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Caturday

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    Caturday reacted to Batsphinx in 41.72 UNSTABLE released   
    Latest patch unstable beta released!
     
    As ever, if you find that your mods have become unstable then please inform the relevant mod authors - and be patient while they revise and update  Thank you!

    -----------------------------------
     
    NEW
     
    - Added the MapRemotePlayerVisibility server option for Multiplayer.
      1 = Remote players aren't visible on the in-game map
      2 = Remote players in the same faction or sharing a safehouse are visible
      3 = Remote players are always visible
     
    - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible.
      When not in debug mode, these options are available:
      - Players
      - Remote Players (client only)
      - Player Names (client only)
      - Symbols

    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.
     
    - Give zombies that are targeting a player higher priority for pathfinding than other zombies.
    - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground.
     
    - Added new loot maps from Pat Bren.
    - Split the single Louisville map-item into nine separate maps.
    - Added Louisville maps to the loot tables.
     
    - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted).
    - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window.
    - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools.
    - Added "Default=" to combobox sandbox-option tooltips.

    - Allow empty bottles to store gasoline.
    - Added water capacity in context tooltip when filling water container (if only 1 item type)
    - Updated community translations.
    - Updated credits.

    - Improved icon draw for context menu
    - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png.
    - Added a way to rename a savefile in the load-game "More..." panel.
    - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon)

    - Allow building double doors inside buildings.  This is to fix a bug where double doors couldn't be built on some outer walls of buildings.
    - Added checks for wall-like obstacles that should prevent opening or closing double doors.
    - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed.

    - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items.
    - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items.
    - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system.
     
    SFX
     
    - Updated sound banks.
     - New action music track.
     - Fixed one male zombie voice looping the Hit sound.
     - Added missing sound for taking water from a dispenser.
    - Added an ambient sound to the Gas-2-Go pumps.

    - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator.

    - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks.
    - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. 
     
    MAP

    - Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update.
     - Updates many farms and farmsteads
     - Improves upper class areas in Louisville
     - Adds many new tiles on the tilesheets
     - Fixes many and various community-reported map issues and bugs
     
    FOOD AND RECIPES
     
    - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models.
    - New Canned Condensed Milk item; can be used for the same recipes as milk.
    - Balance adjusted assorted values of food items and recipes.
    - Appropriate bottles can now hold gasoline.
    - Baloney and salami can be sliced.
    - Many food items have more options for being used as evolved recipe ingredients.
    - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough.
    - Crayons can be used to write notes and mark the map.
    - Toast can be made from Bread Slices by cooking them.
    - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich.
    - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such.
    - Whole Pizza item added.
    - Glasses and cup items can be filled with water.
    - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic.
    - Canned Condensed Milk item; can be used for the same recipes as milk.
    - Maggots that spawn with zombie corpses will be mildly poisonous.
    - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings.
    - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas".
    - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming.
    - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items.
    - Added placeholder texture for Bag_MedicalBag.
    - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes.
    - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks.
    - More flexible Tag support for writing notes.
    - Added Tomato Paste item for pizza crafting.
    - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item.
     
    BALANCE

    - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes.
    - Watermelon must be sliced or smashed before being able to eat it.
    - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions.
    - Only Bread Slices and Toast can be placed inside Toasters.
    - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients.
    - Many recipes adjusted to allow for more ingredient flexibility.
    - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied.
    - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container)
    - Changed Rip Clothing recipe
    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.
    - Slightly increased zed attraction to gunshots in MP
    - Reduced the endurance loss when missing a hit (especially when pushing).
    - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable.
    - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game.
    - Added a "Slice Onion" recipe so Fried Onion Rings can be made.
    - Made the Composter thumpable by zombies.
    - Sometimes the corpses that spawn as the player explores the world will be fake dead.
    - As corpses progress in rot stages they have a chance of becoming fake dead.
    - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead.
    - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square.
    - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names.
    - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations.
    - Adjusted weight of Spears
    - Floor tiles will now provide a maximum of 1 nail when dismantled.
    - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness.
    - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.

    ANIMS

    - Added new fill from bourbon bottle anim
    - Changed fill from bourbon bottle xml to use new anim

    Emote Wheel adjustments:
    - Adjusted some emote bone masks to reduce clipping
    - Added some stealth emote versions to reduce clipping and posing awkwardness
    - Added emote states for different weapon poses
    - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot.
     
    Idle extension adjustments:
    - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses
    - Added normal stance extensions anims, where appropriate
    - Added normal stance extension xml for different weapon stances, where appropriate
     
    MP

    - Various anti-cheat improvements

    - Sync and physics improvements for vehicles.
        - Refactored and decreased vehicle physics packet size.
        - Vehicle interpolation was refactored and improved .
    - Improved towing physics and behaviour.
        - Updated PZBullet library on all platforms.
        - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint.

    - Optimized Vehicle authorization on exit
    - Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory. 
    - Visual data for damaged/fixed clothing will now sync between clients.
        
    - Hit reaction translation length is now calculated by appropriate animation clip
    - Use WaveSignal packet on client
    - Improve auth/towing for cases with two drivers/swap tow
    - Stopped clients updating rotting corpses and fake-dead corpses.
    - Added check for IsoDeadBody.getHumanVisual() being null.
    - Server will send the success result of recipes checksum validation if the client is untouchable.
        - The game will calculate the checksum using the original recipe name.

    - The driver now stops the vehicle before they exit from the vehicle or switch seat.
        - Added ISBaseTimedAction timed action.
        - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now.
        - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second.
    - The SystemDisabler.doDisableTunePhysicDelay variable was added

    - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function.
    - The game server will not send the PlayerUpdateReliable packets from players who are far away.
    - Improvements for some anti-cheat checks
    - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added.
    - Added log message for LUA debugger

    - Improve vehicle logging
        - Add DebugLogStream noise methods
        - Logs can be filtered by severity
    - Reformatted log streams for damage, death, and multiplayer log types
    - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short)
        - Command entered in general chat tab changes severity on the client
        - Command entered in admin chat tab changes severity on the server 

    - Fixed Zed appearance not syncing between players.
    - Fixed one player being able to use two radios / walkie talkies.
    - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands.
    - Fixed vehicle radio using wrong coordinates.
    - Fixed vehicle radio not working in the same way as world placed radio.
    - Fixed other vehicle radio issues (radio stations, text, chat, VOIP).
    - Fixed vehicle radio text processing.
    - Fixed trailer authorizations / floaty trailers.
    - Fixed Item Remove tool not removing items from containers on a server.
    - Fixed clients sending StopSound packets to the server for zombie vocals.
    - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local.
    - Fixed clients sending climb-over-wall sounds.
    - Fixed seat authorizations.
    - Fixed null pointer exception in the VehicleManager.serverPacket function.
    - Fixed incorrect delay-tuning algorithm. 
    - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods.
    - Fixed issues when characters are hit by trailers.
    - Fixed corpses disappeared when killed by trailer
    - Fixed issues with vehicle physics debug log messages.
    - Fixed Admin being kicked because of incorrect checksum.
    - Fixed car changing its place after re-login.
    - Fixed normal vehicle not being removable in mods.
    - Fixed movement sound when vehicle is stopped.
    - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed.
    - Fixed disappearing trailers.
    - Fixed physics update limits.
    - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were.
    - Fixed attached cars being disconnected after re-login.
    - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed.
    - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers.
    - Fixed empty RequestGetFull being sent.
    - Fixed vehicle passenger could have vehicle authorization after collision.
    - Fixed vehicle collision owner.
    - Fixed tow re-attach.
    - Fixed vehicle seat switching.
    - Fixed passengers seeing black boxes at high speeds.
    - Fixed vehicle not damaging players after re-login.
    - Fixed vehicle local simulation pass through another vehicle.
    - Fixed player can't become owner of pushed vehicle.
    - Fixed bouncing vehicle authorization at the end of local simulation.
    - Fixed player can exit or sleep in moving car.
    - Fixed rare incorrect vehicles authorization after towing.
    - Fixed engine sound disappearing without a driver.
    - Fixed car not stopping when driver changes their place due to cruise control.
    - Fixed error when try to type "[" in Item list viewer.
    - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function.
    - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph.
    - Fixed clipping vehicles.
    - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS.
    - Fixed Vehicle simulation speed depending on locked fps.
    - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. 
    - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel.

    MODS

    - Improved log for lua errors. Now it shows if it modified file error
    - Added list of mods in Pause menu + this list show mods that cause errors
     
    FORAGING
     
    - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items.
    - Turn the player to face a forage item when picking it up.

    - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones).
    - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones.
    - Zone.getTotalArea() returns the area of polygon and thick polyline zones.
        Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon.
        For other types of zones, width * height is returned.
    - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded.
        As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded.
    - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones.
    - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists.

    ADMIN/DEBUG

    - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. .
        - Controls:
        - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool"..
        - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile".
        - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles.
    - Added trigger thunder tool (for admins).
    - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin).

    - Changed LootZed manager opening on RMC-ContextOption on container button.
    - Allowed admin to create any VHS out of spawned VHS-home (like in debug).
    - Added sync for Health panel cheats.
    - Trailers debug is improved.
    - Small fix to Lua closure.
    - Improved spawn vehicle menu.
    - Added ability to change weight in Player Stats window.
    - Added destroying objects without a sledgehammer if building cheat is on.
    - Added sliders for change weight and calories in debug panel.
    - Added Step Into, Step Over, and Resume buttons to the Lua debugger.

    - Improved ContextMenu
    - Now you can add icons for context options:
           local myOption = context:addOption("My option name", ...)
           myOption.iconTexture = getTexture("media/ui/MyIconForOption.png")

    - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...)
    - Improved Debug/Admin options.
    - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. 
        - Added Door Options can be found in the Right-Click Context Menu -> Objects.
        - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option.
        
    - Added 'make noise' options to attract zombies.
    - Added option for removing all zombies in a zone to the Admin tools.
    - Added icons in context menu for ADMIN/DEBUG options.
    - Added elapsed time since server started in server statistics info.
    - Added access to some Admin tools for moderators.
    - Added an external anim debug UI for Martin.
    - Removed the line "Press Esc to open Admin panel" from Server toolbox UI

    FIXES

    - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days.
    - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu.
    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.
    - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer.
    - Fixed the composter becoming unusable after moving it.
    - Fixed being able to move a composter if it has compost in it.
    - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked.
    - Fixed clothing dryers and washers not consuming fuel from generators.
    - Fixed generator fuel consumption not being updated properly when turning things on and off.
    - Fixed picking up and placing powered objects not updating generator fuel consumption.
    - Fixed battery-powered radios consuming generator fuel.
    - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more.
    - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator.
    - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side.
    - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers.
    - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated.
    - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet.
    - Fixed VehicleAmbiance stopping immediately after starting sometimes.
    - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting.
    - Fixed Base.BareHands.HitFloorSound.  It was trying to play the non-existent default BatOnFloor sound.
    - Fixed hot food not cooling down when placed on the ground.
    - Fixed incorrect weights of weapons with upgrade parts.
    - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50.
    - Fixed hearing rain hitting a vehicle when the vehicle is inside a building.
    - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building.
    - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function.
    - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI.
    - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall.
    - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground.
    - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground.
    - Fixed and adjusted many model "world" attachments.
    - Fixed bug when character weight does not decrease if day length > 1 hour
    - Fixed equipped radios only updating for one splitscreen player.
    - Fixed stacking of military crates and the popcorn machine.
    - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures.
    - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options.
    - Fixed accidental change of Muldraugh map bounds to Louisville area.
    - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with.
    - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked.
    - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key.
    - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake.
    - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change.
    - Fixed the animation played when filling Bourbon and Wine bottles.
    - Fixed bunker tiles cutaways.
    - Fixed blood appearing on destroyed windows.an destroyed fences.
    - Fixed holding SHIFT made weight decrease faster.
    - Fixed holding SHIFT without moving having the same impact as running on hunger.
    - Fixed sitting on a chair giving a different endurance regen than sitting on ground.
    - Fixed car's engine not taking damage when running over zombies when the hood was removed by player.
    - Fixed not losing endurance when stomping zombies in the legs.
    - Fixed more cases where indoor zombies can spawn in inaccessible locations.
    - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square.
    - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code.
    - Fixed missing tile properties on the Public Garbage Bin (and added translation).
    - Fixed the Small Crate (found in Greene's Grocery) not being stackable.
    - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed.
    - Fixed the properties on some new stove sprites.  They became IsoThumpable instead of IsoStove.
    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.
    - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game.
    - Fixed the Lua debugger not handling changes to screen resolution.
    - Fixed bug in vehicle skin editor in SP.
    - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs).
    - Fixed tile properties on a stair railing creating invisible walls.
    - Fixed CornerNorthWall and CornerWestWall not having tile properties.
    - Fixed zombies only playing their Hurt sound one time when hit on the ground.
    - Fixed spear-charge zombie kills not being counted.
    - Fixed the container highlight color not being displayed for painted crates.
    - Fixed not being able to sleep on brown picnic table.
    - Fixed Spiffo's green arrow requiring farming skill to be picked up.
    - Fixed some desks that couldn't be picked up.
    - Fixed some office whiteboards that couldn't be picked up.
    - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING.
    - Fixed bug when generator can charge vehicle battery.
    - Fixed water containers not getting fully emptied when watering crops.
    - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text.
    - Fixed players being able to start changing parts of vehicles when inside a certain vehicle.
    - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory.
    - Fixed missing translation for new movable Medical Desk.
    - Fixed bug with rip clothing menu.
    - Fixed bug with double checking fishing net.
    - Fixed being able to dismantle favorited Electronics.
    - Fixed bug player not takeing nearest item in inventory for smoking.
    - Fixed character info panel showing male player model when the character was female. 
    - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer.
    - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed.
    - Fixed radios with dead batteries still being turned on.
    - Fixed missing space after the water amount in the farming tooltip
    - Fixed the animation speed of the wind effect on water being faster at higher framerates.
    - Fixed fog from a previous game appearing briefly when loading a different game.
    - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed.
    - Fixed the character-info-window help dialog not resizing to match the height of the text.
    - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn.
    - Fixed the 'pinned' state of the character-info window not being preserved.
    - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved.
    - Fixed flashlights no longer falling out of hands when climbing over walls
    - Fixed lack of shoveling sound when filling in graves.
    - Fixed being unable to dismantle Electronics with a favorited Screwdriver.
    - Fixed Flashlights falling out of hands when climbing over walls.
    - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes.
    - Fixed granola bars and cookies being perishable.
    - Fixed missing fruit cocktail item.
    - Fixed items being used in evolved recipes not having their thirst values reduced.
    - Fixed Pancakes being unable to be burnt.
    - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients.
    - Fixed partially eaten food not getting lighter in some circumstances.
    - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits.
    - Fixed the names used for ingredients in evolved recipe names to be shorter.
    - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density.
    - Fixed PiePrep not having a debuff.
    - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item.
    - Fixed added several missing models.
    - Fixed renamed items are now limited to a new name of 28 characters or less.
    - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes
    - Fixed renamed items being able to have new names of more than 28 characters 
    - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss.
    - Fixed music not restarting after creating a new character in-game.
    - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused.  Food models are rendered as Cooked or Rotten but not both.
    - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right.
    - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time.
    - Fixed the custom weight of trapped animals not being preserved.
    - Fixed inaccurate weights for partially eaten food items with custom weights.
    - Fixed renamed items not being limited to a new name of 28 characters or less.
    - Fixed accurate weights for partially eaten food items with custom weights.
    - Fixed claustrophobic characters being able sleep in small rooms by  right-clicking the bed from outside the room.
    - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP.
    - Fixed vehicles with premium radios installed not being able to play CDs in them.
    - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models.
    - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes.
    - Fixed missing Sport T-shirt icons.
    - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used.
    - Fixed error with Baguettes being unable to be used to make sandwiches.
    - Fixed missing add-all option in the fill menu for Generators.
    - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary.
    - Fixed Sweet Pies being unavailable in the crafting UI.
     
