Horseback riding, Balance changes, a New UI and more!
<*> Upgraded to Unity 2019.1.4f1
<*> Enabled incremental GC and integrated it with the custom GC logic
<*> Server Browser shows wipe times
<*> Can order server list by wipe time
<*> Added in game item store
<*> Show when friends are on servers
<*> Main menu has background videos
<*> Sleeping bag list now scrolls
<*> Players automatically climb over small steps
<*> Added Horseback Riding 1.0
<*> Fixed skin unloading texture and material corruption issues
<*> Fixed light from the outside bleeding into building reflection probes at doorways
<*> Fixed projectile LOS exploit that was abusing the player bounds forgiveness
<*> Fixed server side player fall through floor exploit
<*> Fixed IK on world space particle systems (flame thrower)
<*> Fixed not all servers getting listed
<*> Fixed crafting queue UI not getting reset after reconnect
<*> Fixed renderinfo command
<*> Fixed players parenting on the outside of Hot air balloon
<*> Fixed players falling out of the falling out of Hot air balloon
<*> Fixed a bunch of item typos
<*> Fixed projectiles being rejected when shot through Oilrig stairs
<*> Fixed players clipping through Oilrig dock
<*> Fixed SetDestination errors
<*> Fixed Launch site office building spawning too many barrels
<*> Fixed Watchtowers being placed under the terrain
<*> Fixed Rustige Egg base protection
<*> Fixed Water Junkpiles despawning with players nearby
<*> Fixed Muzzle flashes animating at low FPS in the distance
<*> Fixed Scope jittering all over the place when on a vehicle or the cargo ship
<*> Fixed viewmodels lagging behind when on a vehicle or the cargo ship
<*> Fixed not being able to pick up Water Barrel
<*> Fixed animals not playing dynamic footsteps based on their surface type
<*> Optimized skin unloading
<*> Enabled skin unloading on low end hardware by default again
<*> UI loads faster
<*> Fixed animations sometimes not being disabled
<*> Optimized occlusion texture memory usage
<*> Optimized input button updates
<*> Optimized chat UI
<*> Optimized physics timing values
<*> Optimized child entity networking when parented to entities with global broadcast (cargo ship)
<*> Optimized server browser
<*> Optimized font memory usage
<*> Added more localization
<*> Shader usage optimizations
<*> Improved CJK font rendering
<*> Added invisible_collider, prevent_movment_volume and gas station prefabs for map makers
<*> Hapis Island map optimizations
<*> Weapon VFX optimizations
<*> Weapon visual improvements
<*> Scope no longer scales with UI Scale
<*> Water jug spawns with less water
<*> Puzzle reset bugs fixed (can no longer camp and wait for a respawn)
<*> Nerfed oil rig loot
<*> Flashlights cast additional light in first person illuminating an area beyond just the light cone
<*> Lowered all research costs
The Smol Update
A smaller than usual 2-week update including a new Hunting Bow Model, Map changes, various bugfixes and more monument lighting changes
<*> Added granular skin loading (greatly reduces skin memory usage)
<*> Added skin unloading (itemskinunload convar, enabled by default with less than 10GB of RAM)
<*> Map uses less memory and can be zoomed out much farther
<*> New Hunting Bow model
<*> Fixed riot hat skin preview (workshop)
<*> Fixed metal / spec material issues (workshop)
<*> Fixed cave lift parenting trigger exploit
<*> Fixed projectile line of sight exploit
<*> Fixed several graphics issues with the Linux client
<*> Fixed players exploiting inside large furnace
<*> Fixed LR300 condition being too low
<*> Fixed 40mm smoke grenade climb exploit
<*> Fixed Oil Rig keycard doors being permanently locked
<*> Optimized UI background blur shader by removing unused grab pass
<*> Optimized GC allocs from client entities that are waiting for their parent
<*> Bandit Town lighting overhauled
<*> Cave Large Sewers lighting overhauled
<*> Puzzle fuse boxes now run high voltage, and as such look more dangerous
<*> Reduced external wall and gate crafting time
<*> M39 has much more manageable recoil
<*> Faster right click quick looting
<*> Bone arrows are less expensive
<*> Bone arrows move faster
<*> Bone arrows have a larger 'radius'
<*> HV arrows cost metal fragments instead of stone
For the next week, once every in-game day an easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!
