Build 41/ja: Difference between revisions

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{{DISPLAYTITLE:Build 41}}
{{Header|Project Zomboid|Development|Version history}}
{{Infobox version
{{Infobox version
|title=Animation Overhaul
|title=Animation Overhaul
|name_colour=name_colour
|name_text_colour=name_text_colour
|image=B41-prison.png
|image=B41-prison.png
|image_width=300px
|update_name=Animation Overhaul
|update_name=Animation Overhaul
|stable=''未リリース''
|stable=''未リリース''
|iwbums=2019年10月16日
|iwbums=2019年 10月 16日
|iwbums_versions=[[#IWBUMS Build 41.53|41.53]] • [[#IWBUMS Build 41.52|41.52]] • [[#IWBUMS Build 41.51|41.51]] • [[#IWBUMS Build 41.50 hotfix II|41.50 hotfix II]] • [[#IWBUMS Build 41.50 hotfix|41.50 hotfix]] • [[#IWBUMS Build 41.50|41.50]] • [[#IWBUMS Build 41.49|41.49]] • [[#IWBUMS Build 41.48|41.48]] • [[#IWBUMS Build 41.47|41.47]] • [[#IWBUMS Build 41.46|41.46]] • [[#IWBUMS Build 41.45|41.45]] • [[#IWBUMS Build 41.44|41.44]] • [[#IWBUMS Build 41.43|41.43]] • [[#IWBUMS Build 41.42|41.42]] • [[#IWBUMS Build 41.41|41.41]] • [[#IWBUMS Build 41.40 hotfix|41.40 hotfix]] • [[#IWBUMS Build 41.40|41.40]] • [[#IWBUMS Build 41.39|41.39]] • [[#IWBUMS Build 41.38|41.38]] • [[#IWBUMS Build 41.37|41.37]] • [[#IWBUMS Build 41.36|41.36]] • [[#IWBUMS Build 41.35|41.35]] • [[#IWBUMS Build 41.34|41.34]] • [[#IWBUMS Build 41.33|41.33]] • [[#IWBUMS Build 41.32|41.32]] • [[#IWBUMS Build 41.31|41.31]] • [[#IWBUMS Build 41.30|41.30]] • [[#IWBUMS Build 41.29|41.29]] • [[#IWBUMS Build 41.29|41.29]] • [[#IWBUMS Build 41.28|41.28]] • [[#IWBUMS Build 41.27|41.27]] • [[#IWBUMS Build 41.26|41.26]] • [[#IWBUMS Build 41.24|41.24]] • [[#IWBUMS Build 41.23|41.23]] • [[#IWBUMS Build 41.22|41.22]] • [[#IWBUMS Build 41.21|41.21]] • [[#IWBUMS Build 41.20|41.20]] • [[#IWBUMS Build 41.19|41.19]] • [[#IWBUMS Build 41.17|41.17]] • [[#IWBUMS Build 41.16|41.16]] • [[#IWBUMS Build 41.15|41.15]] • [[#IWBUMS Build 41.14|41.14]] • [[#IWBUMS Build 41.13|41.13]] • [[#IWBUMS Build 41.12|41.12]]
|prev=Build 40
|prev=Build 40
|prev_link=Build 40
|prev_link=Build 40
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|next=Build 42
|next_link=Build 42-->
|next_link=Build 42
}}
}}
[[File:Clothing Mesh.gif|thumb|link=https://projectzomboid.com/blog/2018/05/death-cab-for-zombie/|[https://www.youtube.com/watch?v=dhhjHrPQ0sg Youtube]より衣服のメッシュのデモ]]
[[File:Clothing Mesh.gif|thumb|link=https://projectzomboid.com/blog/2018/05/death-cab-for-zombie/|[https://www.youtube.com/watch?v=dhhjHrPQ0sg Youtube]より衣服のメッシュのデモ]]
'''アニメーションオーバーホール'''(アニメーションの包括的な見直し)とも呼ばれる'''Build 41'''は、アニメーションシステム全体において大規模かつ包括的な見直しが行われたため、このようなタイトルが付けられています。この新しいシステムは一般的に2015年中頃から知られていました。シンプルで信頼性が高く容易に変更可能なアニメーションシステムを作成する技術的な問題と開発者の経験不足もあり、極めて多用途かつ容易に変更可能なアニメーション作成する経験豊富な数名の新しい社員が雇用されました。この新しいシステムの開発中、主要な開発チームは[[Build 39|車両(build 39)]]や[[Build 40|気象(build 40)]]などの新要素の開発を継続していました。アニメーションシステムの開発は遅延しているように思えますが、この更新は車両の追加をしのぐProject Zomboidの開発の過去最大のベースコートの変更を伴いました。  
'''Build 41''''''The Animation Overhaul'''(アニメーションの包括的な見直し)とも呼ばれ、アニメーションシステム全体に大規模かつ包括的な見直しであることから、このようなタイトルが付けられています。この新しいシステムは一般的に2015年中頃から公表されていました。2018年後半には、大きな技術的課題を解決するために専門家が投入され、その後、よりシンプルで信頼性が高く、MPネットワークに適した改造しやすいシステムへと改善・構築されていきました。この新システムを開発している間、メインの開発チームは新機能の開発を続けており、特に注目されたのは[[Build 39|車両(build 39)]]や[[Build 40|気象(build 40)]]でした。などの新要素の開発を継続していました。アニメーションシステムの開発は遅延しているように思えますが、このアップデートは車両の追加をしのぐProject Zomboidの開発の過去最大のベースコートの変更を伴いました。


新しいアニメーションシステムに加えて、新しいプレイヤーモデル、[[weapons/ja|武器]]と道具(モデル)、[[skills/ja|スキル]]、[[clothing/ja|衣服]]、新しい/更新された戦闘システム、<s>[[Controls/ja#コントローラー|ゲームパッド/コントローラー]] の改善</s> (技術的な問題により[[build 42]]に延期されました)、2つの新しいチャレンジマップ、反射およびアニメーション化された[[water/ja|水]]、ダイナミックな水たまりなどが含まれています。
新しいアニメーションシステムに加えて、新しいプレイヤーモデル、[[weapons/ja|武器]]と道具(モデル)、[[skills/ja|スキル]]、[[clothing/ja|衣服]]、新しい/更新された戦闘システム、<s>[[Controls/ja#コントローラー|ゲームパッド/コントローラー]] の改善</s> (技術的な問題により[[build 42]]に延期されました)、2つの新しいチャレンジマップ、反射およびアニメーション化された[[water/ja|水]]、ダイナミックな水たまりなどが含まれています。


__TOC__
__TOC__
==更新履歴==
==更新履歴==
===IWBUMS Build===
===IWBUMS Build===
<!--
<!--
====IWBUMS Build 41.53====
日時: July 29, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/38635-iwbums-4153-released/&do=findComment&comment=317465 IWBUMS Build 41.53]
<font style="color:green">'''[New]'''</font>
*"Remove Curtains" works the way it used to, giving the player a Sheet.
*Added a tooltip to tell the player they'll get a sheet, and that they can pick up the curtains using the furniture tool.
**(We may adjust sheet loot again in future by letting you take them off beds, or having more to loot in bedrooms etc)
*Don't display the option to plumb a sink if there isn't a water source overhead.
*Allow plumbing a sink if the water source is directly overhead (as opposed to requiring a square adjacent to the square overhead).
*Reverted the change that checked for tainted water in rain collectors connected to plumbed sinks. We intend to improve on this system at a later date.
*Added "Lock Cursor To Window" display option. This keeps the mouse pointer inside the window.  Alt-Tab must be used to switch applications.
**When enabled, the game renders its own cursor and the system cursor is hidden.
*Combined "Fullscreen" and "Borderless Window" options into a combobox with these three options:
**Fullscreen
**Borderless Windowed
**Windowed
**"Borderless Windowed" ignores the resolution set in the options. The window is resized to whatever the desktop resolution is set to.
*Hide the mouse cursor when the "iso aiming cursor" is visible.
*Added Display option "Show Mouse Cursor While Aiming".
*Force the mouse cursor to be visible whenever it is over any UIElement.
*Force the mouse cursor to be visible whenever the mouse-using player's context menu or radial menu is visible.
<font style="color:blue">'''[Balance]'''</font>
*Increased the threshold at which you can't sprint because of clothing.
*Reduced some RunSpeedModifier on some clothings.
<font style="color:aqua">'''[Modding]'''</font>
*Added OnWorldSound(x,y,z,radius,volume,source) event
*Added a check for an MP related change that broke the Supersurvivors mod.
*Added media/WorkshopTags.txt which contains all the allowed Steam Workshop tags for mods.
<font style="color:blue">'''[Technical]'''</font>
*Made triggerEvent() calls exit sooner when no functions are bound to the event being triggered.
*Fixed Linux ProjectZomboid64 failing to find the ProjectZomboid64.json file.
*Rebuilt Linux ProjectZomboid64 using up-to-date Steamworks API.
*Updated Windows Steamworks SDK to 1.51.
*Rebuilt Linux ZNet and RakNet libraries using Steamworks 1.51.
*Fixed translation IGUI_NeedToBeStandingInside appearing where IGUI_MustPlaceRoomRoof was needed.
*Added Linux docker.sh scripts.
*Fixed missing languages on MacOS.
*Added ISComboBox.setEditable() to allow filtering the choices in a combobox by typing.
**This is used in the vehicle editor and attachment editor to make them a bit easier to use.
*ISTextEntryBox.onPressDown() .onPressUp() and .onOtherKey() are passed the ISTextEntryBox object as the first argument.  Previously, .onPressDown() and .onPressUp() weren't passed any arguments, and .onOtherKey() was passed only the key that was pressed.  The change to .onOtherKey() is the only incompatible change.
*Added ISTextEntryBox.selectAll().
*Hopefully fixed fullscreen on MacOS
<font style="color:red">'''[Bug fix]'''</font>
*Fixed being unable to turn off the alarm in the alarm clock from the UI
*Fixed VehicleEngineRPM.reset() NullPointerException.
*Fixed incorrect choosing of random mannequin outfits.
*Fixed (possibly) seams sometimes appearing between the masked parts of clothing textures.
*Fixed silent knife attacks that are in jaw-stab range when no jaw-stab occurs.
*Fixed being able to place furniture-curtains on top of sheet-curtains.
*Fixed garbage creation with calling UIElement Lua functions from Java.
*Fixed station wagon detail texture
*Fixed zed story issue by checking that all chunks covered by a zone story are loaded instead of only checking the north-west and south-east squares.
*Fixed null pointer with adding tent via stories.
*Fixed minor issue in the Display class.  It has no effect unless the game window resolution is higher than desktop resolution.
*Fixed sprint issue in tutorial
====IWBUMS Build 41.52====
日時: July 22, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/38365-iwbums-4152-released/&do=findComment&comment=316675 IWBUMS Build 41.52]
<font style="color:blue">'''[Balance]'''</font>
*Updated Loot Distribution
*Replaced the duplicate MedicalClinicTools with previously-undefined MedicalClinicDrugs in ProceduralDistributions.lua.
*Added "RippedSheets" material to curtains so they can be disassembled.
<font style="color:aqua">'''[Modding]'''</font>
*Added IsoGameCharacter.getOutfitName()
<font style="color:red">'''[Bug fix]'''</font>
*Fixed zombies spotting the player from extreme distances.
*Fixed object transparency issue in splitscreen.
*Fixed the Lua debugger file browser layout with different font sizes.
*Fixed taking water from a puddle instead of a sink that is plumbed to a Rain Collector Barrel containing tainted water.
*Fixed "Remove Bush" with a Machete playing the shove animation.
*Fixed typo in Distributions.lua.
*Fixed vehicles jiggling when trying to start them without a key.
*Fixed excessive Baseball Bat spawns in Riverside Sports Store
*Re-added missing containers in ProceduralDistributions
*Fixed Linux ProjectZomboid64 failing to find the ProjectZomboid64.json file.
====IWBUMS Build 41.51====
日時: July 20, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/38241-iwbums-4151-released/&do=findComment&comment=316237 IWBUMS Build 41.51]
<font style="color:green">'''[New]'''</font>
*Now running on Java 15
*Now running on latest LWJGL (3.2.3)
*Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
*Shift+double click can now be used on clothing items in the inventory to wear the item
*Newest earned skill level is now highlighted when the skill panel is opened
*Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight'
*Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
*Analog watches no longer have alarms
*Digital watch display now has alarm button that can be pressed on the UI
*'Saliva only' transmission option - player is immune to scratch infection
*Added tooltip to show which gun magazine will be filled
*Required items to cure plants and crops now shown.
*Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso.
*Alarm clocks now display the same bell as digital watches when an alarm is set.
*When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory.
*When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there.
*Added more smashed car models.
*Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc.
*Added brazilian portugese radio translations
*Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it.
*Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts.
*Added a remove all padding/patches option.
*Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused.
*Added sandbox option for decay of items that are knocked off / fall off zombies
*Added some variety to crashed cars
*Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller.
*Added a combobox to Items List Viewer to choose which splitscreen player to give items to.
*Hats/Gloves added to the remove/decay list. Default also now set to 24 hours.
*Updated Korean fonts and translations, and updated community translations.
*Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves.
*Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization.
*Added TrailerCover to VehicleDistributions.
*Allow trailer bodywork to be repaired by welding.
*Added a cursor for removing bushes, plants and wall-vines.
*Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects.
*Car stories can now spawn decomposed zombies corpses.
<font style="color:blue">'''[Anims/Models]'''</font>
*Added long hair style for when wearing hats
*Adjusted some clothes to accommodate new long hat hairstyles
*Adjusted a couple of female hats
*Tweaked female long hat hair to stop pixel flickering
*Added some new hairstyles
*Added some Braided hairstyles
*Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats.
