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New Project Zomboid update improves map, fixes spawns, and makes games longer

There are parts of Knox Country where I feel perfectly at home. The gas station at Fallas Lake is one of my mainstay bases. I also have a house picked out in Muldraugh - as long-term shelters go, it's far from optimal, but it's where I lived during my first ever game, and you always cherish your first ever game of Project Zomboid. Largely, though, The Indie Stone's post apocalyptic world feels dangerous and inscrutable. That, of course, is the idea, but navigating Knox - and sharing points of interest with other Zomboid players - can sometimes be frustratingly difficult. The new Project Zomboid update is here to help. Marking another vital overhaul to unstable build 42, it adds extra map details, fixes that immersion-spoiling issue with zombie spawns, and makes default games last longer.


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42.10 UNSTABLE Released

Slightly shorter changelist for this patch due to various team members working on larger scale changes required for balance, QOL and other required features for 42.

[h3]How do I subscribe to the Unstable beta branch?[/h3]
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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.

The best Project Zomboid mods

What are the best Project Zomboid mods? While mods can be applied to most games, there's something particularly special about sandbox games where it feels like almost anything is possible. Project Zomboid is the perfect example of this, featuring complete game expansion transformations and simple quality-of-life improvements.


Project Zomboid has been out since 2013, but the zombie game has recently rocketed in popularity, with tens of thousands of players returning for the Build 42 update. There are plenty of mods to improve your experience, and modders are already updating their mods for B42. Here are the best Project Zomboid mods available for the survival game right now.


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There's a specific suburb in Muldraugh that I always use for a base; it's the one between Cortman Medical and the trailer park, just south of the gas station and the church. It's not because the houses are all on two floors, or because I often seem to find a working car there. It's because the zombies themselves seem to stay away - it's very lightly populated, and in Project Zomboid, the more alone you are, the better. But as much as safety, in Zomboid, I also relish unpredictability. It's the not knowing that keeps The Indie Stone's undead epic alive. With that in mind, the new Project Zomboid update for unstable build 42 is ideal.


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Build 42.9.0 UNSTABLE Released

UNSTABLE WARNING - DUE TO CHANGES TO THE ZED SPAWNING SYSTEM SOME UNEXPECTED SPAWNS COULD OCCUR IN EXISTING SAVES - UNSTABLE WARNING


[h3]How do I subscribe to the Unstable beta branch?[/h3]
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NEW

- Zombie spawn map is now generated automatically.
-- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations.
-- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen.

Details:

An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier.

This system is also coupled with a seed-based cell noise that subtracts from the aforementioned zombie spawn heat map in order to break the predictability of, for example, always having lots of zombies next to a military base.

There are two noise levels overlaid on top of each other which will provide variety on a residential scale and on a district scale. ie: Sometimes a normally busy building will have no zombies (or at least fewer zombies), and sometimes and entire street or block will be voided of zombies (think LV)

The system will work with all modded maps and allow workshop mappers to adjust their heat map if they are not happy with the generated result.

This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings.

We will be adjusting the tiles selection (that generate those areas of infleunce) so as to make sure there are not too many weird edge cases, but overall we hope that this will be a much more robust system that will provide a more consistent Z distribution and a certain level of surprise.

You can look at what it looks like in debug mode under the map options. In the images attached to this post you can see the zombie heat map of Muldraugh (the brighter it is the more zombie are spawning), while the other is the exposed cell noise with those two scales made visible.

It is also an intention that the tendrils of the noise will allow for some sort of empty corridors that should allow for easier sneaking between locations too, although clearly zeds have the ability to move and drift having spawned.


- Implemented Ragdolls vs Explosives physics.
- Explosives such as Pipe Bombs and Aerosol Bombs are now much more effective at damaging and killing zombies.
- Explosives now use physic hit reactions when enabled.

- If a player knows a recipe but is 1 skill level short of being able to fulfill a skill level requirement to perform a craft recipe, having an item that teaches the recipe in their inventory or vicinity will allow for the item being used as a "cookbook" type reference to perform the recipe.

- Added recipe for dying clothes using Industrial Dye.
- Added container outlines to mannequins.
- The "Pick Up Animal", "Pick Up Skeleton", "Get Bones" and "Butcher Animal" context-menu options now highlights the animal corpse, when the option is enabled.
- The "Add Corpse" context menu in the butcher-hook ui shows item icons, and highlights the corpse when an option is highlighted.

- Added new anims for been shot in the chest, shoulder, left and right as well as from behind

- Added new SFX for Zombie thumping wood to help players better differentiate them from thumping doors
- Added new sound for removing wooden plank with crowbar animation
- Added new sound when grabbing chicken or turkey from hatchery
- Updated M16 full-auto sound.
- The existing "wildlife noise", wolf and owl sounds, will not occur until 4 weeks have passed for any player that happens to be in a square that is in an "urban" foraging zone, or is within a municipal region zone.
- New Armour Hit Sounds for Firearms and Melee
- The state of an active vehicle alarm is now saved and restored, so it is no longer possible to quit and reload to cancel a vehicle alarm.

