 Added find_entity / find_id / find_group / find_parent admin commands
 Fixed players motion blur visible behind walls (regression)
 Fixed moon rendering black to reflection probe
 Fixed moon darkening when closer to the horizon
 Fixed foliage displacement missing some spots (wip)
 MP5 Added
 LR300 Craftable
 Silencer sound range reduced to 40m (was 100)
 Silencer now hides tracers
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					Alpha 15 is out and broke records over the weekend reaching as high as number 19 in most played games on Steam with 22,955 concurrent players. If you haven’t got it check it out. We think it’s great and so do the players. 
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					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
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					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. 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 CrashesOSX: 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 solutionsSwitch 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 launcherOpen the Steam client 
 Switch to the Games Library
 Right click “7 Days to Die” and select “Show Game Launcher”
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					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.
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					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.
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					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 ChangesThe 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 2×5Localization 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 StationNew 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 StationAdded 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.
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					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 placementv0.47c -Fixed bug with some save games not loading 
 -Fixed plant pot showing wrong iconv0.47d -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
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					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 playersQuelle: http://survivetheforest.com/ 
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					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
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					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 activeQuelle: http://survivetheforest.com/ 
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					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
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					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 clientsQuelle: http://survivetheforest.com/ 
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					Hey Survivalist, 
 Just wanted to let you all know A15 is coming along very nicely and will drop soon. Read more!7 Days to Die Blog: http://joelhuenink.tumblr.com/ Alpha 15 Release Notes: http://7daystodie.com/alpha-15-release-notes/ Quelle: https://steamcommunity.com/linkfilter/?ur…-release-notes/ 
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					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
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