If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!
There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onsie and Ears will provide you an advantage via Egg Vision.
I hope you guys enjoy playing this minigame as much as we enjoyed getting it ready for you. Have fun!
The QoL Update
Fractional Reloading, The large Oilrig, New Weapons, A tonne of Quality of Life updates and more ...
<*> EAC SDK update
<*> Added debris system to block placement of new walls and doors immediately after destruction
<*> Fixed censorship pixelation sometimes getting enabled even though underwear is enabled
<*> Fixed exploit to spawn explosive ammo impact entity through walls
<*> Fixed exploit to circumvent certain server side LOS tests
<*> Fixed water junkpile save / load
<*> Fixed a problem with corpses spawning partially inside stuff
<*> Fixed stash hide / unhide sound playing whenever they spawned on the client
<*> Fixed ores spawning inside hilltop rocks
<*> Fixed entities unregistering from the entity registry too early (cargo ship parenting issues when picking up arrows)
<*> Fixed vehicle seat clipping exploit
<*> Fixed colored nametag exploit
<*> Fixed anti hack false positives after projectile reflection and refraction
<*> Fixed fall damage exploit with global.free and debug.stall console commands
<*> Fixed anti hack exploit in elevators
<*> Fixed minicopters having hitmarkers
<*> Fixed Hapis vending machines reset
<*> Fixed shelve stacking
<*> Fixed vending machines placed inside rocks
<*> Fixed dropboxes being repaired
<*> Fixed Oil Rig distance flares not turning off during day time
<*> Fixed Oil Rig lights pulsing intensity after toggled
<*> Fixed water near-clipping issue
<*> Fixed water artifacts on macOS/Metal
<*> Fixed wave crest foam not disabled on water quality 0
<*> Fixed boats sinking into rivers
<*> Fixed some flares not disappearing during day time
<*> Fixed minicopter collision shape being too large
<*> Fixed missing first person projectile 'spheres'
<*> Fixed muzzle brake not properly applying recoil reduction to all weapons
<*> Fixed sleeping/wounded players hovering in mid air
<*> Fixed invisible shell casings
<*> Fixed incorrect scope zoom levels and naming
<*> Optimized item skin list loading when selecting items in the crafting menu
<*> Stripped several client only components from the server
<*> Optimized player mesh rebuild (players coming into view or ragdolls spawning)
<*> Added pooling to several clothing items that did not support it before
<*> Added pooling to player corpses and ragdolls
<*> Optimized player model bone remapping (ragdolls spawning)
<*> Optimized player model bone lookup (particularly during continuous gunfire)
<*> Added oilrig to Hapis
<*> Added super potato mode
<*> Codelocks now stack to 10
<*> Barricades now stack to 10
<*> Updated scientist visuals
<*> Tweaked waves: longer, less frequent & softer foam
<*> Improved water buoyancy performance by 35%
<*> Optimized water rendering across the board
<*> Improved performance for gunfire muzzle lights
<*> Backpacks now float
<*> Underwater crates untie twice as fast
<*> Fuel access on Minicopter restricted to pilot when in use
<*> Can recycle empty cans in recycler
<*> Water Jugs can be placed in fridges
<*> Salvaged Axe harvests more animal flesh
<*> Improved laser visuals
<*> Reduced flashlight shadow bleeding
<*> Thompson can now take Flashlight or Lasersight
<*> Minicopters now slowly decay when indoors
<*> Explosive ammo can be heard much farther away
<*> Explosive ammo causes weapons and silencers to lose condition faster
<*> Improved tracer visuals
<*> Compound bow in line with Hunting Bow when not charged (and cheaper)
<*> Muzzle brake reduces damage by 20%
<*> Added fractional reloading
<*> Can no longer use weapons in deflated hot air balloon canvas
<*> Can no longer see through deflated hot air balloon canvas
<*> Fixed FOV zoom bugs when using a non default FOV
<*> Pistols + Shotguns have less zoom
<*> Added Grenade Launcher
