Engine Update We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include: New SMAA anti-aliasing option as an alternative to TAA or FXAA. Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance. Taking advantage of some new performance optimizations. We'll be keeping a close eye on bug reports, as this kind of update has many side-effects. Full Changelog Quality of Life Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.) Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.) Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence! Reworked water transition into sky to avoid revealing topography of underwater terrain. Character Customization Added beard color option separate from hair color. NPCs and cosmetics can use this, too. Many cosmetics covering the lower face use your preferred beard color. Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.) Servers LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!) Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation. Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!) Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!) Audio 3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility. Added "Enable Doppler Effect" component to bypass disabling doppler effect. Enabled doppler effect on vanilla emergency vehicle sirens. Localization Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key. NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled. Updated a few cases where translation fallback to default was unsupported. (Such as item names.) Fixed Covert achievement description spelling mistake. (Thanks Zeenotzed5!) Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!) Level Editing Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance. Levels can adjust default config per-difficulty (easy/normal/hard). Added option for per-navmesh vs per-zombie-table difficulty asset prioritization. Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update. Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!) Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!) Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!) NPC Modding Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction. Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it. Added ability to respawn and kill zombies from NPC logic. Added "/RunRewardList" command for testing NPC reward list assets. Unity Mod Hooks Added Vehicle Gearshift Event Hook for gear number changes. Added Vehicle Health Event Hook for testing current health. Vehicle Event Hook now exposes events for all replicated properties. Added "Damage Collision" component for damaging (rather than killing) on contact. Miscellaneous Modding Added support for ammo to override rocket/grenade launcher projectile. Added support for low-quality lockpicks that fail to unlock the vehicle. Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.) Gun items with auto description off can opt-in to listing attachments. Added storage Default_Contained_Items list. Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental) Added sentry options to bypass PvE, react to attacks, and adjust sweep timing. Added barricade incoming ranged damage falloff multipliers. Improved context for master bundle reference error messages. Miscellaneous Fixes Moved Vanguard vest mythical effect forward so it's less obstructed. (Thanks ZHR!) Regression parsing (x, y) and (x, y, z) vectors from dat. (Thanks Sultan!) Crash reloading gun with more than 255 magazines. (Thanks CatzTimes!) IsOverride key missing from spawns editor round-trip. (Thanks WW-TC!) Inconsistency playing inventory audio when quick-moving item to/from storage. (Thanks WW-TC!) Inconsistent bounds checks placing barricades on vehicles in multiplayer. (Thanks Eismeister!) Fix rubble respawn all sections not working properly. (Thanks Xylemo!) Oversized invite icon in lobbies menu. (Thanks Jdance!) Misaligned mythical effects on Pool Cue. (Thanks TrueNinjafrog and dr4c0ottv!) Animals without physics material default to vanilla flesh material. Gun Delete_Empty_Magazines behaving differently for non-projectile weapons. Cinematic mode respects FarClipDistance command-line override. Simplify instigator tracking for nested rockets/grenades. Unable to interact with destructible object fuel/water tanks. Error writing singleplayer config on first load of a fresh install. Special thanks to all of the players who tried out this update on the preview branch and helped report bugs! Continue reading...