    CODE / ENGINE

    - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator.
      Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters.
      These duplicate separators didn't seem to hurt anything.
     
     
  2. Like
    Caturday reacted to nasKo in 41.71 Released   
    Changelog includes changes since the last stable update, from 41.69 to 41.71:
     
     
    HOTFIX 24th of May:
    - Added maxInstancesPerEmitter property to sound scripts. This is used by "M16Shoot" to fade out the oldest instances when starting a new one.
    - Updated soundbanks to include to more tracks for the new dynamic music system.
     
     
    NEW
     - New action music system
      Instead of switching between tracks mid-combat, the music is reactive and can increase and decrease in intensity during combat and other dramatic moments.
    - Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui.
    - Added new items + updated 3D models
    - Added new forage items
    - Added the skeleton mannequin and scarecrow.
    - Added additional item categories and addressed some blunders
    - Added compilation of new hair types
    - Added option to "add all" to partially full Thread, Duct Tape, Twine etc
    - Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins.
    - Added BackupsOnVersionChange server option.
    - Added a second set of translations to the Survival Guide that are displayed when using a controller.
    - Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture.
    - Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory
    - Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename).
        The filename may contain folder names, but not "..", to prevent saving to arbitrary locations.
        These methods replace the broken Texture.save(filename) method.
    - Clicking and holding the left mouse button when placing items now locks the item to the clicked square.
    - Added XBOX_Menu.png and XBOX_View.png controller icons.
    - Added autouse new sack of gravel/sand/etc when pouring it on ground
    - Renamed Skill books so that they are easier to categorise.
    - ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window.
    - Updated credits
    - Updated community translations.
     
    - 3D items now shown as textures instead of models. They shouldn't slide around as much when the player moves.
        This helps a lot with framerates when there are 100 nails on the ground, for example.
        In debug mode, holding the HOME key will disable the item atlas and render models as before.
    - Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on.
    - Changed some ItemHeight and Surface tile properties.
    - Added a title bar to the mini-map window which allows the mini-map to be repositioned.  The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map.
    - Changed setHaveConstruction to apply only when constructing and placing objects
    MODELS/ANIMS
    - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location
    - Changed High Viz vest to use Sweater body location
    - Added a different animation played when destroying floors with a sledgehammer.
     
     
    MP
    - Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online
    - do not apply impulses to static / kinematic vehicles
    - limit changes of linear and angular velocities
    - Passengers no longer allowed to exit the car while moving
    - Enable packet processing on the server
    - MultiplayerSeeNonPvpZones debug only option is added
    - Local admin check is delayed after set-access-level command
    - Player update replay is commented out
    - Check for local admin kick is improved
    - Turn on player teleport logs on the server
    - Admin is not kickable from safehouse
    - Burnt or smashed vehicle check is added for dismantle vehicle command
    - Car wreck is removed via new "dismantle" vehicle command
    - Only admin can delete vehicle via "remove" vehicle command
    - Add vehicle UI allows creation of burnt and smashed car wrecks
    - Anti-cheat: fixed kick local admin issue
    - Cancel auth ticket on client shutdown
    - Toggle timer is disabled in non-pvp area
    - MultiplayerLightAmbient debug option is removed
    - Refactored SafetySystem
    - Server option process cycles for SafetySystemManager are simplified
    - PVP safety is now set to true when PVP is disabled on server
    - Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini.
    - Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched.
    - Hide the black overlay when the sleeping players are killed
    Improvements to how the MP game handles dead player bodies
    - DeadBody creation is moved to the server
    - DeadBody ID is added (World version 192)
    - Client does not allocate dead body ID
    - Fixed player death animations
    - Fixed desaturation being set for dead player
    - Fixed reanimation delay timer starting immediately without 10 seconds delay
    - Fixed reanimation delay of 0-30 seconds
    - Fixed player death final animation
    - Fixed possible null point exception when zombie bites dead player
    - Fixed dead body grabbing breaking reanimation
    - Fixed dead body id not changing when added to world
    - Fixed desync of safety cooldown timer
    - Fixed sleeping player not being woken up in case of kick from safehouse
    - Fixed PVP icon being located over the map
    - Fixed players who could be kicked when admin removes that player from safehouse
    - Fixed when a non-owner player quits a safe house, other players also getting kicked.
    - Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately
    - Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player"
    - Fixed player being kicked when admin creates or removes PVP zone
    - Fixed SyncNonPvpZone packet send/receive loop
    - Fixed newly connected player not having all the non PVP zones
    - Fixed possible nullpointer in checkForNearbyRadios
    - Fixed zed texture 4 being used for player texture 5 instead of random index
    - Fixed reanimated player corpse disappearing
    - Fixed being able to turn pvp on when server option PVP set to false.
    - Fixed BufferUnderflowException on the server in SneezeCough packet processing
    - Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers().
    - Fixed player appearance sync in multiplayer with greater than 32 connections.
    - Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer.
    - Fixed radio sync in MP
    - Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone
    - Fixed player being able to remove PVP button cooldown in non-PVP zone
    - Fixed unexpected anti-cheat kick just after leaving non-PVP zone
    - Fixed being able to turn pvp on when server option PVP is set to false.
    - Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone)
     
    VHS Fix
    - Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to.
    - Fixed ClientPlayerDB handling of WorldVersion.
    - Transfer known media lines from recorded_media.bin to the player on the first load.
    - Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player.
     The mod file is es.info.books.main.lua.
     
    MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter).
     

    MODDING
    - Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default.
    Item tagging changes
     
    MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO
     
    - Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types.
    - Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse().
    - Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module.
    - Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported).
        The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type.
        ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline.
        It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one.
        These new methods were added to both Item and InventoryItem classes:
            String getReplaceType()
            HashMap<String,String> getReplaceTypes()
            String getReplaceType(String key)
            boolean hasReplaceType(String key)
        The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap.
     

    SOUND CHANGES
    - Added global parameters Electricity, RoomType, and Water.
    - Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are:
        FactoryMachineAmbiance
        HotdogMachineAmbiance
        PayPhoneAmbiance
        StreetLightAmbiance
        NeonLightAmbiance
        NeonSignAmbiance
        JukeboxAmbiance
        ControlStationAmbiance
        ClockAmbiance
        GasPumpAmbiance
        LightBulbAmbiance
        
    - The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker.
    - Added FMOD parameter value RoomType=Factory.
    - Changed debugSetRoomType() to accept an integer instead of the name of an enum value.
    - Added sounds:
        ArcadeMachineAmbiance
        CanisterAddFuelFromGasPump
        CanisterAddFuelSiphon
        VehicleAddFuelFromCanister
        VehicleAddFuelFromGasPump
        VehicleHeadlightsOn
        VehicleHeadlightsOff
        VehicleWindowHandleOpen
        VehicleWindowHandleClose
        VehicleWindowElectricOpen
        VehicleWindowElectricClose
        
    - Synchronize room lights and other objects losing power with the ElectricityOff timeline marker.
    - Added PlaceOneSound and PlaceMultipleSound item script properties.
        These are played when placing items using the "Place Item" command.
        The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items).
        
    - Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes.
        Increased the time of these recipes to allow the sound to play.  The time is still quite short (was 5 ticks, now 15 ticks).  Probably nobody will die waiting.
    - Added FountainBigAmbiance sound played to the multi-tile water fountain.
        The sound doesn't seem to loop and stops after several seconds.
        
    - Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound.
    - Added value MetalGate to the FenceTypeLow and TripObstacleType parameters.
    - Added sounds:
        BBQPropaneTankInsert
        BBQPropaneTankRemove
        BBQPropaneRunning
        BBQRegularAddFuel
        BBQRegularLight
        BBQRegularRunning
        CampfireAddFuel
        CampfireRunning
        CampfireLight
        CampfireBuild
        FireplaceAddFuel
        FireplaceRunning
        FireplaceLight
        ZombieTrip
        ZombieThumpGarageDoor
    - Added EquippedBaggageContainer FMOD parameter.
    - Added "SoundParameter = Name Value" item-script property.
    - Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound.
    - Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree.
    - A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer.
        This allows using different sounds for different attack animations.
        Currently this is used to play a different sound for spear stab versus spear slash attacks.

    - Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors.
    - Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd.
    - Changed how ambient sounds are played from doors and windows.
        Instead of choosing random objects, only the nearest exterior objects will play sound.
        Different sounds are played depending on whether the door or window is open or closed.
        This will be used for playing rain and wind sounds when the player is inside.
        
    - Fixed the BurningFlesh sound not stopping in multiplayer after a player dies.
    - Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out.
    - Play an animation when turning a propane barbecue on and off.
    - Fixed crouching when extinguishing a charcoal barbecue.
    - Fixed SFX and music cutting out in busy situations (often seen on MP servers)
    - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies.
    - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager.
    - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set.
    - Removed DoorAndWindowEmitters.  This is combined with ObjectAmbientEmitters.
    - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie.
     
     
    CONTROLLER / STEAMDECK IMPROVEMENTS
    - ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll.
        Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck.
        Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires.
    - When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution.
    - When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller.
    - Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down.
    - Enabled the on-screen keyboard in CoopUserName.lua.
    - Leave room for two lines of tooltip text at the bottom of the character-creation profession ui.
    - Several panels in the main menu can be scrolled using the right joystick.
    - The Start/Menu button will display the main menu in single-player, or resume normal game speed.
        This is instead of pressing once to pause the game and double-pressing to display the main menu.
        The game can still be paused using the Back/View button radial menu.
     
    - Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display.
    - Allow mouse clicks etc in the inventory and loot windows when a controller is active.
    - Added controller navigation to the Temperature tab of the character info window.
    - Made the selection in the Health panel easier to see.
    - Made the character-info window more opaque.
    - Made CharacterCreationMain wider at lower resolutions to avoid overlap.
    - Added a button to the on-screen keyboard to hide and show password text.
    - Enabled controller navigation in the server browser ui.
    - Enabled controller navigation in the server-settings editor.
    - Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected.
    - When placing items, the inventory and loot windows are collapsed if they aren't pinned open.
    - When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open.
    - Set the width of ISEquippedItem to match its buttons.  This fixes the wider invisible area blocking mouse clicks.
    - Set the texture compression option to be on by default.
     
