- New first person deploy sounds for a handful of items
- Most items have third person deploy sounds now
- Added Bone Arrows
- Added Fire Arrows
- Fixed washed out sky at clear weather conditions
- Fixed missing sound refs on a few SoundPlayers
- Fixed stars being barely visible at night
- Fixed only 100 key combinations (nerfed key raiding)
- Fixed Christmas light exploits
- Fixed road grass decor not aligning to ground
- Fixed odd junk pile placement
- Fixed Hapis Sky Dome
- Bone knife auto admiring on deploy
- Beancan grenade auto admiring on deploy
- Fixed Harbor mine entrance (Hapis)
- Optimized elevator volumes (server perf)
- Fog and wind are now randomized every 18 hours
- Slightly darker sky at midnight
- EAC SDK update
- Optimized tool cupboard queries (client perf)
- Fog density no longer changes per biome
- Improved fog algorithm
- Pickaxe admire animation updated
- Bandage admire animation updated
- Bota bag admire animation updated
- Water bottle admire animation updated
- Big cleaver admire animation updated
- Crossbow admire animation updated
- Hammer admire animation updated
- Mace admire animation updated
- Salvaged axe admire animation updated
- Salvaged Icepick admire animation updated
- Torch admire animation updated
- Longsword admire animation updated
- Owner can always open key lock
- Added final art for tool crate (purple box)
- Nearby players melee weapon swings are now audible
- Shelves correctly destroyed if construction below no longer exists
- Tool cupboard correctly destroyed if construction below no longer exists
- Tool cupboard can no longer be fully submerged inside world layer (rocks)
- Refinery ladder fix (Hapis)
- Site A cave no longer building blocked (Hapis)
- Added Throwable Flares
- Added handheld flashlight
- Added a bunch more deployable interaction sounds
- Added Upkeep notifications and gametips
- Door Garland is available to craft w/ Window garland sitem
- Can Admire/Examine skins with N key
- Added fog start distance in dark environments (gamma / navigation exploit)
- Fixed spinner wheel sound playback bug
- Fixed beams being invisible
- Fixed various errors on client and server
- Fixed fog not always being disabled in caves (gamma / navigation exploit)
- Fixed high external stone gate only decaying very slowly
- Fixed roof conditional models in various scenarios
- Wounded players no longer block player movement
- Upkeep payment intervals are now saved and restored on server restart
- Crossbow can take underbarrel modifications
- Lowered some upkeep costs
- Enabled Xmas Content
- Lots of new deployable placement sounds
- Lots of new deployable interaction sounds
- Doors require upkeep
- Wall frame inserts require upkeep
- Floor frame inserts require upkeep
- Deployables inside the building privilege radius are decay protected
- Added decay.delay convars (all default to 0)
- Open/close sounds only play for the local player
- Tweaks to a few existing deployable sounds
- Animal behaviour overhaul
- Optimized upkeep backend
- All barricades can be repaired
- Added extra slots to TC
- Normalized building protection between tiers
- Increased protection for Metal Tier (2x stone)
- Increased protection for Armored tier (2x metal)
- Animals can no longer walk through closed doors at monuments
- Fixed broken items being traded in vending machine
- Bases repair themselves if upkeep resources are in TC
- Bases require upkeep resources to be kept in TC
- New on/off sounds for a bunch of deployables
- New active/burning loops for a bunch of deployables
- New searchlight movement sounds
- New open/close sounds for a few deployables
- New Junkyard monument
- New procedural roads art
- Brought back old caves (Hapis)
- Added "Pumping station" and "Abandoned Boat" loot areas (Hapis)
- Added Launch Site (Hapis)
- Added Ice sheets and Icebergs (Hapis)
- Added new static quarrys (Hapis)
- Foundations can now be placed at a half height offset
- Added half height walls
- Fixed various wall stacking exploits
- Roofs occupy wall sockets and can no longer be used as honeycombs
- Building privilege is emitted by the entire building
- There can only be one tool cupboard per building
- New monument placement algorithm
- Procedural roads now connect to monument roads
- Print last placement error in chat when pressing LMB while placement guide is red
- New power line placement algorithm
- Tool cupboard can store upkeep resources
- Fixes to older radtowns (Hapis)
- Fixes to loot and ore scarcity (Hapis)
- Monument chainlink fences can be shot through
- Roads are no longer split in half by rivers
- Fixed gaps between roads and terrain
- Fixed roads sometimes being partially flooded
- Fixed hammer highlight on wooden triangle foundations
- Fixed weird camera movement when jumping introduced last patch
- Small Furnace Art Updated
- Complete rework of site A (Hapis)
- Moved Site B to east coast (Hapis)
- Reduced size of arctic biome slightly
- Increased size of arid biome slightly
- Health bars are only visible when damaged or holding a hammer
- Grenades inherit player movement velocity
- F1 grenade has larger blast radius
- Dropbox is now Tier 1 WB
