Release Roleplay Update 2
Published at 2026-07-26 19:46:20 UTC
Human

General

  • Survivor Spawns have been reworked, there are now 67 possible beach-spawn locations
  • Humans can drown. Go fully under and your air runs out, and at zero you lose health until you surface
  • Interaction markers appear 20% closer in, so objects stop signposting themselves from across the map
  • Interaction keys are consistent everywhere. The main action on anything is E, a second action is F
  • Interface sounds have their own volume slider under Audio, and they finally obey it
  • Health, hunger, thirst and stamina bars slide to their new value instead of stepping once a second
  • Your paycheck notification shows the amount as a dollar figure
  • The run animation plays 5% faster, so your legs keep up at a full sprint instead of skating
  • Fixed your feet being reversed while standing idle
  • Fixed falling over on something anchored leaving the GET UP prompt stuck on screen
  • Removed around 200 leftover debug messages from the developer console
  • Fixed the whole gun system failing to load on mobile, which took the client's startup down with it
  • Mobile has a proper gun control pad. Fire, aim, reload, fire mode, shoulder swap, flashlight and laser
  • Fixed dinosaurs that were already in the world when you joined making no sound at all. No footsteps, roars, emotes or breathing, for the whole session
  • Fixed players who were already in the world when you joined standing stiff. Their leg IK, body rotation and animation events never started
  • Testers can turn hitbox visualisers on and off from the staff panel instead of them being Studio-only
  • Fixed helicopter rotors and the dirtbike and dune buggy engines being silent. Their sound assets were dead
  • Fixed a sunchoke plant that was never edible because it had been left unnamed
  • Fixed a slow save server holding up the rest of the game's startup
  • Fixed interacting with anything making no sound. Every prompt in the game was silent
  • Humans take fall damage. A short drop costs nothing, a bad one a fifth of your health, and past forty studs you go down. Far enough kills you
  • A hard landing knocks you off your feet, which is also what makes landings sound and look like landings
  • A long enough drop takes a dinosaur off its feet in mid air, and a fall that far is fatal
  • A dinosaur that goes limp in mid air tumbles as it falls. Heavier animals turn over more slowly
  • Fall knockdown distance and downtime scale with a dinosaur's size. A T. rex shrugs off three times the drop a raptor does
  • Downed dinosaurs get the same landing sounds, dust and splashes, and impact damage scales with their size
  • Ragdolls make noise again. Landings sound like what you hit and which part of you hit it, and sliding has its own sound
  • Impacts are as loud as they deserve. A light knock is quiet and a long fall lands hard
  • Hitting the ground kicks up dust coloured by what you landed on: pale over sand, brown over dirt and grass, grey over stone
  • Landing in water throws up a splash tinted to match it, and mud splatters
  • Falling while ragdolled hurts, worked out from how fast you were going. Landing in water still costs nothing
  • Ragdolling on the spot, or in mid-air with nothing beneath you, no longer plays a landing sound or takes health
  • Flyers take off by holding jump for a second instead of tapping it. A white bar fills, and letting go early cancels it
  • Tapping jump while genuinely falling starts flight straight away with no bar. Your own jump does not count
  • Flyers can jump again. Dimorphodon, Rhamphorhynchus and Tupandactylus had no jump at all
  • Flyers no longer go limp in mid air after a second of falling, so you can step off a cliff and pull up
  • Flyers fall at a sane speed. There was no air resistance at all
  • Fixed the landing animation playing in mid air when you pulled up low over the ground
  • Wind is loud when you are high up or moving fast through the air. Diving off the sky point was silent
  • Helicopters sound muffled from inside with the doors shut. Opening the door beside you brings the noise back
  • Every door has to be shut for a helicopter to sound sealed. The Little Birds have none, so everyone hears the wind
  • Fixed the menu music sometimes still playing after you spawn in
  • Fixed the compass drawing over the action menu
  • Nothing repairs itself any more. Doors, terminals, gates, fences, turrets and hives stay wrecked until somebody fixes them
  • Fixed being knocked down for the same length of time whatever put you there. A heavier knockdown keeps you down longer
  • Combat logs are kept in the staff panel as well as being posted
  • Fixed blood pooling on the ground long after the body it came from was gone
  • Chat bubbles read dark on light during the day and go back to light on black after dusk
  • Callisto staff opening the map without a PDA are told once that tracked wildlife needs one
  • Department headings in the players list carry their own team colour
  • Action menu tab labels are smaller and all the same size
  • Fixed being thrown into the air when a Deinosuchus lets go of a boat it was carrying in its mouth
  • Fixed being unable to jump after getting out of a helicopter, for the rest of your life
  • Your jump now has one saved value that everything restores from. Vehicles, mud, the drone and being pinned each had their own
  • Fixed a helicopter with nobody flying it spamming errors when its rotors hit something
  • Fixed a helicopter throwing errors every frame while on fire
  • Fixed dinosaur deaths not running at all. The body stayed standing and never went limp, and the save slot was never cleared
  • Leaving the Dinosaurs team hands back control of your old animal properly. It used to keep your camera until you spawned something new
  • Species are only identified by collaring one. Killing a dinosaur no longer adds it to the survey
  • Fixed falling through the map when you spawn as a dinosaur on a slow load
  • Dinosaur spawning starts quicker and no longer waits forever if the world never finishes loading
  • Fixed long falls doing no damage to most dinosaurs. It went undetected on 29 of the 47 species, all the larger ones
  • Fixed a dinosaur that came to a complete stop on landing never taking the fall damage for it
  • Larger dinosaurs make noise when they skid along the ground
  • Fixed limbs folding through each other when you ragdoll, and two bodies lying inside one another
  • Fixed your arms tearing off and snapping back whenever you ragdolled out of a vehicle seat
  • Fixed the brief freeze and stretch at the start of every ragdoll
  • Fixed your hands stretching across the map when you crashed out of something you were steering, most often a bike or a quad
  • You cannot use prompts while ragdolled, so no more climbing into a vehicle seat mid-ragdoll
  • Fixed the Airline Pilot and Navy survivor roles putting you in the standard survivor kit
  • The Navy survivor role wears its proper service trousers
  • Medkits and bandages name a patient by their character name, or by species for a dinosaur. They used to show Roblox names
  • Binoculars only read out distance. They used to name whoever you were looking at
  • Fixed wiping your character not replaying the survivor intro. A fresh character rolls a fresh role and plays it again
  • Fixed the radio coming out when you press R with the repair torch in hand. Both sat on the same key

Inventory

  • Added a custom hotbar, five slots and a radio slot. Your layout saves across respawns
  • Drag from your bag onto a slot, between slots, or off the bar to unbind. Right click clears a slot
  • The radio has its own hotbar slot. Click it or press R, and your item slots grey out while it's in hand
  • The radio is now an item you equip, issued to every department
  • The backpack and the Primary, Secondary, Melee and Utility slots are gone. What you carry is your hotbar
  • Rarity is gone entirely
  • Hovering an item shows its real stats. Guns show loaded rounds and spare ammo on the tile
  • Items show their weight on the tile, and a stack shows what the whole stack weighs
  • Fixed helmets and body armour being drawn from behind, all 79 of them
  • Uniforms show the actual uniform. All 60 were drawing a blank sheet and looked identical
  • Hovering a body part shows which part it is, your health, and whether it is armoured
  • Added an Attributes screen with your skills, their progress and the perks they unlock
  • Q and E switch tabs, R rotates what you're dragging
  • Shirts and trousers are separate now. Every uniform is two items, so you can wear one department's shirt with another's trousers
  • The paperdoll's Uniform and Lower Armor plates are now Shirt and Pants
  • Uniforms you already owned are carried across to the new shirt and trousers rather than being taken off you
  • Rebuilt the inventory visually, and chests, crafting stations and the loot screen match it
  • A chest opens docked beside your bag instead of shoving it off screen
  • Dragging outlines where the item lands, green when it fits and red when it does not
  • The inventory has sound throughout, and each action reads differently
  • Switching tools puts the current one away first and draws the next out of that motion
  • Weapons and utility items go straight onto your hotbar if there's room
  • The hotbar only shows once you are playing as a human, and hides the moment you die
  • Fixed equipping a tool for the first time flinging you across the map
  • Fixed pressing R to rotate an item in your bag also pulling out your radio
  • Fixed borders down the left edge being cut off, and hotbar numbers being too dark to read
  • Admins can no longer hand out restricted gear to people not entitled to it
  • Fixed issued kit like the PDA duplicating into a chest or onto a body. You cannot hand issued kit over any more
  • Fixed issued kit going to teams it does not belong to. Anything issued to a team is taken back when you leave it
  • Fixed worn armour and helmets carrying an invisible spare body, which could leave a hat strapped to it instead of your head
  • Issued armour, helmets and uniforms take up far less room. A full set was 17 of your 30 squares, it's 11 now
  • Gear locked to a rank or a person cannot be worn by anyone else. Losing the rank takes the gear with it
  • Fixed a stack of item notifications every time you spawn
  • Engineering & Logistics are issued a wrench on spawn instead of fetching one from a locker
  • Worn gear, hair and beards no longer weigh anything or set off triggers they brush past
  • Medkits and bandages remember how many uses they have left. Dying used to hand you a full one back
  • Animal Hide and Dinosaur Hide are now one resource, Hide. The Tannery takes 2 Hide for 1 Leather, and any hide you were carrying is gone
  • Removed five items that pointed at content which does not exist, none of them ever usable
  • Keycards are issued again by group rank: 3 for a standard card, 4 for an L2, 6 for an L3. You get the best your rank allows
  • A confiscated or looted keycard goes into your inventory and keeps whose card it is
  • Medical and food cabinets put what they dispense in your inventory. Medkits, bandages and the food crates could not be held at all before
  • The turret remote goes into your inventory. Building your first turret hands it over, losing your last one takes it back
  • Hardwood, Reeds, Bone and Clay show a model in your inventory instead of three letters
  • Backpacks show on your back again. Every bag was invisible when worn, and the medium bag borrows the sack's model for now
  • The Navy and Airline Pilot uniforms show a proper preview instead of their initials, like every other uniform