    - Fixed navigation in the Multiplayer tab in the options.
    - Fixed editing server spawn regions with a controller.
    - Fixed the filter checkboxes going outside the ui on small screens.
    - Fixed being unable to navigate to the filter checkboxes and some other buttons.
    - Fixed controller focus when creating a splitscreen player.
    - Fixed toggling the mod under the mouse pointer when pressing the controller A button.
    - Fixed several cases of improper controller focus after clicking buttons with the mouse.
    - Fixed Lua error in MapSpawnSelect when the filename entry is hidden.
    - Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel.
    - Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading.
    - Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller.
    - Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup.
    - Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null.
    - Fixed using the controller X button to "Toggle Vision Info" in the foraging ui.
    - Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen.
    - Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square.
     
     
    BALANCE
    - Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them.
    - Added amount of bait items to Fishing UI
    - Added dismantling cameras for scrap/skill points
    - Plastic bags and paper money can now be used as tinder.
    - Doors broken by zombies now give unusable wood instead of planks.
    - Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container.
    - Players now able to stack and unstack logs on the ground
    - Cars now remember their cruise control setting
    - Breaking vehicle windows now produces broken glass
    - Decrease zed attraction volume of “remove broken glass action"
    - Updated and fixed item categorizations
    - Updated evolvedrecipes.txt and items_food.txt.
    - Removed Cookable:true from the Burger evolved recipe.
    - Added the "|Cooked" flag to Burger ingredients in farming.txt.
    - Updated distributions Lua files
    - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin".
    - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied.
    - Fixed adding a spice to a stale Taco increases boredom and unhappiness.
    - Added new methods to the Food class (to fix the above issue):
        getBoredomChangeUnmodified()
        getEnduranceChangeUnmodified()
        getStressChangeUnmodified()
        getThirstChangeUnmodified()
        getUnhappyChangeUnmodified()
    - Higher level carpentry crates now have more space.
    - Can now move empty composter.
    - Can now move military crates.
     
     
    DEBUG
    - Updated Debug context menu.
    - Updated Debug Menu UI.
    - Added Z param to teleport.
    - Added change vehicle skin option to debug.
    - Added Sync for changing color, blood and skin of vehicles.
    - Refactored "Remove Item"-tool UI.
    - Added option to the F11 UI: Disable Welcome message (Works only in debug mode).
    - Added Reload Lua button to main screen (only in debug mode).
    - Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu).
    - Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel).
    - Added Admin context menu options (some options from debug).
    - Added cheat Spawn Key door
    - Added LootZed tool
    - Added LootZed tool cheat (Check what can spawn in a container with what chance)
    - Added remove items tools
    - Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area)
    - Added options to the "[DEBUG] Objects" menu to:
        1) Change a mannequin's script.
        2) Create a Moveable item in the player's inventory for a chosen mannequin script.
    - Changes to the debug Items List UI:
    - Don't recreate the ui each time it is displayed, because it's slow.
    - Keyboard focus is set to the "Type" text-entry box each time the ui is displayed.
    - Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus.
     
     
    FIXES
    - Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing.
    - Fixed the controller tooltip text in the character-creation profession ui not displaying.
    - Fixed the overly-long delay before changing the volume of a cd player or television when using a controller.
    - Fixed spam messages about CDplayer's invalid world sprite.
    - Fixed the player not running when moving too slowly to sprint.
    - Fixed the character-creation Add Trait button being covered by the controller tooltip text.
    - Fixed placing multiple items locking the items to the first square that is clicked.
    - Fixed controller focus not being set to the "Check back cover" ui.
    - Fixed exploit holding down the Escape key before starting certain actions.
    - Fixed taking damage when walking down stairs while faster-forwarding.
    - Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type.
    - Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed.
    - Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject().
    - Fixed buggy player rendering in the in-game map when the player is attacked.
    - Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal".
    - Fixed some duplications and formatting in MainCreationMethods.lua.
    - Fixed custom Sandbox floats displaying too many decimals in the tooltip.
    - Fixed walls in Fire station in LV remaining cutaway for no reason.
    - Fixed character being able to rest on seats seen through some windows.
    - Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off.
    - Fixed not being able to attach sheet ropes at certain locations.
    - Fixed cars not remembering their cruise control setting.
    - Fixed "Place item on ground" ignoring item's favourite status when placing items.
    - Fixed being able to interact with rain collectors through the wall.
    - Fixed player-built doors inside houses being transparent at any angle of view.
    - Fixed Walkie-Talkies not showing new "equipped" weight when equipped.
    - Fixed Metalwork locker container name being "Crate" in the loot window.
    - Fixed a spawned bowl of pasta or rice not being edible.
    - Fixed Painted Crates becoming white after Pick up / Place down.
    - Fixed Rotten food showing in right click menu as (Fresh) when newly spawned.
    - Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection.
    - Fixed player-built walls cutting away completely when built inside of another building.
    - Fixed typo in AdjacentFreeTileFinder.lua.
    - Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario.
    - Fixed Dish Towel having option to "dry self" even if char is dry.
    - Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour.
    - Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart.
    - Fixed replacing disassembled floors with dirt tiles above ground level.
    - Fixed clock Size option not being changable while in game.
    - Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground.
    - Fixed disassmbling floors playing the standing animation instead of crouching.
    - Fixed saved Radio Stations being removed when a radio is removed and reinstalled.
    - Fixed Foundation Makeup requiring a mirror when it already comes with one.
    - Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container.
    - Fixed ISPaintMenu error when near a placed radio.
    - Fixed weirdness installing and uninstalling radios in vehicles.
    - Fixed NullPointerException in ParameterInside.
    - Fixed Composters not having a container icon and title.
    - Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot.
    - Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function.
    - Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example.
    - Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly.
    - Fixed Lua error when the mini-map doesn't exist.
    - Fixed jumbo item-atlas textures being drawn the first time models are loaded.
    - Fixed mannequins that spawn in containers being invisible when placing them the first time.
    - Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only.
    - Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items.
    - Fixed item-atlas textures being drawn in the incorrect position sometimes.
    - Fixed items floating in air or remaining on the ground after removing or placing furniture.
    - Fixed items on furniture being visible through walls.  Item alpha is set to match that of the furniture it is placed on.
    - Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed.
    - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
    - Fixed building Wallframe using two planks but giving three when disassembled
    - Fixed cooking an egg showing the progress bar twice
    - Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be.
    - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active.
    - Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags.
    - Fixed support pillars for stairs not being created on the server or other clients.
    - Fixed inability to burn corpses in MP
    - Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede.
    - Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type.
    - Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning.
    - Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom().
    - Fixed OldBrake1 VehicleType being 3 instead of 1.
    - Fixed the "Enable left joystick radial menu" option not being saved.
    - Fixed a Lua error pressing the Toggle Search Mode key before starting a game.
    - Fixed the Toggle Search Mode key getting in the way when the game is paused.
    - Fixed crafted radios getting less maximum range at higher Electricity levels.
    - Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20.
     

    UPDATES AND BALANCE TO ITEMS_FOOD.TXT
    Reformatted file layout:
        - Standardized tab/space usage.
        - Sorted item script variables by group/function for improved legibility.
        
    Removed AlwaysWelcomeGift' entries from item scripts:
        - 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional.
    Changes made to evolvedRecipe Burger in evolvedrecipes:
        - Removed 'Cookable' property to match with sandwiches, tortillas, and burritos.
        - Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list.
    Changes made to 'Egg':
        - Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item.
        - Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version.
    Changes made to 'EggBoiled':
        - Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad.
        
    Changes made to 'BurgerRecipe':
        - Nutrition stats were double-defined. Fixed.
    Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread':
        - 'ThirstChange' and 'UnhappyChange' were double defined. Fixed.
    Changes made to 'NoodleSoup'
        - Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'.
        - Changed 'EatType' from '2hand' to '2handbowl'.
    Changes made to 'TVDinner':
        - 'UnhappyChange' was double-defined. Fixed.
    Changes made to 'FrogMeat':
        - Added cooked specification to Salad EvolvedRecipe.
    Changes made to 'FishFried':
        - EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed.
    Changes made to 'Pepperoni':
        - Removed Burger/Burrito/Taco EvolvedRecipes.
        - Added Sandwich/Baguette EvolvedRecipes.
    Changes made to 'Salami':
        - Added same EvolvedRecipe list as 'Pepperoni'.
    Changes made to 'MincedMeat':
        - Added Sandwich/Baguette EvolvedRecipes.
    Made the following foods non-cookable/pre-cooked:
        - Marhsmallows (Item 'Smore' can't be crafted/cooked)
        - EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked)
        - EggPoached (Non-craftable. Icon shows cooked version)
        - GrilledCheese (Non-craftable. Icon shows cooked version)
        - Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined)
        - NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun')
    Added Taco/Burrito EvolvedRecipes to:
        - Chicken
        - FishFillet
        - Steak
    Added Soup/Stew EvolvedRecipes to:
        - Crackers
        - Biscuit
        - Cornbread
    Made the following foods non-perishable:
        - Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips')
    Made the following foods perishable (DaysFresh/DaysTotallyRotten):
        - BakingTrayBread (3/6)
        - Biscuit (3/5)
        - CookieChocolateChip (7/30)
        - CookieJelly (7/30)
        - CookiesChocolate (7/30)
        - CookiesOatmeal (7/30)
        - CookiesShortbread (7/30)
        - Cornbread (3/5)
        - Croissant (3/5)
        - Cupcake (4/8)
        - DoughnutChocolate (3/5)
        - DoughnutFrosted (3/5)
        - DoughnutJelly (3/5)
        - DoughnutPlain (3/5)
        - Guacamole (4/8)
        - RefriedBeans (4/8)
        - Wasabi (4/8)
        
    Changes made to DaysFresh/DaysTotallyRotten values:
        - BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices]
        - BreadDough (4/9) > (3/6)
        - EggBoiled (14/21) > (3/6)
        - EggPoached (14/21) > (3/6)
        - EggOmelette (14/21) > (3/6)
        - EggScrambled (14/21) > (3/6)
        - OmeletteRecipe (3/10) > (3/6)
    Changes made to MinutesToCook/MinutesToBurn values:
        - BakingTrayBread (40/80) > (20/50)
    Changes made to HungerChange values:
        - GrilledCheese: -80 > -20
    Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes.
        - Can be used in Sandwiches, Pancakes, Waffles, and Muffins.
    Removed 'UseDelta' from 'Sugar' due to not being Drainables.
    Changes made to 'Grapefruit':
        - Changed DisplayName from 'Grape fruit' to 'Grapefruit'.
    Changes made to 'Honey':
        - Is now considered a Spice.
        - Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes.
    Changes made to hunger values:
        - Centipede2: -13 > -5
        - Centipede: -13 > -5
        - CheeseSandwich: 50 > 15
        - Cockroach: -11 > -5
        - Cricket: -6 > -5
        - Grasshopper: -7 > -5
        - Millipede: -13 > -5
        - Millipede: -13 > -5
        - PeanutButterSandwich: 40 > 17
        - Slug2: -10 > -5
        - Slug: -10 > -5
        - Snail: -10 > -5
        - Sugar: 6 > 30
        - SugarBrown: 6 > 30
    Changes made to item weights:
        - CannedCarrots2: 0.7 > 0.8
        - CannedCarrotsOpen: 0.7 > 0.8
        - CannedCorn: 0.7 > 0.8
        - CannedCornOpen: 0.7 > 0.8
        - CannedFruitCocktail: 0.3 > 0.8
        - CannedFruitCocktailOpen: 1 > 0.8
        - CannedMushroomSoup: 0.7 > 0.8
        - CannedMushroomSoupOpen: 0.7 > 0.8
        - CannedPeaches: 0.3 > 0.8
        - CannedPeachesOpen: 1 > 0.8
        - CannedPeas: 0.7 > 0.8
        - CannedPeasOpen: 0.7 > 0.8
        - CannedPineapple: 0.3 > 0.8
        - CannedPineappleOpen: 1 > 0.8
        - CannedPotato2: 0.7 > 0.8
        - CannedPotatoOpen: 0.7 > 0.8
        - CannedSardines: 0.7 > 0.3
        - CannedSardinesOpen: 0.7 > 0.3
        - CannedTomato2: 0.7 > 0.8
        - CannedTomatoOpen: 0.7 > 0.8
        - Dogfood: 1 > 0.8
        - DogfoodOpen: 1 > 0.8
        - Lettuce: 0.7 > 0.2
    Added 3D Models to the following items:
        - Lobster
        - Nettles
    Added 'DisplayCategory' entries to the following items:
        - BagelPlain
        - BagelPoppy
        - BagelSesame
        - Baguette
        - BakingTray_Muffin
        - BakingTray_Muffin_Recipe
        - Baloney
        - Biscuit
        - Blackbeans
        - Burrito
        - BurritoRecipe
        - CakeBlackForest
        - CakeCarrot
        - CakeCheeseCake
        - CakeChocolate
        - CakeRedVelvet
        - CakeStrawberryShortcake
        - ChickenFoot
        - ChocolateChips
        - CocoaPowder
        - CookiesChocolate
        - CookiesOatmeal
        - CookiesShortbread
        - Cornbread
        - Crackers
        - Crayfish
        - Croissant
        - Daikon
        - DoughnutChocolate
        - DoughnutFrosted
        - DoughnutJelly
        - DoughnutPlain
        - Edamame
        - EggBoiled
        - EggOmelette
        - EggPoached
        - EggScrambled
        - FishFried
        - FishRoe
        - FriedOnionRings
        - FriedOnionRingsCraft
        - GingerPickled
        - GingerRoot
        - GrahamCrackers
        - Grapefruit
        - Gravy
        - Gum
        - Hotsauce
        - Icing
        - JamFruit
        - JamMarmalade
        - Lime
        - Lobster
        - Maki
        - MapleSyrup
        - Marshmallows
        - MeatDumpling
        - MeatSteamBun
        - MincedMeat
        - MuffinFruit
        - MuffinGeneric
        - NoodleSoup
        - OilOlive
        - OilVegetable
        - OmeletteRecipe
        - Onigiri
        - OnionRings
        - Oysters
        - OystersFried
        - PancakesRecipe
        - Pear
        - Pepperoni
        - RefriedBeans
        - RicePaper
        - RiceVinegar
        - Salami
        - Sausage
        - Seaweed
        - Shrimp
        - ShrimpDumpling
        - ShrimpFried
        - ShrimpFriedCraft
        - Smore
        - Soysauce
        - Springroll
        - Squid
        - SquidCalamari
        - SugarBrown
        - SushiEgg
        - SushiFish
        - Taco
        - TacoRecipe
        - TacoShell
        - TofuFried
        - Tortilla
        - TortillaChips
        - WafflesRecipe
        - Wasabi
  3. Like
    Caturday reacted to syfy in B41 MP Test 41.60 Branch Released!   
    (copied from the blog post so it is in here)
     