*replaced the 'land gentle' anim with the heavier landing
*tweaks to turn 180 anims, first pass
*adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim
<font style="color:blue">'''[Balance]'''</font>
*Added butter knives stuck in zombies.
*Reduced number of hunting knives stuck in zombies.
*Lowered zombie survivor in horde spawning rate.
*Lowered chance of alice pack on survivor zombies.
*Increased beef jerky nutrition values.
*Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack)
*Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain).
*White display counter (mainly in butcher shop) now also acts as fridge
*Added more tailoring books to kitchen.
*Added rifles in shed/garage.
*Zombies now do more damage to fences when crowding against/over them
*Now possible to recover and repair a weapon used in Spear creation
*M36 Revolver now only has capacity for five rounds
*Character can now auto-open nail boxes
*Beer can now returns an empty can after it's drunk
*Cockroaches and Grasshoppers can now be used to bait the StickTrap
*Tuna Can no longer requires a Can opener to be opened
*Increased health points of player built walls.
*Reduced the engine force & total speed of going in reverse with a car.
*Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
*Berries salad now reduces thirst
*Lowered amount of water in a bleach bottle.
*Increased recoil of pistols/revolver.
*Increased chance of creating crawler when hitting zombies with cars.
*Park Ranger/Lumberjack profession now gives a bonus to walking through trees.
*Leg fractures now reduce speed according to their severity.
*Splints increase walk speed with a fracture, depending on the doctor's Medical level.
*Can now add salt and pepper to sandwiches.
*Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle.
*Increased the effect of injuries on sprint speed.
*Increased "wash vehicle" time.
*Crashing a car into objects can now damage the engine if hood condition is too low.
*Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed.
*Fuel stations no longer have unlimited fuel.
*Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between
*It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences.
*Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly.
*Lowered fanny pack capacity
*Increased empty gas can weight from 0.3 to 1.5.
*Added bullet defense in clothing tooltip.
*Some knives (mainly Stone Knife) slightly reduced in damage.
*Athletic trait now excluded when selecting Very Underweight.
*Adjusted weight of ammo boxes.
*Made tents thumpable so zombies can destroy them.
*Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones.
*Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie.
*Decreased damage done to feet when walking barefoot.
*Decreased damage done by trees when walking through them.
*Increased chance of spawning feeding zeds.
*Decreased chance of feeding zeds spotting you
*Set all bandana weight to 0.1.
<font style="color:blue">'''[Pre Noiseworks Sound Changes]'''</font>
*Preload sample data ahead of time so that sounds can play immediately when started.
*Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value.
*Don't set Occlusion to 1.0 as that seems to completely mute some sounds.
*Pause music when the game is paused.
*Fixed the BreakObject sound not playing when destroying carpentry objects.
<font style="color:blue">'''[Debug]'''</font>
*Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions.
*Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor.  This can be used to reposition and remove existing points. To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file.
*Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles.
*Allow deleting map_zone.bin from the "More..." load-game ui in debug mode.
<font style="color:blue">'''[Loot Distribution Changes]'''</font>
*Partially implemented new system - as yet untouched loot tables remain the same as before.
**New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.
**Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.
**Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.
<font style="color:blue">'''[Movables]'''</font>
*Fixed movable items, such as radios from cars, having correct condition when placed and picked up again.
*Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds.
*Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions.
*Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling.
*Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'. This also means these movables can be easily instanced directly now
<font style="color:blue">'''[Controllers Update]'''</font>
*Removed the old JInput library which was used for controllers.  The GLFW library, part of LWJGL 3, is now used.
*GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should have a good chance of working.  Recognized controllers are listed in media\gamecontrollerdb.txt.
*The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory.  This can be done to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
*The game should handle controllers disconnecting and reconnecting during play.  If player 1's controller is disconnected, they can choose to revert to keyboard and mouse input.
*The controller X button now rotates objects in Place mode.
<font style="color:aqua">'''[Modding]'''</font>
*Allow modders to add new vehicle zones to the global VehicleZoneDefinition table. Previously, only the game's zone names and types were allowed. This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
*Added suppοrt for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods.
*Global ModData
**Registers moddata tables with a given String key.
**When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
**LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
**String ModData.create() creates a table with a random UUID key, note: returns the string key.
**LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
**LuaTable ModData.get(String key) returns the table with given key or null.
**boolean ModData.exists(String key) return true if table with given key exists.
**LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
**void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
**ArrayList getTableNames() returns a list of all registered tables.
<font style="color:blue">'''[Networking]'''</font>
*Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted. Syncing of data where needed is up to coder/author. There are however two methods for networking:
void ModData.transmit(String key)
*this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below) void ModData.request(String key)
*client only, this sends a request to server to send back the table with given key to this client. When the server or the client receives a moddata packet it is not automatically added to the local register. Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments. NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
The coder/author can then decide to parse, register or keep it as temporary lua table only etc.
*Fixed issues with setting appropriate texture flags when loading mod texture packs.
**World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out.
**Floor textures were using compression, resulting in visual artifacts sometimes.
**UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering.
**When a mod texture-pack name ends with ".floor", compression is turned off.
**For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this:
<pre>pack=MyPackFile
    type=ui</pre>
*Allow vehicle scripts to override the "model" without a name. Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model".
*Allow mods to define custom sandbox options. Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded.
*Allow mods to define custom perks (Skills ingame).
**Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded.
**New perks and perk categories can be defined.
**This required removing the Perks enum.  Now Perks is a class containing static instances of Perk.
**So Perks.Strength is now the Strength perk itself instead of an enum value.
**The Lua Perks table contains the predefined perks and also any custom perks.
**Fortunately, these changes didn't require any changes to Lua files.
*Added textureShadow property to vehicle scripts to allow overriding the shadow texture. For example, write "textureShadow = schoolbag_spiffo," without quotes.
*recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand.
**For example, Prop1:Source=2 will use either the Saw or GardenSaw model:
<pre>    recipe Saw Logs
    {
      Log,
      keep Saw/GardenSaw,
      Prop1:Source=2,
      Prop2:Log,
    }</pre>
**The Log model could also be specified as Prop2:Source=1.
*Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this.  This setting isn't saved, or synced in multiplayer.
*Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section.
*Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded.
*Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items. This could be changed to a Display option if wanted (translations needed though).
*Added GameTime helicopter-related methods for mods:
<pre> int getHelicopterDay()
setHelicopterDay(int day)
int getHelicopterStartHour()
setHelicopterStartHour(int hour) // 0-24
int getHelicopterEndHour()
setHelicopterEndHour(int hour) // 0-24</pre>
<font style="color:blue">'''[Technical]'''</font>
*Optimized game variable look-ups.
**AnimCondition no longer repeatedly searches for the same variable by name.
**Instead, it creates an AnimationVariableHandle and re-uses it.
*GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda
*Performance improvement. Added an early-out to updateTwistBone
**If the current twist is <1 degree, the function aborts.
*Savegame compression optimization from Turbo
*Refactored and tidied up WorldDictionary.
*Server now sends the WorldDictionary data to clients when connecting.
*Client now only saves WorldDictionaryReadable.lua in game folder.
*WorldDictionary now respects Core.noSave.
*World loading should now abort correctly if any problems are found with the dictionary.
*Added method getModID(), getModName() and isVanilla() to InventoryItem.
*Added the mod name which added the item, and optionally any overrides, to item tooltip.
*Performance improvements to BoneTransform calculations for a 2x boost to animation system.
*Fog optimization
*Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those.
*Refactored IsoRegion system including optimized region calculations and fixes for a bunch of things that could cause bugs.
*Added new IsoRegion debugger based of ZombiePopulationWindow (can build via debugger now for quick testing).
*Added IsoRegionLogger, logs can be viewed via debugger.
*WorldDictionary -> disabled logging of missing object ID.
*Colors.java -> added GetColorFromIndex, GetColorsCount.
*Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius.
*Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS().
*Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should
*Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations.
*Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists.  The value is always 1.0 in any case
<font style="color:red">'''[Bug fix]'''</font>
*Fixed "delete all" on bins not working.
*Fixed tailoring book/farming mag not spawning in shelves.
*Fixed water container in office weighing 3.
*Fixed white display counter not cooling food.
*Fixed zombies not being able to pathfind through obstacles surrounding vehicles.
*Fixed some minor pathfind issues.
*Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled.
*Fixed not being able to plaster doorframes built at Carpentry level 7
*Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows
*Fixed heatable water containers not heating up if put into campfire/bbq before they are lit
*Fixed deep wounds having a shorter half-life than scratches or lacerations before healing
*Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves)
*Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.)
*Fixed misplaced door models on the cars with door-models.
*Fixed keypad key names being the same as keys on the main keyboard.
*Fixed scissors not allowing jaw stab.
*Fixed corpses clipping through furniture and walls with the RBShopLooted story.
*Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option.
*Fixed some flying cars
*Fixed crawling zombies getting stuck while moving near walls.
*Fixed crawling zombies not thumping fences like they do with doors.
*Fixed crawling zombies trying to go through open windows.
*Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
*Fixed zombies sometimes thumping on wall frames that they can climb through.
*Fixed WorldDictionary ID's not being reset uppon new game.
*Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
*Fixed edit item coloring not working.
*Fixed map issues.
*Fixed the fishing UI appearance not changing when a controller is disconnected.
*Fixed not being able to add any condiments to a Burger found in game
*Fixed Empty Pop Can appearing after char drinks a beer
*Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
*Fixed Hoodie unequipping when hood up + baseball hat
*Fixed cooking food increasing weight of the dish inconsistently
*Fixed player being able to eat by double-clicking when full to bursting
*Fixed Bourbon having two options to empty the bottle
*Fixed M9 pistol and D-E Pistol having their icons mixed up
*Fixed Wet Bath towel losing Favourite status after drying
*Fixed new ammunition types not being dismantlable
*Fixed "Sleep on ground" option in the car when char is Ridiculously tired
*Fixed some furniture not being thumpable by zombies.
*Fixed unhidden "Hat" related hair type.
*Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture.
*Fixed being able to survive bleach death by eating lemongrass
*Fixed not being able to repair double doors
*Fixed Fish fillet / Chicken behaving strangely when used in salad
*Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source
*Fixed not being able to hold RMB and use F to turn on flashlight
*Fixed "Easy use" causing all car trunks to be opened, not only unlocked
*Fixed Analog watches not having alarms if Spanish language is selected
*Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers
*Fixed not being able to freeze separate eggs
*Fixed inconsistence in rmb -> grab and basic transfer inventory action.
*Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store).
*Fixed laundry basket acting as a dryer.
*Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time.
*Fixed drinking from soup/stew bowl with a spoon not using the spoon.
*Fixed being able to bandage a fractured body part.
*Fixed cure flies/mildew on plants causing a crash.
*Fixed harvesting plant while plant info window was open causing a crash.
*Fixed some foods (notably a lot in Zed stories) having zero nutritional values
*Fixed not being able to wash blood stains off vehicle windows
*Fixed furniture sometimes fading away while the player is still close enough to see inside.
*Fixed not being able to freeze wild eggs
*Fixed seat naming weirdness by removing  "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat".
*Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time.
*Fixed being able to do fitness exercises when you shouldn't.
*Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds.
*Fixed office water dispenser weighing only 5.
*Fixed blue hospital curtain requiring electrical skill to be picked up.
*Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices".
*Fixed dropping equipped container while being overencumbred duplicating the container on ground.
*Fixed being able to grab items through fences.
*Fixed being able to do fitness while climbing.
*Fixed house alarm and helicopter sounds ignoring the master sound volume.
*Fixed UI showing up on savefile thumbnail images.
*Fixed the clock not being centered in splitscreen and overlapping the button prompts.
*Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen.
*Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread.
*Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge.
*Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials.
*Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu.
*Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button.
*Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled.
*Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows.
*Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action.
*Fixed broken behavior assigning keys in the options.
*Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack".
*Fixed uninstalling parts resetting the condition to 100 sometimes
*Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition).
*Fixed being able to open multiple sleep dialogues.
*Fixed sea horse bins not having "delete all" button.
*Fixed new liquor store in Muldraugh distributions.
*Fixed some wrong definition for bar.
*Fixed display case in pie restaurant.
*Fixed thin skinned giving more resistance to being damaged while walking in trees.
*Fixed icon for shooting glasses.
*Fixed Saucepan repairing itself after it was filled with water
*Fixed items being rendered in the wrong position (offscreen) after drying out on the ground.
*Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key.
*Fixed not being able to reinstall radios in vehicles.
*Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles.
*Fixed having to move and place sinks after water shut off to be plumbable again.
*Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property.
*Fixed random horizontal and vertical lines appearing along the edges of some textures.
*Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles.
*Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files.
*Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation.
*Fixed the player always getting up from sitting sometimes.
*Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container.
*Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen.
*Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory.
*Fixed Fitness.save() saving exeTimer.size() twice.
*Fixed the inspect-garment ui not resizing to accommodate the Bullet column.
*Fixed being able to do exercises while climbing ropes.
*Fixed some cutaway problems.
*Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes.
*Fixed invisible players triggering house alarms.
*Fixed some issues with zombie visibility.
*Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be.
*Fixed missing BodyParts\overlays textures by rebuilding UI2.pack
*Fixed layout issues in the inspect-garment ui.
*Fixed debug context menu exception when there is no zone on the clicked square.
*Fixed models with capital "I" in the name not loading on the Turkish locale.
*Fixed analog watches sometimes having the alarm set, which can't be turned off.
*Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor.
*Fixed some spawn points that were inside furniture or outside buildings.
