Patch Notes - January 6th, 2025
[h3]ANIMATION IMPROVEMENTS[/h3]
We continued optimizing our animations in this round, focusing on making them smoother and faster. When an animation is played, it goes through three key stages:
Some animations require the character to transition to a different idle state at the end (e.g., from standing to crouching). This means the idle animation must be set up correctly before the blend-out phase begins.

In the old system, the blend-out was executed after the action animation last frame ended, adding unneeded delays. With the new system, the blend-out is preloaded during the action animation, allowing the character to transition seamlessly into the proper state when the active animation finishes.
BONUS: This also resolves instances where the idle animation remained unchanged, causing the character to "wait" unnecessarily between sequences.
Here’s more improved animation sets:
[h3]INVENTORY/WEAPONS[/h3]
[h3]REPORTED BUGS FIXED[/h3]
[h3]FEATURES COMING NEXT[/h3]
[h3]MAPS COMING NEXT[/h3]
We continued optimizing our animations in this round, focusing on making them smoother and faster. When an animation is played, it goes through three key stages:
- Blend In: Transition from idle to action animation.
- Action Animation: The actual animation (e.g., healing, reloading).
- Blend Out: The active animation concludes, and the character resumes an idle state.
Some animations require the character to transition to a different idle state at the end (e.g., from standing to crouching). This means the idle animation must be set up correctly before the blend-out phase begins.

In the old system, the blend-out was executed after the action animation last frame ended, adding unneeded delays. With the new system, the blend-out is preloaded during the action animation, allowing the character to transition seamlessly into the proper state when the active animation finishes.
BONUS: This also resolves instances where the idle animation remained unchanged, causing the character to "wait" unnecessarily between sequences.
Here’s more improved animation sets:
- Reload Animation: Smoother blending and faster transitions.
- Healing Animation: Faster and adapted for different stances.
- Peeking from Cover Animation: Completely redone and now much quicker.
[h3]INVENTORY/WEAPONS[/h3]
- Added recipes to break melee weapons into shelter materials (you can simply right-click and break them, if you can't check recipe for required tool)
- Added rifle silencer for the .22LR Plinker rifle, which becomes the first multi-attachment weapon (can also take a 1x scope)
- Changed the inventory picture for 1x and 8x scopes and gun & rifle silencers
[h3]REPORTED BUGS FIXED[/h3]
- Loot Backpacks: Fixed an issue where backpacks spawned under stairs. They now appear correctly on top.
- Courhouse Map: Removed the locked door from the old location of lost tourists, room is now freely accessible.
- Courthouse Map: Judge podium is now accessible and lootable
- Melee Overwatch: Can now be properly set in tight spaces, covering all potential attack angles for better protection.
- Zoom Levels: Fixed automatic zoom in areas with tall buildings (e.g., graveyard mausoleums). Roofs now blend properly.
- Door Breaking Sounds: The sound effect now propagates correctly on both sides of the door.
- Shooting Position Alignment: Fixed cases where characters not aligned to cover would shoot at walls from a crouch instead of adjusting to a proper firing position.
[h3]FEATURES COMING NEXT[/h3]
- Shelter Crafting: Workbench upgrades for more efficient crafting.
- Optimized Item Stacks: Reduced memory usage for inventory management.
- Additional Keybinds/Shortcuts: Including middle mouse button rotation.
- Inventory Accessibility Upgrades: Streamlined navigation and faster item management.
- Donate Tabs: Quicker switching between resource managers.
[h3]MAPS COMING NEXT[/h3]
- Federal Map: Includes FBI agents, strange new zombies, and a shady group called The Firm. Bonus: a new city encounter map.
- Scrapyard Map: Features a new biker faction, a traveling cage fighting tournament, and other surprises.