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DevBlog #41

[h2]FTessaro - Lead Programmer[/h2]
This month I worked on several fronts, while also working on improving the Spectator Mode for the public Evrima branch of the game. We also fixed a few small problems server side, and introduced the new Vomit Sickness.

Like last month, I’ve cut my work into topics for easier consumption:
  • Implemented more mutations and fixed a lot of related bugs. The mutations are made in a way that server owners can enable/disable all mutations, or enable specific ones and more: They can customize the specific values of the individual mutations, allowing a wider range of customization for community servers.
  • New resting curves were implemented, still under work in progress balance wise, but now the longer you keep resting, the faster it restores stamina, health and blood.
  • Other balance changes were added, such as stamina affecting damage output, and the addition of “Wounds” (not visual), which lower your health as well as certain stats, such as health regen, stamina regen, damage and more.
  • The Dilophosaurus Hallucination System is mostly finalized, we are just adding some extra effects and balance adjustments.
  • Several members of the team worked together this month to reduce memory usage of the new map (Gateway), especially server side. We managed to reduce its memory consumption by about 50%.
  • A heap of Migration tweaks and bug fixes.
  • Locational effects improvements and bug fixes.
  • Setting up final assets and systems for the new playables.
  • Several bug fixes in all areas and QOLs.

With the Stress Test now live we can finally gather the data we need to balance and adjust the map accordingly, so we can release it asap. See you next month!


[h2]dmIV - Programmer[/h2]
This month I’ve been focusing on polishing the upcoming playables and fixing related issues. The herrerasaurus climbing is becoming more and more reliable, I found some networking related jittering that I also managed to smooth out. I also set up the special resting animations that are used when positioning yourself on thin branches. The animal was also given a new diving animation, we expect players to spend a lot of time up in the trees and jumping down into water can be a good way to dampen your fall, assuming you don’t jump into the jaws of a deinosuchus.

I also gave the diabloceratops some love, it now takes reduced damage to its head and can use its block ability to reduce it even further. I extended the dryosaurus’s dodge charge indicator to support a more generic functionality, it is now also used to indicate how many sparring abilities you can activate and also show their cooldown.

Finally I made some developments to the growth system. Our aim for the current apexes is to have a relatively faster growth in the beginning, and then significantly slow it down as you get older. There were a couple things that had to be adjusted, but it’s all set up now and hopefully it will lead to a rewarding experience.




[h2]Wedge - Sound Designer[/h2]
This month I’ve been working on designing vocal sounds for both Dilophosaurus’ and Diabloceratops’ unique abilities.

I have made a handful of sounds, alongside Dilo’s menacing laugh that I made previously, for its venom mechanic. Initially I created a unique Threaten call for envenomation that can be heard before a hallucination initiates its attack, a layered shrill shriek, with a hissing rumble and a throaty roar. Additionally, there are some more comparably subdued but intimidating sounds, including some variations to its laugh gurgles and growls, and a couple of unique hisses, one layered with a trilling shriek.

For Diablo I’ve created a suite of grunts, groans and exertions for use when locked into a sparring match, emphasizing the struggle of strength between them. In addition, there are some more bespoke sounds used while sparring for ramming, being rammed, flipping, being flipped and trampling.

I’ve also started working on the foley needed for sparring, so far I’ve created a hard knock of horns clashing as they collide from a ram attack. Additional contact sounds need to be made for when horns interlock or come into contact outside of the ram attack during the sparring bout.

More sounds may be required as these mechanics are iterated on and progress to the final result, but with the majority of the work near completion for these two animal’s sounds I’m looking forward to moving on to Herrerasaurus very soon!


[h2]Bryan - Animator[/h2]
It’s been a marathon of T.rex animations for me over the last week, it’s got a full locomotion suite done, all 114 animations just for walking, trotting, running and all the wounded variations for them across all the life stages the Rex goes though, which is more than usual because Tyrannosaurus is a very weird beast that just had to be different from all the other Tyrannosaurids.



Aside from that, we’ve got the look for Herrerasaurus’ climbing squared away and with Rex out off my plate I can focus on getting its climbing suite done as well. Sure Herrera isn’t exactly built for climbing, but then that’s just part of the challenge for getting it to look believable. Chances are you’ll have other things to worry about when you look over the edge and see one skittering up at you anyway.