- Stone Spear no longer requires WB
- Experimentation at WB1 costs 75 scrap instead of 100
- Armored building tier costs 25 hqm and no wood/stone
- Armored doors have had their costs reduced accordingly
- Add ignite and extinguish sounds to campfire and furnace
- Add turn on and turn off sounds to the ceiling light
- Added worldmodel outlines
- Lots of misc sound tweaks and polish
- EAC SDK update
- Stricter dropbox placement
- Python is now skinnable
- Reduced aim sway on semi auto weapons
- Finalized recoil design for semi auto weapons
- Grenades pinpull and throw happens much faster
- Stance recoil only active when moving or after first shot
- Grenades always throw at max velocity (farther)
- Fix dark sign painting UI
- Fixed reflections on hair shader
- Fixed tree minigame X appearing too low
- Fixed thompson having too much aimcone
- Fixed delay/jitter of mounted objects
- Fixed weird satchel behavior
- Add ability to define custom falloff/spread/spatial blend curves on a sound by sound basis
- New tree sounds
- Added locational armor information when hovering over player preview
- Added Bulletproof Glass
- Added Explosive information panel
- Added Armor Information panel
- Added Seed information panel
- Added Weapon Mod information panel
- Ensured that the save coroutine does not crash when entity serializations throws an error
- Window bars inserts are thinner (improved visibility)
- Removed occluder meshes from building blocks (performance, memory usage)
- Removed some unused components (memory usage)
- Netting has larger ladder volume to allow climbing over frames
- Dud explosives fall off moving objects
- Fallen dud explosives never explode on pickup
- Tree Minigame X's start relative to initial hit
- Tree Minigame X's rotate less each hit
- Can wear bandana with Bucket/Wood/Riot Helmet
- Tree Minigame X's only rotate in one direction
- Fixed spinner been placed in building block areas
- Fixed ghosting/trail in inventory player preview caused by temporal anti-aliasing
- Fix volume jump when a sound that's already fading out is told to fade out again
- Fixed Explosives thrown on other explosives not attaching
- Fixed dud explosives acting as garry's mod thrusters
- Fixed quickcraft lag when looting lots of items
- Fixed lag from map doing processing even when closed
- Bone Armor now protects legs as well as chest
- Bandana and wolf headdress protection reduced
- Fixed arrow protection being different than bullet protection
- Failsafe for occasional stuck bush rustle sounds
- Fixed song shuffling
- Fixed repeated phys impact sounds when an item is stuck inside something
- Fixed occasional attempts to unload music clips that aren't loaded yet
- Fixed projected decals not showing sometimes
- Fixed player motion blur popping when swapping LODs
- Fixed beard sometimes not showing
- Fixed hair motion vectors; used in motion blur and TSSAA
- Fixed hair-related memory leak
- Fixed TSSAA on inventory player preview
- Fixed TSSAA related black sludge
- Fixed TSSAA related water shoreline flickering
- EAC SDK update
- Cave reverb tweaks
- Beenie hat deforms hair when worn
- Workbench can no longer be locked
- Improved TSSAA performance and reduced GPU ram usage
- Trees can be knocked down by explosions
- Trees yield half res during harvesting and half as finishing bonus
- Added Tree Minigame
- Added Falling Trees
- Fixed flame turret been lockable
- Stance recoil no longer affects xbow/bow
- New nail gun sounds
- EAC SDK update
- New garage door sounds
- Nailgun nails embed themselves in objects + retrievable
- Nailgun nails no longer damage structures
- Nailgun nails have larger radius (easier to hit targets)
- HV Arrow is now a default blueprint
- Oil Refinery is cheaper to research
- Searchlight is cheaper to research
- Large Medkit is cheaper to research
- Miner Hat is cheaper to research
- Chainlink fence/gate is cheaper to research
- Prison Wall/door is cheaper to research
- Double Sheet Doors are cheaper to research
- Floor Grill is cheaper to research
- Added hair
- Added Bradly APC to Materials Extraction monument (Hapis)
- Added Savas map markers
- Added new icebergs and ice sheets to the arctic biome
- Added medium levels of radiation to Materials Extraction monument (Hapis)
- Added north and south recycler on Savas
- Basic crate added to supermarket/gasstation/warehouse
- New procedural map biome layout
- Military Tunnels spawn 2 elite crates
- Stance recoil added - less accurate when standing/moving vs crouching
- Added Nailgun + Nailgun ammo default BP
- Fixed various Hapis exploits
- Improved skinning on player model elbows/wrists
- Fixed player preview blinking backwards
- Fixed shading on multi-layer materials; e.g. icebergs
- Garage door sound scales with audio volume
- Improved player bone scaling and skin colour variety
- Updated Hapis map markers
- EAC SDK update
- Network encryption optimizations
- Removed sand from the arctic coastline
- Crates always spawn one component with 40% chance of WB item
- Candle hat default BP
- Metal Window Bars cheaper to research
- Airdrop always drops 2 weapons + ammo, and 2 armor pieces
- Disabled Halloween Content