- Added Aramid Thread item, which can be used alongside Sinew Thread for several armor/leather type crafts.
- Aramid is the not-trademarked generic name for the molecule that bulletproof vests are made from.
- Added a recipe to harvest Aramid Thread from bulletproof vests and limb armor, and firefighter clothing, including broken items. As police and firefighter zombies, are relatively common, this serves as a means for players to gather armor/leather crafting resources w/o Sinew.

- Added "Screen Filter" option under the Textures section for better control over zoom levels that appear blurry.

- Extended placement UI now has both rotation and movement in the same UI.

- Researching items and looking at maps will replace the item back in the original container.
- Added feedback to build panel (as per handcraft panel) to explain why some builds cannot be done (Giga mart, Mall etc..

- Added missing entries for fawn leather in leather drying rack.
- Added a sandbox setting to disable Home VHS tape spawns being unique
- Added icons to the foraging "Put in Container" context menu options.
- Added icons to the "Device Options" context menu option.
- "Show Welcome Message" can now be disabled in the options.
- Added TAB, Return, Escape key support for Debug Teleport UI.
- Added option "PoisonLevel" to debug menu

- Adjusted ragdoll impulse inconsistencies across ammo types.
-- Tuned physics hit reactions to closer match caliber impact classification.
-- Low caliber: 9mm, .38, .45; Mid-caliber: .44, .223; High caliber: .556, shotgun shells, 308.

- Temporarily removed raccoons climbing fence abilities for now due to pogo-raccoons.

BALANCE

- Equipped tissues will now muffle coughs.
- Fixed the Stone Awl craft recipe not providing enough xp.
- Stone Awl craft recipe can be researched from Sharp Flint Flakes.
- A couple of railspike weapon craft recipes now require a drill.
- Made vehicle headlights extend much farther.
- Updated cooking recipes to accept "mixed water".
- Bumped generator max vertical range sandbox option from 10 to 15.
- Adjusted "IndustrialDye" spawns.
- RemakeLongStoneBlade recipe now part of a magazine to eliminate some undesired console output.
- Beverages and other evolved recipes that require water can now be prepared with "mixed water".

- Fixed render order on some zombie outfits incorrect.
-- Underwear body location now renders over UnderwearTop and UnderwearBottom
-- CropTops" body locations changed to TankTop
-- Changed Bandeau"s body location to UnderwearTop
-- Adjsuted clothing mask for Jumper_TankTopDiamondTINT and Jumper_TankTopTINT
-- Due to reordering, CropTops can now be worn under tshirts, this is a compromise so they can"t be worn over vests/Tanktops
-- Changed Balaclavas body location to FullHat
-- Tweaks to male and female surgical masks to prevent clipping
-- Changed crafted shirts to now use "ShortSleeveShirt" body location so wrist jewelry can be seen
-- Fannypacks now hidden when wearing ghillie top
-- Fixed mask for a couple of trouser items
-- Split Neck body location into model and texture version- Neck and Neck_Texture
-- Changed shemaghscarf_face body location to Scarf and shemaghscarf to Mask

