Release Roleplay Update 5
Published at 2026-08-27 01:33:05 UTC
Human
Interaction
- Food cabinets are locked to Engineering & Logistics.
- Fixed the low health and damage vignette not showing.
- Fixed Engineering & Logistics being unable to open food cabinets.
- Fixed the radio sticking in hand in a cockpit or gunner seat. Reloading with R no longer opens it, and manning a turret holsters it.
- Fixed the highlight on loose stone, flint pebbles and other multi-part objects outlining only one piece of the model.
Stamina
- Survivors have 25% more stamina and everyone else has 10% more. (This is the max you're fucking getting stop suggesting it.)
Recovery
- Fixed dying at a ceremonial horn or drum leaving players unable to stand, falling through the floor, or respawning with no control.
- Fixed crawling being stopped dead by the smallest rise in the ground.
- Fixed players hurt as a ragdoll began being stuck in it permanently, unable to stand or die.
- Fixed getting up from a ragdoll leaving animations frozen and sprint disabled while walking still worked.
- Fixed release from a dinosaur's mouth leaving turning and sprinting permanently broken.
- Fixed high falls dealing no damage and no ragdoll when jumping soon after spawning.
Weapons
- Drawing, holstering and moving a weapon on the hotbar now play weapon handling sounds instead of menu sounds, distinct per rifle, pistol, shotgun and launcher.
- Empty weapons now click on trigger pull, audible to nearby players.
- Plate carriers now make noise on prone, crouch, stand and landing.
- Gunfire now travels at the speed of sound, so a distant shot is seen before it is heard.
- Headshots now have their own impact sound and blood spray.
- Limb hits now deal noticeably less damage than chest hits.
- Bullets now leave holes in whatever they hit.
- Stone, dirt, grass, sand, mud and glass now each throw their own impact debris.
- Bullets now penetrate wood and sheet metal, exiting with reduced damage and accuracy. Thicker materials still stop them.
- Penetration is highest on marksman rifles, then rifles, then pistols and SMGs, and lowest on shotguns.
- Rounds striking metal at a shallow angle now ricochet.
- The crosshair now kicks on every shot.
- Sights now drift while aiming, more while moving and less while crouched or prone. Left Control steadies them for about five seconds and recovers slowly afterwards.
- Magazines now drop to the ground on reload.
- The MK-14 EBR now has a laser sight.
- Weapons and tools now wear with use, from Pristine down to Broken, with durability measured in magazines.
- Broken weapons now click instead of firing. They can be repaired and are never destroyed.
- Bandages and medkits do not wear out and show uses remaining instead of a condition.
- Removed the CS5 Tranq, FMP-75, M2010, M24, SP-9, SVD and XAM-300.
- Laser pointer range raised from eighty studs to unlimited, and the dot now tracks the weapon's actual aim, so observers see it where the shooter does.
- Tranquiliser weapons are now quiet, and darts no longer crack as they pass.
- The AKM, AK-110 and M27 no longer share one firing sound.
- Spears now stack two to a slot.
- The MK-6 Stim Pistol now carries spare ammunition and can be reloaded.
- Fixed shotguns and launchers granting endless ammo when fired mid reload. Firing now ends the reload, and they load one shell per reload.
- Fixed firing sounds cutting off mid-report when a weapon is holstered.
- Fixed the mouse unlocking when zooming out of first person with a weapon equipped.
- Fixed aiming down sights being unavailable while crouched.
- Fixed the MK-6 Stim Pistol not firing. Regeneration, Resistance and Speed modes now all work.
Throwables
- Added the Flashbang Grenade. It deals no damage and blinds and deafens anyone in line of sight of the detonation.
- The flashbang drops sound to almost silent, and hearing returns over the next few seconds.
- Added the Concussion Grenade. A much wider stun than the flashbang with a light concussion wave behind it.
- Added the Smoke Grenade. Its screen blocks sight in both directions, for players and wildlife alike.
- Added the Thermobaric Grenade. A small blast that leaves a large fire burning at the impact point.
- All four grenades are Island Rangers issue and are drawn from the locker.