*Fixed broken Perk translation in carpentry tooltips.
*Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this.
*Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu.
*Fixed some hair type list.
*Fixed some parking spot in Muldraugh.
*Fixed wooden pillar acting like a wall.
*Fixed DataChunk exception with a user-created walkway on a guard tower.
*Fixed Lua error building fences.
*Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it).
*Fixed broken carpentry-tooltip perk translations.
*Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car.
*Fixed "laundry" being in the list of buildings that RBShopLooted can happen in.
*Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer.
*Fixed font loading.
*Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console
*Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true.
*Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+.
*Fixed hats not rotating as they fall to the ground.
*Fixed the item type of Radios being changed to Radio.worldSprite which broke translations.
*Fixed untranslated names of movables being displayed for the Disassemble recipe.
*Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe (due to missing tools, for example) which is different than other recipes which aren't displayed.
*Fixed some tiles properties problems.
*Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed.
*Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do.
*Fixed campfire and tent options appearing in the context menu when in a vehicle.
*Fixed foraging ui being visible still when the player gets in a vehicle.
*Fixed duplicate radio items appearing in the "Install" men
*Fixed two unused files from "maps/West Point, KY".
*Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist).
*Fixed upgraded doorframes blocking movement.
*Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end.
*Fixed missing "world" attachments on several weapon models.
*Fixed some multi-hit sandbox problems in which some weapons would not multihit.
*Fixed TrailerCover missing from container distributions.
*Fixed Trailer-TrailerTrunk missing from container distributions.
====IWBUMS Build 41.50 hotfix II====
日時: January 15, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/32775-iwbums-4150-released/&do=findComment&comment=304341 IWBUMS Build 41.50 hotfix II]
<font style="color:red">'''[Bug fix]'''</font>
* Fixed "Wash > Yourself" using 10 times the water it says it will.
* Fixed NullPointerException in PolygonalMap2.Obstacle.connectCrawlNode(). (This happened when a burnt vehicle was close to a non-burnt vehicle)
* Fixed incorrectly showing 'car crawl zed' options
====IWBUMS Build 41.50 hotfix====
日時: January 15, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/32775-iwbums-4150-released/&do=findComment&comment=304231 IWBUMS Build 41.50 hotfix]
<font style="color:blue">'''[Balance]'''</font>
* hooked up weapon variants of bumped anims
* re- exported handgun bumps as weapon bone orientation was wrong
<font style="color:red">'''[Bug fix]'''</font>
* Fixed zombie spawns on 32 bit systems
* Boosted tailoring book spawn in residential houses (not included in previous patch)
* Boosted farming book spawn, also now appears in shops and farmhouses (not included in previous patch)
====IWBUMS Build 41.50====
日時: January 11, 2021<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/32775-iwbums-4150-released/&do=findComment&comment=303961 IWBUMS Build 41.50]
<font style="color:green">'''[New]'''</font>
* Added some contextual double click on items in inventory:
** If not in inventory, it'll just transfer it (like before)
** Dbl click weapon to equip/unequip it
** Dbl click clothing/Bags to wear/unwear it
** Dbl click food to eat it
* Excess zombies now drawn with a solid black silhouette. The silhouette is animated using five frames of two different animations: idle and walking.
* Updated translation.
* Content redacted for now (Zombies can crawl under vehicles)
<font style="color:blue">'''[Balance]'''</font>
* Added some missing items in distributions (suture needle holder, leash, water dish, yarn...)
* Reduced fatigue due to foraging by a large amount.
* Fixed some items couldn't be merged (can now combine used wire, twine, etc..)
* Adjusted weight of several hats.
* Addressed beer bottle issues.
* Added smash bottle for the beer bottle.
* Added bite/scratch protection for bullet vest.
* Items in shops won't have their durability (for weapon) or used delta (for drainable, such as pills, twine etc.) changed, they'll always be 100%.
* Boosted tailoring book spawn in residential houses
* Boosted farming book spawn, also now appears in shops and farmhouses
<font style="color:red">'''[Bug fix]'''</font>
* re-exported Bob_WalkHeavyLimpL_2H_Heavy.X so weapon held correctly
* Fixed not being able to add worms as bait in trap.
* Fixed some combat near fences without a spear.
* Fixed thin/thick skin issues around how prone you were to taking damage from zeds
* Fixed wearing stack of clothing when selecting multiple and wearing them (ie. selecting multiple tshirt & right click/wear will only wear the first one, if you have shirt + pants selected it'll still equip them both though)
* Fixed fake-dead and crawling zombies attacking invisible players
* Fixed incorrectly counting the number of zombies surrounding the player when checking if the player gets dragged down.
* Fixed earring not showing on ground
* Fixed a multithreading bug that displayed corpses and mannequins using the wrong texture sometimes.
* Fixed missing consolidate context menu option for thread & wire.
* Fixed possible NullPointerException in RVSTrailerCrash if the trailer script isn't defined.
* Fixed equipping broken weapons by double-clicking.
* Fixed new splitscreen players with the same profession sharing the same XP multipliers.
====IWBUMS Build 41.49====
日時: December 21, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/32299-iwbums-4149-released/ IWBUMS Build 41.49]
<font style="color:green">'''[New]'''</font>
* Added sawn-off double barrel shotgun.
* Greatly reduce hit chance if shooting from a moving car (depend on car's speed).
* Added clothing suit jacket tint, shirt formal short sleeves tint, waist coast tint.
* Added a new optional field named ignoreZombieDensity to the Lua item-distribution tables.
** When ignoreZombieDensity=true, the chance of an item spawning is not affected by the zombie density in that part of the map.
* Added PiercingBullets=TRUE to the M16 to stop each shot potentially hitting 2 zombies that aren't lined up.
* Spear combat update
** Swing attack will not root you.
** Stab attack will root the player.
** Stab attack needs to be in certain range, but now it'll also check if another zombie is close by, so as not to root the player in unfair manner.
** Stab attack now does more damage and has more chance to be a crit.
** Fixed issues with spears and the new alt-press function.
* Updated translations.
<font style="color:blue">'''[Balance]'''</font>
* Knives can allow attack through wired fences again, like spears.
* Replaced the previous useless "lamp" items with working ones (from moveables)
* Added more locational loot distribution (gigamart, houseware store..)
* Added tailoring book spawning in houses.
* Added dough to pizza kitchen.
* Nerfed worms hunger value.
* Nerfed a bit alice pack bag inventory space.
* McCoys will now have zombies outside.
* Changed RandomizedBuildingBase.addRandomRangedWeapon() to choose random weapon upgrades instead of always picking a number of them in the same order.
* Increased a tad spear durability.
* Lowered gardenfork chance to break.
* Removed the delay after the player's falling animations (when falling from a height).
<font style="color:red">'''[Bug fix]'''</font>
* Fixed early export of some map areas
* Fixed zombies falling from high level not falling on ground and removed the "SUPER HERO LANDING!"
* Fixed zombie landing from a fall being killed when they land and staying stuck.
* Fixed Pizza whirled display case not spawning correct loot.
* Fixed multiple display cases in stores not spawning correct loot.
* Fixed bar kitchen not spawning correct loot.
* Fixed some useless "radio" spawning.
* Fixed diner kitchen not spawning correct loot.
* Fixed overhead counter in kitchen not spawning correct loot.
* Fixed ball peen hammer not spawning.
* Fixed D=display case not being considered as a table (cash registers were falling through them)
* Fixed some cash registers not being considered as cash registers.
* Fixed many fences not being able to be destroyed by cars.
* Fixed some seating (futons etc) allowing you to pass through them.
* Fixed many couches not being dismantle-able.
* Fixed some vending machines not being dismantle-able.
* Fixed missing corpse icons.
* Fixed medical items being taken from bags when one is available in main inventory.
* Fixed obsolete Radio item in the Dismantle Radio recipe.
* Fixed missing reload animations for magazine-less rifles and the sawn-off shotgun, when in a vehicle.
* Fixed using item.getName() instead of item.getType() when choosing random weapon upgrades.
* Fixed broken traps not dropping items sometimes.
* Fixed not displaying the Blow Torch model when building metalwork objects.
* Fixed playing the hammering or looting animation when building metalwork objects.
* Fixed some fitness exercise infinite loop (when sleeping, etc.)
* Fixed missing formal shirt tinted in zombie outfits.
* Fixed satchel being considered as a bag for attaching weapon on the back.
* Fixed some bugs with the new blood clothing for modders stuff.
* Fixed long socks not covering lower legs.
* Fixed weapons other than spears/knives not being able to attack through small fences.
* Fixed infinite loop with fitness if sleeping at the same time.
* Fixed a nullpointer in Zed Stories
* Fixed RandomizedBuildingBase.addRandomRangedWeapon() bug with choosing random weapon parts.
====IWBUMS Build 41.48====
[[File:SpearCharge.png|thumb|Charging with a Spear.|link={{filepath:SpearCharge.png}}]]
日時: December 10, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/32007-iwbums-4148-released/ IWBUMS Build 41.48]
<font style="color:green">'''[Experimental/new]'''</font>
* Added a new keybinding: Manual Floor Attack:
** Default to LEFT ALT.
** When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by.
* This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
**  If set to false, your player will ''NEVER'' do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
<font style="color:green">'''[New]'''</font>
* Added rain / snow visibility options: Always, Outdoors only, Never.
* Added a new SECRET zed story
* Added ZoneStoryChance sandbox option.
* Added a new anim to drink from wine/whiskey.
* Added new drink bleach anim.
* Polished and improved Spear Charging at zeds
* Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
* Added NewMusic_KeepMoving to sounds_music.txt.
<font style="color:blue">'''[Balance]'''</font>
* The "Wash Yourself" tooltip displays the amount of soap and water used.
* Fixed "Wash Yourself" happening faster when insufficient soap was available.
* Strawberries fertilizer resets to zero after harvest
* Can no longer get benefits from smoking cigarette partially and cancelling
* Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0.
* Can now make tent kit using wooden stake.
* Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would.
* Removed the need to uninstall Trunk lid / Hood before they can be repaired
* Now only spears can attack through wired fence/chain link etc.
* Spears have bit more chance to break when impaling.
<font style="color:blue">'''[Anims/models]'''</font>
* Adjusted wine bottle to not clip through player head during drinking anim.
* Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face.
* Rescaled molotov to fit new bottle size.
* Re-exported WhiskeyBottle.png and Molotov.png to 64x64.
* Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder.
* Adjusted ski goggle clothing item to again be either reflective or dark version.
* Made the spear attacks use an upperbody mask so to reduce pausing during attack.
* Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X.
<font style="color:aqua">'''[Modding]'''</font>
* Added loading mod files from the media/AnimSets directory.
* Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with.
** Build 40 will not be patched with this for now.
*** If the mod only works with version 41 or newer, add this line to mod.info:
versionMin=41.0
::* If the mod only works up to a certain version of build 41, you would use:
versionMax=41.999
::* Obviously replacing the ".999" with the build number.
* Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top.
** Previously, these were hard-coded in Java.
* Only save RADIO_SAVE.txt if the contents have changed.
** This is saved every 10 game-world minutes.
** This is done on the main thread; we should avoid doing disk I/O from here.
* Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called to perform additional checks on being able to perform a recipe.
** This is a more general solution than the NearItem property (that was used for blacksmith recipes).
** The function takes two arguments and should return a true or false.
function CanPerformMyRecipe(recipe, playerObj)
    return playerObj:isOutside() and RainManager:isRaining()
end
* Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui.
** This can be used to let the user know about additional requirements when there is an OnCanPeform function.
** <nowiki>The value should be a translation name.  The translation text may have multiple lines separated by "<br>".</nowiki>
recipe MyRecipe
    {
    ...
    OnCanPerform:CanPerformMyRecipe,
    Tooltip:Tooltip_Recipe_MyRecipe,
    }
Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.",
* Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color").
* Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts:
* Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script.
* Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin.
* Each location will cover both left and right parts if needed.
* Thanks modder Flash for the idea!
* Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game.
** This exception can happen when compare(a,b) is inconsistent with compare(b,a).
** This doesn't fix the cause, it only stops endlessly throwing exceptions.
* Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted.
<font style="color:red">'''[Bug fix]'''</font>
* Fixed police corpses sometimes having two holsters.
* Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
* Fixed duplicate items being created when climbing over tall fences.
* Fixed RMC ripping a worn out item ripping up another item instead.
* Fixed unrippable ankle socks
* Fixed colored furniture / paint signs being luminescent in the dark
* Fixed popsicle freezers outside buildings not consuming generator power.
* Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
* Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
* Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
* Fixed the trailer crash stories only spawning advertisement trailers.
* Fixed spear charge not connecting when it should.
* Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
* Fixed being able to instant sprint after doing an attack if you were already sprinting
* Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
* Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
* Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
* Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
* Fixed dirt, gravel and sand bags not displaying a model when equipped.
* Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
* Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
* Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
* Fixed temporary inventory items being created each time a zombie was hit.
* Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with items being dragged with the mouse.
* Fixed non-rendered floors not revealing levels below
* Fixed lack of sound notification when achieving a skill level (fitness & strength)
* Fixed being able to rip Favourite clothes
* Fixed "Lit Candle" not changing its name or state after being put out
* Fixed Metalworking menu not showing propane torch uses correctly
* Fixed not being able to defend from (or see) closet zombies eclipsed by door
* Fixed unavailable Double context menu option to put / take sheet rope on windowframes
* Fixed not being able to wear a hoodie with hood up + earrings
* Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
* Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
* Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
* Fixed being able to hit a zombies through a barricaded window.
* Fixed some spears having the bat sound when hitting with them.
* Fixed delayed sound of death when impaling a zombie.
* Fixed being able to cut grass/forage etc. while in a car.
