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Batruha

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  1. Pie
    Batruha got a reaction from Pandorea in Transparent walls where they shouldn't be   
    This will be abused in future multiplayer

  2. Like
    Batruha got a reaction from trombonaught in The cleaning agent does not clean   
    The detergent is not soapy and will not wash clothes
  3. Like
    Batruha reacted to Batsphinx in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  4. Like
    Batruha got a reaction from Nebula in IWBUMS 41.46 released   
    Thank you! awesome update
    please keep working on the game, it becomes like an AAA project
  5. Spiffo
    Batruha got a reaction from TrailerParkThor in IWBUMS 41.46 released   
    Thank you! awesome update
    please keep working on the game, it becomes like an AAA project
  6. Like
    Batruha reacted to Batsphinx in IWBUMS 41.46 released   
    41.46

    NEW

    PERSISTENT ZED OUTFITS
    - Zombie appearance is now mostly preserved when reloading.
    - Added Zombie.Outfit.Random debug option to disable persistent outfits and choose random ones when zombies are loaded.
    - Added AttachedWeaponDefinitions class to avoid parsing the Lua table every time a zombie spawns.
    - Rewrote ZombiesZoneDefinition to avoid parsing the Lua table each time a zombie spawns.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - DebugChunkState displays all the zones at a location.
    - Moved client/Definitions to shared/Definitions. server/recipecode.lua uses ClothingRecipesDefinitions.

    ADDED TRAILERS
    1) If in debug use addVehicle("Base.Trailer") to spawn a trailer.
    2) Park a vehicle with it's rear end near the front of the trailer.
    3) Looking at either the vehicle or the trailer, use the vehicle radial menu and choose "Attach Trailer" (the plus-sign icon).
    Vehicles should have an attachment named "trailer" that is aligned with the same attachment on the trailer itself.
    Vehicles without this attachment will connect somewhere on the rear of the vehicle.
    Editing attachments on vehicles is a new thing in the vehicle editor.

    - Added support for multiple collision shapes on vehicles. This is to support the trailer hitch extending forwards of the trailer's body. Shapes must be added in the vehicle's script.  They can be edited in the vehicle editor under the new "Physics" section.
     A maximum of 10 shapes is supported, minus one for physicsChassisShape.
    - Updated the vehicle blood and damage textures. Damage and rust textures are applied to the trailer. The blood texture doesn't currently appear, however.
    - Simulate a rope when towing cars: breaking too much at full speed and your towing car will bump into you.
    - Added uncovered trailer Base.Trailer.  Base.TrailerCover is the covered version.
     The uncovered trailer FBX is missing the second UV channel.
    - Trailer brake lights will come on when the vehicle towing it's brake lights are on.
    - Added 4-wheeled advertisement trailer.
    - Added 'world' attachments to some weapon models so they are positioned better when on the ground.
    - Added new advertising trailers. The "Set Script" vehicle debug-menu command picks a random skin.
    - Added trailer car crash story.

    NEW ZED STORIES
    - Sometimes in forests, at the beach or next to lakes, you'll find people who were zombified doing different activities.
    - Beach party, fisherman trips, forest campement...
    - BBQ party
    - Sexy time (!)
    - Hunter camp
    - Trapper camp
    - More!

    GENERAL
    - Added beer can & beer bottle item.
    - Recipe tooltips now display available items in white text above unavailable items in grey text.
    - Stop emote animations when the "Cancel Action" key or the controller B button is pressed.
    - Added more gun attachments models, fixed missing ones.
    - Added ammo straps as clothing item. Can be worn, exist with shells or bullets, can increase reload speed (shells for shotgun/bullets for the rest).
    - Added possible bullet vest on police outfit.
    - Added several new hair cuts
    - Added new beard styles.
    Added a HairOutfitDefinitions.lua definition file:
    - Allow to spawn some haircut only on specific outfit.
    - Force some haircut on some outfit (ZombiesZoneDefinition.lua take precedence over it)
    - Added some outfits for Zed Stories.
    - Implemented new hats/eye patch (icons, functionality etc).
    - Added the JOIN_IDENTICAL_VERTICES option when loading models.  This can greatly reduce the number of vertices in a model.
    - Updated translations.