    Yes, you read that right! As many will know we’ve been aiming for a December release for the multiplayer. As Xmas approaches, we have been fighting each day to get a build we feel the community will enjoy and feels stable enough for players to enjoy the multiplayer.
    This build contains:
    16 player multiplayer, dedicated server and co-op MASSIVE map expansion, including Louisville to the north of Westpoint and Valley Station. Like silly huge. Check it out! In-game mapping system. Search mode and foraging system. However, we never quite reached the polish we’d have liked to have put it out on IWBUMS proper. There are many smaller to medium priority issues we are aware of but don’t feel justify holding the multiplayer back, but still mean we’re not comfortable officially calling this a full IWBUMS release.
    It’s become clearer that having wider testing on the build would be invaluable, and in addition everyone including ourselves wants that satisfaction of something being out before the Xmas holidays after such a huge unending slog.
    As such this is the decision we’ve made as a compromise to try and make everyone, including ourselves, happy, while still ring-fencing this build away from the more stable IWBUMs build.
    This will also give mod authors a chance to adjust to the new build, too.
    As such, we’ve released a public test build on a new opt in branch. Go to steam properties for the game, select the betas tab, and select b41multiplayer.
    Along with that the dedicated server update is on the dedicated server branch b41multiplayer. Since IWBUMs beta has long been considered the defacto version due to the huge improvements, we felt the need to distinguish this further into its own steam build, to make clear it’s not to be considered to be a full first release.
    Please be aware that while we’ve made great efforts to get this build as stable as possible, and are confident the majority of players will be able to have fun playing, there’s only so much we can do with an internal test team, many of which are volunteers.
    There will undoubtedly be issues, possibly ones that could lead to player’s unfair deaths or loss of characters or their belongings.
    If you are not comfortable with this, feel you’d get angry about this, and would write us stern letters about this beyond a friendly bug report, we strongly recommend you wait until January when most of these issues should have been resolved and the official IWBUMS beta will begin.
    However, we know everyone has been patient in awaiting the release of MP after the six month delay, and we’re satisfied that the quality of the build is sufficient that those who have been waiting will be capable of having fun gameplay with each other, and at the same time we’ll be able to glean important bug reports about what is still requiring fixing that are very difficult to obtain from within a small internal test team. As long as understanding this is an opt in public test.
    IMPORTANT
    Public servers are NOT recommended. Whitelisted and co-op servers are strongly recommended for the best experience. There will likely be exploits and hack vulnerabilities that will probably make public servers a nightmarishly annoying place to be. We’ll look to address these in future builds.
    The build will be hard locked to a maximum of 16 players. While short of the 32 we were aiming for, we feel from our internal tests that the server will be able to deal with this without too much strain while we improve stability for higher player counts. Our ambitions are much higher than 32, too.
    It’s possible too that players may need to reduce zombie counts on MP servers, their numbers at specific sandbox settings often exceeding that on single player settings for reasons we’re not yet clear on. As a rule of thumb you should go a step below your usual prefered settings.
    If you’ve run B40 co-op games on your machine, it may require deleting your old server saves to be able to host in B41. Delete everything in %UserProfile%\zomboid\saves\multiplayer\.
    Also if people have difficulty connecting to servers, please try validating your local files in steam properties for the game. Because steam sometimes sucks and leaves old versions of files and this will cause mismatches with the server.
    We request that anyone who shares news of this release to anyone please forward them to this blog post, so that we can properly contextualise the release and any potential issues that may crop up. Anyone streaming or making videos of the build, please state clearly that this is a public opt-in test rather than a full IWBUMS beta release.
    We hope you all have fun! Have some Happy Holidays and a Happy New Year!
     
    https://projectzomboid.com/blog/news/2021/12/b41-mp-test-41-60-branch-released/
     
     
  4. Like
    Caturday reacted to Irken Empire in I don't like where this game is heading to.   
    At first I saw this game as the most potential candidate for the worlds best zombie game (not joking) and that's even way back in B39 IWBUMS now it's B41 IWBUMS and it's probably at the end of it, from then to now every aspect of the game got enriched, but something seriously wrong appeared and it's making me ... ugh how do I say it, not hate this game, but I find it less appealing, maybe annoying too.

    Back in the b39 and 40 you weren't forced to die by some lame and cheap mehanics like ones that came in b41. Losing a player actually felt like my responsibility, made me guilty and with these deaths I menaged to learn from mistakes that I made which ended up with me improving my awarenes and survival skill and then geting runs longer then 8+ months which was very satisfying, even if the game had no end you felt like you've acomplished something big when you survived for that long.

    NOW even RNG is able to kill you solo by spawning 30 naked zombies in a public restoraunt bathroom?
    Or dying to a lunging zombie who's able to trip a grown man who can't even fall on his hands and knees so he could stand up quickly and escape but automatically falls on the ground on his back and turns 180 degrees mid air to be more prone to zombies that are coming from the back and stalls for some time in a life or death situation by lying there for a momen waiting to be done with daydreaming probably, and that's not it!
    Recently bumping into zombies got "reworked and rebalanced" so that you can't move left nor right when you bump into a singe zombie, but have to engage into a "ouch I bumped shoulders with a zombie" animation while moving at a running speed straight fowards into some other zombies who are gonna make you fall wheater you want it or not and then when you start standing up you're gonna stay in a weird stalling position for 1-2 seconds and maybe get a scratch on the leg that almost incapacitate you with -80% movement speed, ofcourse if you didn't get stunlocked to death by 2 zombies or insta killed by 3 zombies who dragged you down.
    How am I supposed to feel guilty for something that game forcefully did to me and I could just watch, let alone learn from this, well I did  learn that one or more of the devs is/are a sadist, RNG is not predictable and good luck becasue 40% or more of PZ gameplay is based on it in B41.

    I'll admit b39-40 were a bit too much on the players side, but from that period when players could slide 360 degrees around and now no longer can, they've kept that mehanic for zombies and more. In general when you close your eyes and think about it you can see how much the game has changed from those builds to 41 and not in a good way, right now it's basically like you're controlling a bot 50% - 50% you do the manual work like walking, looting driving, drinking etc. to him doing everythign to kill himself.

    Here I am at the end writing this kinda accidentally exacly 2 years and 1 day after PZ B41 IWBUMS dopped for public trial, the point is PZ builds before and after 41 are two different games, before you had the freedom of not forcefully dying and when you did die it wasn't so hard to realize that it was your mistake and not those 30 naked public bathroom zombies fault who stunlocked you to death. Congratulations, you're at the end, sorry for having to put up with this block of letters, but making an opinio based off 2.800 hours of PZ playtime worth of over 3 builds of infermation on how it's making the game less appealing is not as easy as it may sound. I'd like to hear your opinion on this dear reader, but if you're a new player who only played b41 you should maybe keep that opinion to yourself please.
  5. Spiffo
    Caturday got a reaction from undeadryker in Commonly Suggested Suggestions   
    "This is how you died" includes dying of aging 
     
  6. Like
    Caturday reacted to nasKo in IWBUMS 41.54 RELEASED   
    Added Noiseworks Sound Revamp - Stage #1
    Stage #2 is going to introduce a wider range for zombie voice sets as well as further improvements to the music and ambiance systems. Melee weapon SFX - currently mostly based on material rather than the weapon in question - will also get more specific to the weapons themselves; same goes for firearms. 
     
    Added VHS, CDs etc.
    - Added functionality and data for for Disks and Tapes. Data is stored in 'recorded_media.lua'.
    - Media line effects will apply only once per player upon first time listening.
    - Home VHS's spawn uniquely.
    - Retail CD and VHS can have 'common', 'rare', 'very rare' spawn chance.
    - Added learnRecipe method to gamecharacter. Adds the ability to learn recipes via the radio line codes.
    - Added new translation file 'recorded_media_EN.txt'
        - This translation set keeps a translation of the english versions which can be retrieved seperatly.
        (needed for LCD which only supports basic ASCII chars)
    - Added event 'OnInitRecordedMedia' to setup any recorded media data, see ISRecordedMedia.lua for modding.
    - Added new Media UI section to device control panel.
    - Added UI popup for disc's and tapes, some of them can show backcase info via the rightclick context menu.
    - Removed item 'CDplayer' and added 'Radio.CDplayer' a portable device able to play CD's.
    - Added ability to play media, RadioRed = CD, Black/Wide television = Tapes
    - Changed display of overhead notifications for skills etc
        - Softer pastel colors and outlining, red for negative green for positive effect
        - Replaced skill/stat effect numbers by arrow up or down
    - Small overhead text for skills and stats are no longer being displayed if there is no effect on their value.
    - Removed overhead text code from ISRadioInteractions
    - Added static class HaloTextHelper.java for more universal use of the overhead text.
    - Added a few functions to add text, options for color and usage of the indicator arrows.
    - If a text is already being displayed the next text is briefly queued.
    - If multiple text are being added on same tick or while queueing they are combined and seperated with a grey ','.
    - If a text is added which is already being displayed, it's discarded.
     
    - Added world lights for flashing vehicle lights.
    - Added animated flies texture displayed where corpse-flies are buzzing.
    - Added new mugs
    - Display read books in the character info panel ("Training Material"). This might move to the Crafting UI later on.
    - Added highlighting to dragged items that can't be moved to the destination container.
    - Added a loot-window container icon for mannequins as well as the container title "Mannequin".
    - Added a context-menu command to empty a rain collector barrel onto the ground so it can be moved.
    - Added a history of the last three catches to the Fishing menu. They will not fade out anymore. 
    - Added the option to select a dedicated container for catches in the Fishing Menu. All catches will go to this container until full.
    - Heart UI icon will shake when player character takes damage. It will stop shaking once the player is no longer losing health. 
    - Draw a faint border around the player's health bar so the amount of lost health is easier to see.
    - When crafting, items will be put back in their original container/bag. E.g. when adding Salt to a Salad, the salt will be grabbed from a counter, used, and put back.
      
    - Upgrading walls (multi-stage building) takes items from the ground similar to carpentry.
        This includes opening boxes of nails automatically.
        For metal walls, propane will be used from multiple propane torches as needed. Only one propane torch needs to be in inventory, and it may be empty, as others will be used from the ground.
      
    - Removed StopCar and HitByCar properties from one of the walls_exterior_house_01 south-east wall pillars.
        The properties were only on one of the several south-east wall pillars.
        This put "tree" physics on the center of the square.
        These pillars should be removed when one of the two adjacent walls is removed.
     
      
    - Added 3D models for items placed in the world. 
        Right Clicking an item will show the "Place Item" option. This will display a rendered model of this item and highlight the square to know where it is being placed. On controllers, the item is currently always placed at the center of a square.
    - Items automatically go on a table/counter if the mouse is over one of them.
    - Press R to rotate clockwise, shift+R to rotate anti-clockwise.
    - If you select multiple items and one does not have a 3D model yet, you'll simply drop it at your feet.
    - Fixed rotation speed at different framerates.
    - Added snapping to the nearest 5 degrees.
    - Place items one at a time at the current rotation. 
    - Shift-click to place all items. With a controller, the X button toggles between placing one or placing all.
    - Improved lighting of 3d items in-world, to closer match the tiles lighting.
    - Added rotation to the lighting in 3d items in world, before their lighting would rotate along with the item when rotated.
    - Improved lighting on all 3d objects, characters, vehicles, items etc.
    - Added "itemHeight" so players can place things on a microwave that is on a table for example.
    - If you have a counter with a shelve on top of it, you can press tab to change the height of the item.
    - Default "Iso Cursor Visibility" changed to 50% due to the regular cursor being hidden by default.
    - 3D items can be disabled in the options.
     
    - Table stories. Random chance to have some stuff on a basic home's table to tell a story.
    - Multi-stage building QoL: Now if you upgrade a wall frame, wall, etc, you'll have the item displayed until you press ESC (like normal building), allowing to build multiples without having to use the right click context menu every time.
    - Added a "Can't Sprint"-moodle which will appear when the character is unable to sprint. The moodle will shake for a bit when you can't sprint but try to.
     