* Fixed infinite loop when resting + doing fitness.
* Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
* Fixed mod lua files in the server directory not loading after editing one in debug mode.
====IWBUMS Build 41.47====
日時: November 24, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/31393-iwbums-4147-released/ IWBUMS Build 41.47]
<font style="color:green">'''[New]'''</font>
* Added camo baseball cap.
* Added urban camo shorts.
* Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
* HairOutfitDefinitions can also handle beard.
* Added some new Zed Stories and improved some existing ones.
* Updated translations.
<font style="color:blue">'''[Map]'''</font>
* Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
* Fixed incorrect driveways in Riverside gated community and a few other areas
<font style="color:blue">'''[Balance]'''</font>
* Metalworking requirement when repairing Trunk/Hood to lvl 1
* Can no longer prepare beverage with only sugar
* Sugar/coffee no longer a drainable item (reverted from previous patch)
* Can now place antique oven even at 0 carpentry skill.
<font style="color:aqua">'''[Modding]'''</font>
* Don't clear the list of attachments in a "model" script definition when the same model was already defined.
** Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
* Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
** There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
* Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
* Added Tags=Write to items that can write in journals and notebooks
* Added debug code to check for outfits having multiple conflicting bags.
* Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
** This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
* Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.
<font style="color:red">'''[Bug fix]'''</font>
* Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
* Fixed un-stacking logs returning more ropes than was used in Stacking
* Fixed the new fog lagging behind the camera movement and zoom level.
* Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
* Fixed HumanVisual exception with beards.
* Fixed garage doors on the north edge of a square blocking vehicles.
* Fixed an infinite loop after reloading a Lua file in the debugger.
* Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
* Fixed some unnecessary allocations related to blood splatter.
* Fixed splitscreen fog rendering.
* Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
* Fixed fishing abundance being displayed as nan% sometimes.
* Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
* Fixed error in the above if the player moved far away from the original square that was clicked.
* Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
* Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
* Fixed the radio van having random paint color showing where scratches are.
* Fixed errors reading map_sand.bin preventing the game from loading.
* Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
* Fixed not being able to write in journals and notebooks with blue and red pens.
* Fixed missing glovebox on some vehicles when loading old saves.
* Fixed GloveBox2.VehicleType being 1 instead of 2.
* Fixed possible NullPointerException in AttachedWeaponDefinitions.
* Fixed "Bandit" outfit possibly spawning with two bags.
* Fixed being blocked at the climbing fence in the tutorial
* Fixed fitness being enabled in tutorial
* Fixed detroyed doors not checking tile properties and producing incorrect debris
* Fixed zombie outfit system being able to spawn two items on the same body location
* Fixed missing newline in Remove Patch tooltip.
====IWBUMS Build 41.46====
[[File:TrailerUpdate.jpg|400px|thumb|Trailer being towed.<br>''(click image to enlarge)''|link={{filepath:TrailerUpdate.jpg}}]]
日時: November 19, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/31187-iwbums-4146-released/ IWBUMS Build 41.46]
<font style="color:green">'''[New]'''</font>
* Persistent Zed outfits
** Zombie appearance is now mostly preserved when reloading.
** Added Zombie.Outfit.Random debug option to disable persistent outfits and choose random ones when zombies are loaded.
** Added AttachedWeaponDefinitions class to avoid parsing the Lua table every time a zombie spawns.
** Rewrote ZombiesZoneDefinition to avoid parsing the Lua table each time a zombie spawns.
** Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
** DebugChunkState displays all the zones at a location.
** Moved client/Definitions to shared/Definitions. server/recipecode.lua uses ClothingRecipesDefinitions.
* Added trailers
:# If in debug use addVehicle("Base.Trailer") to spawn a trailer.
:# Park a vehicle with it's rear end near the front of the trailer.
:# Looking at either the vehicle or the trailer, use the vehicle radial menu and choose "Attach Trailer" (the plus-sign icon).
:* Vehicles should have an attachment named "trailer" that is aligned with the same attachment on the trailer itself.
:* Vehicles without this attachment will connect somewhere on the rear of the vehicle.
:* Editing attachments on vehicles is a new thing in the vehicle editor.
:* Added assitances for multiple collision shapes on vehicles. This is to allow the trailer hitch extending forwards of the trailer's body. Shapes must be added in the vehicle's script.  They can be edited in the vehicle editor under the new "Physics" section.
:* A maximum of 10 shapes is allowed, minus one for physicsChassisShape.
:* Updated the vehicle blood and damage textures. Damage and rust textures are applied to the trailer. The blood texture doesn't currently appear, however.
:* Simulate a rope when towing cars: breaking too much at full speed and your towing car will bump into you.
:* Added uncovered trailer Base.Trailer.  Base.TrailerCover is the covered version.
::* The uncovered trailer FBX is missing the second UV channel.
:* Trailer brake lights will come on when the vehicle towing it's brake lights are on.
:* Added 4-wheeled advertisement trailer.
:* Added 'world' attachments to some weapon models so they are positioned better when on the ground.
:* Added new advertising trailers. The "Set Script" vehicle debug-menu command picks a random skin.
:* Added trailer car crash story.
* New Zed stories
** Sometimes in forests, at the beach or next to lakes, you'll find people who were zombified doing different activities.
** Beach party, fisherman trips, forest campement...
** BBQ party
** Sexy time (!)
** Hunter camp
** Trapper camp
** More!
*General
** Added beer can & beer bottle item.
** Recipe tooltips now display available items in white text above unavailable items in grey text.
** Stop emote animations when the "Cancel Action" key or the controller B button is pressed.
** Added more gun attachments models, fixed missing ones.
** Added ammo straps as clothing item. Can be worn, exist with shells or bullets, can increase reload speed (shells for shotgun/bullets for the rest).
** Added possible bullet vest on police outfit.
** Added several new hair cuts
** Added new beard styles.
* Added a HairOutfitDefinitions.lua definition file:
** Allow to spawn some haircut only on specific outfit.
** Force some haircut on some outfit (ZombiesZoneDefinition.lua take precedence over it)
** Added some outfits for Zed Stories.
** Implemented new hats/eye patch (icons, functionality etc).
** Added the JOIN_IDENTICAL_VERTICES option when loading models.  This can greatly reduce the number of vertices in a model.
** Updated translations.
<font style="color:blue">'''[Balance]'''</font>
* Damage to car parts from melee weapons now made more accurate to type of weapon
* Changed damage from hitting zombies with car: speed exponentially increases damage. Also made attempts to stop sprinters hammering on the rear of car and destroying it too fast.
* Whiskey bottle with water weight now more in keeping with whiskey bottle weight
* Decreased the gain in drunkeness from drinking beer bottles/cans vs. spirits
* Made alcohol->drunkeness slightly more potent when character has an empty stomach
* Disassembling Lamps now gives a Lightbulb
* Log Stacks recipes to always use 2 Ropes, instead of 1 Rope per Log
* Beverage can now be prepared with only sugar
* Sugar and coffee now drainable items (due to be reverted in next patch due to internal rethink)
* Hood/bonnet now repairable with metal sheets + screws or torch
* Uncooked pasta or rice in a pot/pan of water will now eventually rot
* Balanced trunk and glove box capacity on vehicles and trailers
* Increased watch spawn rate on zombies.
<font style="color:blue">'''[Anims]'''</font>
* Added Zombie_WindowLungeHitReact.X.
* adjusted bob_sitground anim to finish on correct pose
* tweaked sitting anims to blend a little better
<font style="color:aqua">'''[Modding]'''</font>
* Added assistances for custom decals, clothing and outfits in mods.
**Each mod may have it's own copy of these files:
media/fileGuidTable.xml
media/clothing/clothing.xml
media/clothing/clothingDecals.xml
:* The above mod files no longer override the game's files with the same name.
:* Mod decal groups and outfits with the same name as one the game defines will override the game's.
* Added assistances for custom beard styles and hair styles in mods.
* Added a new script item property named AcceptItemFunction which specifies the name of a Lua function to test whether an item is allowed in a container.
** This is in addition to the existing OnlyAcceptCategory property which tests InventoryItem:getCategory().
*** For example, to allow only medical items in a First Aid Kit, add a line to clothing_bags.txt:
item FirstAidKit
    {
        ...
        AcceptItemFunction = AcceptItemFunction.FirstAidKit,
    }
::* And add this function in a Lua file:
function AcceptItemFunction.FirstAidKit(container, item)
    return item:getStringItemType() == "Medical"
end
* Changed Color.HSBtoRGB() to return a Color instead of Integer[3]. If you want the integer values, use Color.getRedByte(), Color.getGreenByte() and Color.getBlueByte().
* Challenges may define a function named getSpawnRegion() to allow multiple spawn points and spawn regions. Previously only a single fixed spawn point was allowed.
** See the commented-out Kingsmouth.getSpawnRegion() function for an example.
* A challenge's AddPlayer() function is now called when creating new players in existing games.
** This is used by the CDDA challenge to start new players naked and injured, for example.
* The "OnEat" item-script Lua function is now called with a third parameter named 'percent' to indicate what percentage of the remaining amount of the item was consumed. Also, the function is called before the food is consumed.
** See OnEat_Cigarettes() for an example of how it is used.
* Fixed unrecoverable TextureCombiner errors when a texture couldn't be loaded.
** Missing textures are displayed as a red and white checkerboard texture.
* Display the filename of an asset that fails to load in the exception message.
* Fixed multithreading issue with OutfitRNG. ImageData constructors throw exceptions instead of catching them now.
* Fixed not properly reloading modified textures that previously failed to load.
** This doesn't handle texture files that were previously missing, only ones that failed to load.
* Added a two-second delay before DebugFileWatcher handles changes to modified files.
** This is to address two things:
::# The file may still be being written by another application that is saving it.
::# Sometimes there are multiple events for the same file, such as a "create" event followed by one or more "modified" events.
* ISSliderPanel now checks for shift-clicking instead of whatever key "Run" is bound to.
* Changed puddles rendering to use vertex buffer objects, reducing the number of calls needed to render them.
<font style="color:red">'''[Cutaway fixes]'''</font>
* Fixed stretched window cutaways
* Fixed vents not cutting away / turning transparent like other objects
* Fixed Short walls in Prison not cutting away in a nice way
* Fixed Double door cutaways - were previously offset on a building
* Fixed stairs not cutting away properly
<font style="color:red">'''[Bug fix]'''</font>
* Fixed not being able to choose a texture in the character-creation ui for clothing items that don't have models. For example, Denim Shirt and Leather Gloves.
* Fixed "Override:true" not working in mod recipes, resulting in duplicate recipes.
* Fixed the skybox texture not updating after fast-forwarding (F5 or F6 or sleeping).
* Fixed SkyBox.update() allocating Color and Vector3f each time.
* Fixed the Skybox.Show debug texture size changing when zooming.
* Fixed less than one unit of Twine being returned when destroying a Stick Trap.
* Fixed server-side STrapGlobalObject calling client-side CTrapSystem:sendCommand().
* Fixed items that weigh less than 0.005 being displayed as 0.0 weight. Now items weighing less than 0.01 are displayed as 0.01. For example, Screws.
* Fixed double metalwork doors giving planks and nails when destroyed.
* Fixed loading the SQL library from the user's Temp directory on 64-bit Windows.
* Fixed missing animation for unloading bullets from rifles without magazines.
* Fixed being unable to remove the key from the ignition when clicking on the key icon in the dashboard when the "Leave Key In Ignition" option is on.
* Fixed controller not being able to open Fitness UI (The controller Y button opens it from the health UI)
* Fixed sunstar motel arch cutaway.
* Fixed the police barricade vehicle stories not checking for a wide-enough zone properly, preventing them from spawning.
* Fixed closing the health panel closing after opening fitness panel.
* Fixed a multi-monitor issue on Linux.  Sometimes resolutions for the non-primary monitor were detected.
* Fixed errors cleaning bandages using a sink/etc.
* Fixed not walking to the water-containing object when cleaning bandages from a sink/etc.
* Fixed student zeds could spawn with 2 bags.
* Fixed muzzle flashes emitting no light during the day, even in dark rooms.
* Fixed the shovel not appearing in the player's hands when filling a grave, if the shovel wasn't already equipped.
* Fixed animation when burning a corpse with gas.
* Fixed exception in InventoryItem.synchWithVisual() when an item's IconsForTexture list is smaller than the number of clothing textures for that item.
* Fixed formatting bug in clothing_pants.txt related to Shorts_ShortDenim.
* Fixed the "Remove Broken Glass" context-menu option not being shown as disabled when the player is holding an item in the left hand.
* Fixed the health panel being shown when displaying the fitness ui, when using a controller.
* Fixed errors pressing keys during the "This is how you died" loading stage.
* Fixed FileNotFoundException when loading mods without clothing.xml.
* Fixed an exception turning an equipped radio on or off when a generator is nearby.
* Fixed surprise zombies in spawn locations, even though this was frequently hilarious. Zombies are now removed from the inside and around the building the player spawns in, when creating a new player in an existing game.
** This does not include reanimated player zombies. Also, house alarms are disabled.
* Fixed player not spawning in the correct location when creating a new player in an existing challenge
* Fixed getting max benefit (or harm) from smoking part of a cigarette.
* Fixed not being able to interrupt closing windows or smashing windows.
* Fixed the player turning when following a very short path.  Now the player will strafe to the new position without turning. For example, when smashing a vehicle window, the player would turn around, walk to the required position, then turn to face the vehicle again before smashing the window.
* Fixed vehicles dropping to the ground when loading or spawning them.
* Fixed PhysicsDebugRenderer not being thread-safe.