[h2]KissenKitten - Producer[/h2]
Gateway stress testing is again underway along with the corresponding changes we make based on feedback. The new playables are being put through their paces so they’ll be ready for their debut in stress testing at a later time. The dilophosaurus is getting some accompanying effects that you’ve likely seen the placeholders for on stream that will make its venom something you’re going to want to avoid. The herrerasaurus is getting some animation smoothing and swapping out of any problematic proxies. The diabloceratops sparring is going to be aggressively tested since we need to make sure the flow of battle feels right no matter what you’re facing. As they will be in direct opposition to other ceratopsians as well as certain large carnivores that specialize in hunting horned prey. The tyrannosaurus and triceratops are slowly lumbering their way into the spotlight and doing so in imposing fashion. Both need to be super solid as they’ll be some of the most formidable animals in the game and we really want to nail their gameplay and aesthetics so you feel properly powerful overall and not just a higher damage model swap. Fingers crossed! We’ve also been working with mutations and rounding out the gameplay loop for the dinosaurs as a whole. Hope you’re ready to be a feeble or ferocious grandparent.

This month has also included some quality of life changes across the board. Some you’ll notice sooner than others. But the keen-eyed may have spotted some of them on stream. Some examples include changes to certain species animations and changes to their fluidity of movement. The goal being to remove some of the jank the characters have had for a while now. Also changes to nightvision, weather, sound and more. The outlying creatures are also being pulled in line with the rest of the roster. Like the dryosaurus, hypsilophodon, deinosuchus, stegosaurus etc so they’ll have the same level of completion intent as the rest of the roster. Like directional attacks and over time, their other mechanics. There were several other features for some of the playables that had to be cut for expedience sake that we can now begin devoting time to. Yes, we’ve been working on burrowing. We’ve made promising strides in that direction and I’m pretty excited about it. There’s also some R&D in relation to pounce and how we plan to expand on that feature so pouncers feel more deadly even to larger, more powerful animals. Shouldn’t be too hard for those of you familiar with large predators and their large prey to guess what that is but more on that after testing proves successful. Humans have also been getting a lot of love this month from the design and animation teams and are shaping up to be something we feel will be an enjoyable and pants pooping experience. That’s all for now.

Patch 0.11.57.02

Hey Islanders,

In this small patch we've introduced a rework to the vomiting mechanic and introduced a "sickness" status effect. The patch notes contain a more detailed breakdown of these additions. We are aware of and continuing to investigate the ping issues affecting our Official Servers. We will keep you informed as soon as we have more information available.


Changelog 0.11.57.02



[h2]Additions[/h2]

  • Expanded upon the existing vomit system. Vomiting now has a variable cooldown as to prevent players from becoming "vomit locked" when attacked by groups of ceratosaurus', which would stop them from fighting back. Whenever a player vomits, they will also incur a vomit sickness state that lasts 5 minutes. While this state is active, nutrients cannot be gained from eating and there is a chance to vomit again while eating/swallowing food. Additional vomits during this time will cause the vomit sickness state duration to stack and increase. As before, stamina/hunger/thirst max values are decreased after vomiting, and interacting with a salt lick can remove these negative effects more quickly.



[h2]Enhancements[/h2]

  • The vomiting animation will be prioritized over abilities and sprinting, but will still allow the player to walk/trot. This is to ensure that players can be seen visually vomiting instead of just suddenly receiving the debuff.
  • Adjusted the vomit revert value proportion over time.



[h2]Bug fixes[/h2]

  • Fixed vomit decal trace.

DevBlog #40

[h2]Filipe - Lead Programmer[/h2]
This month I have been working on several different things across various days/weeks, so I will mention the most important topics below:

