Update 1.10
[h3]Merged material editing[/h3]
There is a new button in the toolbar of the custom unit creator to improve material editing. Materials from all items of the unit are displayed as a single list and matching materials can be edited as a single entry, preventing you from having to copy paste colors between items!

[h3]Edit modular building materials during placement[/h3]
When placing a modular object, you can now edit the color before placing it. The game remembers the setting while you keep placing supported objects. Otherwise, you can load the last used settings with a click of a button when you start placing supported objects again.

[h3]Object groups[/h3]
The concept of object groups has been added to the custom battle editor:

[h3]Selection filtering[/h3]
Selection filtering can be used to remove specific types of objects from your current selection or focus it on a specific type of object. When a single object is selected, there are suggestions to add matching objects to your selection.

[h3]Embedded prefab and unit editor for custom items[/h3]
While creating custom items, you can now test them directly in the integrated prefab or unit creator depending on the item type.
[previewyoutube][/previewyoutube]
[h3]Custom ref size objects[/h3]
You can now load any vanilla or custom object from the game's database as a reference size in the custom item editors!

[h3]Burned skin paint for custom units[/h3]
A new body paint item has been added to add burn marks to units that are similar to those of burned zombies.

[h3]Scripted Rendering[/h3]
There are various new nodes to render primitive 3d objects from scripts. This can be useful for debugging or quickly visualizing something without having to create full custom objects, especially since materials/colors can be updated every frame.
Depending on demand, this feature will be extended to support screen space rendering or custom 3d objects
[h3]Scripting features[/h3]
[h3]Other features and improvements[/h3]
[h3]Bug fixes[/h3]
There is a new button in the toolbar of the custom unit creator to improve material editing. Materials from all items of the unit are displayed as a single list and matching materials can be edited as a single entry, preventing you from having to copy paste colors between items!

[h3]Edit modular building materials during placement[/h3]
When placing a modular object, you can now edit the color before placing it. The game remembers the setting while you keep placing supported objects. Otherwise, you can load the last used settings with a click of a button when you start placing supported objects again.

[h3]Object groups[/h3]
The concept of object groups has been added to the custom battle editor:
- Selecting a single object from a group will select the whole group, unless you hold Left Alt while selecting
- Object groups can be created or dissolved by selecting objects and using the "Make Group" button in the left toolbar
- There is a new editor setting to enable prefabs to be placed as groups automatically. (Editor Settings in the bottom right corner)

[h3]Selection filtering[/h3]
Selection filtering can be used to remove specific types of objects from your current selection or focus it on a specific type of object. When a single object is selected, there are suggestions to add matching objects to your selection.

[h3]Embedded prefab and unit editor for custom items[/h3]
While creating custom items, you can now test them directly in the integrated prefab or unit creator depending on the item type.
[previewyoutube][/previewyoutube]
[h3]Custom ref size objects[/h3]
You can now load any vanilla or custom object from the game's database as a reference size in the custom item editors!

[h3]Burned skin paint for custom units[/h3]
A new body paint item has been added to add burn marks to units that are similar to those of burned zombies.

[h3]Scripted Rendering[/h3]
There are various new nodes to render primitive 3d objects from scripts. This can be useful for debugging or quickly visualizing something without having to create full custom objects, especially since materials/colors can be updated every frame.
Depending on demand, this feature will be extended to support screen space rendering or custom 3d objects

[h3]Scripting features[/h3]
- Added Unit/GetMount node to retrieve the siege weapon or animal of a unit as object reference
- Added SpawnPointLight / SpawnSpotLight nodes to create scripting lights at runtime
- Added GetEquipName to get the database name of an equipment item by id
- Added Health/GetMaxHealth to get the max health of a unit or object
- Added Array/Clone and Array/Reverse nodes
- Added GetGuardPose node
- Added QuaternionToEuler and EulerToQuaternion nodes
- Added CustomSupport input nodes (missing from previous update)
- Added various nodes for scripted rendering
[h3]Other features and improvements[/h3]
- Added grenade type 'Scripting' to custom grenades to create grenades that only trigger the scripting event and nothing else
- Scripting tags can now be added to units placed in the spawn area for vehicles and game mode spawn lists
- Added "Custom object" filter to the editor placement lists
- Added a settings panel to enable / disable medical crates
- Particle property curves in the custom particle editor can now be negative
- Particle systems can now be copy / pasted into sub particle systems in the custom particle editor
- Added current color indicator to color picker in the terrain editor
[h3]Bug fixes[/h3]
- Fixed missing hover outlines in some cases
- Fixed accuracy of equipment on custom corpse units
- Fixed that some custom armbands did not work with asymmetric setups
- Fixed various issues related to the crosshair settings
- Fixed missing weapon sway while not aiming
- Fixed incorrect shadows for equipped custom support items
- Fixed various settings for custom particle systems