- Grenades are single use.
- Grenades now leave a smoke trail in flight, and live ones hiss where they land.
- Thrown grenades now bounce off walls and floors, allowing banked throws around corners.
- Smoke now builds over about three seconds, drifts downwind, and thins out at the end of its duration.
- Each grenade type now has its own explosion sound.
- Stun grenades now shake the camera, much harder when the detonation was in view.
Tutorial
- Fixed the tutorial card staying on screen over the main menu after a death or a return to menu. It now hides while any menu is open and returns when the menu closes.
Update Log
- The update log now opens automatically once per new version, and reopens from Update Log at the bottom of the path screen.
- Past versions are listed down the side of the update log, with a dot marking unread ones.
Appearance
- Added 22 faces, including Bored, Stern Guy, Farmer's Smile, Manga Untrusting and a set of Sleek and Neo expressions.
- Removed ten broken faces: Soldier, Eye Scar 2, Neutral 2, Suspect, Dude, Mechanic Smile, Check It Out, Ehh, Sly Guy and Skeptic.
- Helmets and other headwear now stay visible until the camera is fully in first person.
- Fixed faces re-rolling on every death and rejoin when none had been picked in the customiser.
- Fixed a face sometimes failing to load and staying broken for the rest of the session.
Names
- Island Rangers, Genetics & Research, Engineering & Logistics and Callisto staff at rank 3+ can now type a custom name.
- Pick A Name and Type A Name sit at the top of the Names tab.
- The name terms must be agreed to on every character creation.
- Names are letters only, 2 to 16 characters, with at most one hyphen, space or apostrophe.
- Real people, media characters, staff titles and joke names are rejected, and Save Name reports the refusal immediately.
- Staff can wipe a name, and a wiped name cannot be reused on any server.
Building
- Spike, cage, pitfall, snare and both bear traps can now be placed in the wild without a Tribe Banner, six at a time outside a claim.
- Added camera modes to the wrench and building hammer while placing: Follow, Raised and Top Down. O cycles them, and the controls panel selects them directly.
- Follow holds the camera in place, Raised pulls back and looks down, and Top Down is a straight overhead view.
- Leaving placement now restores the camera to its previous orientation.
- Reserve CommLinks now show on the map to everyone except survivors and dinosaurs. Placing one prompts for a name and colour, and that name is what shows on the map.
- Lit campfires and torches now ignite anyone standing in them.
- Tribe Banners now claim 20 studs further out in every direction.
- Fixed campfire collision blocking movement over them.
- Fixed a Tribe Banner claiming nothing when completed after its owner logged off.
Fast Rope
- Weapons are now stowed for the duration of a fast rope descent and cannot be drawn until it ends.
- Fixed equipping a weapon mid-descent freezing the descending pose and dragging the player back up when the rope reeled in.
Vehicle Depot
- Depot refusals now name the vehicle and the blocking reason: a full pad, one requiring recall first, out of stock, or occupied.
- A full pad now lists the vehicles on it and their owners, the requesting player's first.
- Vehicles left standing are written off. Only recall returns one to the depot.
- The depot now scales to the viewport instead of overflowing on a small window or a phone.
- Vehicles now fill their card and are framed to a uniform size, so a Chinook no longer renders smaller than a golf cart.
- The preview panels now match the rest of the interface instead of pale blue-grey boxes.
- Fixed depot messages being truncated mid-sentence. They now wrap to two lines.
- Fixed scrolling to zoom out snapping the vehicle closer on the first notch.
Supply
- Added the Fuel Can, drawn from the locker by Engineering & Logistics. It fills at a pump and pours into anything that has run dry.
- A gauge on the can reads out its remaining fuel.
- Pouring a Fuel Can into a target that is already full does not consume the can's contents.
- Added a FUEL page to the PDA listing every fuel station and its fill level.
- Added a DRAWS list recording who took what out of the depot.
- Generators, field batteries and light towers are built empty and must be fuelled before they will switch on.
- Vehicles and helicopters refuel at a fuel pump with the hose, or from a Fuel Can in the field.
