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NEW
- General improvements to player map.
- Added street names to the in-game map.
- Added a new type of style layer to the in-game map, called ImagePyramid. This is used to control the draw order and color of image pyramids.
- Forests no longer fade out when zooming out on the in-game map. The fading out was done due to the slowness of drawing all the forest polygons. Now, the zoomed-out forests are rendered using an image pyramid.
- Textures in image-pyramid zip files are no longer loaded on the render thread. Loading is now done on filesystem threads. When a needed image isn't yet loaded, a lower-resolution one is rendered instead.
- Updated Fire and Smoke visuals. (Please note this is a visual change only, and not a full system redesign, which remains planned for future builds).
- Added gizmo controls for rotating and moving items during extended placement.
- Added the ability for 90 minute days (now the new default for Apocalypse) to be selected in the sandbox settings. Existing saves will not have their day length modified.
- Added zombie sandbox option to enable/disable "Voronoi Noise" randomisation of distribution.
-- The option to turn off the voronoi noise cutoff is not meant to be a general "opt out", it's a tool destined to workshop mappers to keep distribution deterministic. Disabling it will also double the amount of zombie spawned.
- "Adding Barricades" moved to Build menu.
- Doors must now be closed before placing a barricade.
- Metal bar barricades now accept steel bars.
- Added new SFX for Clapping SFX, Opening Fridges.
- Removed the current sandbox setting for non-unique home VHS tapes, as the current implementation does not work as intended.
- Added Fishing with Spinning - player has to reel the line from time to time in order to catch something. The Reeling mechanic is still WIP, however.
- Added controller support for Fishing.
- Changed cast button on gamepad to RT + improved switch between gamepad/keyboard for fishing.
MODELS/ANIMS
- Added animations for lunging zombies and zombies that turn on the spot.
- Added animations for zombies staggering left and right.
- Reverted a previous fix for Balaclava Clipping after player feedback. Changed Balaclava body location back to Mask.
- Added alternate models for when hoodie, padded jacket and poncho hoods are up while wearing Balaclava.
- Added new alternative models for Bandana mask to be worn when certain clothing hoods are up.
- Changed Welding mask to use nobeard hair group. Note that some clipping will still occurs but it is far better than before.
- Changed animated clock hands to use textures instead of models.
- Added media/scripts/clocks.txt to specify animated clock hand details, instead of being hard-coded.
- Added clock hands to the double-tile walls_detailing_02 clock seen in West Point's city hall.
BALANCE
- New Default Apocalypse will have 90 minute days.
- Adjusted the Default Apocalypse sandbox loot settings from 0.4 to 0.6 for all individual loot settings.
- Changed default apocalypse sandbox settings for zombie hearing and sight from "random" to "random between poor and normal".
- Added PiercingBullets to the M-14
- Industrial Dye can Spawn in many more colors.
- Players can now sneak with heavily damaged feet, albeit much more slowly.
- Fixed issues with new zombie spawn map system that, for example, were spawning far too many zombies at isolated cabins - and at police stations. Also general balance and polish put in.
DEBUG
- Added street-name editor to the F8 map editor.
- Items List Viewer now shows an additional "#spawn" column that indicates the number of times each inventory item has appeared either as loot or story-clutter.
es.
- Made pest interaction information visible in the growing season interface + plant info.
Teleport menu QoL
- Fixed window focus on create, added select all text in X input when focused.
- Added "Refresh" "Save" and "Load" to ISTeleportDebugUI.
- Refresh button resets coordinates to current player location.
- Save and Load are placeholder/alternative text for copy-pasting coordinates to and from the clipboard.
- Added double click on Load coordinates triggers teleport to the clipboard coordinates.
- Added support for 2 part coordinates for x and y, assumes z is 0 in these cases.
- Added check if player has moved to enable Refresh button when coordinates do not match the player location.
Adding perks via debug menu.
- Added modifyTraitXPBoost helper method for adjusting XP boosts when traits are added or removed.
- Removing traits via debug menu does not make changes to the perk levels on an existing player, this is intentional as there may be issues at levels 0 and 10 when perk levels are adjusted via debug or mods.
- the debug menu has the function to directly adjust character perk levels, so the functionality to manually do this is still possible.
- Added new debug option: CollideWithObstacles.Debug.SlideAwayFromWall. Defaults to TRUE on non-debug builds.
FIXES
- Fixed Sleeping Crash
- Fixed Crawlers being difficult to target.
- Fixed double doors spawning extra objects when opening.
- Fixed player animation sometimes freezing when attacked by multiple Zombies.
- Fixed bumped state causing an odd 90-degree turn when player bumps into something.
