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3.20.10.0 Update Notes

Update Notes:


The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs.

In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far.

Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements.

If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments.

3.20.9.0 Update Notes

Update Notes:


Added:
  • Support for rebinding the equipment hotbar keys. This may be helpful for players with a broken number key.
  • Destroyed_Vehicle_Default [962] spawn table separated from metal boulders, allowing them to be overridden separately.
  • Button to reset server list filters when results are empty. Useful if the filters are too specific.
  • Support for external link buttons on songs and rich text in titles.
  • Different gun hitmarkers for zombies with high bullet resistance.
  • Per-water-quality values for canteens and non-water stats.
  • Support for passenger seats in train cars.
  • Quantity field in salvage/delete stacked item menu.
  • "-HostPlayerLimit" command-line parameter for hosting providers.
  • Windows shortcut links for the Unity appdata folder.
Changed:
  • Explosion damage falloff calculation uses closest point rather than center.
  • Actual tree colliders are used for respawn overlap test rather than a simple radius overlap.
  • Slightly reduced scale of Moai Head mask.
  • Reduced scale of kill counter items, and updated them to TMP.
  • Increased rain and snow fog density.
  • Included physics settings (collision layer matrix) in example package.
  • Non-admins can carjack and repair tires of their own vehicles in safezones.
  • Friendly sentry guns target players holding socket wrenches, and no longer target walkie talkie users.
  • Players get half a second of damage immunity after respawn.
  • Warn if parsing misc JSON config files fails.
  • Show both version numbers in version mismatch messages.
  • Imported UMarine skin updates by CD.
  • Cannot build while seated because head can pass through walls in some vehicles.
  • Skycrane ignores collision between itself and attached vehicles.
Fixed:
  • Raw beef had cooked material, and cooked beef had raw material.
  • Updating map details on server info screen when map is not installed.
  • Client incorrectly sending stance changes.
  • Repair vehicle passenger check not working properly on server.
  • Using explosives to destroy holiday trees out of season.
  • Starting climbing ladder while handcuffed.
  • Opening menus while fishing rod charge overlay is visible.
  • Catching fish on land with the right timing.
  • Infinite loop when selling more than 255 items.
  • Power bug with custom oil drills missing an animation.
  • Server getting stuck if mod contains an infinitely looping crafting recipe.
  • Nearby items list not finding items that rolled between grid cells.
  • Note quest objects had non-trigger colliders.
  • Placing makeshift vehicle upward into ceiling.
  • Rocket logging duplicate console output.
  • Potential fix for sudden angle change the frame after closing inventory on Mac.
  • Stepped sun blending as fog changes.
  • Backend time offset not getting set properly.
  • Objects getting stuck in editor when move between regions was interrupted by flying/copy/paste/delete/etc.
  • Loading infinite/NaN UI scale value.
  • Inconsistencies with newly placed electric items at grid cell borders.
  • Ammo count in description of equipped gun.
  • Default formatting of singleplayer config without a display name.
  • Slightly misaligned markings on road props.
  • Achievements from NPCs were not unlocking properly in multiplayer.
(Beta) Transport Layer Netcode Rewrite:


The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue

3.20.8.0 Update Notes

Update Notes:


Additions:
  • Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items.
  • New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc.
  • FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site.
  • Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below.
Changes:
  • Server verifies hashes of all loaded master bundles during connection. This prevents clients from connecting with out-of-date or modified master bundles, but can be disabled with the Validate_MasterBundle_Hashes setting.
  • Server tests dialogue tree to double-check player has access to vendor. Previously if that vendor existed on the server it could be opened through other NPCs.
  • Econ hash is validated with server. This prevents clients from locally exploiting other players visibility, but can disabled with the Validate_EconInfo_Hash setting.
  • Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests.
  • Each frame one transparent propeller is updated to sort properly with water. Previously air vehicles crashed into water would be sorted wrong depending on the distance from the center of the water tile.
  • Replaced vehicle exit capsule overlap by finding the vehicle center by largest volume. The capsule overlap had bad side effects like upside-down vehicle falling back to spawn points.
  • Quest object interactions are no longer predicted on client.
  • Trees no longer respawn while a player or barricade is on the stump.
  • Embedded YouTube videos are now removed from the in-game text so they can be used in announcements.
Fixes:
  • Magazine reload speed modifier applying to detach rather than attach.
  • Catch exceptions while loading asset files. Some files did not get deleted properly for some players causing them to get stuck loading, so this should not happen anymore.
  • Prevent using voffset tags on signs. It could be abused to draw text in the sky.
  • Losing track of original mesh when repeatedly changing car paintjob.
  • Harvested bushes being invisible until respawning when returning to an area.
  • Minimum time between sentry gun shots fired. Certain guns were firing one shot per frame.
  • Pressing UI hotkeys on the same frame. (e.g. crafting and attachments menu)
Elver:


Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace.

3.20.7.0 Update Notes


[previewyoutube][/previewyoutube]
Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it.

The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items.

To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat.