- Fuel trucks transfer their load at a zone beside each pump, held for the duration. The zone is only visible to a player aboard one.
- A readout during transfer shows the tanker draining and the pump filling.
- Low fuel on a generator or field battery now warns its owner anywhere on the island.
- Drawing a weapon, armour or field equipment at a locker takes it from depot stock. Returning kit restores it.
- Weapons are stocked by class. Rifles, submachine guns, shotguns, marksman rifles, machine guns, sidearms, melee, bows, special and grenades each deplete independently.
- Carry limits now cap how much of one kind of gear can be held at once. Returning kit frees the slot.
- A Makarov and a Machete can always be drawn, whatever the depot is holding.
- Engineering & Logistics are notified when a supply runs low and again when it runs out.
- Departments can request supplies from the PDA stockpile page. Engineering & Logistics see the queue on the shipping page.
- A request names its author and purpose, and either side can close it. Requests clear when their author leaves.
- Opening the shipping terminal now pre-fills the order from outstanding requests.
- Standing orders can be saved at the shipping terminal and reloaded with one button. They persist across sessions and never order what the depot already holds.
- The PDA stockpile page names each supply's draw point: locker, ammo crate, cabinet, depot or vehicle depot.
- The stockpile now shows what is already inbound.
- Falling supplies now show their drop total and estimated time remaining at that rate.
- The shipping page now reports when the dock is blocked and must be emptied before further orders.
- Fuel is no longer ordered at the shipping terminal. Fuel pumps hold their own supply and each runs dry independently.
- Fuel trucks are no longer requested at a vehicle depot. They are ordered as cargo and roll off onto a pad when the crate is unloaded.
- Ammo crates no longer refill themselves. Engineering & Logistics draw an ammunition crate at the supply depot, carry it over, and hold F to restock.
- Ammo boxes are now general issue and can be carried and drawn from by anyone.
- Fuel pumps now serve cars as well as aircraft.
- Two fuel trucks can be in service at once. Further orders are refused until one runs dry.
- The depot now lists fuel trucks in service rather than crates in stock, reading two of two when both are deployed.
- A fuel truck that runs out is written off after thirty seconds, with the countdown displayed above it.
- Ammunition crate capacity raised from 100 rounds to 250, so refilling a dry ammo crate takes two trips instead of five.
- Order capacity raised from 60 crates to 150.
- The shipping order screen has been rebuilt with minus, plus and MAX per line, a running capacity count and a CLEAR button.
- Each shipping order line now shows current depot holdings and greys out once that supply is full.
- Stockpile search now covers every category instead of the active one only.
- The PDA activity feed is now shared server-wide, including events from before a player joined.
- Stock running low, running out and being restocked, shipments, requests and disaster warnings all post to the activity feed.
- Supplies from a crate carried at time of death now return to the stockpile.
- Supplies left at the dock now return to the stockpile when the next shipment needs the space.
- Fixed dying while carrying a supply crate suppressing the death screen.
- Fixed a failed supply run reserving the dock permanently, blocking all later orders.
- Fixed the PDA stockpile tabs overflowing the edge, sitting under the filter box and hugging the title bar.
- Fixed the HANDBOOK button on the PDA doing nothing.
- Fixed the Engineering handbook claiming the wrench is the only repair tool. A building hammer repairs too.
Locker
- The MPX and the pump action are back in the locker as Combat Engineer primaries.
- The campfire, workbench, sleeping bag and torch are gone from the locker and are now crafted.
- Locker utility capacity raised from three items to five.
- Drawing a loadout at a locker now repairs armour and helmet to full, at a cost of one armour unit from depot stock.
Armour
- Added body armour and helmets that absorb part of every hit before it reaches the wearer's health.
- Armour only protects the body areas its kit covers, so a chest rig does nothing against a leg shot.
- Armour degrades as it absorbs hits and stops protecting once broken. Light armour and above also prevents bleeding from covered hits.
- Armour and helmet each read out on a bar above the health bar.
Holsters
- Added holsters, so undrawn weapons now hang from the back, chest and hips.
- Each holster spot displays one weapon, the last drawn from that slot.