- Fixed vehicles killing ragdoll zeds on the slightest impact. Zombies now get shunted out of walls and vehicles correctly and no longer get stuck inside them. This fix, however, remains partial and needs improvement.
- Fixed ragdolled zombies getting stuck on other ragdoll corpses. They are now non-solid so they don't block movement of the player and other zombies, identical to non-ragdoll zombies that are on the ground, falling down, or staggering from player hits.
- Fixed intermittent depth issue with the visibility polygon.
- Fixed threading issue with vehicle-model lighting resulting in flickering.
- Fixed zombie animations skipping frames in split-screen.
- Fixed error when right-clicking on Fishing Nets placed in world.
- Fixed missing device options for Radios placed in world.
- Fixed transparent pixel from Jacket_WhiteTINT.
- Fixed (hopefully) twitchy one-handed animations when moving/strafing.
- Fixed issues with food seed packing requiring more individual seeds than seeds returned.
- Fixed some missing references for forged food containers in some food recipes.
- Fixed incorrect animation being played when taking pills while in cover with a walk injury.
- Fixed invalid depth of muzzle-flash sprites.
- Fixed depth issue with fire sprites on burning characters. Fire sprites on burning characters follow the torso, so no longer float above prone zombies.
- Fixed errors when players were clicking on objects in the world: adding fuel, removing Propane Tanks, killing rabbits etc.
- Fixed character creation clothing error on starting game
- Fixed unused tile properties still being present.
- Fixed Foraging tooltip displaying when mousing over the collapsed window.
- Fixed not being able to scythe outside grass when there was a roof above it. The grass should not regrow when scythed inside or underneath a roof.
- Fixed being able to vault through walls when stairs were next to a wall.
- Fixed vehicle radios playing broadcast audio during random static noises
- Fixed hitching when panning and zooming the spawn-location image.
- Fixed the bottom border of the spawn-location image being cut off.
- Fixed metal walls not requiring welding rods.
- Fixed missing item icons throwing exceptions during chunk loading.
- Fixed savefiles possibly breaking when moved to a different computer.
- Fixed many item-atlas textures being created when using the Extended Placement UI. Now the item being manipulated will be rendered as a 3D model until the window is closed.
- Fixed Maps stored in containers closing instantly after opening. Maps are no longer returned to containers.
- Fixed Combo Washer/Dryer not showing in context menu when water is out.
- Fixed Pistol aiming animation playing when it shouldn't.
- Fixed wrong barricade health multiplier if character has 6 levels in welding.
- Fixed wrong distance calculation blocking recipes that use items from squares or tiles around the character.
- Fixed being able to craft from Build Menu without appropriate skill level.
- Fixed the debug Brush Tool creating invalid garage doors from open sprites.
- Fixed errors when the tree an animal is attached to is already unloaded when the animal is unloading.
- Fixed being able to lure an animal further from a tree than the length of the rope it is attached to.
- Fixed some errors caused by OS being set to Regional Locales that didn't use Western Arabic Numerals for date/time. This should be fixed for all locales, please report if you find more.
- Fixed being unable to craft using items from a vehicle's trunk due to wrong distance calculation.
- Fixed an error when cutting down a tree that an animal was attached to.
- Fixed not being able to craft using items from a vehicle's trunk if said trunk had a bag or other item container inside it.
- Fixed Black Pig Head returning a Calf Skull instead of pig skull.
- Fixed Beer Can not boiling water.
- Fixed missing nobeard hair group on surgical mask.
- Fixed flipped inverted polygons on M_SurgicalMask.X
- Fixed minor issues with clipping and transparency-issues with outfits.
- Fixed medicore blending of surrender animation.
- Fixed clap02 anim so female hands look like they are connecting.
- Fixed an issue where debug tools weren't accurately detecting fences when used for disabling or spawning story elements over them.
- Fixed some surface clutter items spawning in a state where they have inconsistent quality
- Fixed some inappropriate fish spawn locations"
- Fixed water bubbles not appearing when Water Quality is set to Low.
- Fixed error when equipping a fishing rod on gamepad.
- Fixed bug with fishing catch chance.
- Fixed pancakes consuming the whole Pancake Mix pack instead of 1 unit.
- Fixed error when players selected a rear seat via Vehicle menu.
- Fixed only 1 animation used when zombies are killed by melee from the front.
MODDING NOTES
- Replaced the created thumpable object as the parameter for the OnCreate lua function with a table that includes the thumpable, craftrecipedata and character.
--TO MODDERS: if you have a buildable tile object that uses a custom OnCreate function that will need to be updated.