    Last Stand Compatibility changes:
    - Player files are saved in Zomboid\Lua\LastStand instead of Zomboid\Lua\Players to avoid conflicts with Build 40.
    - Player files have VERSION=1 at the top for compatibility with future versions of the game.
    - Existing Build 41 player files will need to be moved into Zomboid\Lua\LastStand and add VERSION=1 at the top to work.
     
    - The character-creation "Save" button dialog now fills in the name of the preset selected in the combobox, if one is selected.
    - Require the player to be near a vehicle before the context menu displays refueling options to fix gas E.S.P.
    - Changed the vehicle radial-menu icons for adding and removing gas (they were the same before).
    - Added BaseTimedAction:setCurrentTime(). This is used by ISReadABook to set the start time based on the number of pages already read.
    - Added blood and dirt stats to the Wash context-menu item tooltips.
    - Added "Stack Weight" to inventory-item tooltips to show the total weight of a stack.
    - Added a "Training Materials" button to the character Info panel. This displays a window with two tabs, one for skill books and another for magazines that teach recipes.
        For skill books, the item name is displayed in white once the player has read the book completely, or has gained the skill levels through other means.
        For magazines, the item name is displayed in white once the player knows all the recipes taught by the magazine.
    - Updated/added Radio translations for Japanese, Italian, Brazilian Portuguese
     
     
    BALANCE
     
    - Allow plumbing a non-moved sink before the water shuts off if there is a rain barrel above. The water is still infinite for plumbed sinks before the water shuts off.
    - Allow plumbing a sink to an empty rain barrel.
    - Allow metal drums to be picked up with the furniture-moving tool.
    - Allow pouring water into metal drums.
    - Boosted loot spawns in stash.
    - Display what perk just levelup up on top of the char (like exp gain from TV).
    - Sheet ropes can now be attached to metal railings on balconies. (Currently doesn't work for fences on the south or east of a floor)
    - Car wrecks appear less often, but can now be dismantled.
    - Increased odds of curtains being already closed in houses.
    - Holes will be added to clothing after the check for protection, meaning 100% protection will always defend you from a bite and lowered protection from a hole will only affect future attacks. Thanks to PseudonymousEd for pointing this out. 
    - Shooting out of cars now has a more limited angle than the former 360°.
    - Player will now be unable to control the car while reloading. 
    - Reload time increased while driving.
    - Control of the car is also lost when shooting rifles, but not with pistols.
     
    Distribution changes:
    - Updated distributions.
    - Added a weightChance property, so you can try to make X spawn more than Y. Defines all the weight chance in said list (total can be over or under 100, doesn't matter).
    - Added a forceForTiles property, this'll check that a specific tile exist on this container's square to spawn items from this distribution list (ex: force something in counter under a sink).
    - Added a forceForRooms property, we'll check that a room specified in this list exists in the building of the container.
        Example: Police station has an "office" room with a desk, but we don't have ways to spawn more police themed items in their desk. 
        Simply define a new distrib PoliceOfficeDesk, and add a forceForRooms="policestorage" so if we detect a policestorage room in this building, we'll use PoliceOfficeDesk instead of a regular desk)
     
    Changes to knives:
    - If you're too close to a zombie but there's another zombie chasing you (thus not be able to do a jawstab) the character will shove instead of stabbing normally.
    - Slightly reduced movement speed while attacking with knives, similar to other weapons.
    - Reduced Hunting knife damage a tad.
     
    - Balanced some clothings Speed Reduction and Protection to be more consistent.
    - Small chance of having some house windows being left open.
    - Curtains can now spawn closed.
     
     
    MOD SUPPORT
     
    - Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
        Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
    - Added getters and setters to Recipe, Recipe.Result and Recipe.Source for mods.
    - Added a system for respawning zombies on island maps (e.g., Kingsmouth).
        Normally when respawning zombies, a random location on the edge of the map is chosen as a start location.
        The game then attempts to find a path from that start location to the chunk that zombies are respawning in.
        This doesn't work for maps that have water on all edges, since paths cannot be found through water.
        Map creators may now specify valid start locations by adding objects to the map's objects.lua file.
        The objects.lua file is normally created by WorldEd.
        These objects are rectangular areas along edges of the island indicating respawn start locations.
        These objects should be right on the edge of the land next to the water (but not in the water).
        Alternatively, these objects may be put into a file called spawnOrigins.lua in the map's directory.
        This file has the same format as objects.lua. See Kingsmouth/spawnOrigins.lua for an example.
    - Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
     
     
    FIXES
     
    - Fixed being able to fish from swimming pools.
    - Fixed the "randomAngle" field of a VehicleZoneDistribution always being false.
    - Fixed triggering OnObjectLeftMouseButtonDown and similar events on objects that have been removed from the world.
    - Fixed long braided hairstyles not pointing to correct hairstyle.
    - Fixed belt not working as 3D item.
    - Fixed buildings having more than one table story.
    - Fixed issues adding water to and taking water from rain-collecting items on the ground.
    - Fixed aiming cursor being less visible on light backgrounds.
    - Fixed changed shader files not automatically being reloaded.
    - Fixed an infinite loop occurring when require()'ing a Lua file recursively.
    - Fixed "invalid direction" exception when a fence is broken by zombies.
    - Fixed "VanAmbulance" instead of "Base.VanAmbulance" in RVSCarCrash.
    - Tutorial: Fixed the dad zombie's eating sound not stopping after he stands up.
    - Tutorial: Fixed the player getting stuck using the Open Curtain context menu option.
    - Fixed RVSCarCrash.
    - Fixed some container types.
    - Fixed issues with automatically opening boxes of nails when doing carpentry.
    - Fixed tainted-water status of metal drums with water in them.
    - Fixed some vehicles not playing Lock/Unlock/IsLocked sounds for trunks.
    - Fixed the game hitching every second while in a vehicle until zombies are near again.
    - Fixed no sound playing when hitting objects with bare hands.
    - Fixed a multithreading issue with keyboard input. This only affected entering text, not keyboard controls while playing.
    - Fixed vehicle radio text staying onscreen after turning off the radio when not in the driver's seat.
    - Fixed the player's animation locking up when charging with a spear after a zombie is hit.
        This happened when the "Manual Floor Attack" key was the same as the "Sprint" key.
    - Fixed impact and death sound not playing when spear-charging a zombie.
    - Fixed "Place Car Battery Charger" displaying for every item clicked on
    - Fixed the "Plant Information" window not handling different font sizes.
    - Fixed bomb explosion sounds not playing.
    - Fixed the weapon swing sound not playing when using the "Smash Window" context-menu option.
    - Fixed class-cast exception in Moodle caused by HumanCorpse updating Moodles.
    - Fixed HumanCorpse update() getting called when zombie spawning is disabled, which caused a NullPointerException with Moodles.
    - Fixed overlapping disease text in the Plant Information window.
    - Fixed farming with a controller.
    - Fixed some of the excessive head movement when swinging a spear.
    - Fixed Lamp On Pillar losing it's battery and on/off state upon reloading. This raises the WorldVersion to 183.
    - Fixed rendering the isocursor and aim-outline in splitscreen.
    - Fixed the position of the vehicle dashboard in splitscreen with more than two players.
    - Fixed conditions of cooking vessels resetting the condition when adding water and rice or pasta. 
    - Fixed Welding Masks getting soaked in the rain.
    - Fixed Thick Skinned and Thin Skinned incorrectly calculating the chance to do damage from zombies.
    - Fixed being unable to remove Thin Skinned using the Player Stats debug ui.
    - Fixed Lua error after removing a trait in the Player Stats debug ui.
    - Fixed showing zero-cost traits such as Axeman as "bad" when adding traits in the Player Stats debug ui.
    - Fixed setting the Occlusion FMOD parameter to simulate the Hard Of Hearing trait, since it is now done in FMOD Studio.
    - Fixed infinite carry capacity after making rotten-strawberry salad.
    - Fixed the layout of the microwave and oven UIs with different-sized fonts.
    - Fixed Lua error wobbling the non-existent heart icon of splitscreen players.
    - Fixed endurance being reduced while holding down the Run key when not moving.
    - Fixed misplaced halves of Large Modern Oven in one orientation.
    - Fixed not being able to barricade carpentry Wooden Door.
    - Fixed the layout of ISAlarmClockDialog with larger fonts.
    - Fixed ISTabPanel:getWidthOfAllTabs() when equal tabs widths are used.
    - Fixed native-code exception when opening the Option screen. This was a bug in GLFW.glfwGetKeyName().
    - Fixed animation and sound issues when attacking zombies that are eating corpses
    - Fixed VehicleAmbiance using the wrong event name.
    - Fixed the vehicle horn continuing to play after the switch-seat ui is displayed while honking.
    - Fixed Radio items without a WorldSprite being assigned an invalid module.type.
    - Fixed duplication bug when crafting from containers.
    - Fixed not being able to make coffee and tea with the Spiffo mug.
    - Fixed hot beverage not being hot right after it is crafted.
    - Fixed hot and cold drinks not giving a happiness bonus.
    - Fixed not being able to tie a rope to player-made windows (gracias dito!)
    - Fixed ranger car siren light colour.
    - Fixed annotated map loot not always spawning when it should.
    - Fixed crash when trying to go forwards & backwards at the same time in a car.
    - Fixed Firearm Radial Menu coming up when any ISBuildingObject cursor is already displayed.
    - Fixed trying to play multiple instances of WorldAmbiance since only one is allowed.

     
    TECHNICAL
     
    - Added a bunch of performance probes to IsoCell.renderTiles to help track down the inner-most causes of the performance lagging issue.
    - New class: PerformanceProfileProbeList
        Allows us to have arrays of performance probes, suitable for profiling arrays of code blocks, like with IsoCell.renderTile layers.
    - Added a few WorldDictionary.DebugPrintItem calls to some functions to help find some mod problems
    - Moved updating some global FMOD parameters out of IsoPlayer into AmbientStreamManager.


    ________________________________________


    Additional Hotfix:

    - Fixed small clock
    - Fixed DrinkingFromBottle sound continuing forever after the action completes.
    - Fixed the Training Materials button overlapping other text with 3x font size and many traits.
  7. Like
    Caturday got a reaction from PoshRocketeer in 41.51 Cannot sprint.   
    Video proof of this bug 
     
    https://i.imgur.com/rTssQX3.mp4
  8. Like
    Caturday reacted to Batsphinx in IWBUMS 41.53 released   
    41.53 has been released on the IWBUMS Public Beta
     
    PLEASE NOTE:
     
    This patch includes a fix to a longstanding bug - we have always wanted to have the mouse cursor disappear when you prepare for a melee strike so that only the Iso-cursor is visible.

    We have always wanted this as it will mean that new players find it easier to adjust to PZ's combat.

    If you find this fix weird/annoying then we have also added a Display option to toggle it back to how it was before: "Show Mouse Cursor While Aiming".
     
    NEW
     
    - "Remove Curtains" works the way it used to, giving the player a Sheet.
    - Added a tooltip to tell the player they'll get a sheet, and that they can pick up the curtains using the furniture tool.
    (We may adjust sheet loot again in future by letting you take them off beds, or having more to loot in bedrooms etc)

    - Don't display the option to plumb a sink if there isn't a water source overhead.
    - Allow plumbing a sink if the water source is directly overhead (as opposed to requiring a square adjacent to the square overhead).

    - Reverted the change that checked for tainted water in rain collectors connected to plumbed sinks. We intend to improve on this system at a later date.

    - Added "Lock Cursor To Window" display option. This keeps the mouse pointer inside the window.  Alt-Tab must be used to switch applications.
     When enabled, the game renders its own cursor and the system cursor is hidden.

    - Combined "Fullscreen" and "Borderless Window" options into a combobox with these three options:
       Fullscreen
       Borderless Windowed
       Windowed
     "Borderless Windowed" ignores the resolution set in the options. The window is resized to whatever the desktop resolution is set to.

    - Hide the mouse cursor when the "iso aiming cursor" is visible.
    - Added Display option "Show Mouse Cursor While Aiming".
    - Force the mouse cursor to be visible whenever it is over any UIElement.
    - Force the mouse cursor to be visible whenever the mouse-using player's context menu or radial menu is visible.

    BALANCE

    Increased the threshold at which you can't sprint because of clothing.
    Reduced some RunSpeedModifier on some clothings.

    FIXES

    - Fixed being unable to turn off the alarm in the alarm clock from the UI
    - Fixed VehicleEngineRPM.reset() NullPointerException.
    - Fixed incorrect choosing of random mannequin outfits.
    - Fixed (possibly) seams sometimes appearing between the masked parts of clothing textures.
    - Fixed silent knife attacks that are in jaw-stab range when no jaw-stab occurs.
    - Fixed being able to place furniture-curtains on top of sheet-curtains.
    - Fixed garbage creation with calling UIElement Lua functions from Java.
    - Fixed station wagon detail texture
    - Fixed zed story issue by checking that all chunks covered by a zone story are loaded instead of only checking the north-west and south-east squares.
    - Fixed null pointer with adding tent via stories.
    - Fixed minor issue in the Display class.  It has no effect unless the game window resolution is higher than desktop resolution.
    - Fixed sprint issue in tutorial

    MOD SUPPORT

    - Added OnWorldSound(x,y,z,radius,volume,source) event
    - Added a check for an MP related change that broke the Supersurvivors mod.
    - Added media/WorkshopTags.txt which contains all the allowed Steam Workshop tags for mods.