- Grenades and other pouch items are no longer displayed on the body.
Helmet
- Divisions can now fit night vision to their own helmets without a separate Certification.
- Fitting night vision or a helmet light now reports when the helmet cannot accept one.
- Fixed night vision and helmet lights refusing to toggle until respawn, and blocking each other's key for a second.
Vehicles
- Helicopters can now sling boats.
- The Chinook can sling the URAL, Mobile Lab, Truck and Fuel Truck. The Black Hawk can no longer lift any of them.
- The Chinook can now sling Little Birds, matching the Black Hawk.
- Slung cargo now burns extra fuel, less on the Chinook than the Black Hawk.
- Dirtbikes and ATVs sling free on both helicopters. Dune buggies and the staff jeep are free on the Chinook only.
- Helicopter sling pickup range raised from 40 studs to 90, and now only requires rough alignment over the cargo.
- Helicopters now report when the load under their hooks exceeds lift capacity.
- Helicopter rotors now keep turning out to 1100 studs instead of 800.
- A helicopter exit now scores the fall from the jump point rather than the flight's peak altitude.
- Fixed space not releasing the occupant of a helicopter seat, and passengers becoming stuck after a ground vehicle exit. Space no longer exits ground vehicles.
- Fixed fall damage accumulating over a ride and killing the occupant on exit.
- Fixed exiting a moving vehicle causing instant death.
- Fixed vehicles running players over with parts that pass straight through them.
- Fixed vehicle lights and brake lights being inert on entry when the vehicle had been left anchored.
- Fixed shots and rockets fired from a passenger seat striking the occupied vehicle.
- Fixed gunfire, thrown weapons, flamethrowers and melee damaging aircraft and vehicles as hard as they damage people.
- Fixed the hotbar staying empty for a second after leaving a vehicle.
Combat
- Hitmarkers are now colour coded: cyan for armour, amber for a headshot, red for a kill.
- Fixed shots fired rearward from a vehicle seat not registering.
- Fixed reload, bolt and magazine sounds being inaudible to other players.
Tools
- The repair torch now burns anyone caught in its flame during a repair.
Squads
- The squad command menu is now on K instead of tilde.
- Death now releases the squad and closes the command menu.
- Fixed Line and Column details bunching up at even squad sizes. The escorted player now stands in the line.
- Fixed the command menu discarding most orders while refreshing.
Menu
- The clear save prompt in dinosaur selection now matches the other menus, and Escape cancels it.
- Fixed the world not streaming in behind the main menu and dinosaur selection, which left a fresh join looking out at nothing and dinosaur previews at the wrong height.
Crafting
- The campfire, workbench and sleeping bag are now crafted in the Quick Craft tab instead of being built, and need no tribe banner, claim or hammer.
- Hold left click with one equipped to place it, and hold H on a placed one to pack it away.
- A campfire costs 3 wood, a sleeping bag cloth and reeds, and a workbench wood, stone and a log.
- Three campfires, one workbench and one sleeping bag can be standing at once.
Foraging
- Survivors can now pick fruit and vegetables by hand and eat them for hunger or thirst.
- Added banana, coconut, papaya, melon, pumpkin, raddish, sunchoke, fiddlehead, chantrelle, russula, dulse, fireweed, marigold and agave.
- When trees with fruits on them are attacked/shaken the fruits now drop.
- Food can now be placed on the hotbar and eaten on left click, with an eating animation and a timer ring at the cursor.
- Food now spoils through fresh, stale and turned. A stale meal is worth less, and spoiled food causes illness.
- Cans, bottled water, soda, snacks and energy bars keep indefinitely. Meat and picked produce do not.
- Held food now displays its condition and its effect.
- Eating or drinking with no effect available now reports it instead of consuming the item.
Chat
- Recordings and intercom messages now read as [???] to players the speaker cannot chat with, and are not read aloud to them.
Looting
- Wrecks, shelving, lockers and other scenery can now be searched, with larger containers taking longer.
- Searching is restricted to survivors.
- Loot contents and grid placement are randomised, and many containers are empty.
- Loot spawns used. Weapons and tools roll a random condition, and food has already aged.