* Fixed zeds taking too long to stomp to death in certain conditions
* Fixed being able to build a floor on farming plots
* Fixed return items when dismantling of double doors
* Fixed doorframe going invisible when painted light blue
* Fixed male tourist outfit spawning wearing dresses/skirts.
* Fixed extreme length of required stomping on zombies in some situations.
* Fixed various map bugs
* Fixed untranslated names of burnt vehicles being displayed in the radial menu.
* Fixed some bags not playing "zip" sfx when interacted with
* Fixed painted boxes not showing color correctly
* Fixed having hood up and equipping hat replacing whole hoodie with hat, instead of removing hood and putting hat on
* Fixed not being able to "Put Out" BBQ
* Fixed non-centered multiple lines of text horizontally in the radial menu.
* Fixed split-screen rendering issue with puddles.
* Fixed a rendering issue with water that resulted in visible lines along chunk boundaries.(Water flow and speed weren't updated when adjacent chunks were loaded.)
* Fixed a bug where fixed capacity defined in vehicles wasn't used.
* Fixed Default Sprint key on MacOS being LMETA instead of LMENU.
* Fixed hedges not slowing players and zombies. (Players in ghost mode or noclip are not slowed by hedges or trees.)
* Fixed clothing condition and wetness resetting when switching from hood-up to hood-down, etc.
* Fixed the controller A button entering vans instead of opening the rear door to access the trunk.
* Fixed the wrong strafe angle being used when walking short paths.
* Fixed max capacity for vehicles not being saved.
====IWBUMS Build 41.45====
[[File:Fognu.jpg|400px|thumb|New fog system adding more depth.<br>''(click image to enlarge)''|link={{filepath:Fognu.jpg}}]]
日時: October 22, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/30371-iwbums-4145-released/&do=findComment&comment=297004 IWBUMS Build 41.45]
<font style="color:green">'''[New]'''</font>
* Allow crowbars to be used to remove wood barricades, and use animations for it
* Added context-menu commands for adding all fuel items, and all fuel items of a certain type, to barbecues, campfires and fireplaces.
* The warm-hands-by-a-fire now works with fireplaces.
* Added 'world' attachments to shotgun models.
* Added a shit ton of new male names, female names and surnames taken from 1994 US census so every other character isn't called Marina Hodgetts. (Thanks to Jam for putting these together.)
* The inspect-clothing command will transfer items to the player's inventory if needed.
* Inflating vehicle tires will stop at the maximum pressure instead of always adding 5. It was annoying having to cancel the action at the right time.
* Play the "craft" animation when adding patches to and removing patches from clothing.
* Updated translations.
* Display "Sleep on Ground" instead of "Sleep" in the context menu when no bed is selected.
* The "Sleep" tooltip displays the quality of the bed which can be Bad, Average or Good.
* Added cooler (can be worn in hands).
* Added satchel (3 variations, can be worn on back or in hands).
* Added briefcase spawns
* Added pistol case.
* Updated some textures for bags.
* Allow the player to shove (and stomp) sooner after attacking with a weapon.
* The crafting ui displays the the player's skill level for recipes with required skills (such as Make Trap Box). Required skills are displayed in red text if the player's level is below the required level.
* Added methods <code>Recipe.getRequiredSkillCount()</code> and <code>Recipe.getRequiredSkill()</code>. <code>Recipe.getRequiredSkill(int index)</code> returns a RequiredSkill object with methods getPerk() and getLevel().
<font style="color:blue">'''[Improved Fog System]'''</font>
* brand new awesome fog now added
* added display option for new fog, can toggle between high quality, medium quality and legacy (build 40)
* changed fog generation, now variable duration based on day mean temperature.
* added chance of grey tinted fog effect to storms.
* added guaranteed strong tinted fog effect to tropical storm, now very distinctive.
* modified blizzard effects to work well with new fog.
* added new fog control panel to debug menu.
<font style="color:blue">'''[Fitness]'''</font>
* Xp gain from exercises can now be different.
* Regularity will not drop until 24h after doing an exercise.
* Fixed some fitness animation weirdness.
* Remove the fitness UI when entering a car.
* Fixed NullPointerException in Fitness.decreaseRegularity().
* Fixed exception in Fitness.load().
* Moved fitness to health panel (new button) instead of right click menu.
<font style="color:blue">'''[Balance]'''</font>
* Allow washing dirty bandages from clean-water sources such as sinks.
* Dismantle Flashlight recipe is allowed if there is a battery in the flashlight.
* Renamed two Jackets to Leather Jacket. They were already leather.
* Increased antique stove weight from 20.0 to 40.0.
* Decreased gardening spray capacity
* Reduced size of zombies target outline by 20%.
* Reloading a gun will look for magazine in bags and not just main inventory.
* Toilet paper can now be used the same way as tissue (equip in main or secondary hands to reduce cough noise).
* Toilet paper can now be used to start and fuel a fire/BBQ.
* Slight bump in sneak skill (when in plain sight, will reduce the zed vision/footstep volume)
* MSR700/MSR788 now doesn't require magazines.
<font style="color:blue">'''[Optimization]'''</font>
* Optimized ScriptModule.getRecipe().
* Declared SpriteRenderer.instance and SpriteRenderer.ringBuffer 'final'.
* Avoid some string-related gc with cutaways (parsing sprite names).
* Big optimization to cutaway rendering - moved testing of TallHoppableW, WallWTrans, TallHoppableN and WallNTrans to IsoFlagTypes since they were doing lots of string comparisons and slowing rendering down
<font style="color:blue">'''[Models & Animation]'''</font>
* adjusted geometry so the gas mask works better with hats.
* added another body location to BodyLocations.lua (MaskFull)
* made welding mask part of the MaskFull body location
* Changed the cough/sneeze/fidget animations (the 'ext' state) to play as a sub-state of the 'idle' state.
* re-exported TShirt_white to not have buttoned front
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed the wrong animation playing when putting on baseball caps.
* Fixed NullPointerException in IsoGridSquare.getPuddlesDir(). This happened with a fireplace.
* Fixed some missing translation files
* Fixed not being able to equip and unequip items while aiming.
* Fixed zombie fence-flop crawling attacks hitting the player through closed doors.
* Fixed recipes without required skills not working.
* Fixed items not being taken from bags when equipping a light source.
* Fixed equipping an item in one hand when it looked like it should be equipped two-handed when dragging an item onto the primary/secondary icons.
* Fixed being able to climb through closed windows sometimes.
* Fixed not being able to reload an empty magazine while aiming.
* Fixed gunshot sounds and muzzleflash effects while sitting on the ground.
* Fixed exception when lighting a barbecue or fireplace with gas.
* Fixed timed actions not working while the warm-hands-by-a-fire animation is playing.
* Fixed warm-hands-by-a-fire animation possibly continuing long after the fire goes out.
* Fixed being able to fish at long distance with spears. (also one of the problem was if you only had a spear and open the UI, it was considered as a fishing rod!)
* Fixed transition animation from standing to sitting on ground not playing.
* Fixed available hotbar slots not updating when using a controller.
* Fixed timed actions not starting while aiming in a vehicle.
* Fixed the player getting stuck exiting a vehicle if it was done while aiming.
* Fixed toggle aim on/off not working in vehicles.
* Fixed the aim-assist cursor not disappearig after the player dies.
* Fixed long lines of text extending outside the crafting and switch-vehicle-seat windows.
* Fixed the automatic moving of items on vehicle seats not moving an item if it used all the remaining space on a seat.
* Fixed regularity map being re-initlized if fitness instructor/fireman.
* Fixed regularity progress bar showing incorrect values (it could never be at 100%!)
* Fixed the info popup in the profession/traits ui not being hidden when going to the previous or next screen.
* Fixed containers with capacity 3 or less not getting extra capacity from the Organized trait. This affected Fanny Packs.
* Fixed corpse inventory capacity being affected by the Organized and Disorganized traits. Player inventory capacity has never been affected by these traits (only bags).
* Fixed issues with the "Campfire Info" command after right-clicking on a campfire that is behind a wall.
* Fixed being able to drive a vehicle forward in reverse gear.
* Fixed being unable to look around by holding the right mouse button while in a vehicle with the window closed. This worked when holding the Aim key, but not when holding the right mouse button.
* Fixed "All All" not adding all charcoal to barbecues, campfires and fireplaces. It will add one unit of charcoal (30 minutes) at a time until all is used.
* Fixed zombies moving through walls after climbing over a fence sometimes. This was easy to reproduce north of the West Point police station when fast-forwarding.
* Fixed cough/sneeze/fidget animations playing more frequently at higher framerates.
* Fixed context-menu cooking translations for latest version of Translatoid
* Fixed clothing mod data being lost when reversing caps, putting hoods up/down, etc.
* Fixed not facing doors when locking and unlocking them via the context menu.
* Fixed not gaining only strength and not fitness exp when doing some fitness exercices.
* Fixed being able to open multiple fitness UI.
* Fixed double door and stick traps returning more than they took to craft.
* Fixed sleep traits not affecting how much a char sleeps
* Fixed not being able to disassemble large metal shelves
* Fixed not being able to remove tiredness with restless sleeper
* Fixed front strength not showing properly in debug climate plotter
====IWBUMS Build 41.44====
[[File:Barbell-1.gif|240px|thumb|New animations for the fitness system.<br>''(click image to view animation)''|link={{filepath:Barbell-1.gif}}]]
日時: October 8, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/30210-iwbums-4144-released/&do=findComment&comment=296580 IWBUMS Build 41.44]
<font style="color:green">'''[New]'''</font>
* Re-use container buttons in the inventory and loot windows instead of creating new ones each time the windows are updated.
* Use radio buttons instead of checkboxes for available bags in the forage ui.
* Bloodied and dirtied backpacks can now be washed.
* Removed the "Age" stat from the character info panel
* Add Yes/No prompt after pressing quit to desktop
* Arrange option-screen controls better when the resolution changes.
* Re-enabled the FPS counter - displayed with K by default. Should work okay now.
* DPad-down displays the emote radial menu. When a sub-menu is displayed, highlight an emote and press DPad-down again to select it.
* Allow collapsed inventory and loot windows to expand when the mouse moves over them when the player is aiming if the game is paused.
* Added new hairstyles - center parting, side partings etc
* Added jar 3D models - mayo etc. (Either eat them with a spoon or directly drink them! wow.)
* Added petrol can 3D models (also petrol can can now be held in hands)
* Forbid switching between front and back seats in the police car, since there's a divider between them.
* Visually indicate seats that can't be reached from the current seat in the switch-seat ui.
* Added animations for equipping and un-equipping items and clothing.
* Added new sitting animation used when performing timed actions.
* Allow fishing rods, spears and lures to be taken from bags when used.
* Allow stopping ringing clocks and watches in inventory while moving.
* Updated translations.
<font style="color:blue">'''[Combat Fixes]'''</font>
* To address issues of the player attacking a downed zombie rather than an incoming threat, there is now a fixed value of 1.5 for ignoring prone zombies.  When there is a zombie standing within 1.5 squares in front of the player, ground attacks won't happen.  This value is the same regardless of which weapon (including bare hands) is used.
* Zombies standing behind the player will not prevent ground attacks.
* As always, prone zombies will be ignored if there is a standing zombie within weapon range, which might be greater than 1.5.
* Given a choice between two zombies on the ground:
# Give higher priority to a zombie that is getting up.
# Give higher priority to a crawling zombie (but lower priority than one that is getting up).
* Fixed a bug where a prone zombie might be chosen over one getting up. This was due to zombies switching from prone to standing half-way through the getting-up animation.
* Fixed infinite ammo exploit with RackAfterShoot firearms.
* Improved the appearance of the aim outlines around zombies and improved colors.
* Changed the "Aim Outline" option to have three choices: "None", "Ranged Weapons" and "Any Weapon".
** "Any Weapon" should reduce frustration for some people with not knowing which zombie might be hit.
<font style="color:blue">'''[Fitness]'''</font>
<br>''(Will require balance still, and will be put into the health panel next to temperature etc. in next patch)''
* Right click anywhere to bring up the fitness UI.
* Select an exercise (some require items, like dumbbell), select how much time and click ok.
* Exercise Fatigue will be induced approx 12h after the end of exercise.
* Tooltips explain what stiffness does what (doing push ups will bring pain in your arms/chest, making combat slower, etc..)
* The more you exercise, the more you'll gain "regularity", meaning the less stiffness you'll get from this exercise (each exercise has its own regularity).
* System takes into account the impact of tiredness on the result of the exercise, nutrition, etc.
* Includes "struggling" version of exercises for lower fitness level characters.
* Some professions have existing regularity in certain exercises (fitness instructor, fireman..)
<font style="color:blue">'''[Water Tidy-Up]'''</font>
* Changed "Quench Thirst" back to "Drink" for water-containing items.
* Changed "Remaining: Percent" to "Water: Current / Max" in tooltips for these object context-menu options: Rainbarrel info, Water Dispenser info
* Changed "Percent full" to "Water: Current / Max" in tooltips for these item context-menu options: Add Water From Item, Drink (from an item), Fill (taking water from an object into an item), Pour Into
* Added a tooltip displaying "Water: Current / Max" when drinking from a sink or other object, as well as whether the water is tainted.
* Drinking from sinks before the water shuts off, or rivers, displays "Water: Unlimited".
* Always display the Drink context-menu option for drinking water from objects.
* Drinking water from items and objects will reduce thirst to zero instead of possibly leaving some fraction < 0.1.
<font style="color:blue">'''[Balance]'''</font>
* Bullets are taken from bags when pressing the reload key without using the radial menu.
* Fixed a couple places where weapon weight wasn't adjusted when bullets were added or removed.
* Equipped weight on flashlights now shown.