  • Reworked the thrash abilities mouse detection, as there were issues with certain resolutions that prevented it from triggering.
  • The mutation system is in progress and new mutations have been implemented as their design has been approved. Alongside this, new UI alerts, panels and QOL messages are also being added.
  • Reworked the pachy headbutt hit detection for more accurate bone fractures, it was almost impossible to hit certain animals, especially the head.
  • Setup new SickState, from vomit, it now applies different rules making this a more robust mechanic, not only decreasing some statuses - This is being applied as a patch to the public, which you’ll learn more about in a future announcement..
  • Helped set up new playable dinosaurs with animations and made specific code changes necessary for some abilities to function properly.
  • Added Banana trees with bananas to be part of the new diets in Gateway.
  • New Locational Effects. These are new shader effects that are applied by the environment, such as being wet when entering water or during rain, mud, duckweed from swamps, dirt, dust, blood, etc. It is a complex system that allows those effects to dry, transition between and be fully dynamic.
  • Destructible fences. If the animal is big/strong enough, fences can be destroyed to create new entrances. These are different from the Physics Doors that you can push.
  • Pouncing. Besides some improvements and different methods of latching the attacker to the victim, I've also been working on a transition from Pounced to Pinned, with a variant in the middle for very big animals, more details soon.
  • Added skin variation to the saving and export button in the skin system, it was intentionally not added before, but by request we did now.
  • Balance changes implementations and several bug fixes.

That is it, see you guys next time.


[h2]dmIV - Programmer[/h2]
Most of my month was spent working on herrerasaurus improvements and fixing climbing behavior in some of the more uncommon scenarios. It is now more reliable to latch on to the wall without aiming accurately and a proper landing indicator was set up instead of the testing visuals.

I also added a new drop attack, which is executed by holding RMB when falling on someone. This deals damage and can stagger or knock down depending on your falling velocity. Another unique feature involves the dewlap of the dinosaur. You will be able to hold F and press the left mouse button to send signals to other herrerasaurus’. This will be particularly useful for communicating without making a sound.




[h2]VisualTech48 - Environmental Artist[/h2]
This month I have been focusing my work on getting humans up and ready more and more, by firstly finishing up both the Pistol and the Rifle to its key details.

The pistol is now fully complete and has an assortment of attachments, most of which can be fitted to any appropriate weapon, consisting of Laser, Red Dot, Flashlight and Silencer attachments.



Next up for the human arsenal is the Pump Shotgun, which will have its own set of attachments, but we will reveal as we go. For now I’m happy to announce its progressing really well, however, keep in mind this is heavily subject to changes, as it's only the “High-Poly” phase.



Lastly, a lot of focus has been on a bit more freedom and advancement towards the buildings in general. The following images were made as a proof of concept, to showcase one of the capabilities of the kit, in which you can see a really “quick” and “dirty" rundown of a simple room.



I’ll be expanding on this kit furthermore, however, only after the shotgun is done, to feature more pieces to allow even more freedom. I’ll share just an example of a quick floor layout for the expanded kit. That is what I can reveal so far. See you next month!




[h2]Wedge - Sound Designer[/h2]
This month I’ve been focused on wrapping up remaining sounds left for Dilo and Diablo in their adult stages, as well as refining, reworking or improving upon existing sounds as I test them. The only exceptions to sounds complete are what’s needed for their unique mechanics, i.e. venom and sparring respectively.

Dilo’s remaining vocals had included its pinned, pounced, eating, thrashing and courting sounds. I’m particularly fond of its chilling screams for the pinned and pounced, created from a blend of Bird and Loris screeches, glass squeaks and warping metal tones.

Diablo’s remaining sounds had included its pinned and courting as well as generic breaths and grunts to be used in animations like sniffing as well as for filling gaps where needed. Its court sounds are a playful mix of chirps, rumbles and hoots to coordinate with its movements. With these two mostly wrapped up for now I’m looking forward to moving on from these two creatures and onto the next soon!

I have also been making little improvements when and where I can, some examples include adding landing foley sounds when jumping or dropping on to your feet and some attacks as well, finalized moving calls and primary attacks to a new audio system, and calls only start becoming hoarse at half stamina instead of full now.

[h2]Bryan - Animator[/h2]
I’m itching to get back to working on the Rex and eventually Triceratops, but this month it’s been all Diabloceratops, Dilophosaurus, Herrerasaurus and John Cake.

Diablo is a pretty big project, it’s sparring ability is pretty complex and demands a lot of animations, and tweaks to those animations down the line so they look the best they can in-game.

Dilo got some updated Alt attacks as well, a bit more responsive and vicious than the first iteration. I always enjoy the freeze frames on these.




[h2]hypno - QA Lead[/h2]
We have started the process of sending out invitations to successful stress tester applicants. If you have not yet received an invitation, do not fret, as we are sending them in waves due to the sheer number of those that applied. This process may take some time yet and is also dependent on the content that is being tested. We need to ensure that the servers are filled to maximum capacity for the entire duration of the tests but also give everyone an ample chance to access the new content.