Human Controls

  • Humans and their weapons work on a controller. Sprint is left stick, crouch B, prone L1, whistle and gear on the d-pad, radio on view, fire and aim on the triggers, reload X, switch shoulder Y
  • Your hotbar and the action menu are radials on a controller, on R1 and X. The emote wheel is right stick click
  • Humans have on-screen controls on phones and tablets
  • Added an emote wheel on Q: wall lean, salute, at ease, point, arms crossed, surrender, face palm, applaud and sit
  • Added a point emote. Your arm follows your mouse, so you can actually show someone where you mean, and everyone else sees where you are pointing
  • Your cursor stays free while pointing so you can move it anywhere. The arm tracks it exactly, with no lag
  • Removed the lay down and thinking emotes
  • At ease, arms crossed and surrender stay on while you walk, the rest end when you move
  • Emotes now play over everything else, so nothing you are standing on or holding overrides the pose
  • The radio moved to R. You cannot pull it out with a weapon in hand since R reloads, but the hotbar slot works either way
  • Survivors sprint 20% faster. Departments keep their original speed
  • Added adrenaline. Badly hurt you run faster, recover stamina quicker and bleed at half speed while still. Below 10 health you cannot run
  • Fixed the HUD Emotes button opening the Roblox avatar menu instead of the game's wheel
  • Fixed tapping a hotbar slot on a phone leaving an invisible drag stuck to your finger
  • Fixed the radio never making a sound. Transmissions and emergency calls both came in silent
  • Fixed being immune to fire, falling and drowning while your PvP is off. Godmode still stops everything
  • Blocking a punch from the right side now takes no damage at all and staggers whoever threw it
  • A perfect block, thrown the instant you raise your guard, staggers them for more than twice as long
  • Blocking the wrong way still takes the hit in full, and running your stamina out breaks your guard and staggers you
  • Kicks send people about a fifth as far. They still shove you clear of melee, they no longer launch you across the road
  • Kicks still go straight through a guard, so blocking is not an answer to everything

Weapons

  • Added the Ammo Box. Hold it out and hold E on it to top up a weapon's reserve ammo
  • Anyone standing next to you can refill from your Ammo Box, not just you
  • An Ammo Box holds 800 rounds and runs out as they are handed over
  • The Ammo Box prompt shows how many rounds are left in it
  • You cannot refill a weapon partway through a reload
  • You cannot aim down sights while crouched, the same as going prone. Firing from the hip is unchanged
  • Fixed the crosshair being stretched and flung apart
  • Fixed guns only landing hits on the torso. Shots lined up on an arm or leg went straight past
  • Fixed guns looted off a body always coming with a full magazine
  • A spear or arrow that hits a person now sticks in them and can be pulled back out, the same as one in a wall or the ground. It used to vanish on impact, and it was destroyed outright when the body was cleared away
  • The Spear Holder fits four spears. It was being handed the generic back container size of four slots in one row, and a single spear takes three of them. The quiver is unchanged
  • Fixed signal flares burning forever. They go out after a minute now
  • Survivors and dinosaurs cannot see signal flares or read the SOS alert any more
  • Fixed grenades and firebombs reading zero after you threw one, even with spares left
  • Melee weapons have their swing sound. All ten declared one and none of them played it
  • The RPG blast is half as loud up close and now carries properly instead of just being loud
  • Fixed distant sounds getting ten times louder once you walked far enough away instead of fading. Chopping, mining, felling and the ballista were all affected
  • Weapons are now locked behind your team and rank
  • Island Rangers: 1911 and Tranq Rifle at rank 2, M16 at 3, MP5 at 4
  • Phoenix Air Command: Kriss Vector at rank 2, Magnum Revolver at 3
  • Genetics & Research: P90 at rank 2, Stim Pistol at 3, Tranq Pistol at 5
  • Frag Grenades and the M249 need Certification 1, the Flamethrower needs Certification 3
  • Items have real weights instead of one figure per category. A keycard was 2kg, the same as a wrench
  • Backpacks raise how much you can carry. A Medium Backpack adds 60kg on top of the base 150
  • Heavy weapons weigh what they should. The M249 is 9kg against a 1911 at 1.1kg
  • Resources weigh per unit, so a cell of feathers costs 1kg and a cell of logs costs 100kg
  • Fixed the melee charge bar sticking on screen after running cancelled the swing
  • Fixed the melee charge bar coming back part filled when you put a weapon away mid swing and drew it again

Spawn Terminals

  • Spawn terminals can be shot, bitten and blown up, and stop working until Engineering patches one with a wrench. Hold E to set your spawn
  • If dinosaurs or Survivors are on top of your terminal when you respawn, you get your team's normal spawn for that life
  • Fixed respawning sometimes dumping you at the default spawn with no gear

Supply

  • Added a duty board to the PDA. Everyone from your department who is on, grouped by squad, with how long they have been on
  • Added an activity feed to the PDA home page. Shipments, stock running out or coming back, and weather warnings, newest first
  • The PDA pings when something lands while you have it out
  • Added a handbook button to the PDA, so you can reread your department manual without finding a physical copy
  • Added a filter box to the PDA stockpile, and each category says where you collect it
  • Added a shipment log to the PDA. The last eight deliveries, what they carried, who ordered them and how long ago
  • Stockpile items show an arrow when their count has been moving over the last few minutes
  • The PDA home page shows the season next to the weather
  • The PDA is rebuilt. It opens in under a second and switching tabs is instant
  • Stockpile lists every item against its cap, lowest stocked first, split into Vehicles, Medical and Food
  • The PDA home page shows your name, team, the time, the weather, the next shipment and anything running low
  • The PDA shipping page shows how full each category is under the delivery countdown
  • PDA sounds follow the interface volume slider now
  • Medical and food cabinets are rebuilt with no background panel behind the list
  • A cabinet item that is out of stock is dimmed instead of looking available
  • A cabinet tells you on the row why it would not hand something over
  • Resupply zone markers only show for Engineering & Logistics, and container spawn boxes are hidden from everyone
  • The order terminal tells you why it will not take an order instead of the button doing nothing
  • Fixed cargo trucks driving around inside an invisible solid box. They carry no container until one is loaded
  • Cargo containers arrive in a random colour: grey, red, teal or olive
  • Containers bolt onto a mount point on the truck, ready for cages later

Building

  • Added Engineering & Logistics field structures: crates with working lids, shade canopies, ground tarps and a field kitchen
  • Buildings can be placed on top of flat structures like bridge decks, helipads, pallets, tarps, catwalks and platforms
  • Catwalks, platforms and bridges click together flush and level, ends only to matching ends
  • Added an align toggle on K so a piece takes the angle of what you snap it against
  • R and T rotate what you are placing, so a trackpad works without a scroll wheel. Reset moved to J
  • You can sprint with the hammer or wrench out
  • Bridges and catwalks can be built across water, sitting on the surface instead of the riverbed
  • Middle click copies whatever you are pointing at, rotation included
  • Demolish in bulk by dragging a box over an area
  • Save a group of your buildings as a kit with N and stamp it down with L
  • Your build range is drawn on the ground, and the step size now controls height as well as rotation
  • Rows with more than one version show an accent line, right click one to open its picker
  • Hover any material in a building's cost to see what it is
  • A building's materials are listed one per line instead of running off the side of the panel
  • Replaced the old tent with a field tent with a working door. F opens the flap, E inside sets your spawn
  • The tent is no longer buildable with the wrench, it's moved to Reserve Wardens. H packs it up, and pitching one uses it up
  • The build menu has been restyled to match the inventory, and the 3D preview spins
  • Ground tarps have no collision, so you can lay one down and build on top of it
  • The Destroyed Watchtower is out of the menu
  • The Engineering & Logistics Canopy is out of the menu. The Reserve Canopy is the same shelter
  • The Heavy Barricade and the plain Barricade block things properly. One had collision on the riot shield only, the other had none
  • Aid and Storage Crates stack and snap. They had neither
  • Palisade Gates open for anyone now. The owning tribe bars one with F
  • Fixed getting "out of range" while placing when snapping pulled the piece further than you can reach
  • Fixed building underneath or inside things reading as BLOCKED in clear space
  • Fixed placing next to odd shapes like bent sandbags or a bridge deck, which reserved a huge empty rectangle around themselves
  • Fixed moving a building tipping it on its side, and the move tool leaving a ghost on screen
  • Fixed moving a building losing the height you set it at with Q and E
  • Fixed the Campfire, Hide Hut, Standing Torch, Banner and Ballista placing on their side and sunk into the ground
  • Fixed the invisible wall around the Elevated Helipad, and the deck that only held you up in patches
  • Fixed the Log and Plank Stairs blocking you at the bottom instead of letting you walk up them
  • Fixed the Watchtower and Reserve Watchtower collisions, so you can climb them and stand on the platform
  • Fixed the Tier 3 Storage House collisions
  • Fixed not being able to open your own Palisade Gate from outside your base
  • Fixed Palisade Gate doors sliding sideways through the frame instead of swinging on their hinges
  • Fixed Poly build mode doubling up corners and clipping walls through each other. Each run is filled evenly between nodes now
  • Fixed the Standing Spotlight having no prompt. Its switch sat 25 studs over your head, and light switches now sit at the base
  • Lamps light up their own lens now, so a working spotlight no longer looks broken
  • Fixed the Standing Torch casting unnatural shadows over everything around it
  • Spotlights, search lights and standing spotlights read No Power until a generator is running within 100 studs
  • The Mobile Light Tower runs on its own fuel, or a generator's if one is in range. Hold F to refuel
  • The Mobile Light Tower is switched off when you build it. Torches and campfires still come lit
  • C turns snapping on and off. It used to cycle a setting nothing read
  • The grid works now. Snapping to nearby buildings always won, so V appeared to do nothing