    TECHNICAL

    - Made triggerEvent() calls exit sooner when no functions are bound to the event being triggered.
    - Fixed Linux ProjectZomboid64 failing to find the ProjectZomboid64.json file.
    - Rebuilt Linux ProjectZomboid64 using up-to-date Steamworks API.
    - Updated Windows Steamworks SDK to 1.51.
    - Rebuilt Linux ZNet and RakNet libraries using Steamworks 1.51.
    - Fixed translation IGUI_NeedToBeStandingInside appearing where IGUI_MustPlaceRoomRoof was needed.
    - Added Linux docker.sh scripts.
    - Fixed missing languages on MacOS.
    - Added ISComboBox.setEditable() to allow filtering the choices in a combobox by typing.
     This is used in the vehicle editor and attachment editor to make them a bit easier to use.
    - ISTextEntryBox.onPressDown() .onPressUp() and .onOtherKey() are passed the ISTextEntryBox object
     as the first argument.  Previously, .onPressDown() and .onPressUp() weren't passed any arguments,
     and .onOtherKey() was passed only the key that was pressed.  The change to .onOtherKey() is the only
     incompatible change.
    - Added ISTextEntryBox.selectAll().
    - Hopefully fixed fullscreen on MacOS
  9. Like
    Caturday reacted to Batsphinx in IsoPlayer NPCs Cannot Damage Zombies in 41.51   
    We've made a change our side that will hopefully bring things back to life. This was due to a multiplayer change, so EP has swapped it back and fingers crossed the next patch we're releasing (fairly soon) will get things going again.
  10. Like
    Caturday reacted to SlightlyMadman in IsoPlayer NPCs Cannot Damage Zombies in 41.51   
    As an experiment, I tried manually calling IsoGameCharacter:Hit() in my NPC attack method. As far as I can tell, this does seem to work, although I'm sure there are some serious side effects like there being no possibility of them ever missing.
  11. Like
    Caturday reacted to Seg in IWBUMS 41.52 released   
    We need to be able to disassemble curtains asap.
  12. Like
    Caturday got a reaction from SlightlyMadman in IsoPlayer NPCs Cannot Damage Zombies in 41.51   
    @EnigmaGrey
    greetings, this guy is doing a god's work by repairing forgotten SS mod so many players like.
    Could you please assist him and provide small info needed for the repairment?
    Cheers
  13. Like
    Caturday reacted to SlightlyMadman in IsoPlayer NPCs Cannot Damage Zombies in 41.51   
    I know mods can't be officially supported by TIS, but I would greatly appreciate any insight the devs could havefer about why NPC mods are broken and any pointers on how I might go about fixing them. The specific major bug is that NPCs (who are IsoPlayer objects controlled by scripts) no longer do any damage to zombies when attacking, although zombies can still attack and damage them. My guess is that some event or trigger may have been disconnected and needs to be manually fired?
  14. Like
    Caturday reacted to PoshRocketeer in Please bring back weapon durbility indicators on the hotbar.   
    I understand that the star was removed for being innacurate, someone said that supposedly you could check its durability by mousing over it on your hotbar, but you can't. Or at least I can't. Maybe a bug, but it seems like other people aren't seeing it either. I don't understand why it would be removed entirely, as it's not really an improvement on gameplay to remove any kind of durability indication from the hotbar, if anything I'd say it's more of a detriment. This is of course assuming that it really was removed without replacement,  and not just a bug.
  15. Like
    Caturday got a reaction from gabriel rodrigues brandao in IWBUMS 41.51 released!   
    They were 1 weight and crap reduction.
    Now they are 0.2 + 50 reduction, thats much better
     
    Its a fanny pack, not a garage warehouse to store trillion items
  16. Like
    Caturday got a reaction from Sedgwick in IWBUMS 41.51 released!   
    They were 1 weight and crap reduction.
    Now they are 0.2 + 50 reduction, thats much better
     
    Its a fanny pack, not a garage warehouse to store trillion items
  17. Like
    Caturday reacted to turkler in Several new bugs and issues in 41.51   
    Stats going up seem to be extremely fast, aiming and going side to side for a few seconds is enough to make nimble level up.
    https://gyazo.com/fdcdf342e45635515aed14e57033ebf5
    Same goes for sprinting
    https://gyazo.com/b72f3525c6b13ec64301adf42dbb8688
     
    TIS shirt, a rare joke item, seems to be extremely common
    https://gyazo.com/f1bc7eae1aa6feff94157c2f4a8ba7b1
     
    Character seems to stumble and slow down a lot when wounded, but this speed debuff is entirely gone when you hold right click to aim your weapon.
    https://gyazo.com/51d1bc65b08fc3eef86a6e22c68baf7e
    https://gyazo.com/517eae5f671aa78f8747246f8d7ed61d
     
     
     
     
  18. Like
    Caturday reacted to Batsphinx in IWBUMS 41.51 released!   
    IMPORTANT TO NOTE:
     
    Project Zomboid IWBUMS beta update 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational.
     
    A separate Steam beta containing the previous 41.50 build has been provided so that you can continue and finish your current game.
     
    Similarly, in a changelist as big as this some mods WILL become incompatible.
     
    If you enjoy playing modded PZ then please consider using the provided 41.50 beta to allow the creators of your favourite mods some time to update to 41.51.
     
    This version also sees some of the foundational aspects of PZ updated to more recent versions - with it now running on Java 15 and LWJGL 3.2.3. These have, and will in future, give us access to many new optimizations and engine features.
     
    Although any incompatibilities found in our testing group have been fixed, some issues may occur on outlier system set-ups, so please report any misbehaviour to us!
     
    If 41.51 fails to run then please make sure you are not running an non-updated version of Windows 10, as the 64 bit version of 41.51 is incompatible with some older versions. The game should account for this, and choose not to load incompatible optimization features, but this might still be an advisable first step on a failed launch.

    NEW/QOL
     
    Now running on Java 15
    Now running on latest LWJGL (3.2.3)
     
    - Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
    - Shift+double click can now be used on clothing items in the inventory to wear the item
    - Newest earned skill level is now highlighted when the skill panel is opened
    - Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight'
    - Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
    - Analog watches no longer have alarms
    - Digital watch display now has alarm button that can be pressed on the UI
    - 'Saliva only' transmission option - player is immune to scratch infection
    - Added tooltip to show which gun magazine will be filled
    - Required items to cure plants and crops now shown.
    - Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso.
    - Alarm clocks now display the same bell as digital watches when an alarm is set.
    - When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory.
    - When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there.
    - Added more smashed car models.
    - Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc.
    - Added brazilian portugese radio translations
    - Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it.
    - Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts.
    - Added a remove all padding/patches option.
    - Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused.
    - Added sandbox option for decay of items that are knocked off / fall off zombies
    - Added some variety to crashed cars
    - Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller.
    - Added a combobox to Items List Viewer to choose which splitscreen player to give items to.
    - Hats/Gloves added to the remove/decay list. Default also now set to 24 hours.
    - Updated Korean fonts and translations, and updated community translations.
    - Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves.
    - Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization.
    - Added TrailerCover to VehicleDistributions.
    - Allow trailer bodywork to be repaired by welding.
    - Added a cursor for removing bushes, plants and wall-vines.
    - Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects.
    - Car stories can now spawn decomposed zombies corpses.
     
    MODELS AND ANIMS

    - Added long hair style for when wearing hats
    - Adjusted some clothes to accommodate new long hat hairstyles
    - Adjusted a couple of female hats
    - Tweaked female long hat hair to stop pixel flickering
    - Added some new hairstyles
    - Added some Braided hairstyles
    - Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats.
    - replaced the 'land gentle' anim with the heavier landing
    - tweaks to turn 180 anims, first pass
    - adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim
     
    BALANCE

    - Added butter knives stuck in zombies.
    - Reduced number of hunting knives stuck in zombies.
    - Lowered zombie survivor in horde spawning rate.
    - Lowered chance of alice pack on survivor zombies.
    - Increased beef jerky nutrition values.
    - Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack)
    - Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain).
    - White display counter (mainly in butcher shop) now also acts as fridge
    - Added more tailoring books to kitchen.
    - Added rifles in shed/garage.
    - Zombies now do more damage to fences when crowding against/over them
    - Now possible to recover and repair a weapon used in Spear creation
    - M36 Revolver now only has capacity for five rounds
    - Character can now auto-open nail boxes
    - Beer can now returns an empty can after it's drunk
    - Cockroaches and Grasshoppers can now be used to bait the StickTrap
    - Tuna Can no longer requires a Can opener to be opened
    - Increased health points of player built walls.
    - Reduced the engine force & total speed of going in reverse with a car.
    - Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
    - Berries salad now reduces thirst
    - Lowered amount of water in a bleach bottle.
    - Increased recoil of pistols/revolver.
    - Increased chance of creating crawler when hitting zombies with cars.
    - Park Ranger/Lumberjack profession now gives a bonus to walking through trees.
    - Leg fractures now reduce speed according to their severity.
    - Splints increase walk speed with a fracture, depending on the doctor's Medical level.
    - Can now add salt and pepper to sandwiches.
    - Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle.
    - Increased the effect of injuries on sprint speed.
    - Increased "wash vehicle" time.
    - Crashing a car into objects can now damage the engine if hood condition is too low.
    - Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed.
    - Fuel stations no longer have unlimited fuel.
    - Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between
    - It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences.
    - Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly.
    - Lowered fanny pack capacity
    - Increased empty gas can weight from 0.3 to 1.5.
    - Added bullet defense in clothing tooltip.
    - Some knives (mainly Stone Knife) slightly reduced in damage.
    - Athletic trait now excluded when selecting Very Underweight.
    - Adjusted weight of ammo boxes.
    - Made tents thumpable so zombies can destroy them.
    - Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones.
    - Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie.
    - Decreased damage done to feet when walking barefoot.
    - Decreased damage done by trees when walking through them.
    - Increased chance of spawning feeding zeds.
    - Decreased chance of feeding zeds spotting you
    - Set all bandana weight to 0.1.

    PRE NOISEWORKS SOUND CHANGES

    - Preload sample data ahead of time so that sounds can play immediately when started.
    - Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value.
    - Don't set Occlusion to 1.0 as that seems to completely mute some sounds.
    - Pause music when the game is paused.
    - Fixed the BreakObject sound not playing when destroying carpentry objects.
     
    DEBUG

    - Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions.
    - Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor.  This can be used to reposition and remove existing points.
     To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file.
    - Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles.
    - Allow deleting map_zone.bin from the "More..." load-game ui in debug mode.

    LOOT DISTRIBUTION CHANGES
     
    Partially implemented new system - as yet untouched loot tables remain the same as before.
     
    New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.

    Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.

    Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.

    MOVABLES
     
    - Fixed movable items, such as radios from cars, having correct condition when placed and picked up again.
    - Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds.
    - Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions.
    - Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling.
    - Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'.
     this also means these movables can be easily instanced directly now

    CONTROLLERS UPDATE
     
    - Removed the old JInput library which was used for controllers.  The GLFW library, part of LWJGL 3, is now used.
    - GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should
     have a good chance of working.  Recognized controllers are listed in media\gamecontrollerdb.txt.
    - The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory.  This can be done
     to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
    - The game should handle controllers disconnecting and reconnecting during play.  If player 1's controller is
     disconnected, they can choose to revert to keyboard and mouse input.
    - The controller X button now rotates objects in Place mode.