The QA team has had its hands full testing all of the following: Diabloceratops, Dilophosaurus, Herrerasaurus, Gateway, Migrations, and Mutations. While we will not be introducing all of the aforementioned in a single update, we have been able to report issues for them as an ongoing effort as opposed to trying to focus on one mechanic only when it’s complete. As mentioned in my last devblog post, the changes to our roadmap allow us to send each mechanic as its complete as its own update.

The diabloceratops sparring mechanic is coming along well. The ability to strafe in combat while other species cannot will bring a new complexity to our combat that hasn’t been touched on before in The Isle. Where some players would run past a target to attack them from the rear, the diabloceratops is able to simply step sideways at decent speed to stop them in their tracks and bring them a swift end. Sparring with another diablo has not been finalized, so I will refrain from going into any further details about it for now.

Dilophosaurus’ hallucination has not been touched on much in other devblogs or shown, but I can confidently say that this has been one of the most enjoyable mechanics to test as of late and I personally believe this mechanic will make it a fan favorite. The current prototype prevents targets from seeing past a certain distance with a fog effect, and also causes temporary dilo AI to spawn and run towards its target before disappearing. This prototype may not be reflective of its complete state, but it is already proving to be very effective in both combat and bringing some much-needed horror elements to the game. It is especially effective at night time and very humorous to witness a player swinging away at a target that isn’t there.

Herrerasaurus’ climbing and “divebomb” attack is the most complete of the new species mechanics. Taking the pteranodon’s clinging to a whole new level, the ability to climb up almost any surface and drop down onto unsuspecting prey has been thrilling to experience. The attack scales with both the velocity of the character and the size of the herrerasaurus, allowing for some fun interactions. As this attack requires a fair bit of planning and skill to pull off, it will definitely need further balancing to ensure that it’s both rewarding but also not being overpowered. Currently, I believe that an adult herrerasaurus will be able to instantly kill an adult dryosaurus with a far enough fall, and deal a large amount of damage to an adult omniraptor. We will be playtesting this further in stress testing to find the best values though.

Gateway and migrations will introduce a far more interesting experience to all of our characters, humans included. With different biomes to explore and a plethora of POIs, no two places look the same. There are areas that have been exclusively made for creatures of various sizes, including but not limited to juvenile sanctuaries that can be used as a safe haven from the much larger species on the island. Migrations pushing the different species around the island in a controlled manner will also help to deter issues such as megapacking that plague Spiro.

Finally, mutations have brought in a mechanic that could make every single lifecycle a different experience for the player. Being able to adjust your character’s statistics, characteristics, and attune them to the various environments in the game has been very intriguing so far. For example, if you enjoy living in a coastal environment away from all the chaos in the denser areas of the island, you could find that performing certain actions there would allow you to drink from the nearby saltwater. There are many other mutation options that will be available with the mechanic's release and I hope you look forward to discovering more for yourself. This system will play a vital role with introducing Elders to the game, rounding out the dinosaur’s mechanics and gameplay loop as a whole.




DevBlog #39

[h2]dmIV - Programmer[/h2]
In my completely biased opinion I must say that this has been one of the best months I’ve had working on the game. The time finally came for me to continue working on the herrerasaurus. There had been a few times when I experimented with it due to the pteranodon’s latching for example, but I can focus more on the movement and agility now.

The climbing system is made up of several parts. First, there’s moving the character along the wall and there’s always room for improvement on this one. There are two actions that can happen related to this, climbing up a ledge and climbing down from a ledge into climbing mode, the latter being difficult as the character has to turn around and align itself to the wall.

Aiming your jumps is very important when playing as a herrerasaurus, so we added indicators that tell the player where you would land when jumping. You can hold the right button when standing or climbing, then press space to jump there. Jumping this way when standing in place will let you jump forward instead of straight up, this is extremely useful when jumping from branch to branch.

Speaking of branches, when walking on our largest trees the herrerasaurus will automatically follow them to avoid falling from a potentially lethal height. This one took quite some time to figure out, but it makes moving around much more convenient, so I’m glad with how it turned out.


