v0.16b-hotfix

Hey Everyone,

 

here's a small hot fix to last nights build, fixing missing volumetric lighting on windows 32bit machines, the missing underwater blur swimming effect and a few other small tweaks.

 

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub

v0.16b:

  • Fixed bug where all volumetric lighting would turn off if windows 32bit was detected
  • Fixed water blur vision not turning on when player goes underwater (still a bit buggy in waves, but should work well again in flat water)
  • Fixed bug where cave props could stream into scene multiple times if you quickly went in/out of a cave
  • Fixed sparkly disco looking cave floors if bloom was enabled
  • Fixed rock type in cave with no textures
  • Increased grass draw distance at highest settings
  • Set high preset to use 'very high' level of detail setting (lower this to high or medium if you find it impacts performance)
 

 

 

 

V0.51b

Hey everyone,

Here's a small hotfix to some issues that came up in last night's patch release:

 

V0.51

Hey everyone,

For this patch we focused on opening up the door at the bottom of the sinkhole cave. The door is locked and you'll need to find the keycard in order to get inside.

V0.50c - hotfix

 

Hey everyone,

Here's another small hotfix to the patch released earlier in the week, this time fixing an issue with water holders.

 

V0.50b - hotfix

Hey Everyone,

Here's a small hotfix, fixing some issues with clients loading into multiplayer games.

 

V0.50 -  Balance and bug fixing

Hey Everyone,

For this patch we've focused on bug fixing and some balance tweaks. It's a small patch as most of the team is working on the bigger December 14 story update

V0.49b - hotfix

Hey Everyone,

Here's a small fix to yesterday's patch release

 

V0.48b hotfix

Hey everyone,

 

Here's a small hotfix to this mornings patch release.

 

 

V0.47d - hotfix

Hey Everyone,

 

Here's another small hotfix, this time solving some issues with saving and loading the new procedural vertical walls.