Ballista

  • Added the Ballista, a Tier 4 Survivor build. 24 Hardwood, 10 Rope, 6 Iron Ingot, 2 Metal Sheet, up to four at a time
  • Hold E at the handles to man it. Mouse aims, left click fires, right click zooms, X steps off
  • C swaps between a ranging view over your shoulder and sighting down the rails. Scroll sets range, and the arc ahead marks where the bolt lands
  • Reloading is visible, the reel winds and the bolt draws back over two and a half seconds
  • Your aim drifts while you hold it and steadies when you zoom. A readout warns when you hit the traverse limit
  • A bolt does 850 damage, 1275 direct and more on a headshot, and hits harder up close. Four solid hits drop a T. rex
  • A killing bolt pins the body to whatever is behind it. Anything it does not kill is knocked down
  • Bolts damage structures, doors and vehicles, topple small trees, and shake your screen if one lands near you
  • You cannot use your bag or radio while manning one. A solid hit throws you off, and wrecking one disables it until repaired
  • Firing carries. You can hear one loosing a bolt from a long way off
  • Fixed standing on the seat instead of using the prompt leaving you sat on a dead machine
  • Fixed a built ballista coming out gutted, so only the one already placed in the world ever worked

Vehicles

  • You can zoom out much further in a helicopter, pilot or passenger. Your normal zoom comes back when you get out
  • Opening a menu tab is blocked while you are in a pilot seat, so the thermal camera on T no longer opens Tribes as well
  • Helicopters now belong to Phoenix Air Command. AH-6 needs rank 5, the Chinook and MH-6 rank 4, the Black Hawk rank 3. Admins cannot bypass it
  • Added the CH-47 Chinook to the depot. Heaviest and slowest thing flying, and it seats a platoon
  • Dinosaur handlers can load CDA assets into the three harnesses in a Chinook. Hold F on a harness and click the asset, and it presses jump to get out
  • Helicopters can sling smaller and medium vehicles underneath them. Hook up with V
  • Helicopter weapons damage buildings, gates, doors, terminals, turrets and other vehicles instead of passing through them
  • Rocket hits are much heavier: a proper explosion, a real shake, thrown objects, shattered glass and downed trees
  • A crashing helicopter wrecks what it lands in, and exploding cars and boats do the same. Both were harmless before
  • Grenades, rockets and firebombs damage helicopters section by section. Explosions could not touch an aircraft at all
  • Vehicle weapons respect the PvP toggle, spawn protection and godmode, and kills credit the gunner
  • Vehicle prompts use the game's own interaction style, and say what the vehicle is. They all used to claim to be someone's "boat"
  • Corpses no longer collide with vehicles, so bodies stop wedging under wheels
  • Helicopter spawning in the staff panel is limited to full admins
  • Your inventory hides while flying, the same as every other vehicle
  • Helicopters carry a callsign on the nose, taken from your role in the callsign group. Anyone outside it gets one built from their username
  • Fixed standing near a spawn pad throwing you a huge distance. A Chinook could fling you nearly 60 studs
  • Fixed being able to drive the RHIB and Power RHIB by walking into the seat
  • Fixed getting out of any helicopter seat leaving you unable to jump until you respawned
  • Fixed the vehicle depot terminal shutting itself the moment you pressed E again
  • Fixed destroying a turret leaving a second one sitting inside the wreck for about half a minute
  • Anything a player builds or deploys stays wrecked until somebody repairs it. Only fixed map structures mend themselves
  • Fixed dropped items colliding with vehicles, which could knock a car off course or bring down a helicopter
  • Fixed slung vehicles freezing in mid-air when dropped from high altitude
  • Fixed two errors thrown by wrecked helicopters, one on the rotor wind-down and one every second while the wreck sat there
  • Vehicle prompts stop signposting themselves from half a depot away, showing at 19 studs instead of 38
  • You cannot open the report menu or fire a quick report while flying. Door gunners and passengers are unaffected
  • Fixed the Golf Cart creeping along the ground on its own after you got out
  • Fixed the CH-47 door gun firing through the airframe and hitting people in the cargo bay
  • Wrecked helicopters clear themselves 15 minutes after going down, instead of sitting there for the round
  • Fixed airlifting a vehicle off a slope dragging it through the ground and burying a wheel for good
  • Burning vehicles set light to anyone in them or within about eight studs. Water still puts you out
  • The on-fire screen effect no longer strobes. It was flashing to near black twice a second
  • The fuel truck goes up like a fuel truck, reaching half again as far as before and hitting far harder
  • Crashing a vehicle damages it, and the harder you hit the more it costs. An ATV will not survive a fall a truck shrugs off
  • Crash hard enough in something open topped and you go through the windscreen you do not have
  • The ATV, Golf Cart and Dirtbike hurt people they hit. All three used to pass straight through you
  • Fixed vehicles having no crash system at all, so driving into somebody did nothing
  • Vehicles knock trees down by weight. A dirtbike moves nothing, a jeep clears scrub, a cargo truck takes a mature trunk
  • Flattening a tree dents the vehicle, and the bigger the tree the more it costs you
  • A tree you knock over will not beach you. The trunk stops blocking vehicles once it is down
  • A wrecked helicopter drops its slingload instead of keeping it hooked forever
  • Fixed the Little Bird camera seat. R and T were shared with your rifle, so locking on and thermal did not work
  • Fixed the helicopter cockpit failing to load at all. The script was one line over an engine limit
  • Fixed a helicopter emptying a full tank within seconds of starting up
  • Fixed rotor RPM climbing past 1000 after you shut the engines down. It can only fall with no power now
  • Helicopter spool-up no longer runs faster on a better computer. It was four times quicker at 240fps than at 60
  • Crashes hit at the moment of impact instead of a second behind the sound
  • Fixed a crash counting only the first fraction of the impact. A full speed hit into a tree read as a light knock
  • Fixed ordinary driving damaging your vehicle. Braking and cornering were being billed as crashes
  • Explosions shake the screen much harder and much further out
  • A crash hurts everyone inside, not just the vehicle. A closed cab takes about half of what an open one does
  • Bigger vehicles now blow up bigger, worked out from the size of what exploded
  • Fixed the two seat Little Birds exploding harder than a fuel truck. They were being measured across the rotor span
  • Fixed the Little Bird minigun sound running forever if the fire key was released at the wrong moment
  • Being thrown from a crash sends you up as well as forward. Everyone aboard gets thrown, not just the driver
  • Crash at speed and the windscreen goes. You stay in your seat if the vehicle has a cab
  • Falling off a cliff damages your vehicle. Any drop onto something solid used to cost nothing at all
  • Landing on your wheels is worth doing. Flat and upright costs little, roof or nose costs several times as much
  • Driving over rough ground no longer counts as crashing. Only rock counts now
  • Burning wrecks are less lethal. The fire was doing more than twice the damage it should
  • Fixed the depot erroring when you picked a weapon or equipment option, like the AH-6 miniguns
  • Skins cover the whole vehicle now. Textured panels were being left in stock colours
  • Fixed the RETURN button in the customization screen being invisible
  • The depot and customization screens match the rest of the interface
  • Added a SAVE button to the customization screen. Picking options quickly could leave changes unsaved
  • Fixed the AH-6 erroring when you fire with the rockets removed
  • Fixed getting out of any helicopter erroring and leaving the cockpit interface behind
  • Crashes cost less than they did. The speed they were billed from could read several times what you were doing
  • Fixed the Dirtbike and ATV tipping over and sticking there for good. All ground vehicles right themselves from any angle now
  • Fixed a vehicle that cannot right itself being pinned in one orientation permanently. It gives up after five seconds and tries again
  • Fixed a vehicle stood on its nose being righted to a random heading
  • Jumping a Dirtbike no longer counts as crashing it. Launching buys a short immunity, which covers ramps too
  • The Chinook can trade its troop seats for a clear cargo bay, and its door gunner can be taken off. The three CDA harnesses stay either way
  • Removed the colour skins from the Chinook, MH-6 and AH-6 until real ones are made. The Black Hawk keeps its liveries
  • Vehicle prompts no longer show a marker from a distance, so a parked aircraft stops signposting every seat and hatch
  • A Chinook can carry a Black Hawk, and a Black Hawk only the Little Birds. No helicopter can lift another that still flies
  • The Countermeasures option on the Chinook and Black Hawk is now called the Flare Dispenser, which is what it is
  • Fixed a slung helicopter riding up inside the aircraft carrying it, by as much as eight studs
  • Fixed being able to take a seat in a Black Hawk through a shut cabin door. The pilot, co-pilot and gunner seats are never locked
  • Fixed the cockpit display erroring and seat prompts staying hidden after you respawned. Dying in an aircraft left you unable to sit in anything
  • Fixed bikes and quads standing upright on the seabed. They tip over underwater now, and a submerged engine cuts out
  • A slung vehicle no longer fights the aircraft carrying it, which could shake a helicopter or flip it outright
  • Slung loads hang closer to the aircraft
  • Helicopters can lift the heavy trucks. A URAL weighed almost as much as the airframe, and the aircraft carries the load for you now
  • Losing the main rotor drops whatever the helicopter was carrying, and a wrecked hull drops it too
  • Fixed a destroyed helicopter running forever in the background. Wrecking aircraft over a long session was eating the server
  • Fixed the AH-6 gun panel erroring every frame once the aircraft was gone or its miniguns were swapped off
  • A helicopter parked on a pad blocks it, but one that has taken off does not. Pads used to stay reserved until the aircraft was destroyed
  • Fixed only the person who called a vehicle in being able to drive it. Passenger seats were never restricted
  • Vehicles are now locked behind your team and rank
  • Open to all departments: Golf Cart at Investors 3, Tour Jeep at Callisto 4
  • Also open to all departments: ATV at G&R 2 or Callisto 2, Staff Jeep at G&R 5 or Callisto 3
  • Engineering & Logistics: Fuel Truck and Cargo Truck at rank 4, Response Unit at 5
  • Genetics & Research: Dirt Bike at Handlers 3, Mobile Lab at rank 6
  • Island Rangers can take the Dirt Bike too, at Reserve Wardens 2. Your rank only counts on the team it belongs to
  • Island Rangers: both RHIBs at Certification 2
  • Island Rangers have their own ladder: ATV at Trainee, Staff Jeep at Junior Ranger, MAVC at Ranger
  • Ural also opens at Specialist Ranger, and the Dirt Bike and Dune Buggy at Supervisory Chief
  • The MAVC is Island Rangers only now. It was open to everyone
  • Black Hawk liveries are locked. Dark Rangers needs Quick Reaction Force, Rescue Operations needs Smokejumpers
  • Night vision is much clearer. The static and noise were heavy enough to wash out what you were looking at
  • Helmet night vision uses its own overlay again, separate from the binoculars and the drone
  • Trying to fit night vision without the certification tells you so. It used to do nothing at all
  • Certification ranks are a ladder again. A higher certification covers everything below it
  • You can bandage yourself on the move now. Sprinting still breaks it, and medkits still need you stood still
  • Keycards show their printed face in the inventory instead of the blank back
  • Fixed getting off a Dirtbike mid jump charge leaving your walk animation stuck until you got back on and jumped
  • Fixed the Dirtbike jump animations not playing again after you respawned