All these come together very nicely, here’s a little teaser in its current unpolished state. Most animations are also just placeholders for now:

[previewyoutube][/previewyoutube]


[h2]Wedge - Sound Designer[/h2]
This month I’ve mostly been continuing to flesh out the vocal palette for Dilophosaurus, using the calls as a baseline for both aggressive and non-aggressive sounds. The low gurgling defined in its broadcast and attract have both been adapted as well as used to influence new sounds, including more sounds for idle and generic uses, along with drinking, wallowing, resting, sniffing.

The harsher shrieks from its threaten and danger calls have been a good reference to expand its sounds, particularly its attacks and various pain sounds, including death, pounced etc. I’ve also created the first sound that will be part of a suite of sounds for its venom ability, 3 very low and menacing hoots bookended by its signature gurgles, coming together to give the feeling of a mocking yet chilling laugh as it plays with its prey. This sound (among others), in theory, will be manipulated from the perspective of the prey to move around the spatial field, disorienting players that have fallen victim to this creature's venom.

I’ve also done some preliminary work on the Herrerasaurus. Its vocal calls have been set up with some alterations to the exports to facilitate the correct sound when the layers are passed through the various attenuation and processing. I’ve also done a first pass on adding footsteps and foley sounds to its animations. Finally I’ve started recording, editing and processing foley sounds for its climbing. So far only sounds for climbing trees have been done and they are in an iterative phase with the mechanic still undergoing work, however adding these sounds helps to define how this ability is going to feel as it progresses.

I’ve also been working on some bug fixes for issues related to calls distant reverb/delay as well as how vocals behave when performed in water


[h2]Seiza - Video Editor[/h2]
I've started creating the control rigs for our characters. They will help me create more detailed animations in the UE5 sequencer and also help me make the animation transitions a bit cleaner. I will certainly tweak the implemented IK system and gizmos a few more times until they fit perfectly for my work.



I've also started to create a sort of console-style in After Effects to begin capturing the “Apollo Engineering software.” This style will surely be with us more often and can be used in many ways. We've already used it in the Roadmap video, but trailcam videos or introductory templates for "found footage" could also be presented with this design.

In general, the goal of this new format is to get closer to the atmosphere of the lore, and I'm excited to see what we can do with it in the future.

[previewyoutube][/previewyoutube]


[h2]Tapwing - 2D Artist[/h2]
This month, I’ve been mostly occupied with environment concepts of internal lab designs and icon work - creating cerato and troodon prototypes of our games logo (as a mini celebration for some of our new releases).

Cerato’s design was pretty straight forward since its skull is fairly distinct on its own.
However, Troodon came off a tad generic with just the usual skull pose; but it did give me an opportunity to try a version with multiple skulls to showcase the swarm gameplay-style of the animal. Hopefully these shake out to be something final that you all can see soon!


[h2]Amar0k - Programmer[/h2]
This month I spent some time on bug fixes, AI, and the addition of server whitelisting. Workshopping the base dinosaur AI has been heaps of fun. The base logic of tenontosaurus is mostly complete. They can be solitary or have their own AI groups they stick to. Anything further may spoil the magic, but it’s already capable of providing some exciting fights with players. I hope to get carnotaurus and omniraptor up and running shortly, too.


[h2]Bryan - Animator[/h2]
Been spending a lot of time with John Cake lately. He might come across as a bit of a showoff but he’s actually a pretty chill dude even if he doesn’t talk much. Thinks he’s still gonna be a guide on some island safari tour, dunno where he got that idea though, something about a book he read. I haven’t had the heart to tell him what his actual job is gonna be.

Aside from rigging up John Cake so we can do some of our own in-house animation, I’ve been working on the T. rex and Diabloceratops this month and Trike is finally all rigged up and ready to receive new animation. The T. rex has new locomotion for all of it’s growth stages as well, it’s a pretty big departure from the legacy animations, even the growth is different, it’s practically a whole new beast.

Herrerasaurus finally got a skeleton as well, had to grow some backbone to do all that climbing and jumping it’ll be doing and next I’ll be working on its climbing animation, touching up the prototype and placeholder animations with some more final animations for its debut.


[h2]hypno - QA Lead[/h2]
With our recent change to the roadmap and how we approach game updates, the majority of QA’s time was spent focused on validating bug fixes for the latest patch that introduced server whitelisting. We also used this time to address some of the balance concerns that were prevalent in Update 6.5, including vomit preventing movement and an input lockup that occurred if a target was knocked down while pouncing on a character.

