You're a survivor in the zombie infested ruins of society, and must work with your friends and forge alliances to remain among the living.
[h1]Changelog:[/h1]
[b]Added[/b]
[list]
[*]Option to use the classic crosshair shape.
[*]"Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
[*]Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
[*]Exclude_From_Culling_Volumes [bool] option for objects.
[*]Exclude_From_Level_Batching [bool] option for objects and trees.
[*]"-DisableCullingVolumes" command-line flag. Not recommended.
[*]"-UseLevelBatching=true/false" command-line option.
[*]Valentine's day holiday condition for secret admirer note quest on Liberator.
[*]Per-location option to hide from map UI.
[/list]
[b]Changed[/b]
[list]
[*]Improved and re-enabled batching of level objects and trees.
[*]Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
[*]Use same collision height (2 meters) for all zombie types.
[*]Slightly increase zombie vertical attack range by 0.1 meter.
[*]Slide while standing on zombie's/animal's head.
[*]Allow masks to work as underwater breathing apparatus with backpack.
[*]Semi-auto repairing melee items play an impact sound.
[*]Terrain tool weight target option can be used with auto foundation option.
[/list]
[b]Fixed[/b]
[list]
[*]Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
[*]Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
[*]Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
[*]Transparent pixels in supersampled screenshots. [Thanks Tiway!]
[*]Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
[*]Animal collider not getting disabled on server. [Thanks surv0013!]
[*]Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
[*]Extremely small network positions off by one. [Thanks Gamingtoday093!]
[*]Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
[*]Interior culling size of several objects.
[*]Loading screen not appearing between clicking exit and reaching the main menu.
[*]Legacy airdrop/location node conversion not assigning instance ID.
[/list]
[h1]Patch #1:[/h1]
[b]Fixed[/b]
[list]
[*]Holiday object collision not disabled on server. [Thanks AdamDN!]
[/list]
[h1]Batching performance improvements:[/h1]
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false
For more information there are two new articles intended for map developers:
[url=https://github.com/SmartlyDressedGames/U3-Docs/blob/master/LevelBatching.md]Level Batching[/url]
[url=https://github.com/SmartlyDressedGames/U3-Docs/blob/master/ManualObjectCulling.md]Manual Object Culling[/url]
[img]{STEAM_CLAN_IMAGE}/6119952/e2d9bf8f6a7de27ac4a910459d60602498c97123.jpg[/img]