    BALANCE

    - Damage to car parts from melee weapons now made more accurate to type of weapon
    - Changed damage from hitting zombies with car: speed exponentially increases damage. Also made attempts to stop sprinters hammering on the rear of car and destroying it too fast.
    - Whiskey bottle with water weight now more in keeping with whiskey bottle weight
    - Decreased the gain in drunkeness from drinking beer bottles/cans vs. spirits
    - Made alcohol->drunkeness slightly more potent when character has an empty stomach
    - Disassembling Lamps now gives a Lightbulb
    - Log Stacks recipes to always use 2 Ropes, instead of 1 Rope per Log
    - Beverage can now be prepared with only sugar
    - Sugar and coffee now drainable items (due to be reverted in next patch due to internal rethink)
    - Hood/bonnet now repairable with metal sheets + screws or torch
    - Uncooked pasta or rice in a pot/pan of water will now eventually rot 
    - Balanced trunk and glove box capacity on vehicles and trailers
    - Increased watch spawn rate on zombies.

    ANIMS

    - Added Zombie_WindowLungeHitReact.X.
    - adjusted bob_sitground anim to finish on correct pose
    - tweaked sitting anims to blend a little better

    MODDING / DEV

    - Added support for custom decals, clothing and outfits in mods.
        Each mod may have it's own copy of these files:
            media/fileGuidTable.xml
            media/clothing/clothing.xml
            media/clothing/clothingDecals.xml
        The above mod files no longer override the game's files with the same name.
        Mod decal groups and outfits with the same name as one the game defines will override the game's.
    - Added support for custom beard styles and hair styles in mods.
    - Added a new script item property named AcceptItemFunction which specifies the name of a Lua function to test whether an item is allowed in a container. 
        This is in addition to the existing OnlyAcceptCategory property which tests InventoryItem:getCategory().
         For example, to allow only medical items in a First Aid Kit, add a line to clothing_bags.txt:
         item FirstAidKit
             {
                ...
                AcceptItemFunction = AcceptItemFunction.FirstAidKit,
             }
         And add this function in a Lua file:
             function AcceptItemFunction.FirstAidKit(container, item)
               return item:getStringItemType() == "Medical"
             end
    - Changed Color.HSBtoRGB() to return a Color instead of Integer[3]. If you want the integer values, use Color.getRedByte(), Color.getGreenByte() and Color.getBlueByte().
    - Challenges may define a function named getSpawnRegion() to allow multiple spawn points and spawn regions. Previously only a single fixed spawn point was supported.
     See the commented-out Kingsmouth.getSpawnRegion() function for an example.
    - A challenge's AddPlayer() function is now called when creating new players in existing games.
        This is used by the CDDA challenge to start new players naked and injured, for example.
    - The "OnEat" item-script Lua function is now called with a third parameter named 'percent' to indicate what percentage of the remaining amount of the item was consumed. Also, the function is called before the food is consumed.
        See OnEat_Cigarettes() for an example of how it is used.
    - Fixed unrecoverable TextureCombiner errors when a texture couldn't be loaded.
        Missing textures are displayed as a red and white checkerboard texture.
    - Display the filename of an asset that fails to load in the exception message.
    - Fixed multithreading issue with OutfitRNG. ImageData constructors throw exceptions instead of catching them now. 
    - Fixed not properly reloading modified textures that previously failed to load.
        This doesn't handle texture files that were previously missing, only ones that failed to load.
    - Added a two-second delay before DebugFileWatcher handles changes to modified files.
        This is to address two things:
            1) The file may still be being written by another application that is saving it.
            2) Sometimes there are multiple events for the same file, such as a "create" event followed by one or more "modified" events.
    - ISSliderPanel now checks for shift-clicking instead of whatever key "Run" is bound to.
    - Changed puddles rendering to use vertex buffer objects, reducing the number of calls needed to render them.