- Wrecked vehicles, downed aircraft, shelving, food stores, military crates and mine carts each carry their own loot table.
- The mountain base arms lockers carry Island Ranger weapons and gear.
- Sidearms, shotguns, crossbows, flare guns, backpacks, quivers, ore and timber all appear in world loot.
- Craftable items remain craft-only, bar the occasional machete or axe in a wreck.
- Searching generates noise that can draw anyone nearby to it.
- A stripped container reads Searched until it restocks with fresh contents. Items left inside are preserved for their owner.
- Some containers are locked and require a keycard of the matching level.
Corpses
- Flamethrowers can now burn bodies as a means to discard them.
- A burning body chars and leaves a scorch mark, and is extinguished in water. Larger animals take longer to burn.
- Burning a body destroys its meat, denying it to scavengers.
- Added casualty reports, readable by examining a body, giving cause of death and time.
- Casualty reports also list bleeding, starvation, venom and failed armour. Dinosaur bodies carry one naming the species.
- Casualty reports name the killer by character name, never username. A dinosaur is recorded as unknown.
- Body removal is now a button on the casualty report.
- Dead survivors and NPCs now persist as ragdolled bodies for four minutes instead of despawning, and can be searched for whatever they were carrying.
- Fixed bodies falling through the map on death inside a dinosaur's mouth.
Interface
- Empty slots now highlight with corner marks and a soft click on hover.
- Removed the Restock button from container windows.
- Tilde now opens the players list, except while commanding a squad. Shift and tilde also works.
- Container and inventory slots are now a uniform size, so items no longer resize on transfer.
- Opening a container no longer resizes the inventory. It shifts aside instead.
- Container panels are less rounded, carry a gradient, and are slightly transparent.
- Storage crates and cabinets can now be opened from further away.
- Refusals such as a full inventory now display as a line of text above the hotbar, fading in and out, instead of in a warning box.
Dinosaur
Carrying
- Most dinosaurs now carry picked-up objects and corpses at improved positions and angles, though this is not final.
Abilities
- Pouncing is now a true leap, arcing under gravity instead of following a fixed path, with a short cooldown after landing.
- A pounce now carries running speed into the leap and keeps it through the landing instead of stopping dead.
- A pounce now fires the instant it is pressed instead of stopping and turning on the spot first.
- Pounces now go where the camera is looking, with the body turning onto the leap as it travels, and can be aimed downward for a flat fast lunge instead of a high lob.
- The Ankylosaurus, Ceratosaurus, Iguanodon and Vespertine abilities now end cleanly when interrupted mid-swing.
- Fixed pouncing passing through walls, terrain and locked buildings.
- Fixed a pounce landing early in mid air and being dragged to the ground.
- Fixed a pounce continuing after entering water. It now hands off to the swim controls.
- Fixed pouncing disabling soft landings for the remainder of that life.
- Fixed the T. Rex slam, Acrocanthosaurus, Amargasaurus and Brachiosaurus stomps and the Coelophysis tail flash aborting on death or respawn mid-move, cutting the move short with the hit unregistered and its impact effect and sound dropped.
- Fixed the Iguanodon claw sharpen and slam doing nothing when crouch was released part-way through.
- Fixed a Coelophysis remaining lit for the rest of its life after an unused charged tail flash.
Spawning
- Added a Random option to gender, pattern and colouring, rolled at spawn.
- The dinosaur selection screen is now locked to clear midday, so night and weather cannot obscure the model.
- Dying as a dinosaur now returns to the dinosaur selection screen instead of team selection.
- Fixed dinosaurs spawning inside terrain or falling through the map, including Tupandactylus, Dimorphodon and Rhamphorhynchus.
Death
- Dinosaurs no longer take fall damage in water. A dive into a deep river previously killed flyers outright.
- Fixed Acrocanthosaurus and Echoraptor corpses failing to go limp.
- Fixed a corpse remaining half formed when its owner respawned during the decay timer.
Controls
- Caps lock now toggles the head lock instead of requiring a hold.