Talking of balance; now that we have moved away from larger updates and instead pushing out content as and when it’s ready, we are working on a new process for how we handle balance changes so that they can be provided much more frequently in accordance with your feedback. We hear your concerns about the ceratosaurus “vomit lock”, whereby a group of ceratosaurus’ will continuously bite a target, forcing it to vomit nonstop, preventing it from defending itself. This is not an intentional feature of the ceratosaurus’ kit and will be addressed as soon as possible, though it will require a rework of vomiting in general so expect to see more information on that when we have a solid direction that we want to take it in.

A few more known issues include the loss of player characters and both omniraptor and troodon pounce not “connecting” with a target, usually resulting in death. These are marked as high priority on our bug tracker and are actively being investigated by our programmers. A big thank you to those of you that have been reporting these issues.

QA have already started testing some of the upcoming playables in our latest builds and they are coming along very well, particularly the herrerasaurus with its unique ability to climb surfaces, as you may have seen already in dmIV’s post.

As many of you well know, the stress testing team applications were reopened recently and resulted in an astounding 1,400 submissions. These are currently being reviewed and successful candidates can expect an invitation to our new stress testing discord server very soon. We appreciate your patience and understanding in this matter.


[h2]KissenKitten -Producer[/h2]
The wheels have been churning around here all month. Fixing various issues and gearing up for a tonal shift in the game. I’ve been moving from dept to dept making sure everyone has what they need to swing for the fences. Hopefully there will be some homeruns in it for us and you.

The herrerasaurus has been coming along quite nicely. It’s been gaining in fun factor around here for a bit now. It will be a lot of fun seeing how you all like it and how many of you are going to plummet to your deaths. Practice, patience and prayers. But overall you’ll be able to make a leap of faith with a fair amount of surety.

The diablo and dilo have also been getting their special abilities implemented and tested. So we can shift the prototypes to their final form. Diablo is moving pretty good currently but needs a few tweaks to really make it something special. Hopefully resulting in some moments that feel good to play with as well as against. Dilo also seems to be heading in the right direction. Our intentions being to make it every bit as fear inducing as it used to be but modernized.

If all that weren’t enough, the rex is growing in power each day. I’m so excited to see what an apex can really do. But anyway, that’s all for now. I look forward to seeing you all over on Gateway.




Patch 0.11.54.12

Changelog 0.11.54.12


[h2]Additions[/h2]
  • Added server whitelists - Details below


[h2]Enhancements[/h2]

  • Various adjustments to improve accuracy of directional attacks
  • Fixed locomotion input locking during vomiting
  • Improvements to spectator mode update rates
  • Added the missing hint for the 3x carb diet combination


[h2]Bug fixes[/h2]

  • Fixed the input lockup when a character is knocked down during a pounce
  • Fixed players being shielded from attacks if they are standing on a corpse
  • Fixed being able to interact with already swallowed actors
  • Fixed omnivore diets ignoring carnivorous diet requirements
  • Fixed the carb diet spending more stamina instead of spending less
  • Fixed gallimimus paranoia audio playing in all biomes instead of just the jungle
  • Fixed corpses not floating to the top of water
  • Fixed gallimimus mobilization vocals playing indefinitely when sprinting and causing other vocals to become blocked
  • Fixed pounce sometimes causing the target to always buck if the buck input was pressed as the pouncer was dismounting


[h2]Server Whitelisting[/h2]

Server owners can enable whitelists by adding bServerWhitelist=true under the TIGameSession section of the Game.ini file.

In the same file, add each Steam64 ID using: WhitelistIDs=71231XXXXXXXXXXXX under the TIGameStateBase section.

Once enabled, only IDs in that list will be able to join the server. Server admins will be able to join regardless of if they are on the whitelist or not.

Example below:

[/Script/TheIsle.TIGameStateBase]
WhitelistIDs=71231XXXXXXXXXXXX
WhitelistIDs=71231XXXXXXXXXXXX
WhitelistIDs=71231XXXXXXXXXXXX

[/Script/TheIsle.TIGameSession]
ServerName=Server Name
MaxPlayerCount=50
bServerNesting=false
bAllowReplay=false
bServerWhitelist=true