Structures

  • Fixed a player-placed Watchtower and Heavy Bridge being built with the map version's health. The bridge was 1080 instead of 2000
  • Fixed most shots and arrows passing straight through a turret. Only a few invisible plates could be hit, and from the front they sat edge on, so about one shot in ten landed. The turret body itself is hittable now, and solid instead of something you could walk through. Covers map turrets and player-placed ones

Feeder

  • Added a fish dispenser on its own terminal. Release Chinlea, Arganodus, Devonian and Mawsonia, each with its own cap
  • Fixed feeders showing every food as out of stock. Any feeder past the original two had nothing to dispense
  • Fixed released fish landing outside the enclosure, double-releasing, a failed release still taking stock, and the panel locking up
  • Sedated meat sedates. Eating a dosed carcass had no effect on any animal
  • A dose puts an animal down for around a minute, less on the largest ones. It used to be most of ten minutes
  • Food is used up as it is eaten. A carcass or a feeder meal fed forever
  • Eating restores a little health and, for anything watery, some thirst. Neither had ever been applied
  • Fixed the server never being told what a dinosaur is standing over, which is what kept sedated meat from doing anything
  • The restock prompt mentions Fish crates, which have always worked
  • Fixed fish released into a feeder enclosure sitting frozen where they spawned while the real fish swam around unseen and bit you from a distance. Released fish were never sent to anyone, so every client drew them once and never moved them again. They now swim, take hits, and die on screen like wild fish

Handbooks

  • Every department has a handbook covering its duties, equipment and procedures. It opens by itself the first time you join that team
  • Hold E on a handbook to read yours any time. Page with the arrow keys or the buttons
  • Handbook tabs and page buttons click and hover like the rest of the menus
  • Fixed the handbook text sitting flush against the top and left edges with no margin

Lockers

  • Bow quivers, spear holders, backpacks and sacks are out of the locker. They are Survivor gear, not issued kit
  • Kit you are issued automatically, like the radio and the PDA, no longer shows in the locker
  • Handler tools are now drawn from the locker instead of given on spawn, and need Dinosaur Handlers rank 3
  • You can only carry 3 utility items at once
  • Fixed lockers refusing to hand anything over with a "Move closer" message while you stood right next to one
  • Fixed locker lists not scrolling all the way to the bottom. All four lists were affected
  • Added the field tent to the locker for Reserve Wardens rank 1 and up
  • Added the Ammo Box to the locker for Island Rangers rank 2 and up
  • The locker's Uniform shelf is now a Shirt shelf and a Pants shelf, so you can browse trousers on their own

Helmet Attachments

  • Added night vision and helmet lights as things you fit at a locker. N flips the goggles down, F switches the light on
  • The flashlight shows on the side of your helmet once you fit it, dark until you switch it on
  • Helmets arrive with nothing mounted. What you fit stays on through respawns until you take it off at a locker
  • Fixed the locker goggles and light buttons switching them on and off instead of fitting them to your helmet
  • Fixed being able to spam the helmet light and night vision faster than the flip animation
  • Fixed the helmet flashlight never appearing. Only the glow was ever switched
  • Fixed taking a helmet attachment off at a locker leaving it switched on
  • Fixed night vision drawing over the whole interface
  • Fixed the screen strobing dark with night vision on. Also covers binoculars, the drone and dinosaurs
  • Fixed firing helicopter flares also toggling your night vision, since both sit on N
  • Fitting night vision now needs Certification 2, on every helmet that takes goggles. The light is unaffected
Dinosaur

General

  • Cupcake and Steve can be ridden. Hold E on the saddle to ask, and the dinosaur gets a prompt to allow or refuse it
  • Nobody can climb on without being let on, and a request goes unanswered after fifteen seconds
  • Dinosaur breathing only carries about 20 studs now. It used to be audible from hundreds of studs away
  • A dinosaur holding a boat in its jaws now looks like it is, instead of carrying it with its mouth shut
  • You cannot bite while you already have a boat in your mouth
  • Added dynamic leg IK so feet plant on the real ground instead of sinking into slopes. Off in live servers while it is tuned
  • Utahraptor has a female, and Dilophosaurus, Spinosaurus and Tyrannosaurus Rex males and females are built apart
  • Added the CDA Utahraptor, with male and female builds and a fitted Delta harness
  • Utahraptor comes in two sub-species, Absolutus feathered and Innatus bare. Pick one with the arrows on the spawn screen
  • Your sub-species belongs to that dinosaur for life, and carries through every growth stage
  • Handlers can gear an asset up and strip it back down with a new gearing device
  • The water bowl works again and is placed like a camera. Placing again moves the one you have, and E picks it up
  • Dinosaurs stay soaked for twenty seconds after leaving water. The shake emote dries them early
  • The water dash uses each creature's dash power stat instead of one fixed shove
  • A Deinosuchus thrashing a boat can throw the driver out as well as the passengers
  • Species abilities use the stats of the animal performing them. Ten read off the adult config, so juveniles hit as hard as adults
  • Sleeping and waking play proper lie down and get up animations on Parasaurolophus, Scelidosaurus and the Utahraptor female
  • Carrying and dragging bodies work for every species now. Neither had ever been reachable
  • Fixed dragging a body erroring the moment you tried, and carrying doing nothing, on all but two species
  • Carry weight is worked out from your own size now, so bigger animals carry more. A T. rex hauls a Stegosaurus, a raptor manages a compy
  • Fixed juvenile and adolescent dinosaurs having 100 health whatever they were. A juvenile T. rex has 600 and a juvenile raptor 55
  • Utahraptor females, Dilophosaurus, Oviraptor, Dryosaurus and Cupcake all had 100 health at every stage. They scale with size now
  • Dragged bodies no longer shove the animal towing them, and you no longer climb up onto the body you are dragging
  • A dragged body is held by the neck instead of the tail, and rides closer in
  • Fixed the drag walk cycle playing in reverse when you walked forwards
  • Picking up or dragging a body takes the one you are standing over. With two bodies close together it could grab the wrong one
  • The drag rope is invisible
  • The drag animation starts straight away instead of easing in over a second
  • What you can lift comes off your carry weight. Up to it you carry a body, up to twice it you drag it, heavier you cannot move
  • A dinosaur with no pickup animation crouches to take hold of something instead
  • Fixed your legs not moving while dragging a body. Most dinosaurs were stuck in an idle pose the whole way
  • Allosaurus and Cupcake hold a standing pose while dragging and switch to a walk cycle once you move
  • Fixed the Tyrannosaurus Rex slam and Coelophysis tail flash erroring on use, and the Deinosuchus lunge failing below adult
  • Fixed the Deinosuchus lunge, Tyrannosaurus Rex slam and Coelophysis tail flash never firing at all
  • Fixed Deinosuchus swallowing things it was never meant to. It only works on humans, and only for the right size and diet
  • Fixed being able to eat anything you grabbed by clicking left a few times. Finishing a kill only works off a killing bite
  • Fixed swallowing whole being back to front. Heavy bodies went down whole and light ones would not
  • Fixed Deinosuchus not being able to bite while swimming, at every growth stage
  • Fixed boats going dead to the driver's controls after a Deinosuchus let go
  • Fixed handlers being thrown out of the pair chat the moment they spoke in it
  • Fixed laser pointer beacons doing nothing at all, so no marker was ever made for the pack
  • Fixed Stegosaurus sliding across the ground, and Edmontosaurus, Torvosaurus and Deinosuchus standing at the wrong height
  • Fixed Minmi standing at the wrong height off the ground
  • Fixed Ankylosaurus not ragdolling
  • Fixed dinosaurs spawning in dripping wet without having touched water
  • Attempted fix for dinosaurs floating on top of water. Keep reporting it if you still see any
  • Fixed being grabbed alive by a dinosaur throwing you out of the world
  • Dead dinosaurs leave a body behind that others can eat and loot. It used to disappear the moment you respawned
  • Staff: dinosaur max health is part of the species config now, so it can be retuned in the balance panel
  • Staff: added the subspecies command, and the Mutations tab lists a player's sub-species with a click to switch