- Tilde now toggles mouse freelook instead of requiring a hold, and no longer opens the players list.
- Pack name tag draw distance raised by 30%.
- Crouch, trot and sprint now have a short cooldown between transitions.
- Playable dinosaurs no longer collide with each other.
- Dinosaurs can now rattle any tree regardless of size, and shaking dislodges players from it.
- A felled tree now ragdolls whoever it lands on.
- Compsognathus jump height lowered by 30%.
- Fixed Compsognathus reversing and swimming tail-first in water.
- Fixed eating and drinking aborting part way through. They now continue until the input is released or the animal walks away.
- Fixed dinosaurs being launched into the air by small objects such as terminals and crates.
Emotes
- Fixed emote previews in the wheel freezing the head, neck or body while the rest of the animal moved, and playing only half the emote. Affects 117 emotes across 41 species.
Calls
- Call range increased for every call kind, broadcasts most of all, and the lower half of the roster gained the most.
- Calls now fade smoothly with distance instead of switching over at once, gain reverb at range, and arrive with a delay that grows the further they travel.
- Reduced close-range volume on calls that were painfully loud, worst on Brachiosaurus and T. Rex.
- Kaprosuchus, Protoceratops, Oviraptor, Coelophysis, Compsognathus, Minmi and Dryosaurus now carry two thirds further.
- Cryolophosaurus, Gallimimus, Scelidosaurus, Dilophosaurus and Echoraptor are louder on every call, broadcasts most of all.
- Fixed call volume increasing with distance.
- Fixed the Creatures volume slider not controlling dinosaur calls.
Footsteps
- Tyrannosaurus now has padded feet. Walking and crouching are near silent and carry no distance, while trotting and charging still thunder.
- Dust and grass now kick up while walking and trotting, not just sprinting.
- Walking footsteps are now quieter and slightly lower pitched than trotting and sprinting.
- Distant footsteps now crossfade with near ones instead of both playing at once.
- Dinosaurs above raptor size now shake the camera when passing, scaled by weight, harder while sprinting and less while crouched.
- Footstep shake now lands on the step instead of a quarter second late, and jolts rather than drifts.
- Fixed distant footsteps being louder than the near ones, and a dead band from roughly 150 studs out where a large dinosaur's steps could not be heard at all.
- Fixed dinosaurs at or under half the listener's weight never shaking the camera, so an Acrocanthosaurus walking past a Tyrannosaurus registered nothing.
- Fixed most of the roster having no footstep shake at all, including Ankylosaurus, Stegosaurus, Suchomimus, Torvosaurus and adolescent tyrants.
Universal
Combat
- Damaged structures now smoke, spark and darken as they lose health, and revert on repair.
- Firing is now blocked when the barrel is buried in a wall.
- Weapons now lose damage over distance. SMGs drop off fast, rifles hold up, marksman rifles barely drop, and shotguns fall away sharply past 25 studs.
- Gunfire and explosions now gain reverb with distance, opening up past about four hundred studs.
- Standing up from a knockdown now grants 4 seconds of immunity to further knockdowns and attack locks.
- Fixed most of a dinosaur's body ignoring bullets, registering only shots near its middle.
- Fixed tranquiliser darts applying no sedation. Sedation now holds for 30 seconds after a dart lands before decaying.
- Fixed distant gunfire and explosions being far too quiet.
- Fixed explosions barely moving the camera. The kick now scales with proximity.
Wildlife
- Animals now react to gunfire, most fleeing it and predators investigating.
- Animals now wander the map instead of circling their spawn, and herds migrate with their leader.
- Animals no longer collide with each other.
- Fixed animals not reacting to being shot or bitten from out of sight.
- Fixed animals sliding sideways while running and turning, and tipping onto their sides and spinning on the spot, including when shoved.
Chat
- The first spawn in a server now states that chat is proximity based. Dinosaurs are also given the species and pack rule.
Progression
- Fixed paychecks and XP occasionally being granted twice.
Lens Flares
- Added lens flares, toggleable in the settings.
Lighting
- Updated wilderness daytime lighting. It is experimental and may change.
- Fog now thins with altitude and never fully clears.