This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:


[previewyoutube][/previewyoutube]
Watch the Elver Map Trailer Here Watch the Elver Item Showcase Here

Update Notes:


Additions:
  • Elver Mystery Box and Elver Item Bundle are now available on the Stockpile.
  • Elver event and exclusive theme items drops are active until July 31st.
  • Plugin UI formatting and event compatibility with TMP input fields and TMPUGUI texts.
Changes:
  • Lucky Coins, Sky Lantern, Blossoming, Decked Out, Crystal Shards, Soul Shattered, and Enchanted mythical effects are available in the crafting pool.
  • Default TMP fonts fallback to Noto Sans CJK by Google.
  • Temporarily disabled clientside workshop restriction validation until we have a better way to identify hosts.
Fixes:
  • Moved an out of bounds boulder on Washington.
  • Fixed LOD fallbacks for skins with override meshes.
  • Fixed APC steering tire visuals.
  • Fixed impact grenades not exploding upon hitting vehicles.
  • Fixed using rest gesture from invalid stances.
  • Fixed door overlap test bounds. They were twice as big as they should have been.
  • Fixed yet another issue with crafting ingredients marked critical.
  • Fixed slightly floating fence in Stratford on PEI.
  • Fixed showing nickname on map with spectator overlay.
  • Fixed battery charging while fuel is empty.
  • Fixed disconnect button timer showing while dead.

3.20.6.0 Update Notes

Elver:


Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday!

Update Notes:


Vehicle Building:

Several settings have been added to Config.json for limiting the size of vehicle bases:
  • Allow_Item_Placement_On_Vehicle (true / false)
  • Allow_Trap_Placement_On_Vehicle (true / false)
  • Max_Item_Distance_From_Hull (meters)
  • Max_Trap_Distance_From_Hull (meters)

In particular, the trap settings are intended to help prevent roaming walls of death.

Emissive Materials:

Following the recent Unity upgrade and post-processing upgrade, the bloom threshold has been raised to only affect pixels with >1 emission. This prevents bloom from interfering with bright surfaces like beaches. The emission colors on a few hundred materials have been adjusted to match, and especially the bloom on fire looks nicer. If any materials were missed or look odd feel free to report them as a bug and they will be adjusted.

Rocket:

Servers using old versions of Rocket will now be required to update to a newer version. There was a warning about this in the server console in the previous update, but now it is mandatory. This is important because there are fixes for legacy Rocket issues like multithreading exceptions and teleportation exploits.

General Additions:
  • Added Quest_Boss_Respawn_Interval (seconds) option to help prevent abusing quests to farm boss tier loot.
  • Added flags for plugins to disable life meters and status icons.
  • Added EffectSpawner component for Unity event hooks to invoke.
  • Added Rubble_Reward_Probability [0, 1] for destructible objects.
  • Added collection tags to Steam items.
General Changes:
  • Upgraded vanilla flag, placard and sign items to use Unity's newer "TextMesh Pro" replacement for text meshes. This looks nicer and offers better performance.
  • Per-level server config overrides only apply if the server is using the default value.
  • Tools like carjacks and lockpicks can be used by admins in safezones for cleanup.
  • Item placement preview materials are two-sided, and no longer red/green. Some items had one-sided faces, and the red/green was bad players with deuteranopia.
  • Attached barricades ignore vehicle colliders regardless of name. Previously only colliders named "Clip" or "Block" were ignored.
  • Workshop submission menu tries to check for write permissions.
  • Potentially save time during startup by only checking official guns, melee and beans for skins.
  • Expanded navmesh at the mine on the Russia map so zombies from the Northern entrance can reach the soul crystal.
  • Exiting vehicles tests whether seat capsule is overlapping world. Should prevent wedging the tops of short vehicles like bikes into ramps to exit upwards.
  • Links to box items are not shown in regions where they cannot be opened.
  • Line break markup is formatted in item descriptions.
  • IOBS spawns the interactable effect for Effect, Effect_On and Effect_Off transforms if present.
  • Featured workshop item is slotted below unseen announcements in the news feed.
General Fixes:
  • Fixed entering vehicles through player collision volumes.
  • Fixed disabling interaction highlight when salvaging a barricade attached to a vehicle.
  • Fixed movement and vehicle mispredictions related to the underground whitelists.
  • Fixed placing barricade attachment being one frame late. This caused barricades placed on moving vehicles to sometimes get left behind.
  • Fixed barricades placed on doors not attaching to vehicles.
  • Fixed missing Bistro #1 and House #11 window slots.
  • Fixed failed parsing of graphics command-line values throwing an exception.
  • Fixed nailgun maximum starting ammo.
  • Fixed ammo and repair blueprints not respecting critical supplies.
  • Fixed potential issue with lobbies.
  • Fixed punching when transitioning between swimming and jumping.
  • Fixed changing weapon slots while driving interfering with physics.
  • Fixed re-acquiring "The One That Got Away" quest after abandoning it.
  • Fixed zombie fire breath sound attenuation.
  • Fixed cancelling turret usage when vehicle dies.
  • Fixed missiles disappearing on client when shot while moving backwards.
  • Fixed treating relay server IPs as remote player IPs.
  • Fixed fire and acid weapons dealing damage on PvE servers.
  • Fixed Use_Airdrops config only applying to survival mode.
Visual Fixes:
  • Fixed refreshing hotbar icons when item state changes.
  • Fixed item hotkeyed to 0 showing as 10.
  • Fixed not resetting atmospheric fog when returning to main menu.
  • Fixed atmospheric fog influence on sun rays and aurora borealis.
  • Fixed layout of large images in the menu news feed.
  • Fixed a misplaced parking line in St. Petersburg.
  • Fixed brightness of stars.