Carrying

  • Dinosaurs can pick objects up in their mouth. Press the pickup key on one to take it, and again to drop it
  • Every resource pile in the world can be carried off: deadfall, loose stone, flint, reeds, bones and clay
  • What you can lift is down to your size. Flint and stone suit a juvenile, clay needs something much larger
  • Dropped objects settle where they land and stay there, so you can pile them up
  • A pile you have moved becomes solid, so things stack on it. Ones nobody has touched are unchanged
  • Carried and dropped objects pass through animals and vehicles, but stack against each other and the ground
  • You cannot gather from a pile while a dinosaur is carrying it
  • Objects sit in the middle of your mouth. Everything was being held at the back of the throat
  • Picking something up waits for your head to reach it. Species with no pickup animation still grab instantly
  • Dinosaurs no longer climb resource piles they walk over
  • Human corpses can be picked up and dragged
  • Carried objects lie level in your jaws. Long things like logs were held at up to 75 degrees off flat
  • Fixed carried objects floating well off your head instead of sitting in your mouth
  • Fixed dragged bodies spinning loose in your jaws, and flinging away when you let go after swinging the camera
  • Fixed a dropped body staying weightless, so it drifted instead of falling
  • Fixed a corpse freezing solid and hanging in the air while you were still carrying it
  • You can no longer go to sleep with anything in your mouth. Sleeping while holding a body left you stuck asleep, since the same key that wakes you was blocked until you dropped it. Waking up now always works, whatever you are carrying

Foraging

  • Fruit trees drop their fruit when you hit them. Banana palms, coconut palms and papaya trees
  • Melon, pumpkin and radish patches give you one with the pickup key, and it goes straight in your mouth
  • Picked fruit is a real object. Carry it, drop it, stockpile it, or leave it for something smaller to eat
  • Plants visibly empty as they are eaten. Fruit disappears off the tree piece by piece
  • Strip a plant bare and the whole thing grows back together once it recovers
  • Taking fruit costs the plant the same food eating it would, so a patch cannot be farmed for extra
  • Plants without pickable fruit shrink as they are eaten, and fill back out when they recover
  • Chargers can shake fruit trees. A charging dinosaur could not see them at all before
  • Fixed grabbing any plant putting a lump of meat in your mouth and destroying the whole plant in one go
  • Fixed objects being carried at whatever angle their model happened to have. Everything is held level now
  • Chantrelles and Russulas count as fungi rather than plants
  • Tap the pickup key on a carcass to tear a chunk off it, hold it to pick the whole body up
  • Falling objects hurt. A coconut off a palm will hurt you, and a log will do a lot worse
  • Anything light enough gets knocked off its feet by a falling object, and it jolts your view
  • Dropped and falling objects land with a proper sound for whatever they hit, and kick up dust or a splash
  • Props thrown by an explosion or a charge land with a sound too. They used to hit the ground in silence
  • Tear a chunk of meat off a carcass that is too heavy to lift or drag. The chunk takes that food off the body
  • A bigger dinosaur tears a bigger chunk, sized to the animal that cut it
  • Drop a chunk and anything can feed from it, so a large animal can bring food back to smaller ones
  • A carcass picked almost clean gives a bone instead of meat
  • Chunks shrink as they are eaten, and rot away if nobody touches them for a while
  • Fish can be caught and carried off. Bite one and it comes away in your jaws with its own markings
  • You cannot bite, roar or scent with something in your mouth
  • Staff: added the spawncarryable command

Growth

  • Dinosaurs grow. Growth existed as data but nothing ever moved it
  • Growth stages added to Spinosaurus, Tyrannosaurus Rex, Utahraptor and Dilophosaurus, joining Edmontosaurus, Torvosaurus and Deinosuchus
  • What you are doing sets the pace. Walking is quickest, resting slower, fighting slowest, and ragdolled or tranquilised stops it
  • You get bigger and heavier across a stage rather than in one jump, and health, stamina, food and water climb with you
  • Growth saves with your dinosaur. A grow button appears once the bar is full, and a pause button holds you at your size
  • Fixed the growth bar never filling, a full bar leaving you unable to grow, and growing risking putting you back a stage
  • Fixed CDA Utahraptors being stuck as adults with 100 health against the 335 of the Utahraptor they are built from

Mutations

  • Added mutations. One belongs to that animal for life, carries through growth, and dies with it. Only staff can grant them for now
  • A mutation changes health, speed, stamina, food and water capacity, bite, and for two of them size and weight
  • Most are small adjustments. Gigantism and Dwarfism are rare and trade size and toughness against speed
  • Your mutations show as markers above your status effects, coloured by rarity. Hover one to read what it changes
  • Staff: added a Mutations tab and the mutation command, granting, removing or clearing on any number of players

Speech Understanding

  • Emojis are stripped from chat. They were passing through a dinosaur's comprehension untouched
  • Writing in another alphabet no longer gets through either. Cyrillic, Greek and the rest arrived perfectly intact
  • Dinosaurs can no longer read human writing properly. Every species has an intelligence tier
  • Words you do not understand come through as noise, not misspelling. You either catch a word or you do not
  • A Utahraptor or Tyrannosaurus catches about half a sentence, an Allosaurus a fifth, a Brachiosaurus almost nothing. Only Twins and Typhon read perfectly
  • Tiers come from estimated real intelligence, brain size against body size
  • Dinosaurs still understand each other, and a CDA asset reads its handler perfectly on the pairing channel
  • The garbled text appears in the speech bubble as well as chat. Humans are unaffected
  • Fixed dinosaurs never receiving human proximity chat at all

Dinosaur Emotes

  • Emotes are on a wheel. Hold Q, point, let go, on mouse, controller or thumb. Letting go in the middle cancels
  • The wheel is built for your species. Three emotes gives a three slice wheel, and species with none get no button
  • Every slice is a silhouette of your own dinosaur performing that emote, labelled with its real name and number key
  • Number keys mean the same thing on every dinosaur. Shake is always 4 and Look Around always 2
  • The wheel has sound, and emote sounds are named after the emote so the audio lines up
  • Fixed the Diabloceratops C call playing the sounds from its V call
  • Fixed the still pose of an emote playing while crouched, which only quadrupeds still did
  • You start swimming when your body goes under, not when a foot touches the water. Staying at the surface keeps you swimming
  • Shaking dries you off, and you can play more than one emote at once
  • Rest moved to H to make room for the wheel on Q

Dinosaur Controls

  • Dinosaurs support controllers. Attacks on the triggers, special B, jump A, sprint and crouch the stick clicks, trot X, interact Y, strafe L1, roar R1, and rest, graze, scent and night vision on the d-pad
  • Dinosaurs support touch. Attacks, jump and movement modes sit in a fan under your right thumb, and the pad scales down on smaller screens
  • The touch buttons match your species, labelled for what they do, so a pouncer shows POUNCE and a spitter shows SPIT
  • Getting up from a rest works with any movement input
  • Breaking into a sprint picks up from a trot rather than whatever gait you were in
  • Swimming at the surface is free-form and stays level. You steer with the camera and WASD the way you do on land, instead of turning like a boat or leaning into your turns
  • Swim up with E and down with Q. You nose over and glide along the slope rather than rising and sinking on the spot
  • E still eats first if there is food in front of you, and only semi aquatics and aquatics can go down
  • The water dash is a hold on space. The longer you hold it, up to three seconds, the further you dart
  • You sit higher in the water. Surfacing was being slowed twice over, so dinosaurs floated lower than they should have
  • The emote wheel stays shut while you are swimming, since Q is the dive control there
  • Swim strafing is semi aquatic and aquatic only
  • Fixed flyers sometimes not taking off when holding jump
  • Fixed the turning animation carrying on after you start walking while holding strafe
Universal

General

  • Water has proper underwater lighting that darkens with depth, draining to blue and fading into murk
  • Semi aquatic and aquatic dinosaurs see twice as far down
  • Underwater ambience plays for humans too, and the deep water loop plays in every body of water instead of only the ocean
  • A hurricane sets off an alert tone on a department radio and turns its screen red. You hear it off other people's radios too
  • The hurricane no longer blasts an alarm and a spoken broadcast into everyone's ears. The warning banner still appears
  • The respawn countdown after you die is 5 seconds instead of 10
  • Your screen darkens as you run out of air, fading to black in the last few percent
  • The drinking prompt on open water uses the game's own interaction prompt
  • Fixed going under water turning the screen black outright
  • Fixed fish not waking or sleeping as players move through their zone
  • Fixed a few messages showing garbled symbols mid sentence
  • Staff in godmode no longer take drowning damage
  • Fixed only ever taking fall damage once while ragdolled, for humans and dinosaurs. The landing that knocked you down blocked further fall damage for 4 seconds, which outlasted most ragdolls, so every bounce after it played its impact sound and cost nothing. Later impacts hurt again, and a hit that gets blocked by the cooldown no longer throws away the fall it was meant to charge you for

Progression

  • Dinosaur XP is not earned on servers with 20 or fewer players, so an empty server cannot be used to farm rank

Action Menu

  • The Building tab is gone. Building runs off the tool, which frees B
  • Tabs slide in the direction you move through the strip, and the settings, players and squad screens match the inventory
  • The inventory, emotes, menu and settings buttons only show on phones and consoles now
  • Fixed the Join Access buttons on the tribe and squad creation form snapping back to Invite. Anything that refreshed your social state rebuilt the form underneath you and threw the choice away

Photo Mode

  • New Photo Mode in the action menu. The camera comes off your body, with eighteen sliders for time of day, lighting, colour grade, depth of field and grain
  • It only changes what you see. None of it is sent to the server
  • The camera stays on a leash around your body and will not pass through walls. Anyone outside that range is hidden
  • WASD moves, Q and E go up and down, shift creeps and alt is quick, right mouse looks and scroll zooms
  • H hides the whole interface, X puts every slider back where it started, P leaves
  • Your hunger, thirst and tranquiliser blur are switched off so they do not end up in the picture
  • You cannot move, fight, use prompts or reach your hotbar while composing, and it will not open while seated, downed or dead
  • Anything your own body cannot see is hidden too, so the camera cannot be lifted over a wall to spot someone
  • G lays a thirds grid over the view, and L brings black bars in and out
  • F takes the photo. Roblox's own save and share panel opens afterwards
  • Full controller support, and the on-screen hints swap to controller prompts when you pick one up
  • Overhead names disappear along with the rest of the interface
  • Pose your character with Z and C, or the triggers on a controller. Anything in your hands is put away and handed back when you leave
  • Taking a real hit while composing drops you straight back out. Bleeding does not
  • None of it exists or runs until you open it, and it is torn down again when you leave
  • Four preset slots that follow your account
  • Temperature warms or cools the whole picture, and a vignette darkens the edges
  • The grid carries a horizon line so you can tell when the shot is level
  • Click anything to focus on it. The camera swings onto it and keeps tracking as either of you moves. J lets go
  • K levels the shot and V cycles crop guides for 16:9, 4:5 and 1:1
  • Hold the slow key while dragging a slider for fine control. Focus distance covers 500 studs in one bar
  • Added near blur, a sun angle slider that moves the shadows without changing the hour, and film grain
  • Works on phones and tablets, with on-screen movement buttons and drag anywhere to look

