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cover-7 Days to Die

Wednesday, December 4, 2024 11:34:24 PM

V1.2 EXP

Hello Survivors!
Here is V1.2 b22 EXP for you all.
While the team is all hands on deck working on V2.0, we wanted you all to get the fixes, optimizations and console crossplay preparations sooner rather than later.
With this build we introduce various optimizations to all platforms, but also unleash the ability to generate RWG maps to our Console fans.
Crossplay will be fully enabled once experimental ends, V1.2 goes STABLE and our Console users get access to V1.2. Until then there will be no-one to crossplay with.
This will open up crossplay between PS5, Xbox Series X|S and PC clients, however no dedicated servers just yet.
V1.2 should be compatible with existing save games, but we recommend starting a new game for the very best experience.
Here is how you participate:

Right click on the game in steam
Click on properties
Click the “betas” tab
The drop down menu will have latest_experimental available <— you want THAT
Select that and wait for the game to download

Changelog:
Added

Cross platform block lists
Implemented console Performance/Quality graphics modes, selectable through the video options UI.
New vulture model
New rabbit model
New chicken model
Biome spawner delays have a 10% random variation
CRT TV emergency broadcast sound (*enables with light)
Sleeper volumes reset the available spawn points when finding one if they have all been used
Deco manager tree grouping with async loading and work spread out more evenly
Additional flame prefabs to burning Zombies
SFX for nerd outfit extra crafting skill point perk
Missing spark textures for mines


Changed

Revised first person rendering to use a single camera
Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
Enable RWG menu items in submission builds
Allow opening of chat window when communication blocked
Implement show user profile for PS5
Optimized entity effect groups by removing duplicate setters from ancestors
Improved biome entity spawners to run timers independently of counts and better track counts so they can't spawn over the limit
Re-balanced biome entity spawner counts and delays
Removed sleeper spawning at farthest position ground check if using min script
Improved active sleeper despawning rules to allow more distance and time
Optimized material cleanup
Optimized object pooling and containers
Optimized chunk wall volume containers
Video brightness setting darkens interiors and night when set below 50%
Decreased darkest range of moon light slightly
Helmet light mod to have less range
Deleted old hidden animator data from the ZController file
Optimized FindInChildren
Optimized entity spawning model type lookup
Updated Screamer sounds
Solar Cells can no longer be scrapped
Grace is no longer zombie food


Fixed

Iron Gut does not apply on login
Xbox/PS5 Friends not working in Server Browser
RWG previewer not removing some of the button handlers on close
Server doesn't log chat sender names
NRE and loss of controls when sign or storage crate is destroyed while writing in it
Copy+paste kills tabs/linebreaks
Error loading prefabs with ExcludePOICulling=true due to outdated ins files
Effect groups do not extend from ancestors in the correct order in entityclasses xml
Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id
A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again)
Biome spawners could conflict and use the same status data
Arrow LOD issue zooming in and out while bow is pulled back
No respawn on min script sleeper volumes if entity despawned
Player drop time delay was affected by frame rate
Simple prefabs like part_streetlight_single generated an empty imposter mesh
Chunks being copied to Unity could rarely have the wrong object and block all copying
Primitive outfit has a read/write issue
Occasional Exception and NRE when exiting to Main Menu
Wall volumes were added to chunks they did not overlap and had unneeded padding
Sleeper and trigger volumes were added to chunks they did not overlap
Battery and solar banks beep when relogging
Player placed torches had a duplicate Audio Player
Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts
Audio manager would still track many sounds after they were destroyed
Loot abundance settings below 100% would give less loot than it should
Hordestone Twitch Event should not auto respawn.
Tactical Assault Rifle missing reflex sight model
Headgear morphs won't spawn in when in first person view now.
Drone inventory can roll back as client while using drone healing mod
Drone can't heal player while on vehicle
First time the drone heals the player after a debuff has been healed, it fails to heal the player