    CUTAWAY FIXES

    - Fixed stretched window cutaways 
    - Fixed vents not cutting away / turning transparent like other objects
    - Fixed Short walls in Prison not cutting away in a nice way
    - Fixed Double door cutaways - were previously offset on a building
    - Fixed stairs not cutting away properly

    FIXES

    - Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves.
    - Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes.
    - Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping).
    - Fixed SkyBox.update() allocating Color and Vector3f each time.
    - Fixed the Skybox.Show debug texture size changing when zooming.
    - Fixed less than one unit of Twine being returned when destroying a Stick Trap.
    - Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand().
    - Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws.
    - Fixed double metalwork doors giving planks and nails when destroyed.
    - Fixed loading the SQL library from the user's Temp directory on 64-bit Windows.
    - Fixed missing animation for unloading bullets from rifles without magazines.
    - Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on.
    - Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI)
    - Fixed sunstar motel arch cutaway.
    - Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
    - Fixed closing the health panel closing after opening fitness panel.
    - Fixed a multi-monitor issue on Linux.  Sometimes resolutions for the non-primary monitor were detected.
    - Fixed errors cleaning bandages using a sink/etc.
    - Fixed not walking to the water-containing object when cleaning bandages from a sink/etc.
    - Fixed student zeds could spawn with 2 bags.
    - Fixed muzzle flashes emitting no light during the day, even in dark rooms.
    - Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped.
    - Fixed animation when burning a corpse with gas.
    - Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of
     clothing textures for that item.
    - Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim.
    - Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand.
    - Fixed the health panel being shown when displaying the fitness ui, when using a controller.
    - Fixed errors pressing keys during the "This is how you died" loading stage.
    - Fixed FileNotFoundException when loading mods without clothing.xml.
    - Fixed an exception turning an equipped radio on or off when a generator is nearby.
    - Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game.
     This does not include reanimated player zombies. Also, house alarms are disabled.
    - Fixed player not spawning in the correct location when creating a new player in an existing challenge
    - Fixed getting max benefit (or harm) from smoking part of a cigarette.
    - Fixed not being able to interrupt closing windows or smashing windows.
    - Fixed the player turning when following a very short path.  Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to
     face the vehicle again before smashing the window.
    - Fixed vehicles dropping to the ground when loading or spawning them.
    - Fixed PhysicsDebugRenderer not being thread-safe.
    - Fixed zeds taking too long to stomp to death in certain conditions
    - Fixed being able to build a floor on farming plots
    - Fixed return items when dismantling of double doors
    - Fixed doorframe going invisible when painted light blue
    - Fixed male tourist outfit spawning wearing dresses/skirts.
    - Fixed extreme length of required stomping on zombies in some situations.
    - Fixed various map bugs
    - Fixed untranslated names of burnt vehicles being displayed in the radial menu.
    - Fixed some bags not playing "zip" sfx when interacted with
    - Fixed painted boxes not showing color correctly
    - Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on
    - Fixed not being able to "Put Out" BBQ
    - Fixed non-centered multiple lines of text horizontally in the radial menu.
    - Fixed split-screen rendering issue with puddles.
    - Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.)
    - Fixed a bug where fixed capacity defined in vehicles wasn't used.
    - Fixed Default Sprint key on MacOS being LMETA instead of LMENU.
    - Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.)
    - Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc.
    - Fixed the controller A button entering vans instead of opening the rear door to access the trunk.
    - Fixed the wrong strafe angle being used when walking short paths.
    - Fixed max capacity for vehicles not being saved.
  7. Like
    Batruha got a reaction from malkavian407 in Fix colds   
    Why not use a towel, rag or kitchen rag instead of a handkerchief? It is foolish to die because the character simply does not want to blow his nose in an ordinary rag and attracts all the zombies around.
  8. Like
    Batruha got a reaction from Geras in Fix colds   
    Why not use a towel, rag or kitchen rag instead of a handkerchief? It is foolish to die because the character simply does not want to blow his nose in an ordinary rag and attracts all the zombies around.
  9. Like
    Batruha reacted to Pandorea in Fix colds   
    Valid pint! Medical / First aid overhaul are planned for one of future builds (not sure which one, though)
  10. Pie
    Batruha got a reaction from Pandorea in [Bug] I'm stuck   
    My character is stuck between the sofas.
     https://youtu.be/uQuP2LfQxnY
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