Correct. The current roadmap for biome progression, bandits and story are normal free updates to the game. I saw someone on Steam shouting that it was all paid DLC. Clearly they could not read.
Any feature we release should be seen in an experimental beforehand. I believe I said before that I was not doing it for 1.0. I have had way too many other things to deal with. Possibly for a 1.5 or 2.0 version.
b333 was experimental and since it tested fine, was switched to stable. As far as I recall, every stable update we have done in many years is preceded by experimental versions, which once we are done and the final one tests fine, it then turns into the new stable.
Testing experimentals tells us that those exact builds, for all 3 platforms, each with client/dedi versions, tested well for a variety of people.
The brightness change had nothing to do with streamers. As you said, streamers could already turn up the brightness. It was changed because it was thought to be a more practical play experience. I actually like it dark and have thought we could have day and night brightness settings, but we shall see where the team opinions lands after more testing and feedback.
There was a change in the throw code to a line that compares if the item value was the same reference, which was changed to Equals. That compares all the values of an item, which did not match after lit, so it would cancel the throw as soon as you clicked. I changed it to a type compare to fix. That is old code and it may not even be needed anymore, but removing could cause some other bug. Fixing bugs can be dangerous as you often make new ones, which happened several times this week.
All these sounds are played as Unity Audio Sources. They have a curve for falloff with distance. Footsteps were just adjusted recently. This is footsteps, which has 0 volume at 20m.
Good evening Survivors!
Another round of fixes before you.
b333 Hotfix:
Changed
Next throw starts charging after the cooldown instead of being ignored
Made the throw charging bar more opaque
Fixed
ItemClass collide with entity NRE if itemClass or MadeOfMaterial is null
Unable to throw explosives if drag dropped into the selected toolbelt slot
Clients in a p2p game are immune to zombie attacks
b332 Changelog:
Added
Chimney Cap Large Smoke Ambient Sound
Inventory UI Audio - Plant Fibers & Crops
Inventory UI Audio - Various Resources Batch 1
Changed
Moved player, chest and trader spawn point in playtest 20m close...
Good evening Survivors!
Another round of fixes before you.
b333 Hotfix:
Changed
Fixed
There is no concept of a floor. It is just a lot of blocks. You have to scan blocks/colliders to know what is in the way. Then you have to figure out what things you hit and what they should do to the sound. You have to do that on every sound call, which is a lot.
Audio occlusion is not simple. We have old code from before my time at TFP that looks like they tried it and it was disabled. Maybe someday if we run out of other stuff to add, but it would probably be a performance hit.
The discount goes through Microsoft's and Sony's stores. I can't see them wanting to give discounts for anything bought from a competitor or having any reasonable way to know you bought it from someone else.