* Rename Roasted Vegetables to a Roast
* Scrap metal now produced when dismantling car wrecks
* Renamed ".44 Magnum Magazine" to ".44 Magazine". The Magnum is a revolver so doesn't take a magazine. The .44 Magazine goes into the D-E Pistol.
* Hitting a zombies while going backward in a car can now damage gas tanks.
* Destroyed traps can return multiple items, those using twine return the full twine cost
* Storms now less dark during daytime
* Antique stove can now spawn in a crate in any warehouse (very rare)
* Fixed wrong items appearing in roomtype 'camping'
* Fixed wrong items appearing in roomtype 'bakery'
* Added roomtype 'campingstorage' to lists: Same lootlist as camping, better rolls, crates (cardboard boxes?) only.
* EggCarton spawn chance increased. Small chance of finding two egg cartons in fridges.
* Increased numbers of floorboard stashes in houses and numbers of items in them.
* Increased odds of stuff spawning in bags on zeds
<font style="color:blue">'''[Cutaway Polish]'''</font>
* Player-built walls that enclose a space no longer collapse if there's no window
* Fixed cutaway starting as soon as character sets foot on stairs
* Fixed cutaways loading issues
* Fixed cutaway of fences and walls starting a bit too late.
* Fixed Dumpsters in warehouses never stop being cutaway or having jagged edges
* Fixed cars being seen through closed garages
* Fixed cutaways with missing tile properties
<font style="color:blue">'''[Modding & Translation]'''</font>
* Added EvolvedRecipeName_EN.txt translation file.  This is used for the EvolvedRecipeName property of items. Previously, it was using the old DisplayName_XXX translation.
* Added ContextMenu_CarBatteryCharger_RemoveBattery translation.
* Added %-substitutions to translations:
** <code>ContextMenu_Add_Ingredient</code>
** <code>ContextMenu_Create_From_Ingredient</code>
** <code>ContextMenu_From_Ingredient</code>
* Added "Unload 1 Round From %1" translation for removing a single round from a revolver (instead of Rack).
* Added "Tags = Screwdriver" to the Screwdriver.
* Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
* Changed recipes that use a Screwdriver to use any item with Tags=Screwdriver.
* Added Tags=CanOpener to TinOpener.
* Adjusted recipes that used TinOpener to use any item with Tags=CanOpener
* Added Tags=FishingRod and Tags=FishingSpear to rods and spears.
<font style="color:blue">'''[Animation]'''</font>
* cropped Bob_RunStumble.X
* tweaked xmls to get smoother get up from scramble
* capped Bob_JacketLong.X, Kate_Jacket.X and Kate_JacketLong.X
* unified Bob_WeddingJacket.X normals
* created ShortSleeveShirt Body Location
* changed some shirt clothing items Body Location to ShortSleeveShirt so that they don't hide watches
* hiding fanny packs with certain clothing items
* removed ApronTEXTURE from outfit Waiter_Diner
* capped some male and female clothes
* tweaked transition and blends between run and sprint. sneak versions also done.
<font style="color:blue">'''[UI Tidy-Up]'''</font>
* Hide the post-death text when the quit-to-desktop dialog is visible.
* Draw a rectangle under the post-death text so it is easier to see on light backgrounds.
* Fixed layout of some things at different font sizes.
<font style="color:blue">'''[Optimization]'''</font>
* Optimized PropertyContainer's handling of IsoFlagType. This is an optimization to a foundational element of PZ's code, which should give a small boost to many, many elements of the game since  property containers / isoflagtype stuff is used throughout - especially map rendering, game logic etc. We have already seen gains in built-up areas like West Point.
* Declared a lot of classes and fields 'final'.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed DebugScenarios.lua calling Events.LoadGridsquare.Add() even in non-debug mode.
* Fixed ambulance door mask to correct left and right
* Fixed some see-through clothing on corpses
* Fixed the player being immune to attacks from the front while holding bags in both hands.
* Fixed Sugar not having nutritional value
* Fixed Stone Axe weighing more than elements needed to assemble it
* Fixed Cooked Rice and Pasta never rot
* Fixed when building a fence up to a wall, the part where it connects to the wall isn't cut
* Fixed ability to expand the inventory and loot windows if the player is aiming or panning the camera via the keyboard.
* Fixed awarding Foraging experience points when failing to find things that are impossible to find, due to time of year and/or skill level.  The player could easily level up Foraging skill without ever decreasing the zone's abundance.
* Fixed exception in IsoCell.CullFullyOccludedSquares().
* Fixed animation clock running at a lower speed than expected, and adjusted global anim speeds to fit
* Fixed small bug caused dont allow pouring multiple types (sand/gravel/dirt) not working
* Fixed lua error when build cursor is on empty squares (above ground level)
* Fixed build cursor not turning red when hovering invalid tiles for example when above ground level
* Fixed being able to dig graves in interior
* Fixed being able to dig graves on tiles with a poured dirtpatch but no natural floor underneath
* Fixed trap spawning items when regularly removing it (non breaking)
* Fixed radiointeractions missing out lines due to cooldown on fast speed (the fast-forward misses out on XP bug)
* Fixed not racking some weapons after each shot.
* Fixed issues with firearm and magazine weights.
* Fixed muzzleflash textures not being visible on the first shot.
* Fixed nearby vehicles not being rendered when the vehicle is inside the same room as the player.
* Fixed the debug FPSGraph not being rendered unless the clock is visible.
* Fixed corpses being drawn beneath railroad tracks and graves.
* Fixed Lua error with "Insert Magazine" when right-clicking on a firearm.
* Fixed trait tooltips not being displayed in the character-info ui when the character has a trait without a texture.
* Fixed SmallCar extents not matching physicsChassisShape.
* Fixed non-transfer of Lighter or Matches from bags when smoking. This also works when eating any item with RequireInHandOrInventory.
* Fixed animation lockup with emotes.
* Fixed the ZombieSurprisedPlayer sound playing too often. The timer is reset whenever the player sees a zombie.
* Fixed deafening multiple thunder noises on speeds > 1
* Fixed exception when scavenging if more than one type of item is found.
* Fixed items required for repairing items not being taken from bags.
* Fixed "Dig Furrow With Hands" not being displayed when using a controller.
* Fixed the hotbar being displayed for splitscreen players using a controller.
* Fixed zombies flipping from back to front to become crawlers when being stepped on or when under a vehicle.
* Fixed lua error repairing vehicle parts.
* Fixed the player tripping in trees when in ghost mode.
* Fixed getting free ammo when spamming the unload-magazine command.
* Fixed zombies sometimes falling backward when shoved from behind. This happened when hitForce was <= 0.1.
* Fixed drainable items losing their Favorite status when emptied after being used in recipes.
* Fixed not using translations for moveable object names with the "Plumb XYZ" context-menu option.
* Fixed the quit-to-desktop dialog overlapping buttons at the bottom of the screen after death.
* Fixed clothing sometimes not getting a hole when it should.
* Fixed sprinters pursuit collision
* Fixed a lots of missing cutaway properties.
* Fixed tied hair that's grown out still having 'untie' options
* Fixed fishing from a long distance away
* Fixed position of the 'muzzle' attachment on handguns and revolvers (used to display the muzzle-flash sprite).
* Fixed missing overlays in pie shop
* Fixed saplings grown by erosion system slowing and scratching player
* Fixed various mapping bugs
* Fixed items not being transferred from lightest to heaviest when dropping items onto container buttons.
* Fixed the "Put In Container" context-menu option not working when right-clicking on the equipped primary or secondary icons unless the player's inventory (not a bag) was displayed.
* Fixed NullPointerException adding gas to a generator when the gas can wasn't equipped.
====IWBUMS Build 41.43====
日時: September 10, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29885-iwbums-4143-released/&do=findComment&comment=295867 IWBUMS Build 41.43]
<font style="color:green">'''[New]'''</font>
* Updated with new controller icons on gameplay screen when playing with pad
* The inventory and loot windows are collapsed right away when the player begins aiming, unless they are pinned.
* Interrupt zombies climbing through windows if the player is closing the window. This applies if a zombie is starting to climb through a window, and isn't over the window sill.
* Block the player closing a window if a zombie is climbing through it. The player plays the 'struggle' animation if a zombie is over the window sill.
* Added "Automatically Drink Water When Thirsty" accessibility option. It is on by default. Right-clicking on a water bottle when thirsty displays a new option "Quench Thirst". This option isn't displayed for food (such as pop cans), only water containers. Each unit of water removes 10% of thirst, as always.  So some thirst below 10% may remain after drinking.
* Added "Leave Key In Ignition" accessibility option. When enabled, the key remains in a vehicle's ignition when the engine is shut off.
<font style="color:blue">'''[Performance]'''</font>
* Improved pooled objects, which should in turn improve performance in areas of high zombie density. (On Six Months Later settings, for example, game was taking above 6ms to release an AnimationPlayer when removing one zombie from the world. This time has now been lowered to about 0.01ms - 0.03ms).
<font style="color:blue">'''[Balance]'''</font>
* Removed attack that was standing in for a cancelled jaw stab
* Added more floorboard stashes, including some exotic ones.
* Increased chance of finding an annotated map
* Increased the chance of finding a Survivor Zed
* Refined the outline colour when aiming at zeds with a firearm - green now appears when the chance of getting a good shot is a lot more likely
* Increased chance of clip found in guns or next to it.
* changed sleepyhead and wakeful sleep times
* Added traps being destroyed in streamed world returning same items as when destroyed in 'offscreen simulation'
<font style="color:blue">'''[Animation]'''</font>
* Adjusted multiple bags and apron mesh so they don't clip each other
* Made welding mask replace hats and vice versa (can't wear at same time)
* Made it so earrings don't clip through hoods
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed crawling zombies hitting the player in a vehicle when doing the fence/window crawl attack.
* Fixed the controller focus being on the load-game screen after loading a game with the controller active.
* Fixed the inventory and loot window selections being cleared sometimes while dragging items. This resulted in dragged items not being rendered.
* Fixed the vehicle dashboard remaining hidden after hiding the ui while inside a vehicle.
* Fixed the crafting, map, and mechanics UIs blocking all keypress events.
* Fixed multiples of "Time Before Corpse Removal" passing before corpses are removed.
* Fixed corpses moving and changing from male to female when rotting.
* Fixed Lua error while loading a challenge if all Lua files were reloaded due to mods.
* Fixed multiple player-death sounds playing.
* Fixed the inspect-clothing ui displaying the wrong bite/scratch defense values for items with neckProtectionModifier < 1.
* Fixed bite/scratch defense bonus on the neck being reduced on clothing with neckProtectionModifier < 1.
* Fixed setting the sandbox start time to 5AM starting at 9AM.
* Fixed "Pouring in" being displayed in the inventory window when combining Thread.
* Fixed stashed planks not working (the container "hidden" in the floor).
* Fixed hotbar appearing for controller users
* Fixed CTRL+A in the inventory and loot windows causing the player to turn.
* Fixed missing function name in "xxx not defined for operands in null" exception messages.
* Fixed not taking bullets from bags to reload a magazine when using the radial menu. Bullets in bags were taken when using the context menu.
* Fixed being able to pour dirt onto water tiles
* Fixed rugs/carpets being removed with certain actions calling addfloor (pour/take dirt, build floor)
* Fixed some benches requiring different tools for different facing directions
* Fixed objects not being able to click or added to context menu when 'under/behind' a collapsed wall
* Fixed pouring the same thing out the same type multiple times on a tile (sand/gravel/dirt)
* Fixed park ranger not having his/her walk through trees work correctly
====IWBUMS Build 41.42====
日時: September 3, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29817-iwbums-4142-released/&do=findComment&comment=295669 IWBUMS Build 41.42]
<font style="color:green">'''[New]'''</font>
*Added emote wheel, you currently press Q to open it.
** Emotes wheels binded to Q by default.
** Emotes wheel is now a long press to bring up.
** Emotes wheel includes different looking emotes if you are in stealth
** Pressing Q (shout) while crouched will now have different text and smaller sound radius.
** Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
* Added new sets of anim for fishing with spears.
* Can now fish with a fishing rod while sitting on ground.
* Updated the MacOS application icons.
* Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
* Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
* Updated map to include recent fixes and Ben's Cabin
<font style="color:blue">'''[Debug]'''</font>
* Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
* Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
<font style="color:blue">'''[Tutorial]'''</font>
* Quality of life changes and fixes
* Updated with new controller icons from Binky
<font style="color:aqua">'''[Modding]'''</font>
* Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
* Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
* Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for. Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
* Moved recipecode.lua functions into a global table called Recipe. The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest. This is similar to how vehicle-script lua functions work. For example, <code>CutFish_TestIsValid</code> is now <code>Recipe.OnTest.CutFish</code>. The old function names are still available to avoid breaking mods.
* Error messages are printed to the console when loading a game if any recipe's <code>OnCreate</code>, <code>OnGiveXP</code>, or <code>OnTest</code> methods are undefined.
<font style="color:blue">'''[Balance]'''</font>
* Reduced crit chance of knives.
* Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
* Reduced the distance at which light switches can be clicked on.
* Ball-Peen Hammer can now be used for carpentry etc.
* Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
* If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
* Increased reloading/aiming XP gain when level is under 5.
* Increased minimum damage of M14 from 1 to 1.2.
<font style="color:blue">'''[Animation]'''</font>
* Hide left-hand items when reloading firearms.
* Hide any left-hand item when chopping down trees.
* Tweaked normal glasses UV's so the arms show, male and female versions.
* Tweaked drinking anims to be a bit more natural.
* Tweaked gun recoils, loading and racking blends to eliminate some popping.