    FIXES
     
    - Fixed "delete all" on bins not working.
    - Fixed tailoring book/farming mag not spawning in shelves.
    - Fixed water container in office weighing 3.
    - Fixed white display counter not cooling food.
    - Fixed zombies not being able to pathfind through obstacles surrounding vehicles.
    - Fixed some minor pathfind issues.
    - Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled.
    - Fixed not being able to plaster doorframes built at Carpentry level 7
    - Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows
    - Fixed heatable water containers not heating up if put into campfire/bbq before they are lit
    - Fixed deep wounds having a shorter half-life than scratches or lacerations before healing
    - Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves)
    - Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.)
    - Fixed misplaced door models on the cars with door-models.
    - Fixed keypad key names being the same as keys on the main keyboard.
    - Fixed scissors not allowing jaw stab.
    - Fixed corpses clipping through furniture and walls with the RBShopLooted story.
    - Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option.
    - Fixed some flying cars
    - Fixed crawling zombies getting stuck while moving near walls.
    - Fixed crawling zombies not thumping fences like they do with doors.
    - Fixed crawling zombies trying to go through open windows.
    - Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
    - Fixed zombies sometimes thumping on wall frames that they can climb through.
    - Fixed WorldDictionary ID's not being reset uppon new game.
    - Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
    - Fixed edit item coloring not working.
    - Fixed map issues.
    - Fixed the fishing UI appearance not changing when a controller is disconnected.
    - Fixed not being able to add any condiments to a Burger found in game
    - Fixed Empty Pop Can appearing after char drinks a beer
    - Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
    - Fixed Hoodie unequipping when hood up + baseball hat
    - Fixed cooking food increasing weight of the dish inconsistently
    - Fixed player being able to eat by double-clicking when full to bursting
    - Fixed Bourbon having two options to empty the bottle
    - Fixed M9 pistol and D-E Pistol having their icons mixed up
    - Fixed Wet Bath towel losing Favourite status after drying
    - Fixed new ammunition types not being dismantlable 
    - Fixed "Sleep on ground" option in the car when char is Ridiculously tired
    - Fixed some furniture not being thumpable by zombies.
    - Fixed unhidden "Hat" related hair type.
    - Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture.
    - Fixed being able to survive bleach death by eating lemongrass
    - Fixed not being able to repair double doors
    - Fixed Fish fillet / Chicken behaving strangely when used in salad
    - Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source
    - Fixed not being able to hold RMB and use F to turn on flashlight
    - Fixed "Easy use" causing all car trunks to be opened, not only unlocked
    - Fixed Analog watches not having alarms if Spanish language is selected
    - Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers
    - Fixed not being able to freeze separate eggs
    - Fixed inconsistence in rmb -> grab and basic transfer inventory action.
    - Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store).
    - Fixed laundry basket acting as a dryer.
    - Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time.
    - Fixed drinking from soup/stew bowl with a spoon not using the spoon.
    - Fixed being able to bandage a fractured body part.
    - Fixed cure flies/mildew on plants causing a crash.
    - Fixed harvesting plant while plant info window was open causing a crash.
    - Fixed some foods (notably a lot in Zed stories) having zero nutritional values
    - Fixed not being able to wash blood stains off vehicle windows
    - Fixed furniture sometimes fading away while the player is still close enough to see inside.
    - Fixed not being able to freeze wild eggs
    - Fixed seat naming weirdness by removing  "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat".
    - Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time.
    - Fixed being able to do fitness exercises when you shouldn't.
    - Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds.
    - Fixed office water dispenser weighing only 5.
    - Fixed blue hospital curtain requiring electrical skill to be picked up.
    - Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices". 
    - Fixed dropping equipped container while being overencumbred duplicating the container on ground.
    - Fixed being able to grab items through fences.
    - Fixed being able to do fitness while climbing.
    - Fixed house alarm and helicopter sounds ignoring the master sound volume.
    - Fixed UI showing up on savefile thumbnail images.
    - Fixed the clock not being centered in splitscreen and overlapping the button prompts.
    - Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen.
    - Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread.
    - Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge.
    - Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials.
    - Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu.
    - Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button.
    - Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled.
    - Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows.
    - Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action.
    - Fixed broken behavior assigning keys in the options.
    - Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack".
    - Fixed uninstalling parts resetting the condition to 100 sometimes
    - Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition).
    - Fixed being able to open multiple sleep dialogues.
    - Fixed sea horse bins not having "delete all" button.
    - Fixed new liquor store in Muldraugh distributions.
    - Fixed some wrong definition for bar.
    - Fixed display case in pie restaurant.
    - Fixed thin skinned giving more resistance to being damaged while walking in trees.
    - Fixed icon for shooting glasses.
    - Fixed Saucepan repairing itself after it was filled with water
    - Fixed items being rendered in the wrong position (offscreen) after drying out on the ground.
    - Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key.
    - Fixed not being able to reinstall radios in vehicles.
    - Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles.
    - Fixed having to move and place sinks after water shut off to be plumbable again.
    - Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property.
    - Fixed random horizontal and vertical lines appearing along the edges of some textures.
    - Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles.
    - Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files.
    - Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation.
    - Fixed the player always getting up from sitting sometimes.
    - Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container.
    - Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen.
    - Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory.
    - Fixed Fitness.save() saving exeTimer.size() twice.
    - Fixed the inspect-garment ui not resizing to accommodate the Bullet column.
    - Fixed being able to do exercises while climbing ropes.
    - Fixed some cutaway problems.
    - Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes.
    - Fixed invisible players triggering house alarms.
    - Fixed some issues with zombie visibility.
    - Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be.
    - Fixed missing BodyParts\overlays textures by rebuilding UI2.pack
    - Fixed layout issues in the inspect-garment ui.
    - Fixed debug context menu exception when there is no zone on the clicked square.
    - Fixed models with capital "I" in the name not loading on the Turkish locale.
    - Fixed analog watches sometimes having the alarm set, which can't be turned off.
    - Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor.
    - Fixed some spawn points that were inside furniture or outside buildings.
    - Fixed broken Perk translation in carpentry tooltips.
    - Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this.
    - Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu.
    - Fixed some hair type list.
    - Fixed some parking spot in Muldraugh.
    - Fixed wooden pillar acting like a wall.
    - Fixed DataChunk exception with a user-created walkway on a guard tower.
    - Fixed Lua error building fences.
    - Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it).
    - Fixed broken carpentry-tooltip perk translations.
    - Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car.
    - Fixed "laundry" being in the list of buildings that RBShopLooted can happen in.
    - Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer.
    - Fixed font loading.
    - Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console
    - Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true.
    - Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+.
    - Fixed hats not rotating as they fall to the ground.
    - Fixed the item type of Radios being changed to Radio.worldSprite which broke translations.
    - Fixed untranslated names of movables being displayed for the Disassemble recipe.
    - Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe
     (due to missing tools, for example) which is different than other recipes which aren't displayed.
    - Fixed some tiles properties problems.
    - Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed.
    - Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do.
    - Fixed campfire and tent options appearing in the context menu when in a vehicle.
    - Fixed foraging ui being visible still when the player gets in a vehicle.
    - Fixed duplicate radio items appearing in the "Install" men
    - Fixed two unused files from "maps/West Point, KY".
    - Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist).
    - Fixed upgraded doorframes blocking movement.
    - Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end.
    - Fixed missing "world" attachments on several weapon models.
    - Fixed some multi-hit sandbox problems in which some weapons would not multihit.
    - Fixed TrailerCover missing from container distributions.
    - Fixed Trailer-TrailerTrunk missing from container distributions.
     
    MODDING

    - Allow modders to add new vehicle zones to the global VehicleZoneDefinition table.
     Previously, only the game's zone names and types were allowed.
     This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
    - Added support for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods.
     
    - Global ModData
    Registers moddata tables with a given String key.
    When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
    LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
    String ModData.create() creates a table with a random UUID key, note: returns the string key.
    LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
    LuaTable ModData.get(String key) returns the table with given key or null.
    boolean ModData.exists(String key) return true if table with given key exists.
    LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
    void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
    ArrayList getTableNames() returns a list of all registered tables.

    Networking

    Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted.
    Syncing of data where needed is up to coder/author. There are however two methods for networking:
    void ModData.transmit(String key)
    - this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below)
    void ModData.request(String key)
    - client only, this sends a request to server to send back the table with given key to this client.
    When the server or the client receives a moddata packet it is not automatically added to the local register.
    Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments.
    NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
    The coder/author can then decide to parse, register or keep it as temporary lua table only etc.

    - Fixed issues with setting appropriate texture flags when loading mod texture packs.
        - World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out.
        - Floor textures were using compression, resulting in visual artifacts sometimes.
        - UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering.
        - When a mod texture-pack name ends with ".floor", compression is turned off.
        - For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this:
        pack=MyPackFile 
        type=ui

    - Allow vehicle scripts to override the "model" without a name.
     Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model".
     
    - Allow mods to define custom sandbox options.
     Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded.
     
    - Allow mods to define custom perks (Skills ingame).
     Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded.
     New perks and perk categories can be defined.
     This required removing the Perks enum.  Now Perks is a class containing static instances of Perk.
     So Perks.Strength is now the Strength perk itself instead of an enum value.
     The Lua Perks table contains the predefined perks and also any custom perks.
     Fortunately, these changes didn't require any changes to Lua files. 

    - Added textureShadow property to vehicle scripts to allow overriding the shadow texture.
     For example, write "textureShadow = schoolbag_spiffo," without quotes.

    - recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand.
     For example, Prop1:Source=2 will use either the Saw or GardenSaw model:
     
        recipe Saw Logs
        {
           Log,
           keep Saw/GardenSaw,
           Prop1:Source=2,
           Prop2:Log,
        }
     The Log model could also be specified as Prop2:Source=1.

    - Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this.  This setting isn't saved, or synced in multiplayer.

    - Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section.

    - Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded.
    - Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items.
     This could be changed to a Display option if wanted (translations needed though).
    - Added GameTime helicopter-related methods for mods:
     int getHelicopterDay()
     setHelicopterDay(int day)
     
     int getHelicopterStartHour()
     setHelicopterStartHour(int hour) // 0-24
     int getHelicopterEndHour()
     setHelicopterEndHour(int hour) // 0-24
     
    TECHNICAL

    - Optimized game variable look-ups.
      - AnimCondition no longer repeatedly searches for the same variable by name.
      - Instead, it creates an AnimationVariableHandle and re-uses it.
    - GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda

    - Performance improvement. Added an early-out to updateTwistBone
      - If the current twist is <1 degree, the function aborts.

    - Savegame compression optimization from Turbo

    - Refactored and tidied up WorldDictionary.
    - Server now sends the WorldDictionary data to clients when connecting.
    - Client now only saves WorldDictionaryReadable.lua in game folder.
    - WorldDictionary now respects Core.noSave.
    - World loading should now abort correctly if any problems are found with the dictionary.
    - Added method getModID(), getModName() and isVanilla() to InventoryItem.
    - Added the mod name which added the item, and optionally any overrides, to item tooltip.

    - Performance improvements to BoneTransform calculations for a 2x boost to animation system.
     
    - Fog optimization

    - Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those.

    - Refactored IsoRegion system
     including optimized region calculations and fixes for a bunch of things that could cause bugs.
    - Added new IsoRegion debugger based of ZombiePopulationWindow
     (can build via debugger now for quick testing).

    - Added IsoRegionLogger, logs can be viewed via debugger.
    - WorldDictionary -> disabled logging of missing object ID.
    - Colors.java -> added GetColorFromIndex, GetColorsCount.
    - Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius.

    - Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS().
    - Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should

    - Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations.
     
    - Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists.  The value is always 1.0 in any case
  19. Like
    Caturday got a reaction from gabriel rodrigues brandao in Pacifist animations?   
    Since when pacifist equals being dumb ?
    I have guns in my house, but use them to shoot dummies instead of hunting (have legal access) cause i don't like to kill animals without any reasons, even when they are too overpopulated have to be culled.
  20. Like
    Caturday reacted to MadDan in Jumps n' scares   
    Well, two weeks takes ages to get through right? Here we are with the first fortnightly Thursdoid which hopefully contains enough morsels to keep you satiated.
     
    For details on what’s happening with MP, and why we’ve moved to blogs every two weeks for the foreseeable future, please check out our MP Status Update from last time.
    IWBUMS 41.51
    As we discussed last time, we have six months worth of polish, changes, additions and fixes waiting to go into the IWBUMS Build 41 Public beta that are completely unrelated to the parallel MP work.
    In this past two weeks, then, we have removed/disabled its WIP multiplayer components, and are now preparing to release this as a beta update.
     
    The changelist is pretty vast, and can be found here if you are interested.
     
    Sometimes in the past when we have released builds with lengthy gestation times they have been buggier than we’d have otherwise liked, which is why we are putting this through a lot of testing – and are currently opening it out to an expanded pool of internal testers over the coming weekend. Please note that when we talk about holding this build back for testing, it’s not in the same league, stadium or planet as the testing for the MP overhaul, we just have to do our due diligence after all the talk of being careful about what we release not to completely break the current b41 build by hurrying to get going with the builds again.
     
    This new version also includes some fairly foundational changes like updates to the Java and LWJGL we are using, that will improve a legion of compatibility issues we’ve often come up against, and many optimizations.
     
    Likewise there is a big savegame file size optimization going into this version, which will mean that your current savegame will NOT be compatible. But, clearly, fret not – the current 41.50 version will remain available to you, and step-by-step savegame transfer instructions will be provided should they be required.
    NOISEWORKS SOUND UPGRADE
    The Noiseworks full soundscape upgrade has just gone into its first round of testing, and we’ve collated a full list of bugs and missing / wrongly wired sounds back over to them.
     
    Primary issues include some rethinking of how we’re doing car noise due to some engine sound issues, lots of stuff that needs an adjustment in how its rigged, and a few sounds that don’t entirely fit the action on-screen. We’re making good headway with all this, but it’s probably best to expect its appearance in 41.52.
     
    A video, and then a few tester quotes.
     
     
     
     
    “The ambient sounds of the wildlife is amazing. I found myself a few times just listening to it all. hearing the zombies shuffle outside a building you are in can put you on edge, but you think you have time until that first bang on a door or window which will make you jump. And the rain sounds changing as it intensifies is amazing, you feel an urgency to immediately seek shelter, you know it’s about to get bad outside.”
     
    “The game feels a lot more… full (?) with all the noises. I noticed it had tactical advantages too, as I heard the footsteps of a bunch of zombies around a corner before I got there. That was super cool.”
     
    “WOW the UI makes sounds now??? Did not expect that it is awesome. Also the tweaks to the This is How You Died screen for loading into the world and all are incredible.”
     
    “I haven’t felt suspense like that while playing for a long time, the jump-scares really get you as well. The new sounds give it a completely new, different experience imo, like just the eerie silence when you walk into a house all of a sudden, instantly makes you put your guard up and listen out.”
    3D ITEMS
    Also for likely inclusion in 41.52 are the 3D items that ‘Rockstar Mark’ has provided – which will mean that we no longer will have to use inventory icons for items left on the floor.
     
