HurtWorld

Игра HurtWorld 0.3.8.9

Удалена команда bakenavmesh используемая не по назначению.
  • Improved accuracy of IsInRock check, should result in less false positives
  • SendBufferSize can no longer be adjusted on the client
  • Improved accuracy of trap door / hatch overlap check on close
  • Vehicles now block doors from closing
  • Crash get up check now checks for machines as well
  • Added checks against players and machines for pillbox construction
  • Changed the is player inside rock check to run much more frequently
  • Fixed a bug in the configuration of the is door blocked check for the trap door hatch
  • Fixed a bug where construction items could be validated at one rotation but placed at another rotation
  • Updated StructureAttachmentDependency to check for dependent attachment points even in owned cells (You now need to keep the door frame for doors, keep the window hole wall to have a window etc.)
  • Added protections in console to prevent clients trying to host games
  • Instant kill triggers have been added to the border of the Diemensland map to stop players from wandering too far
  • No build colliders have been added to doors and the hatch preventing players from placing things inside their space while opened
  • Fixed a range of bugs related to crouch behaviour, player height is now synced with crouch state more reliably
  • Fixed the attachment dependency for the hatch, hatches will no longer destroy themselves incorrectly in unoccupied construction grids
  • Added a temporary no build zone to c4 explosions, this prevents defenders instantly replacing destroyed constructions
  • Improved player movement correction, desyncs should no longer allow players to briefly peek through walls, rocks and other geometry
  • Improved construction validation against machines, this fixes a range of bugs related to hiding an ownership stake inside a construction
  • Fixed the vehicle exit check so it correctly checks trees aren't blocking the exit, players should no longer be able to get inside trees
  • Reduced size of c4 collider and improved placement validation check, fixes a bug where you could place c4 inside a player to push them around
  • Improved UI performance while the character window is open
  • Added a check against invisible player names for player nameplates, if hidden characters are detected the players name will display as PLAYER instead
  • Removed ItemV2 experimental launch option in preperation for upcoming new experimental build
  • Plant placement validation has been reverted to previous behaviour
  • The collision mesh of the desert aircraft carrier has been fixed so it will no longer incorrectly report players as being in a rock while inside
  • The get up from crash check now also checks the stand up space against vehicles (can no longer stand up inside a vehicle)
  • When player movement is rewound due to an incorrect move, vertical velocity is reset to 0
  • Fixed a bug where emotes could get out of sync from the emote manager allowing player movement and item use while playing emote animation
  • Fixed a bug where crouch state could get out of sync between client and server
  • Removed many unnecessary rigidbodies from objects, this will help make collision more robust as well as improve performance
  • Inside rock check has been improved again to deal with a certain configuration of overlapping colliders
  • Added rock checks to machine placement
  • Added rock checks to players, if a player is found inside a rock they will be killed
  • Fixed construction volume checks on several machines and construction items
  • Added a raycast check when entering vehicles to check the path to the vehicle seat is clear
  • Vehicle crash positions have been made safer for the Goat and Kanga (or any other vehicle with an AttachedBodyCrash component)
  • Reduced acceptable margin of error during server side player movement
  • Added extra validation to sever side player movement
  • Changed wheel sleep colliders so they no longer collide with the player causing desyncs
  • Servers should now be able to change their query port when using a seperate IP
  • Inside rock check has been made more robust and can deal properly with overlapping colliders
  • Added defensive checks for corrupted data during level loading, corrupted objects will be skipped over
  • Removed door overlap check on close from client. This prevents the client getting desyncronised from server
  • Improved construction validation checks on trapdoors and shacks
  • Fixed a bug with player colliders that could cause desyncs during player to player collisions
  • SimpleVehicleWindow.WindowName can now be overridden with
  • SimpleVehicleWindow.ExplicitWindowName (SDK change)
  • Sleeper objects have been added to the game. After disconnecting a fesh cube will be spawned into the world to represent your sleeping player. These cubes can be shot, hit, exploded and ran over like a regular player. When they die they will drop the same loot as the player would have if they were killed. Killing a sleeper will apply infamy to you as if you had killed a player
  • If your sleeper is killed you will be treated as dead when you next login, which will spawn you at either the beach or your selected spawn point if you have one
  • Due to sleepers holding your items while you're offline they will continue to simulate (meaning food will go mouldy)
  • Sleepers will block construction where they are placed to prevent people glitching through walls
  • Sleepers can be enabled and disabled with the server command, 'enablesleepers <1/0>'
  • Sleeper names can be shown on sleepers using sleepernames <0/1>, this is disabled by default due to old saves with thousands of sleepers on the beach causing perf issues. Fresh wipes should have no issues with this enabled as the public sleeper population should cull itself.
  • Sleepers are enabled on all official servers by default
  • CombatLogTimeout has been reduced to 5 seconds by default
  • GiveItemTrigger has been fixed, deathmatch servers should hand out guns again
  • Shacks can no longer be constructed partially inside of rocks and other terrain
  • Fixed bug in how rigidbodies sleep, spear items should affect vehicles more consistently now
  • Extra validation added to all construction items to check against players more consistently
  • Constructions dependent on attachment points will now decay if no attachment points are found (ie. doors). Constructions destroyed in this way will drop their refund amount as loot
  • Fixes to mitigate physics drift over long periods of time, this should reduce vehicles tendency to move on their own when parked
  • Vehicle depenetration force has been increased
  • Door closing logic has been changed so collider only turns on clientside at the end of the close method after passing an overlap check
  • Door prefabs have been resized to remove game object scaling and also slightly increase collider size
  • Crafting categories scroll menu now correctly resets on opening the crafting window
  • Increased size of radiation zones in the salt flats of Diemensland so the corners are no longer safe
  • Reduced interaction trigger size for Kangas and Goats
  • The get up method of the crash vehicle has been made more robust, the size of the capsule check has been increased to full character height and an additional inside geometry check has been added
  • When vehicles are disassembled passengers now correctly check for legal vehicle exits rather than exiting at the vehicle root, if no legal exits found (ie. they are all blocked) the passengers are killed
  • Vehicle drivers now correctly receive infamy when running over players
  • Fixed bug that was causing community servers to be sorted incorrectly when sorting by descending player count in the server browser
  • CharacterControllers now check against large unexpected changes in position and rewind when needed
  • CharacterController position corrections from the server now occur over a larger time frame
  • Wheel sleep colliders have had their bounciness removed
  • The right click push on spear items has been reduced in power and is now affected by the weight of the pushed object
  • An option to change the display has been added to the options menu under Options > Graphics > Resolution > Display Number
  • Vehicle reverse behaviour changed, much more force is applied at low speed but this quickly falls off as speed increases. Can hillclimb in reverse again while speed is still capped
  • Ownership stake validation has been improved again, it should be even harder to place stakes inside rocks
  • Ownership stakes now check if they are inside a rock on server startup and destroy themselves if so
  • The door obstructed check has been improved making it harder to close doors on players to push them in unintended ways
  • Bugfix for VehiclePassengerUnsafeEntry, Goat and Kanga entries are now correctly blocked by doors
  • Crash vehicle spawning has been made more robust. An additional raycast check has been added to check the crash vehicle spawn location, if it fails the crash will be cancelled
  • Entering a vehicle in first person with a bow equipped will no longer leave the players hands in the bow pose
  • Window removal marker is no longer offset from window
  • Removed unused fire prefab from SDK and vehicle default pack
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