<*> Added Combat Knife
<*> Sam Site now requires electricity
<*> Fixed Sam Site targeting bugs and shooting through walls
<*> Improved muzzle flash performance and visuals
<*> Improved Simple Sight crosshair
<*> Holosight provides an accuracy bonus and 2x zoom factor
<*> AI takes less damage when mounted
<*> Heavy Plate Armor provides more explosive protection
<*> Heavy Plate Helmet obscures vision less
<*> Added "Admire" animation button to workshop
<*> FOV clamped is now 70-90
<*> Disabled graphics jobs on Linux due to crashes
<*> Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows)
<*> Mac uses Metal graphics API
<*> Deep sea waves with crest foam affecting floating physics
<*> Water interaction disturbance foam
<*> Restored world reflections option
<*> Fixed muzzle flash positions
<*> Fixed client side corpses sometimes clipping into things
<*> Fixed foam showing up near player
<*> Fixed flickering on shore, including cases related to TSSAA
<*> Fixed overbright caustics and specular occlusion on shore
<*> Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors
<*> Fixed light beams not hiding when lights are distance culled
<*> LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs)
<*> Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD)
<*> Entities are now ordered by distance from the player when they are networked
<*> Game log is now always written to output_log.txt in install folder
<*> Shore water transition quality
<*> Higher-quality high-frequency ocean waves
<*> Performance on light-heavy scenes using culling
<*> Water junkpile foliage animation now wave-based instead of foliage/wind-based
<*> Added instancing to deferred mesh decals
<*> Saved 115 MB of system and video memory by reducing some textures
The Air Power Update
Minicopters, RF Communications, Performance tweaks and more.
<*>New Hemp Plant Refresh
<*> New Palm Trees in Arid Biome
<*> Iterative entity networking (fixes frame rate drops when moving around the world)
<*> Custom garbage collections (fixes frame rate drops when moving or in combat)
<*> Added Mini Helicopter
<*> Added Flasher Light
<*> Added Siren Light
<*> Added Audio Alarm
<*> Added RF Broadcaster
<*> Added RF Receiver
<*> Added RF Transmitter
<*> Added RF Pager
<*> Added Player Sensor
<*> Added RAND Electricity Component
<*> Added Chinese New Year items
<*> Fixed chat / player name "rich text" exploits
<*> Fixed entity not taking damage when explosive was attached to lock
<*> Fixed deployable rotation via R key when deploying on terrain at an angle
<*> Fixed being able to see through floors on reconnect
<*> Fixed sometimes receiving fall damage when respawning
<*> Fixed toggling censorship option enabling worn light source
<*> Fixed netgraph not working
<*> Fixed entities sometimes missing when spectating
<*> Fixed lens flares flickering in some cases
<*> Fixed dive site tugboat windows visible over water
<*> Fixed multiple Hapis out of bounds exploits
<*> Unity 2018.3.3
<*> EAC SDK update
<*> Clear Log.EAC.txt on server start
<*> Send delta snapshots instead of full snapshots when spawning (faster respawn)
<*> Optimized memory allocations when applying skins to items on the client
<*> Optimized rigidbodies on various entities on the client
<*> Optimized memory allocations when building blocks are spawned on the client
<*> Optimized client and server relating to buoyancy performance
<*> Enabled entity pooling on ceiling lights on the client
<*> Enabled multibox pruning broadphase (client and server physics performance)
<*> Disabled rigidbody interpolation on HAB and CH47 (server physics performance)
<*> Strip various client only components from the server (server memory usage)
<*> Military Tunnels exit route balance
<*> Enabled Fullscreen Exclusive by default
<*> Optimized GunTrap/Autoturret/FlameTurret CPU usage
<*> Increased SAM Site Lethality
<*> Added 'Toggle' input to Memory cell
Community Update 214
Lots of tutorials, including how to make a lighthouse; a cartoon, RP, and more.