    We still have to make sure these don’t dampen performance when used in extravagance, but they are already paying dividends in terms of the ‘zed stories’ we tell in abandoned houses – the frat boy zombies will have real-looking beer and chips on the floor now, while the ‘sex zombies’ we suggest were having rumpy pumpy will have real-looking clothes strewn on the floor around the bed.
     
    This has also allowed for RJ to put in an extension of the world-building ‘Marie Celeste’ nature of various homes within the Knox Event – putting items on tables to suggest what was happening (or about to happen) in the build up to disaster striking.
    Someone here, for example, was about to bake a cake.
    This will be expanded on heavily in future, with our hopes that all items present on shelves will represent the actual items. This is a long term goal however.
     
    In terms of gameplay the 3d items will bring, we do plan however in the more immediate future to make tables into containers, which allow items to be placed on them and be visible at a glance. This will surely be a welcome feature for those packrats looking for some extra storage space.
     
    Also, Mark just sent us these, which should much better allow us and those like us to simulate our bedroom floors within the game with more accuracy.
    MAP WORK
    As discussed last week we are bumping the urban map expansion, our PZ version of Louisville, up the running order of releases – though it’s still too far off to pin down in any particular version.
     
    This week Jamie (Xeonyx) has been on ‘Operation Building Heighten’ – as we have increasingly become aware that we need to reinforce how verticality in the city’s innermost districts will be a big part of the feeling of difference between it and our existing rural areas.
     
    We have an upper limit of seven storeys and a rooftop in PZ, which is an unavoidable performance constraint (and also something of a balance issue even if we one day surmounted it) but it should still feel urban, new and different to what’s currently available. Here’s some of Jamie’s building heightening in action:
    Kukrapok/Ayrton meanwhile continues with his own mission to bring more realistic curved roads and road patterns to both the existing and new areas of the PZ map.
    There’ll also clearly be loads of new tiles and decorations that come with the map update and, while the blog writer doesn’t find it hugely exciting, I am reliably informed that the ability to spruce up your bases with lovely new vegetation will be of encouragement to some.
    NEXT TIME
    As discussed in our last blog, when we return for our next dev update we will get the latest from Yuri and Andrei on MP, who have now an entire month to do deep dives into their work without us poking them with a stick every week for something to show the world – as well as all the SP latest similar to that discussed above.
     
    In the interim we will also put up the next Mod Spotlight from Pat_Bren, who this month will be talking to none other than the elusive Snake. Thanks all for reading!
     
    This week’s featured image from KPKPlays. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Our thanks to all bratty stepsisters out there for refusing to relinquish their gaming PC!
  21. Spiffo
    Caturday reacted to nasKo in MP Status Update   
    THE BAD NEWS This week we have been playing the MP build extensively, to try and get a clearer and more solid idea how much work would be required to get it into a state we’d be comfortable releasing, and have increasingly become aware that it’s not good enough. We have been too optimistic, and for that we are extremely sorry.
     
    Advances have been made, and the quality of where it is going is clear from our many tester testimonials and gameplay sessions, but since the (vital) transitions to zombies on the client it is not even close to the quality that the game or our players deserve, even for a beta. Furthermore, the deeper we’ve looked into it, the more systemic issues deep down have reared their heads.
    It needs more time in the oven. We simply cannot release it half-baked. You don’t have to look far in gaming to see what can happen when you do.
     
    We recognise that (especially in the past two weeks) we have been making cautiously optimistic noises – but put simply the more we played, the more we became aware of deep-rooted issues that it would be near-impossible to fix in a ‘live service’ situation. 
     
    Project Zomboid has every chance of being extremely popular when we release MP – it’s something that we’ve read from people everywhere, and increasingly something we’ve quietly believed ourselves. As we’ve said multiple times in the past, the multiplayer release of 41 is by far the most important build in Zomboid’s history, and if we don’t stick that landing it would be bad.
     
    As it stands the MP build we’re playing internally isn’t robust enough to cope with potentially huge floodgates being opened upon it. Support requests, tech queries and bug reports would simply drown us – and the player and community experience would be poor in the absolute extreme. 
     
    We had a big meeting with General Arcade, and went through everything that could (and should) still be done to make PZ a MP game that could both stand the test of time, and a huge launch day. Something that would keep multiplayer servers populated and not result in disappointment for our community that have been so patient for so long.
     
    This will likely be a much longer wait than we’ve been hoping, and particularly in light of the last two weeks of misguided hopefulness over improvements that while exciting, in the cold hard light of day still are far short of what we would dare release. 
     
    We have long shied away from giving any form of ETA, but in the interest of ensuring we are not stringing anyone along with vague notions of a timescale Thursdoid after Thursdoid, we have agreed with our MP team that anything up to six months should be the ballpark we’re now aiming for when it comes to getting a Build 41 MP release into player hands to a level of quality we’ll be confident it won’t blow up in everyone’s faces. 
     
    We know this will be of disappointment for many — and we’ll likely receive some flak for this decision — which is understandable, especially given the noises we’ve been making in the Thursdoids recently. 
     
    But we ask those that are upset by this news please to bear in mind other recent releases that people were begging for, and getting increasingly hyper-frustrated at the frequent delays — only to finally have it in their hands, as they facepalmed and asked themselves why the hell this wasn’t held back further??
     
    That’s what we’re doing — because we’re lucky enough to be in a position we’re able to do that, both financially, as well as without marketing spends or boardroom pressure forcing our hand, and we are committed to the fact that while we feel the pressure from the community’s frustrations at the wait as well as our own desire for it to be ‘done’, we will not allow that to blind us to putting something out that will end badly for both us and our community that want to see the game grow. We may get a bloody nose for delaying it further and for this long, but we’ll take that gladly to ensure that doesn’t instead happen on release–as that’s a bloody nose we might not recover from.
     
    This has been an immensely difficult week for us — people sometimes forget that we want this build out there too. It’s not just a game to us but our daily lives, and the march toward a multiplayer release — the moment we’ve desired to see for so long vanishing away months into the distance, and the prospect of continuing that climb for another six months is heartbreaking to us. 
     
    Nonetheless, it’s 100% the right call — we will not waver, and when all is said and done and multiplayer has been out for months and everyone is playing it, we promise everyone — ourselves and our community — will be glad we made this call, instead of releasing in a soon forgotten whimper. 
     
    We may take our time, but we get the job done in the end. Hopefully the almost unanimously positive reception to the long awaited animation update proved that to be the case. I honestly believe we wouldn’t be where we are today if we weren’t just as strict back then on what we put out, when everyone was chomping at the bit to play it, bugs and all, and couldn’t fathom why we were being so careful and protective for such a long time. Now people have had it for a long while, no one would want to go back in time and have us retroactively release the anim build 6 months earlier than we felt comfortable doing so, and risk it crashing like a lead balloon and damaging the game’s reputation and future. Our caution led to the most success Zomboid has ever enjoyed. We know the same will be true about multiplayer when people are finally playing it.
     
    We’ve discussed with GA about getting two more internal QA engineers the MP team will have direct access to day to day while working, to allow them to more quickly diagnose and test stuff with more players outside our TIS internal tests. 
     
    They are also on the lookout for additional resources for the coding team to speed things up. Though it’s worth pointing out that this will require some significant time to learn the codebase and get up to speed for any new developer, which is why it was never a practical solution before our decision to commit to this longer delay with which to capitalize on another coder. 
     
    We hope with the changes we make, along with many organizational changes to improve our internal workflow with GA, we can deliver something sooner, and will of course continue looking for new avenues to speed things up — but for all intents and purposes we’re committing to this period of delay to make sure it is definitely achievable and no one should be under any illusions of expecting it sooner. 
     
     
    THE GOOD NEWS
    It’s not all bad news however. This longer and more defined schedule of getting MP up to scratch makes it clear that we can’t just continue this release drought in the meantime. 
     
    Therefore we are going to start releasing IWBUMs builds with new content in the interim, rather than holding back until the MP build is complete as was our original plan.  
     
    We will be removing MP elements from the current trunk code that would interfere with the single player game, and releasing a six month backlog of changes, fixes, optimization and upgrades waiting to go into the game. LWJGL 3 and java 15 upgrades in particular that will improve performance and compatibility, not least a new fancy garbage collector we’ve never had the opportunity to use before that should all but eliminate any periodic pauses that have plagued our game in the past.
     
    After this, we will be starting to release additional content builds to tide the community over in the wait. We have to be somewhat careful on the style of content we add, so as to not make the MP work more complicated and hold it back further, but stuff you should be able to look forward to in the coming months include:
     
    Noiseworks sound overhaul. Noiseworks are due to provide the first complete version of their ‘round 1’ additions to the game, replacing all sounds in the game, for testing and feedback from TIS. Those keeping up with the Thursdoids will have a good idea of what this will bring. After some testing, and adjusting sounds to tester and community feedback, we’ll be getting this out to you as soon as we can. Noiseworks will then be continuing with adding additional sounds, and a procedural music system, which will bring even more atmosphere to the game.
      Map updates. We’re pushing toward a release of Louisville, which nears completion outside some zoning work and bug-fixing. It’s unclear how much time remains to polish this up to releasable standard, but it seems very likely it will drop before multiplayer. Non-90 degree roads with curves, improvements to the existing map, and even perhaps beyond our original scope of the map now our mapping team has grown.
      Several other really cool gameplay features. We’ll talk about them in the coming Thursdoids when we can feel confident they will drop in the interim period.

      THURSDOIDS
    Speaking of Thursdoids, a primary piece of feedback we’ve had from the MP team has been the detrimental effect that the weekly cycle of blog updates on MP progress has had on the development process. 
     
    A weekly development sprint, where results are desired to show off or talk about makes it much harder to work on longer term improvements. To be honest this is not the first time this has been brought up or felt by the TIS team, the weekly blogs have always stacked a lot of pressure on our shoulders, only ever being 7 days away. But we are both immensely proud of our weekly blogs, and have found them to be a huge part of keeping our community content and informed. Truth be told, we have also been somewhat nervous that reducing their frequency suddenly may be perceived by our community as some kind of winding down, rather than something that would improve development in any way, and so have long been resistant to change.
     
    However, in the interest of aiding the MP team in having the time to do longer and less interrupted work on features without the pressure to provide small incremental improvements that clearly haven’t been enough to make the leaps to release that are needed–we are going to make the following changes to how we release Thursdoids over the coming six month period.
     
    We will be doing bi-weekly Thursdoids (that’s every two weeks). These will likely be more content-packed, and have more time spent writing them. They will hopefully provide much more bang for your buck and less likely to have us repeating ourselves.
      We’re only going to focus on multiplayer development every other Thursdoid, allowing the team to have a solid month to make longer term, deeper and more substantial improvements without worrying about us coming knocking for stuff to show or test. The alternate Thursdoid will focus on the single-player interim updates, features and fixes coming in the shorter term. That all said if we do have cool MP stuff to talk about, we’ll be sure to let you know regardless of what week it falls on.
      We’ll see how these Thursdoids go down over the coming months, and will decide based on that what to do once multiplayer releases whether to go back to weekly Thursdoids or to carry on with bi-weekly.
     
    Thanks for reading, and apologies again for the major misstep in our recent enthusiasm. While we did state it was ‘cautious optimism’, we regret letting short term improvements and perhaps a bit of wishful thinking colour our blog updates. Sometimes you just get lost in the weeds and an uptick one week is deceptive to how much work really remains. We hope the firmer date will give solace to those who check week after week to frustration, who are largely only interested in multiplayer, that they can safely put our game aside for a while, and when to start looking again. And to everyone else, we hope getting fresh content again will help the time pass that little bit quicker.

     
    Much love
     
    The Indie Stone
  22. Like
    Caturday got a reaction from Faalagorn in Last Boy Zcout   
    Door opening sound is wierd, do not implement this please.
  23. Like
    Caturday reacted to Geras in Last Boy Zcout   
    I'm personally not a fan of lip smacking sound while eating, it's irksome.
    Also not a fan of the "thump" sound when soundtrack changes i.e. from calm to combat tune - it's kind of anti-climatic.
  24. Like
    Caturday reacted to Nazarito22 in Last Boy Zcout   
    1. Multiplayer. Everything what you do is good, however you need to give private key for streamers ( Ras7a from Russia for example who make your game more popular  - 120 -150 online every stream ) and they could be record stream (what they do without MP) and found bugs. You should be more opened for comunity. A lot of people make popular your game for free , a lot of people make mods for free and doing everything that interest to game not fall down. I think streamers - testers is good idea. Open your hearts, eradicate your pride. Be nearer to comunity.

    2. Sounds of door is not real, too noisy and not realistic ( also doors needs animation - for modders it's deal for day ). The sound of katana also not real. I don't know exactly, but in my opinion there should be a whistle of steel when you take out a katana and when you swing it. When you chop a zombie, it seems that you are hitting a paper box, not live meat.

    3. The rounded roads is cool , but please don't forget about road markings for all angles. This is also will need for my Yamnytsya village project. Hope these new tiles will be available in TileZed and WorldZed. Kukrapok , good luck , you doing very boring work. I know that.
     
    Be more opened to comunity guys. Good luck survivers.
  25. Like
    Caturday got a reaction from RELO in 🙏🙏🙏Multiplayer Setup || Project Zomboid Build 41🙏🙏🙏   
    People gonna complain. I remember how people complained about "dead" insulation system upon release. 
    Let them release the +- polished product.
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