Weather

  • Staff: fixed the setdisaster and stopdisaster commands replying "No implementation". The panel buttons always worked

Announcements

  • Island-wide announcements have a Lore style: a garbled transmission with static, scanlines and a typewriter readout. Staff pick Normal or Lore

Settings

  • There is a Settings tab in the action menu. Graphics, audio, camera, interface and keybinds, all saved to your account
  • You can rebind your controls. Humans and dinosaurs have separate lists, and the game will not let you take a key it needs
  • Volume is split per type with a master over it, so you can drop distant gunfire without touching the weather
  • Added a field of view slider that leaves aiming down sights alone, and a camera shake slider that goes to zero
  • Blood has three levels: full, reduced keeps the spray but stops it marking the world, and off
  • You can switch off particle effects, dynamic foliage and dynamic audio, and hide individual HUD elements
  • Added a simulation range slider for how far away creatures keep being animated. It also scales how far helicopter downwash reaches
  • Joining on a phone or tablet starts you on the lowest graphics settings, and your changes stick
  • Night vision and the helmet light are not rebindable, since they only do anything with that gear equipped
  • You cannot whistle with a gun out. Whistle and fire mode are both V, so holding a weapon fired both

Reporting

  • Fixed the close button on the report window showing a blank box instead of CLOSE
  • As a human, a report is confirmed with the CONFIRM REPORT button. Dinosaurs keep the double tap on L
  • The confirm box tells you which one you are on

Staff Tools

  • Staff can clear wrecks and bodies from the World tab or the console
  • Destroy and repair work across the whole map now, covering destructibles, doors and vehicles. The destroy buttons ask first
  • Helicopters only sling what they are cleared for. The Chinook takes the Ural, cargo truck and Black Hawk, the Black Hawk takes Little Birds

Playtime

  • Fixed your tracked playtime dropping back to zero every minute. Nothing was ever lost, the figure on screen was wrong
  • The top three on the playtime board carry their medal colour through the card
  • Fixed third place having its time cut off the bottom of its card
  • Added a QA playtime leaderboard to the staff panel, with the top three on a podium and where you sit yourself

Staff Panel Logs

  • The staff panel opens with the left bracket key, and the command console moved from F4 to F2
  • Reports, kills, vehicle spawns and the staff audit all live in one Logs tab. The old Reports tab is gone
  • Added a kill log recording who died, who killed them, what each was playing, the cause and where
  • Added a vehicle spawn log recording who took what, from a depot or an admin, and where
  • Every log is searchable on username, roleplay name, species, team, vehicle, region or cause
  • Click any row for the full record. Reports open every player present with their stats at the time
  • Logs keep for 15 days and clean themselves up. They page in blocks with Newer and Older
  • All log data is stored and sent compressed, around nine times smaller than raw
  • The panel has been restyled throughout with readable field names and proper column headers
  • Reports now list what each player had in their hands at the time, and you can search on it
  • Fixed guns, melee, fists, grenades, rockets and mines never recording who fired them, so every human kill logged as a world death
  • Fixed the cause of death reading Unknown on almost every kill, for the same reason
  • The kill log now shows the weapon used, and you can search on it
  • Turret kills credit whoever built the turret instead of logging as a world death, burn damage included
  • Helicopter rotor kills credit the pilot, or whoever brought the aircraft out if nobody is flying it
  • The log search box is labelled Search and lists what you can type for the log you are looking at

Staff Panel Data

  • Added a Data tab showing any account's saved profile, its size and what takes the most room. It works on people who are offline
  • Save history is listed a day at a time, newest first. Preview a day before you touch anything, then roll the account back to it
  • Resetting an account is recoverable. The old data stays in history for 30 days
  • Added a Performance tab: frame time, memory, instance and part counts, network, and whether any of it is climbing
  • The same tools are on the console as datainfo, dataversions, rollbackdata and wipedata

Dinosaur Relocation

  • Relocation is back. Tranquilise a dinosaur, hold E, and move it to a containment pen or the reserve. It wakes up where it lands
  • Anyone can do it, every department and survivors alike. Dinosaurs cannot
  • Containment pens let you pick the exact zone. Reserve releases pick a spot in the biome for you
  • The menu shows what you are moving, how far each destination is and how many are already there. The list is read from the map
  • Two people cannot relocate the same dinosaur at once, and one cannot be relocated repeatedly
  • Every relocation is logged in the staff panel with who moved what, from where, to where
  • The relocation menu is an editable interface asset now rather than drawn in code

Map

  • Your pack, squad or tribe show on the map as squares, with the leader in yellow. Hover one to see who it is
  • The Map tab is a real map. It was a "coming soon" placeholder
  • Opens full screen on your position. Drag to pan, scroll to zoom, and your marker points the way you face
  • The gameplay HUD hides while it is open
  • Tracked dinosaurs appear with their designation while you carry a PDA. The small PDA map page is gone

Identifying People

  • Hold left alt, or put your cursor on someone, to read the names of people within 20 studs
  • You can only identify your own side. Survivors read survivors, personnel read personnel, and dinosaurs are out of it
  • The identify key can be rebound under Settings, Human Controls, Actions

Tracking

  • Every tracked dinosaur gets a designation like SPC-4417 that sticks to it, through re-tagging and through growing a stage
  • You can give a contact your own name for it on the PDA. Clear the box to go back to the designation
  • The PDA map shows where contacts actually are. Selecting one marks it
  • Controlled Dinosaur Actors are tracked from the moment they spawn. Only Genetics and Research see them, and it cannot be shot off

Species Survey

  • The species list on your PDA starts blank. Each reads as unidentified until a tracker goes on one, and it resets each server
  • Fixed the survey never doing anything. The panel has always been there and nothing ever filled it in

Pack Health Bars

  • Scenting shows a health bar over pack members within 80 studs, green through amber to red

Trees

  • Large dinosaurs push through small trees and knock them over when running. A Carnotaurus clears saplings, a Brachiosaurus most of the forest
  • Heavy dinosaurs shake trees as they walk, wider and harder the bigger they are
  • Helicopters flatten what they fly over. A Little Bird stirs a clearing, a Chinook levels one
  • Attacks shake trees and a strong enough one fells them. Explosions knock over the smallest, bigger blasts taking bigger trees
  • Undergrowth no longer blocks anything. The stems inside bushes were solid to dinosaurs
  • Staff can stand every felled tree back up and restore chopped ones from the World tab or /resettrees
  • Fixed trees never reacting to attacks at all

Throwing Things Around

  • Heavy dinosaur attacks throw loose objects. A stomp, thrash or tail slam sends crates and barrels tumbling
  • Charging dinosaurs bulldoze, throwing loose objects forward, harder the faster you go. A Triceratops clears a lot
  • Explosions throw everything loose in range and shatter glass with it, and throw people much harder
  • Frag grenades have roughly four times the radius and hit for a lot more
  • How hard a thrown object hits is its weight and speed, with no upper limit. A heavy one at full speed will kill you
  • Being killed by a thrown object credits whoever threw it
  • Objects settle where they land and return to where they started ten minutes later. Staff can reset them all with /resetprops
  • Fixed a thrown object ending up stranded permanently, and nothing throwing once sixty objects were in the air
  • Fixed thrown objects never settling or returning to where they started

Harvesting

  • Trees can be chopped down and ore can be mined. Swing a hatchet at a tree or a pickaxe at a rock, no prompts and no minigame
  • Every target shows its name and health while you hit it, and crits do extra damage
  • Hold the mouse to keep swinging. Holding gives repeated full-power swings, a quick click a fast light one. Works for melee weapons too
  • Five ore types: coal, iron, copper and gold are common, amber is rare and glows. Mining also gives stone, the only source of it
  • Ore nodes move around the map, so you cannot farm the same rock forever
  • Chopping and mining carry. Close by you hear the strike, further out the echo rolls through the trees
  • The biggest trees cannot be felled. Every tree was checked individually
  • Fixed ore never appearing anywhere in the map, and felling a large tree making no sound at all

Gathering Spots

  • Gathering spots are generated for the world instead of placed by hand, so there are far more over far more ground
  • Which resources turn up where is set per region, so one stretch can be timber and stone and another reeds and clay
  • Reeds and clay only appear close to water. Deadfall, flint, loose stone and bone turn up inland
  • Every spot is a slightly different size
  • Spots sit flat on the ground and tilt with the slope, so nothing floats off a hillside
  • Spots of the same kind keep their distance, so you get a spread to work through instead of a pile
  • Nothing appears in water, on steep ground, or clipped into a tree, rock or building
  • The layout is the same on every server, so a good patch stays worth going back to