* Adjusted recoil of handgun and rifle a bit.
* Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
* Tweaked Shorts_ShortFormal.xml to avoid clipping.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
* Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
* Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
* Fixed various issues with moveables - primarily metal ones.
* Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
* Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row! https://clips.twitch.tv/HonestMagnificentGaurKlappa)
* Fixed animation event garbage collection.
* Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
* Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
* Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
* Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
* Fixed timed actions continuing while getting up from sitting after pressing a movement key.
* Fixed parts of clothing not being visible through a hole in a layer above sometimes.
* Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
* Fixed multiple death screams playing sometimes when the player is killed by zombies.
* Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
* Fixed the player-info avatar animating more slowly at higher framerates.
* Fixed the animation-clip viewer animation running more slowly at higher framerates.
* Fixed not being able to interact with tents placed by the map-maker.
* Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
* Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
* Fixed favorited items being used for campfire fuel.
* Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed from the world.
* Fixed the player info avatar not updating when hats and glasses are knocked off the player.
* Fixed the loot window not updating to show hats and glasses knocked off the player.
* Fixed the player-info avatar animating while the game is paused..
* Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
* Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
* Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
* Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
* Fixed some item weight discrepancies.
* Fixed not being able to start a BBQ with any other materials apart from paper.
* Fixed unlimited sugar being allowed to be added to a beverage.
* Fixed lockers not cutting away correctly.
* Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
* Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
* Fixed Filling up broken Saucepan repairs it.
* Fixed sandbox option "Infection Mortality" set to "Never" not working.
* Fixed placing and removing bait from a trap duplicating it.
* Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
* Fixed the fishing ui not being tall enough to display the caught items sometimes.
====IWBUMS Build 41.41====
日時: August 13, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29548-iwbums-4141-released/&do=findComment&comment=295071 IWBUMS Build 41.41]
<font style="color:green">'''[New]'''</font>
* Enabled the "New Character" button after the player dies in singleplayer, so it's more clear that players can continue the save with a new character. This button was already available in splitscreen and multiplayer.
* Added "Corpse Shadows" display option. Corpse shadows are drawn as a separate pass (along with player, vehicle, and zombie shadows) so could affect performance with lots of corpses.
* Added a sandbox option to disable zombie lunge after climbing over fence (in the zombie lore).
* Allow sleeping anywhere when the character reaches a fatigue level of 4. The sleep is short and has more negative side effects than a "bad bed".
* Allow the player to go to sleep outdoors when it is raining.
* Added "Simple Clothing Textures" option to disable blood/dirt/holes/patches on clothing textures. The blood/dirt/holes/patches are still on the clothes but aren't drawn. Turning this on can save texture memory and possibly improve performance on lower-spec hardware.
* Added "Simple Weapon Textures" which disables drawing blood on weapons. Turning this on can save texture memory and possibly improve performance on lower-spec hardware (but not as much as Simple Clothing Textures).
* Allow multiple map windows to be opened at the same time.
* Added UIElement:onKeyPress(), onKeyRepeat() and onKeyRelease() methods so top-level UIElements can intercept keypresses without having to use events such as Events.OnKeyPressed or Events.OnCustomUIKey.
<font style="color:blue">'''[Balance]'''</font>
* Slightly lowered spawnrate of watches on zombies
* Slightly lowered the chance for pre-set alarms on watches
* Rebalanced M14 Single Shot Assault Rifle.
** Changed model
** Now uses proper ammo (.308) instead of 5.56.
** Magazine size set to 20
** Damage has been balanced to bring it in line with other rifles
* Reduced damage for Wood Axe to 1.3 Min and 3 Max, down from 3.6 Min and 4.6 Max. Previous damage values were workaround for a past bug that ended up way overpowered when said bug was fixed.
* Added hoodies to some zombie outfits.
* Big metal shelves now require metalwork to disassemble, also gives metal bars & plates (previously was only screws).
* Increased spawn rate of fanny pack.
* Increased weight of rifles.
* Lowered min angle of shove to stop shove working on distant zombies
* Lowered max range of shove as the range "extends" when player shoves (as body leans forward, so does the range)
* Traps can get destroyed when the player is out of range
** when destroyed, a destroyItem takes the traps place, by default this is 'unusable wood' but can be set in the trap definition
* "Put in Container" inventory context-menu option now shows the name of the container (if any). Hopefully, this will make it clearer that the item isn't going into an equipped bag.
* Increased the range the player prefers to target lunging zombies instead of prone zombies from 0.5 to 1.0
<font style="color:blue">'''[Animation]'''</font>
* Adjusted the 2-handed miss animation to leave the weapon in left hand during the miss anim
* Disallow fishing when sitting on ground, as said action has no playable animation at this time. If the UI is opened first and player then sits before starting fishing action a forceGetUp is performed.
* Removed excess frames from "zombie get up from back" anim
* Tweaked blend settings for "zombie getting up"
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed jaw-stabbing zombies through unbroken or barricaded windows.
* Fixed jaw stab animation playing but character missing
* Fixed splatting blood and playing weapon-impact sounds when hitting a window between the player and a zombie.
* Fixed cancelling attaching an item to the hotbar leaving the model visible on the player but not in the hotbar.
* Fixed UI updates slowing down when the GameTime.Speed.XXX debug options are enabled.
* Fixed IsoZombie AnimationPlayer being freed, then recreated after death.
* Fixed model-rendering debug code accessing AnimationPlayer from the rendering thread. This was the code that rendered the character's skeleton and other things.
* Fixed a bug in the JOML Matrix4f class.
* Deleted some old unused classes.
* Fixed unnoticeable splitscreen rendering issue when the game is paused.
* Fixed lua error with the Horde Manager ui when the spawn location goes out of bounds.
* Fixed zombie models unfolding when they first become visible.
* Fixed NullPointerException climbing through a windowframe without a window.
* Fixed the close-window animation not playing when using a controller.
* Fixed being able to sleep in a moving car.
* Fixed Movable-cursor not being able to pick up office cubicle walls from west/north side, also made them hoppable.
* Added functionallity for any object existing as Iso and Inventory (such as radios) to be dismantable/scapable in their IsoObject form by looking up the inventory item dismantle recipe. For this to work the spriteproperties must be set to 'CanScrap' AND have at least one dummy material defined for the scrapcode to recognize it as valid scrapable, the actual materials returned will be from the recipe
* Fixed walls on the same tile overlapping door when the latter was opened.
* Added a check that makes sure the door index is always after the last wall and wall index is always before the door.
* Added a tileproperty TreatAsWallOrder for objects that aren't walls but should be treated as such in the indexing (such as the shower glass panes)
* FPS multiplier now capped to a maximum of 5 (6fps->30fps). This possibly fixes death by stairs, along with other possible sudden deaths due to lag related pauses, as time will not pass significantly during such a pause.
* Fixed some lambda garbage collection
* Fixed duplicate Keyframe.BoneName strings (Bip01, etc)
* Fixed death music not stopping after creating a new player using the New Character button.
* Possibly fixed bug that treated walking zombies as if they're still knocked down, causing wrong target priorities when attacking affected zombies.
* Fixed player movement stopping when playing the one-handed crit attack animation.
* Fixed wrist-worn items clipping through long-sleeved clothes by hiding the wrist-worn items.
* Fixed character-creation Beard Type "None" not being selected when loading a preset without a beard.
* Fixed blur at certain zoom levels
* Fixed blood not being drawn temporarily on hotbar weapon models when equipping or unequipping them.
* Fixed various debug panels affecting a dead player after creating a new player with the New Character button.
* Fixed recipes not preserving the "favorite" status of items when the result item has the same type as a source item.
* Fixed zombies ending up on their back when they are hit while flipping from their back to their front.
* Fixed the "close window" animation playing when the E key is pressed on a closed barricaded window.
* Fixed empty assault rifles in Burst or Single firing modes killing zombies.
* Fixed clothing items that can't get blood and dirt on them from getting wet. This includes belts, jewelry, and watches.
* Fixed SleepingEvent not working correctly in splitscreen.
* Fixed corpses being drawn underneath stairs.  They still get clipped if they overlap a lower stair tile.
* Fixed knocked-off hats being drawn underneath stairs
* Fixed some cases where empty containers looked like they had items in them.
* Fixed some invalid item types in the loot-spawning tables.
* Print a warning to the console when invalid item types are in the loot-spawning tables.
* Fixed some gc with item spawning.
* ProceduralDistributions Lua table is parsed one time during startup instead of each time items are spawned
* Fixed the hotbar shortcut keys not working after the player gets bumped just before an attack starts
====IWBUMS Build 41.40 hotfix====
日時: June 18, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29424-iwbums-4140-released/&do=findComment&comment=294800 IWBUMS Build 41.40 hotfix]
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed not being able to knock down zombies by shoving with a knife-like weapon equipped.
====IWBUMS Build 41.40====
[[File:Rapper-1.png|thumb|New jewellery that can be worn by the player.|link={{filepath:Barbell-1.gif}}]]
日時: July 30, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29424-iwbums-4140-released/ IWBUMS Build 41.40]
<font style="color:green">'''[New]'''</font>
* Added jewelry that can be worn on player: necklaces, earrings and rings on fingers.
* Added ability to refill water dispensers
* Drainable items now change their weight depending on how full they are
* Updated credits
* Added bracelets, watches, dogtags etc to zombies. NOTE: OLD WATCHES ARE DEPRECATED. YOU WILL HAVE TO FIND NEW WATCHES.
* Added SetMeleeDelay animation event that can be used to set the delay between attacks. This is basically the same as RecoilDelay which is used to set the delay between firearm shots.
* New thing for recipes.txt:
** Normally a recipe source contains a list of hard-coded item types.
** This doesn't work well with all the new clothing items.
** Now a recipe source of the form "[function]" specifies the name of a Lua function that will be called to get a list of items that can be used as a source item.
** See DismantleDigitalWatch_GetItemTypes() in recipecode.lua for an example.
* Added context-menu tooltips showing the percent full of water-containing items when taking or transferring water.
* Added IsoRoofFixer.java to prevent falling through roofs not placed by the mapping tools
** can attempt to fix roofs for falling player per tile or on a per room space below basis, defaults to latter
** locations are stored in meta data save so it doesnt attempt to fix it twice when player removes these floors (per room mode only).
** optionally can place floors that match the roof style, or invisible floors
* Added some more system specs printing in console logs
* Display item icons in the "Items List" debug ui.
<font style="color:blue">'''[Context Menus]'''</font>
* Added an optional way of interacting with context menus.
** Instead of displaying child menus to the left or right of the parent menu, the parent menu is hidden and the child menu is displayed in place of the parent menu. An extra menu option is added at the top of a child menu to go back to the parent menu. This behavior can be enable or disabled for each splitscreen player in the  Accessibility options. This works well with a controller. Mouse users may or may not prefer this method.
* Attached items (i.e. hotbar items) may emit light, not just items held in the player's hands. Currently the game does not have any light-emitting items that can go in the hotbar, but this could be used to equip a chest-mounted or head-mounted light.
* The "Equip/Turn On/Off Light Source" key will toggle a light-emitting item in the hotbar if present, instead of equipping the item in the player's hand.
* Pressing a keyboard shortcut for a hotbar slot will activate or deactivate an item instead of equipping it, if possible.
* A hotbar slot is highlighted red if a dragged item cannot be equipped in that slot.
* Non-weapon items may be dragged to the hotbar.  Non-weapon items could already be added to the hotbar using context menus and radial menus.
* The left d-pad radial menu (which previously only showed equippable weapons) now also displays the best light-emitting item in the player's inventory.  This can be used to equip and toggle a flashlight when using a controller.
* Added an animation to context menus when displaying them with the "Single Context Menu" option when using a mouse.  There was already an animation when using a controller.
* Prefer to display tooltips to the right or left of context menus instead of on top of them.
* When using the "Single Context Menu" option with the mouse, short submenus are positioned under the mouse instead of at the parent's position.
* Allow items to be dragged to the primary and secondary slot icons to equip them. Dragging two-handed items between the two icons equips the item in both hands.
* Display all known seed types in the farming context menu, so mods don't need to override ISFarmingMenu.lua.
* Display the type of container selected in the loot window. This was already done for bags, but will now also show icons for clothing driers, washers etc.
* Added a radial-menu option to smash a vehicle window when outside the vehicle. This option was already available in the right-click context menu.
* Added "Toggle Models Enabled" keybind, F3 by default, so people can change the key that hides/shows models in debug mode.
* Added "Toggle Animation Text" keybind, F6 by default, so people can change the key that hides/shows animation-related text in debug mode.
* New "Wear" submenu for garments that can be worn in different ways: Baseball cap, Poncho, Fanny Pack, Hoodie etc.
* Changed the On/Off button in the Set Alarm dialog to a checkbox.
* Added an option to toggle aim on and off by tapping the Aim key. Holding the Aim key for more than 1/2 a second aims without forcing aim on, so aiming stops when the Aim key is released. Running will turn off forced aim.
* The "Attach" menu for attaching items to the hotbar adds "(Replace XYZ)" if the item will replace an existing item, when clicking on an item in the inventory window.
* The vehicle radial-menu option to lock and unlock doors also locks and unlocks the trunk when using a controller. Players using the mouse can already do this by clicking the trunk icon in the vehicle dashboard.
* The Attach menu options show the item to be replaced in a tooltip instead of the option name, to match the Wear menu
* Added tooltips to the Eat submenu to show how much hunger/thirst/unhappiness will be changed, as well as displaying a warning about uncooked food and food that is better hot or cold.
* Added "Cooked in microwave" warning to Eat submenu tooltips.