FIXES

- Fixed large number of inventory items on ground causing lag spikes on right click. Some random right click errors can still occur, please, report them to us if we've missed any.
- Fixed ragdolls losing shadows sometimes
- Fixed ragdoll corpses becoming non-lootable
- Fixed generators tile range sandbox option not working above 20 tiles.
- Fixed issues with poison system and liquids
- Fixed chunk lighting not always being updated when the loaded area of the map changes.
- Fixes for the Spider Corpse Position when Ragdolls are shot in the head
- Fixed BaseAnimalBehavior.fleeFromChr() exception due to missing entry in IsoAnimal.playerAcceptanceList.
- Fixed character spinning in place when WASD is pressed quickly
- Fixed items positioned via the Extended Placement ui moving when items on the same square are removed.
- Fixed Butchering Hook UI
- Fixed issue where multi-tile constructions drop a full set of items for every tile that is destroyed
- Fixed fluid containers sometimes counting as not being available for a recipe due to a rounding error issue.
- Fixed Character doing an extra animation when shoving with gun in hand (the issue remains for mac users)
- Fixed 'downed with firearms' ragdoll zeds getting up after being stomped to death
- Fixed ranged weapons targeting, hitting and damaging vehicles
- Fixed room light switches being disabled by shooting them.
- Fixed being unable to rotate mannequins.
- Fixed not being able to shoot animals
- Fixed player getting locked in fishing animation during combat
- Fixed various bugs on the game map.
- Fixed opening General Debuggers window resetting Fitness XP for current level.
- Fixed deaf players hearing corpse-fly sounds.
- Fixed the game possibly locking up while exiting.
- Fixed zombies not reacting to player shouts when attacking objects. Zombies will tend to stop thumping objects when they hear a loud, non-zombie sound behind them. This won't happen if they are targeting a player they see or recently saw in front of them.
- Fixed Catalogue model not orientating correctly
- Fixed IsoGameCharacter.corpseSicknessRate not being reset to 0 in God mode.
- Fixed shooting windows not producing broken glass on the ground.
- Fixed corpse-flies sound continuing after teleporting.
- Fixed not being able to sit on both sides of double-sided benches in furniture_seating_indoor_03.
- Fixed drinking from a Soda can or Soda bottle not showing the tint of the liquid
- Fixed GatherMeatSmall sound not playing for animals that can't be placed on a butcher hook.
- Fixed getting back a second sheet when unmaking sling bags.
- Fixed missing display string for the forge buckle recipe.
- Fixed error with Leather Apron craft recipe.
- Fixed duplication exploit with packing seeds that are also food, such as Sunflower Seeds.
- Fixed incorrect item tag for the metal baseball bat with bolts.
- Fixed possible exception in AnimalClimbOverFenceState.enter().
- Fixed "Precipitation intencity" typo in the climate debug ui.
- Fixed errors related to "trinketTags" in CraftRecipe.java
- Fixed vehicles that could be seen by turning around fading out.
- Fixed one cloth skirt sewing recipe providing less XP than similar skirt recipes.
- Fixed missing armor effect for the right gaiters.
- Fixed sheepskin clothing recipes being in the armor schematic recipe pool and not the survival schematic recipe pool.
- Fixed missing lua functions for smelting iron and steel items.
- Fixed issues with OnBreak functions for some rods and bar items not producing both halves of the broken item.
- Fixed female zombies in the Private Militia outfit always wearing a pair of Gaiters.
- Fixed Smoke Bomb Explode not playing
- Fixed being unable to prepare beverages.
- Fixed incorrect rendering position of world markers above or below ground level. These are seen in the tutorial, and horde manager spawn location.
- Fixed zombies near the player not being rendered when in completely black rooms. This is to fix a bug where a zombie the player is standing on can't be seen in a dark underground room while using a flashlight.
- Fixed some exploits with the large branch, having high tree damage and granting maintenance XP.
- Fixed missing text string for Make Sinew Thread.
- Fixed typo in improvised bandeau recipe display name.
- Fixed character stomps or attacks "downed" zed too early (not perfect we know, we are still working on this one)
- Fixed the visibility polygon not updating right away after teleporting.
- Fixed missing animal sinew model.
- Fixed tutorial no longer explicitly checks for IdleState after climbing through the window.
- Fixed HunkZ not spawning. The world is healing.
- Fixed missing craft recipe lua functions for smelting iron and steel.
- Fixed issues with sidebar icons for different resolutions
- Fixed framerate drop when there is a mix of many outlined items, some in front of and some behind the player.
- Fixed "Sew Kneepads" recipe providing elbow pads instead.
- Fixed error when picking up large stone from ground with full inventory.
- Fixed bone hatchet disassembly.
- Fixed wheat and wheat seed bags having inconsistent weights with other sandbag variants.
- Fixed sandbag-associated items not having a ConditionMax value of 1.
- Fixed fire-hardening spears using Carpentry and not Carving when randomizing the resultant spears condition.
- Fixed fire-hardening spears not using the base spears condition value properly when calculating the product's floor value for its randomized condition.
- Fixed page buttons in Crafting / Build menu's Icon view mode being inaccessible on controller
- Fixed undesired worm production when digging in gravel etc.
- Fixed an inconsistency where although digging furrows removed grass from a square, removing the furrows or removing a plant that grows in the furrows will not remove any grass that has grown back in the square.
- Fixed missing distribution reference for blacksmithing stepvans.
- Fixed missing function for the coffee machine's recipes.
- Fixed vehicle seat being inaccessible after uninstalling a locked door.
- Fixed issue where not being able to walk to build location, or cancelling mid walk, leaves BuildPanel "Build" button disabled.
- Fixed smeltable tag for mace head.
- Fixed kettle maul craft recipe not consuming kettle.
- Fixed built tile dropping inappropriate consumed inputs such as Clay or Welding Torches when broken.
- Fixed new characters with the Welding profession not knowing the Welding tile building craft recipes.
- Fixed player temporarily losing backward-stepping Nimble bonus when swapping weapons
- Fixed issues with character creation hair styles being accidentally selected
- Fixed error in "Make 2 Bowls" function.
- Fixed pot duplicating when making Sushi.
- Fixed plant health not factoring into farming XP gain when harvesting plants.
- Fixed diet cola having inaccurate calories.
- Fixed stairs having short pillars
- Fixed an issue in MainOptions.lua which could lead to start-up errors when reading a corrupted or incomplete key bindings file.
- Fixed radios spawning in rooms in the radio factory all being turned on
- Fixed missing depth textures for baseball plates.
- Fixed issues with bowl outputs in the portioning into bowls recipes.
- Fixed issues related to detecting the presence of Fences in Squares and Chunks.
- Fixed issues in RandomizedZoneStoryBase.java dealing with Forest zone stories spawning in zones that intersect with Fences.
- Fixed issues with small detection area for tutorial 'climb through window' stage.
- Fixed minor issues with neck bone for some handgun recoils
- Fixed players being able to replace items back into containers after using them after having walked away from them.