Resources & Crafting

  • Survivor building costs real materials out of your inventory. The old self-refilling pool is gone. Departments still build for free
  • Costs scale with what you place. A fence is a couple of hardwood, a townhall wants hardwood, stone, iron, sheet metal and gold
  • Resource nodes are scattered around: deadfall, flint, loose stone, reeds, clay and bone, each a single pickup that regrows
  • Breaking a beehive leaves honeycomb, the source of bee clusters and beeswax. Hives grow back in four minutes instead of half an hour
  • Fixed a beehive that grew back having no bees, so every hive was harmless after the first time it broke
  • Hives cost less to run. Each had its own loop checking the world twice a second forever, even after being destroyed
  • Every workshop makes something: smelting at the blacksmith, metal tools at the workbench, sheet and machete at the anvil, leather at the tannery, gunpowder at the research table
  • Quick craft only lists what you can make by hand. Anything needing a workshop shows on that workshop's screen
  • Quick crafting is instant and tells you what you made. Workshops still take their time
  • Everything you can pick up is used by something. Bone makes arrows and a knife, fat makes torches, clay and leather build
  • Craft lists are ordered: materials first, then tools, ammo and weapons
  • Recipes that make the same thing a different way are named apart: waxed rope, tallow torch, bone arrow, bone knife and the two leathers
  • The building hammer no longer needs scrap, which only comes off bodies, so a player alone on a server can make it
  • Removed meteoric iron and the meteoric hatchet and pickaxe. Amber is the rarest thing in the ground now
  • Removed a batch of resources nothing produced and nothing used

Survival

  • Stamina drains and refills smoothly for humans and dinosaurs, instead of moving in one jump a second
  • Hunger and thirst drain four times slower
  • Hunger and thirst do something. Running low cuts stamina recovery. Neither will ever damage you or slow you down
  • Any water can be drunk from. Walk up to a lake, river or coastline and a prompt appears, with a free hand while thirsty
  • Water can be carried. A clay flask made at a campfire gives you bottles for away from water
  • Carrying gear is far more forgiving. Half again as much before it affects you, and heavily loaded costs a quarter of your speed

Medical

  • Crouching stops you bleeding and starts the wound closing. Standing still closes it slowly, walking barely, sprinting almost never
  • Wounds close over time now instead of never, and venom wears off instead of sitting on you permanently
  • The medkit and bandage have different jobs: medkit for health and venom, bandage for blood loss
  • Both work on dinosaurs, and how much a medkit heals scales with the size of what you are treating
  • Range is measured to the animal's body rather than its middle. You cannot heal through a wall, and treating someone else is faster
  • The target glows green when you can help, and the panel names them, their range and what is wrong with them
  • When someone is treating you a card appears above your hotbar. A green cross shows over anyone already being treated
  • Blood loss darkens the edges of your screen, deeper the worse it is
  • Medical tools work on a controller and on a phone. Targeting needed a mouse
  • Fixed the wounded status telling humans to rest. It names crouching now
  • Medkits now need Genetics & Research rank 5, including from medical cabinets. Bandages are unchanged

Fist Combat

  • Humans can fight bare-handed. X raises your guard, left click punches, right click blocks and E kicks
  • Punches are directional. Flick the mouse to pick your side, and guarding the wrong way takes it in full
  • Kicks go straight through a guard, so someone who just turtles can still be opened up
  • Fists break windows and chip away at things. A punch will not take down a gate, but it will put a pane through
  • Blocking the instant a swing starts staggers whoever threw it. Block too much and your stamina runs out
  • Fixed lowering your guard leaving your cursor stuck to the middle of the screen

Inventory & Menus

  • Items show a 3D model of themselves everywhere they appear, and twice as many have one as before
  • Hovering an item anywhere shows the same card with its stats, weight and description
  • Hovering your equipped gear or a hotbar slot shows that card too. It only ever worked on items in your bag
  • Items compare against what they would replace, marking every stat that differs green or red
  • Item cards flip above the cursor near the bottom of the screen instead of running off it
  • Fixed dropping an item leaving it in your hotbar and in your hand
  • Fixed putting something on your hotbar interrupting what you were holding, and the equipment panel flickering on every equip
  • Fixed item cards staying on screen after the menu closed
  • Fixed switching teams announcing that whole team's bag as though you had just been handed it

Looting

  • Worn gear drags straight from a corpse or chest onto its slot whether or not your bag has room. Armour, helmets, uniforms, radios and backpacks take no grid space
  • Weapons and tools are unchanged. They bind to a hotbar slot and still live in the bag

Carrion

  • Fixed the body of a killed dinosaur not being edible at all
  • How much a carcass feeds you depends on the animal's weight. A Coelophysis is a snack, a Diabloceratops is a week
  • Carrion turns up around the island on its own, in varying sizes, lying flat on the ground it lands on
  • It is common on a quiet server and thins out as one fills. Once a pile is eaten out another appears elsewhere

Dinosaurs

  • Fixed a dinosaur respawning without its stats applied. Picking a new one quickly skipped weight, health and mutations
  • Fixed mutations that change size not moving the body with it, so a larger animal sat with its legs in the ground
  • Fixed stomps, thrashes and tail slams only ever landing on one thing
  • Fixed the Stegosaurus tail swing landing with only a third of its tail, and the Kronos tail attack missing its tip
  • Fixed juvenile and sub-adult Spinosaurus having a broken tail when ragdolled

Fish

  • Fish no longer swim inside the terrain. They were creeping into the riverbed and never coming back out
  • Each fish zone now has its own swimming boundary, separate from the area that wakes the fish up
  • Fish no longer pick somewhere to swim that is inside a riverbank
  • Dead fish can be eaten. Every species left a body no dinosaur could touch, so anything killed in the water was wasted
  • You can pick a dead fish up and carry it, or drag it if it is too heavy, the same as any other body
  • The Deinosuchus lunge works on fish. The only way a croc could take one was a plain bite
  • Fish will bite you whether or not you have PvP turned off. They are wildlife, not another player
  • Being killed by a fish names the fish in the kill log instead of blaming the world
  • Fish are slower. A fleeing fish used to outrun every dinosaur in the game
  • Chinlea swim 15% slower
  • Fish start fleeing at about a third less distance, so swimming near a shoal no longer scatters it from across the water
  • Fish bank into their turns instead of staying flat
  • Fish point where they are actually swimming. They used to glide up and down while facing almost level
  • Fish turn like something with a body. They can still turn hard, but no longer spin on the spot
  • Shoaling fish regroup instead of drifting apart for good
  • A hunting fish slows as it closes on prey and holds still after a bite, instead of charging straight through
  • Fish shoals sit at the population their spawn is meant to hold instead of starting over it and thinning out
  • A fish somewhere it should not be swims back out under its own power instead of being snapped across the water
  • Fixed fish moving in visible steps. Up close they were redrawn every second frame, in the distance every sixth
  • Fixed fish going through rocks, cliffs and the riverbed, and swimming around inside them once they got in
  • Fixed fish being flung backwards once they were already going the right way
  • Fixed fish reaching the edge of their water, sticking there and then being thrown back
  • Fixed fish pacing back and forth at the water's edge
  • Fixed fish freezing in place and then snapping across the water when you turned to look at them
  • Fixed fish stopping dead for the rest of the round whenever another fish died
  • Fixed fish spawned late in a long server never moving at all
  • Fixed fish swimming at different speeds depending on how the server was running, up to three times too fast
  • Fixed the swim animation playing at the same slow speed for every fish however fast it was going
  • Fixed a Mawsonia staying angry forever once you hit it. Its aggression never timed out, so it would chase and bite whoever was nearest for the rest of the round. It now calms down about half a minute after the fight stops

Engineering

  • Combat Engineers has been retired and the group is gone
  • The heavy shell and flamethrower turrets are no longer group locked, and the Combat Engineer kit is no longer restricted

Building

  • The build menu opens with B instead of R. R is the radio, so with a hammer out one key did both. Place mode moved to P

Tutorials

  • Survivors and dinosaurs each get a tutorial, starting the first time you join that team. It sits top left and can be dragged anywhere
  • The survivor track covers gathering, crafting a hammer and hatchet, claiming ground, felling a tree and raising a campfire
  • The dinosaur track covers gaits, scenting, drinking, resting, attacks, growing and roaring
  • Every goal shows the key you actually need, and updates if you rebind or switch to a controller
  • Goals highlight what they mean. Resource piles glow when it asks you to gather, trees when it asks you to chop
  • Your progress saves per track, so swapping between survivor and dinosaur loses neither
  • SKIP STEP moves you past one thing without giving up the tutorial. Replay one from Settings, Interface
  • Flyers get a third tutorial after the dinosaur basics, covering taking off, steering, gliding and landing
  • Departments do not get one, they have handbooks. Fixed the survivor tutorial following you onto a department team

Hints

  • One-off tips the first time you meet something new: the build hammer, wrench, radio, benches, hunger, thirst, overloading and swimming
  • Hints show the right key for your own bindings and controller. Turn them off under Settings, Interface

Cleanup

  • The console is quiet on startup. Every log line was coming up as a warning
  • Fixed a freecam warning on every join, a shutdown timer reprinting every two minutes, and the door system reporting a skip per door
  • Stripped out unused content across the whole game. Just over 900,000 objects gone, from roughly a million down to 107,000
  • Four leftover interface screens were being copied onto every player on spawn, including a backup main menu
  • Removed ten unused code libraries, a leftover teleport system, an abandoned market system and a disabled debug tool
  • Removed four footstep effects and three overhead labels nothing referenced
  • Anything that only looked unused was checked and left alone
  • Removed a further 44 dead sounds and animations, including three loaded onto every character on every spawn
  • Cleared the last of the dead dinosaur audio: sixteen stray emote sounds, a Kronos vocal set and two loose Dilophosaurus vocals
  • Removed fourteen unused weather sounds, one of which threw an error on every startup. The weather audio you hear is untouched
  • Parked helicopters stop simulating themselves. Every airframe was stepping its engine and rotors sixty times a second while empty
  • Repeating timers cost nothing between ticks. Every one was checking the clock sixty times a second whatever its interval
  • The wind stopped broadcasting to everyone twenty times a second. It only updates when it has changed enough to see
  • Shipping pad lights stop resending their colour twice a second whether or not it changed
  • Sleeping dinosaurs stop searching the whole animal over and over just to stop one sound
  • Shipping pad lights were being timed wrong internally, which threw off performance readings