- Cloud cover now shifts on its own during clear weather.
- Fixed street and flood light hum ignoring the volume settings.
- Fixed fog thinning or vanishing for the rest of the session after visiting character customization.
- Fixed world lighting overriding photo mode and cinematics when another screen closed.
Environment
- Added fog to marshlands and swamplands.
- Added fireflies at night in the places they live and fish particles in water, both governed by the Particle Effects setting.
- Added randomised cave ambience, and caves now echo. They previously played outdoor birdsong.
- Added a morning soundtrack that plays at daybreak.
- Storms now wear structures down and hurricanes wear them faster, stopping at a third of a structure's health.
- Biome regions now cover more of the map instead of falling back to wilderness.
- Tree creaks now originate from nearby trees instead of a random spot near the camera, leaving open ground silent. The tallest redwoods and sequoias creak deeper.
- Fixed the Savannah playing wilderness ambience instead of its own.
- Fixed some admin warps landing in or under the ground.
Water
- Added river, waterfall and still water sounds to all existing waterfalls, audible from the bank.
- Added ocean ambience, audible from inland and out past the coast.
Photo Mode
- The character head now tracks the camera, as a survivor or a dinosaur.
- Left click or B now attacks, allowing a bite or swing to be photographed.
- Middle click or J locks focus on whatever is centred in frame, and releases on repeat.
- P now always exits photo mode, even when another system has taken the key.
- The cursor now stays visible in photo mode instead of turning invisible.
- Entering freecam now closes photo mode and the cinematic suite instead of contending for the camera.
- Fixed the camera freezing permanently after leaving freecam while in photo mode.
Interface
- The map marker is now a directional arrow labelled YOU in green, and scales down as the map zooms out.
- Squad members now show as white arrows on the map with their name beside them.
- P now hides the interface, as a survivor or a dinosaur. Shift+P into freecam leaves it up.
- Fixed the Return to Menu and craft button outlines wrapping the text instead of the button.
- Fixed health reading 0 while still alive. Anything alive now reads at least 1.
Feeding
- Food buckets around the map now dispense throwable feed that dinosaurs will approach and eat, selected from a wheel on the prompt.
- Meat buckets carry raw meat, bone, fish and rotten meat; plant buckets carry apples, berries, mushrooms and wheat.
- One handful can be carried at a time, and uneaten feed despawns after five minutes.
- Dinosaurs can now be hand fed by aiming with a food they eat. It only feeds, and builds no bond.
- The second prompt on a bucket draws sedated feed, visually identical to clean feed.
- Fixed apples, berries, wheat and mushrooms being food that nothing could eat.
Harvesting
- Almost every tree on the map can now be chopped and felled, including sequoias, kapoks, araucarias, cypress and wax palms.
- Larger trees take proportionally more work to fell. The largest redwoods cannot be felled at all.
Resources
- Resources are now more abundant and their zones cover more of the map. Reed zones now cover 90% of the waterways.
- Resources no longer spawn on bare rock, on water, or in the air.
- Fixed most of the map's resources never spawning at all.
Fish
- Fixed dead fish still playing their swimming sound.
Staff
- Added flight logs posting the pilot, aircraft and time flown to Discord.
- Freecam now resets with G instead of R.
- Fixed teleporting not working in fly mode, both to and from a flying user.
Performance
Ragdolls
- Ragdolling a dinosaur no longer rebuilds its whole skeleton, so knockdowns and pile-ups run smoother.
- NPCs no longer build their ragdoll at the moment they die.
- Ragdoll impact sounds now land on the frame the body hits the ground.
Client
- Dinosaur tails, necks and spines are now posed a much cheaper way, so a screen full of dinosaurs runs better.
- Helicopter rotors no longer turn while off screen or far away.
- Other players' dinosaurs now turn their heads more smoothly.
Server
- Turrets at rest with nobody near them no longer run every frame.
- Placed ballistas no longer keep a silent sound and unused aiming running.
- Exterior lights and fish sounds are now handled client-side instead of on the server.
- Fixed bodies retaining the arm aiming of the character they were created from.