Update v.75 live

Thanks everyone for all the support with Undead Development's Early Access release! Everyone's feedback and enthusiasm has been super motivating. Thank you! This update has some new gameplay features but is mostly focused on bug fixes and general game improvements.
Update v.75
Updated game engine
- This shouldn’t have an effect on gameplay but may solve some crash issues some users are experiencing.
Implemented new automatic error reporting system
- This shouldn’t be noticeable to players but this will provide me with some data on errors and bugs players are experiencing.
Gameplay Changes
- You can now extract the remaining ammo clip from a weapon by using the trigger on a weapon that isn’t directly held. (Doesn’t work for ‘special’ weapon types like the flamethrower or rocket launchers)
- A highlight outline will no longer display on a held gun when the other hand is in range to grab it.
- Various damage effects (such as a gun shot) can now trigger explosives.
- Gun shots and explosions now collide with player tools.
- Snap Rotate no longer requires click
- Improved player damage feedback
- Bear trap now has a cooldown tied to a longer animation
- Teleport spots (like ladders) now display a green teleport trail when selected with teleport locomotion.
- You can now use teleport locomotion to select a level from the level select screen.
- You can now see the active number of ‘wave’ zombies by pausing the game.
- Zombies will now die if they fail to attack anything for 3 minutes.
Minor Changes
- Reworded Ammo II research perk.
- You can no longer access the pause menu after dying and during the post game process.
- Map records (kills and waves) are now saved when a wave is completed
- Player progress and map records are now saved when restarting or exiting.
Bug Fixes and Optimizations
- Fixed a bug that was saving highest kill record with your highest wave.
- Modified cut metal material to remove the visual flickering issue.
- Fixed bug with pistol ammo spawning (a lot more pistol ammo will likely spawn now)
- Fixed issue with unlocked guns in the home base not being usable
- Fixed flickering on spikes of small metal scraps
- Balanced Molotov audio to be quieter.
- Fixed issue where guaranteed hammer or light was not given to the player at the beginning of the game
- Added maximum spawned loot cap. Once 120 loot objects are active all loot except for ammo will stop spawning. I will be tweaking this or removing it based on feedback.
- Tweaked individual item caps.
- Fixed issue that would nail objects to the ground when a different object should be prioritized.
- Changed the collider type for a number of level objects that made teleporting awkward.
- Fixed issue with belt pouch interacting with objects considered structures. (if an object is nailed to a static piece of the environment or nailed to a ‘post’ sticking into the ground it is considered a structure)
- Fixed issue with teleporting while holding a piece of an object considered a structure.
- Fixed issue with a crafted object being dropped if an attached melee weapon was destroyed.
- Filled hole in cracked road meshes for “Old Home” level.
- Fixed issues with flamethrower’s effects staying active when out of ammo.
- Fixed ammo UI bug when using weapons with their own ammo pool.
- Fixed issue with medium and small loot bags not having a spawn limit.
- Fixed issue with melee weapons not lowering durability in certain situations.
- Improved hit detection with melee weapons to help address an issue with melee weapons nailed as defenses.
- Fixed white texture issue for the bear trap and nails.
- Made change to hopefully address issue with scope’s texture not updating
- Made teleport collision in ‘Old Home’ level more consistent between wave combat and scavenging.
- Fixed issue with some fire particle effects not despawning and causing performance issues.
- Tweaked recycling of some particle assets.
- Fixed issue with Ammo II perk when ammo is capped.
- Fixed a bug that would allow duplicate looting of a single ammo box