Security

  • Vehicle weapons can no longer be told to fire something that is not a real round. A forged shot could name any object in the game as its ammunition
  • Vehicle weapons can no longer be used to fire rockets from a tool or a turret, which did fifty times the damage they should have
  • Vehicle weapons can no longer be told to drain someone else's ammunition counter

Networking

  • Networking has been rebuilt on a faster system. Same messages, less bandwidth and a better frame rate
  • Where you are looking is no longer sent to every player on the server. On a full server that was 187,000 messages a second, and it now only goes to people near enough to see you
  • Fixed vehicle lighting being resent to every player four times a second for something nothing read

Performance

  • Fixed the server slowing to a crawl on a heavily built base. Generators were rescanning every powered fence and light against every other generator, once a second
  • Fixed your own character rebuilding its entire collision setup sixty times a second, every second you were alive
  • Fish, scorpions, bee and fire swarms and every weapon trace now report what they cost, so slowdowns can be traced instead of guessed at

Developer Tools

  • Added Scheduler, an on screen performance readout showing where server and client time is going. F4 opens it, staff only
  • Every measured section in the game reports to it, 131 in total
  • Interaction prompts no longer sweep every prompt in the game every frame. They now wake only when one comes into range, which took that check from 790 microseconds a frame to 24
  • Prompts use the engine's own indicator range instead of a separate copy of the same number
  • Vehicle prompts no longer show distant indicators. A vehicle is already hard to miss
  • Fall damage is worked out on your own machine instead of the server, so a laggy server can no longer misjudge a landing
  • Leg placement no longer recalculates the ground under you while you are standing still
  • Turrets sweep on their own clock rather than every frame. They move exactly as before, since that motion was only ever sent to you ten times a second
  • The following no longer run at all when there is nothing for them to do: laser pointers, doppler audio, animated fans, vehicle tracks, weapon lasers, wildfire, blood, object shake, dinosaur leg placement, bee swarms, water spray, thrown props, hazards and totems
  • Sensor doors no longer sweep their volume when nobody is anywhere near them. They open exactly as before, and still close behind you
  • Hunger, thirst and stamina are now worked out a few players at a time instead of everyone in the same instant, so a busy server no longer stutters once a second
  • Sky and weather lighting is recalculated fifteen times a second instead of every frame. Sunrise, storms and going underwater still update every frame, since those are the parts that actually move
  • The tutorial's movement tracking now only runs during the steps that actually watch how you move, instead of for the whole session
  • Foot placement no longer rebuilds its raycast filter twice a frame for every visible character
  • Foliage now finds nearby plants directly instead of searching the whole view volume first. The search was costing more than the plants it found
  • Water drinking now only looks for water while you are actually a person who can drink, and no longer reaches twenty studs below your feet
  • Generators, hazards, totems, ammo crates and the intercom cutoff check now only run while there is something for them to work on
  • Nearby players' ragdoll, prone, crouch and seat states are now watched rather than re-read sixty times a second each
  • Fixed a rare startup fault that could leave the loading screen up indefinitely
  • The startup log now names any module or startup step that stalls, instead of failing silently

Fixes

  • Fixed foliage freezing in place for the rest of the session once the camera was rebuilt, which happens every time you respawn
  • Fixed the Departments and Humans buttons in the menu dropping from the combined player count to a single team's count the moment anybody changed team
  • Fixed dinosaur XP being wiped if your group membership had not finished loading when the once a minute XP check ran
  • Fixed plants you brush past being detected around the camera instead of around your character, so they now react when you are actually near them
  • Fixed being set on fire never being put out by water. The check for standing in water never once returned true, so you could burn while stood in a river or the sea. Wading into water now puts you out rather than needing to be fully under

Performance

  • Foliage now uses a proper visibility system with a time budget, so a dense forest costs a fixed amount per frame instead of growing with the number of plants
  • Audio no longer creates up to eight sound sources in a single frame while you are running, which caused a stutter. It now spreads them across several frames
  • The enclosure check no longer rebuilds its filter list every time you move
  • Player and team counts are now tracked as people join, leave and change team, instead of counting everybody again each time something asks
  • The main menu no longer counts every team's players from scratch each time it refreshes
  • XP no longer looks up your group and rank once a minute for every player on the server. It is read when you join and when you spawn
  • Leg placement on nearby players now only considers the ones close enough to need it, instead of testing every player on the server every frame
  • Nearby players are now sorted into range four times a second rather than every frame. Their pose, lean and footing still update every frame, only the question of who is close enough moved off the frame loop
  • Nearby dinosaurs are now sorted into range the same way. Their tilt, turning and swimming sounds are unchanged, including for animals you can hear but cannot see
  • The human and dinosaur update loops now switch off entirely when there is nobody to update
  • Dinosaur ground handling no longer builds throwaway tables sixty times a second
  • Several raycast filters in the dinosaur controller were being rebuilt on every use even though their contents never change
  • Respawning no longer runs a player lookup once for every plant registered in the world
  • Plant brush detection now runs twelve times a second instead of every frame
  • Ambient plant sounds now find nearby plants directly instead of sweeping a region of the world
  • Sound components are now looked up once instead of being searched for every time a sound starts or stops
  • The list of nearby players used for plant collision is now rebuilt when someone joins or leaves rather than several times a second
  • Dropped a spatial search library that nothing used any more
  • Flare gun flares no longer run their update loop when there are no flares in the world, and each flare's parts are now found once when it appears rather than every frame
  • Burning no longer runs a check every frame when nothing in the world is on fire, and no longer builds and throws away a part in the world sixty times a second for each burning target. The water check now reads the sensor your character already carries, which costs nothing
  • Aiming a grenade no longer rebuilds its throw path settings every frame
  • Firing the flamethrower no longer rebuilds its impact detection list every frame for as long as the stream is held
  • Opening the duty board no longer looks up every player's group and rank one by one. Those are read when you join and when you change team, so the board opens at the same speed on a full server as an empty one

  • The survival bar HUD no longer rewrites its bars, colours, text and vignettes every frame. Each one is
    written only when its value actually changes

  • The grow prompt no longer rebuilds its message and restarts its fade every frame while hidden

  • The compass no longer runs at all while it is hidden, and stops entirely while you are not turning.
    Its off-screen markers no longer rewrite themselves every frame

  • Other players' dinosaurs no longer re-read their rig's tilt settings from the bone every frame.
    Those are read once when the animal is first seen

  • Other players' dinosaurs no longer re-read ten movement states off the character every frame to
    drive their tail, neck and body motion. Those are tracked as they change instead

  • Your own dinosaur's movement loop no longer re-reads twelve character states off the character
    dozens of times every frame. Those are tracked as they change instead

  • Your dinosaur's other update loops no longer look up stamina, hunger, pouncing, pinning,
    sprinting and flight forty times a second. Those are tracked as they change too

  • Turrets now move all of their parts in one go rather than one at a time. A sweeping turret was the
    single most expensive thing running on your machine, and this cuts it to under half. It moves exactly
    as it did before

  • Ground detection for nearby players' footing now runs fifteen times a second instead of every frame.
    A ground trace is by far the most expensive thing that loop does, and the result is smoothed anyway,
    so the lean and hip height are unchanged

  • Seated and ragdolled players no longer trace the ground at all, since nothing was reading the answer

  • Leg placement no longer rebuilds the same six rig measurements for every leg of every nearby player
    every frame, and no longer builds a throwaway list to configure a ground trace it was not going to run

  • The water check on your own character no longer reads the terrain around you sixty times a second.
    It now reads ten times a second and shares one answer with everything that asks

  • Swimming no longer rebuilds its ground trace settings every frame

  • Leg placement now works out where a leg should go twenty times a second instead of every frame, and
    slower again the further away someone is standing. The leg still follows the animation every frame, so
    nothing stutters. Measured at fifty-seven times cheaper on the frames it no longer recalculates

  • Your own character is throttled the same way as everyone else's. It was the one nobody had ever slowed down

  • Simulation Range now applies to leg placement. It never did before, so pulling the slider down did
    nothing at all for the one thing on screen that costs more the more people are stood near you

  • Ground tracing for nearby players now slows to twice a second while they are stood still, rather than
    running fifteen times a second whether or not anyone has moved

  • Leg placement holds its ground reading for twice as long while nobody is moving

  • Nearby players no longer read a body-turn value that nothing in the game has ever written. It was
    always zero, and it was read for every visible player on every frame

  • Dinosaur stats no longer run on servers with no dinosaurs on them. Both of their update passes used to
    run from the moment the server started, one of them ten times a second, whether or not a single
    dinosaur had ever spawned

  • Stamina no longer walks every player on the server ten times a second to find out that nobody is
    spending any. Only players actually using or recovering stamina are looked at

  • Player stat passes switch off entirely once there is nobody left to update

  • The performance recorder is now off unless you turn it on. It was running for everybody, all the time,
    and on the smaller measurements it was costing more than the thing it was measuring

  • Nearby players' body lean and footing now stop writing to the character once they have settled. The
    smoothing never quite finishes, so it was nudging every visible player's torso by an invisible amount
    every frame forever, and moving a joint costs twenty times more than leaving it alone. Measured at
    roughly a third of what it was, for every player you can see

  • The survival HUD no longer walks down the interface tree to find its own bars, labels and icons every
    frame. About eighteen lookups a frame that always found the same things

Developer Tools

  • Dinosaur movement now reports where its time goes, split into ground handling, camera, speed and orientation
  • Recorded that the first performance reading after spawning runs about twenty percent high, so readings now discard it rather than reporting warm up as a result
  • Removed the Performance tab from the staff panel, along with the server readout behind it. The readout was measuring the server every frame for a screen nobody was reading
Download links
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Bugs
  • Open: 3
  • In Progress: 0
  • Resolved: 11
  • Closed: 0