* Don't wrap long lines in wear-item tooltips (the ones that display the bite/scratch bonuses)
<font style="color:blue">'''[Tutorial]'''</font>
* Added code for Turbo's new objective markers
* Added homing marker objective marker
* Added improved item highlights
* Improved Spiffo tutorial window placement
* Added (incomplete) work on controllers with tutorial
* Added zombie alert when player opens curtain to see feeding brothers
<font style="color:aqua">'''[Modding]'''</font>
** Added a fix/function for radio modding, to allow for timing sensitive stuff like voice-over mods.
** lines in WordZed can now be prefixed with "${t:xx.xxx}" where x is the amount of seconds. This will override the standard line triggering limitations in the radio system and use the supplied amount seconds before moving to the next line.
** Removed the hard-coded list of languages so mods can add new languages.
*** Languages are loaded by looking in the media/lua/shared/Translate folder for the game and any active mods.
*** In each language folder, a new file called language.txt specifies the name and character encoding.
*** The old "Language" enum is now a class.  This shouldn't break mods (unless they were calling an unimplemented method).
** Added map description.txt and title.txt translation files to the media/lua/shared/Translate/EN/<MAP>/ folders. These are now read for the English language so they can be overridden by mods.
** Fixed untranslatable text "Delete 'preset'?" in the sandbox options ui.
** media/lua/shared/Translate/XX/language.txt files may have a line "base = YY," where YY is the name of another language to use for missing translations, before using the default language EN.
*** For example, a mod that wants to override some French translations could use this language.txt file:
<pre>    VERSION = 1,
    text = French Mod,
    charset = Cp1252,
    base = FR,</pre>
<font style="color:blue">'''[Balance]'''</font>
* Tooltips for freezing or thawing food displays freezing time.
* Cooking time is no longer displayed for frozen food (because it can't be cooked).
* Added a recipe for emptying a Griddle Pan.
* Changed Empty Paint Bucket to store water.
* Only digital watches show the date in the time display.
* Corpses and generators tidy-up
** Filling a grave is now a separate action from burying the 5th corpse. It still happens automatically after burying the 5th corpse.
** Burying a corpse no longer plays a shoveling animation. This was broken since the shovel couldn't be equipped while the corpse was still in the player's hands, so the shovel might appear in the player's hands and on their back.
** When equipping an item in the hands, corpses and generators are dropped first in a separate action. Dropping a corpse or generator used to happen instantly as soon as the item was equipped.
** Items in the hands are unequipped in a separate action before picking up a corpse or generator. This looks better when the equipped items are in the hotbar.
** Right-clicking on an equipped corpse or generator says "Drop" instead of "Unequip".
** Fixed "Grab One / Grab Half / Grab All" being displayed for stacks of corpses in a container.
* Campfire and fireplace tidy-up
** Charcoal may be used as fuel in campfires and fireplaces.
** Each use of charcoal adds 30 minutes of fuel to a bbq/campfire/fireplace, instead of using the entire bag.
** Charcoal barbeques can use the same fuel and starting methods as campfires and fireplaces.
** Only clothing with FabricType defined (stuff that can be torn) can be used as fuel in a bbq/campfire/fireplace.
** New "Add Fuel" and "Light Fire" tooltips show the amount of burn time for each item.
** Stopped rain reducing campfire fuel twice as fast, as it looked like a bug.
<font style="color:blue">'''[Map]'''</font>
* Fixed lack of generators in Kingsmouth and added new 'Hangar' room def
* Fixed non-cutaway wall on Studio
* General improvements to both challenge maps
<font style="color:blue">'''[Animation]'''</font>
* Enabled EarlyTransitionOut for 1HDefault and SpearDefault.
* adjusted the female bash mesh to look a bit more natural
* tweaked hand positions of 2h strafe left and right
* added style option to Rachel hairstyle and tweaked some other style options.
* added masks to eating actions to improve blend between upper and lower body
* adjusted Bob/Bob_StrafeAimSpear_Right.X and Bob/Bob_WalkBwdAim2H_Heavy.X as weapon was not anchored in hand
* adjusted 2H_heavy attacks to end in correct pose
* Fixed a bone-reparenting issue that caused weapons to slide around in the hands, most noticeably when fast-forwarding.
* Declared IsoLivingCharacter.bareHands 'final', and fixed duplicate allocation.
* Reduced MinRange for various stabbing weapons to 0.61, which is the same as other stabbing weapons. Now that attacks take the zombie's head position into account, and the head is usually closer to the player than the body, MinRange doesn't need to be so large. The ranges can be viewed by enabling the Character.Debug.Render.AimCone debug option.
* Fixed stabbing weapons without CloseKillMove defined getting jaw-stab attacks.
* Fixed the shove animation restarting when the player starts or stops moving.
* Fixed the player hitting vehicles they aren't facing.
* Fixed the player's bit-while-sitting animation looping forever.
* Removed duplicate transition in zombie/walktoward/transitions.xml
* Updated transitions and anim variable sets and conditions to work with EarlyTransitionOut
** All transitions are now listening to ActiveAnımFinishing instead of ActiveAnimLooped.
*** Using <m_time>Start<m_time> instead of <m_timePc>0</m_timePc>
*** Using <m_time>End<m_time> instead of <m_timePc>1</m_timePc>
** This allows us to fire the event at the point of EarlyOut instead of at the very end.
** Prevents infinite loops caused by waiting for an event at 100% that never comes.
*** This should work just fine with all existing anim states, while fixing all infinite loops.
** To enable an EarlyTransitionOut for a node, simply add <m_EarlyTransitionOut>true</m_EarlyTransitionOut>
<font style="color:red">'''[Bug Fix]'''</font>
* The player will ignore zombies standing on the other side of a fence if there is a prone zombie on the near side of the fence.
* The player may target the head, waist or feet of prone zombies, instead of only the head. Targeting the head still does the most damage.
* Fixed weapons having an extra 0.5 range.
** This extra range was only supposed to be used before an attack starts, to see if a prone zombie or lunging zombie should be hit.
** This shouldn't affect weapon ranges though, because now the position of the  head of standing zombies is checked, and it tends to be 0.5 units ahead of the body when a zombie is lunging.
** In theory, this will increase the range from 0.5 to 1.0 when choosing to attack a standing zombie instead of a nearer prone one, +0.5 for the head relative to the body, and +0.5 for the "extra lunge range".
* Fixed being unable to equip a corpse or generator from a container if the player was carrying too much. This prevented the player grabbing a generator from a vehicle, for example.  It had to be dropped onto the ground first. The player was always able to equip a corpse or generator from the ground regardless of weight.
* Fixed a lua error using the farming context menu to plant seeds without waiting for the previous action to complete.
* Fixed chance of success and chance of damage sometimes being less than 0 or greater than 100 when installing or uninstalling vehicle parts.
* Fixed cutaway fences looking jagged at the bottom
* Fixed all of fences not cutting away
* Fixed Bite/Scratch protection from Tailoring and TV shows XP gain producing floating values
* Fixed situations in which Rip Sheets should be called Rip Clothing
* Fixed interrupted 'Pour tainted water' into an empty container action resulting in drinkable water
* Fixed Butchered caught animals not showing some weight and calories variation
* Fixed many clothing items that couldn't be ripped
* Fixed freezing and thawing times of food increasing as day length increases. I set the times to approximately match the existing durations at the default 30-minute day: Freezing:- 4 hours. Thawing: 15 minutes in an oven, 1.5 hours at room temperature, 3.0 hours in a fridge.
* Fixed the radial menu used to switch the furniture-moving mode not working.
* Fixed unnecessary counting of options in ISContextMenu.lua.
* Fixed lua error in ISMoveableInfoWindow caused by empty overlay sprites on furniture. Could add a "none" sprite to the overlay editor.
* Fixed the player's model lighting changing sometimes after equipping or unequipping items
* Fixed the UI flickering sometimes when offscreen rendering is enabled.
* Fixed languages not loading on Linux and MacOS.
* Fixed the appearance of the mods ui when there are no mods.
* Fixed carpentry materials not being removed from the player's hands after crafting.
* Fixed the OnTickEvenPaused event not being triggered when the game was paused. It was checking GameLoadingState.bDone=true, but that is set to false when loading finishes.
* Fixed the container buttons in the loot window not being updated after picking up or placing furniture.
* Fixed floating run animation after the player gets up after running into a zombie.
* Fixed corpses and zombies on the ground not having shadows.
* Fixed actions using the amount of puddle water on river/pool squares.
* Fixed the clock not being displayed with the new worn watches.
* Fixed the list of lights touching a square not getting cleared when moving to an area without lights.
* Fixed CurrentCell.roomLights.contains(i) instead of contains(roomLight).
* Fixed shadows going haywire on fast-forward.
* Fixed being able to take dirt from a square with a farm plant on it.
* Fixed being able to dig a furrow on an existing one.  There is already a "Remove" option.
* Fixed being able to place dirt/gravel/sand on a farm plant.
* Fixed leg-twitch while attacking with 2H weapons. The turning state did not have a way of exiting while an attack was happening.
* Fixed zombies failing to climb over fences or through windows sometimes.
* Fixed Disassemble context-menu action equipping a welding mask in the hand instead of wearing it.
* Fixed zombies sometimes walking slowly into walls when they are approaching the player.
* Fixed zombie-crawler/hitreaction/Default.xml animation being looped.
* Fixed missing "Campfire Info" option when clicking a campfire behind a carpentry wall.
* Fixed not being able to start bandaging wounds while moving, even though moving is allowed after starting.
* Fixed the inventory-window and loot-window selections changing as timed actions removed items.
* Possibly fixed multiple zombies getting jaw-stabbed by a single attack.
* Fixed the Wear submenu not showing bite and scratch defense bonuses. The Wear tooltip shows which items will be replaced, instead of the context-menu text being "Replace X with Y". This was done because sometimes several items are replaced, such as when putting on a Spiffo Suit.
* Fixed duplicating fanny packs and other items.
* Possibly fixed the player attacking after finishing the stagger-back animation. Needs feedback.
* Fixed bite and scratch defense always being green in the Wear tooltip.
* The Wear tooltip shows the item-to-be-worn's bite and scratch defense as well as the +/- change, the same way item tooltips do.  "Bite Defense: 0 (-10)" for example.
* Fixed the "Render Rain When Indoors" option not being changeable.
* Fixed "Dismantle Digital Watch" recipe not working with new watches.
* Added back "Craft Sheet Rope", "Rip Clothing", and "Rip Sheets" recipes.
* Fixed available recipes not being sorted to the top of the recipe list when the "Filter All" checkbox is checked.
* Changed some usages of Stack to ArrayList. Stack is synchronized which is a bit slower.
* Declared some fields and classes 'final'.
* Removed HandWeapon.directional
* Fixed some lambda-related gc
* Fixed the broken appearance of wrist-watch models caused by masks.
* Fixed text overlap in the Disassemble context-menu tooltips when using larger tooltip fonts.
* Fixed tutorial lua error when not using a controller.
* Stop creating a new inventory-window tooltip every time a tooltip is displayed, just reuse the existing one.
* Fixed the display of rotten-food hunger values in evolved recipe tooltips (too many numbers after the decimal point).
* Fixed inventory-window tooltips not being hidden when context menus are visible, when using the "Single Context Menu" option.
* Fixed lua error with context menus when not using the "Single Context Menu" option
* Fixed zombies crawling over furniture jumping upright when hit by the player.
* Fixed lua error right-clicking on items in the hotbar while the game is paused. Hotbar context menus are no longer displayed when the game is paused.
* Reuse ISContextMenu objects instead of creating new ones each time
* Fixed "... and 0 more" text in recipe tooltips when exactly 10 source items are possible
* Hide "Condition" in jewelry tooltips (any item with Cosmetic=TRUE).
* fixed bug in RichText Panel and Layout where drawTextLeft was called.
* Fixed "Rip Clothing" recipe not producing dirty strips from dirty clothes.
* Fixed not reusomh context-menu tooltips instead of creating new ones each time. The carpentry and metalwork menus together created 60+ tooltips.
* Possibly fixed the "Game Paused" message not being rendered after quitting to the main menu.
* Fixed some issues with the zombie climb-over-fence crawling attack.
** The zombie's movement was restricted.
** The angle to crawl wasn't always calculated correctly.
** The test for the attack hitting wasn't quite right.
** The player's immunity to these attacks didn't handle different framerates (IsoGameCharacter.lungeFallTimer).
* Fixed item.RequireInHandOrInventory being treated as DisplayName in ISInventoryPaneContextMenu.doEatOption() instead of an item type.
* Fixed DisplayName for Necklace_Choker_Amber and Necklace_Choker_Diamond.
* Fixed "Medium Silver Looped Earrings" being named "Gold".
* Rebuilt UI2.pack to add a few missing item icons, and the blood/hole/patch textures shown in the inspect-clothing ui.
* Fixed the Metalwork menu tooltips using the old DisplayName translations.
* Fixed Lua errors when adding fuel to a barbeque/campfire/fireplace from a stack of items before the previous action completes. This is an old issue where the same item is used by multiple actions in the action queue. After the first action completes, the item is no longer available for use by subsequent actions. This type of issue can be avoided by using the new ISContextMenu.addActionsOption() which adds a placeholder action to the timed-action queue. When the placeholder action starts, it calls a function to add the actual actions to the queue. The new actions are inserted into the queue immediately after the placeholder action.  The function that is called can find available items of the proper type, so the items to use are determined when the action starts, instead of when the context menu is first displayed.
* Stop invisible-player attacks creating noise which attracts zombies.
* Fixed grass/vegetation showing over interior walls when wind makes them sway
* Fixed traps exploit by placing window frames near them making them indestructable.
** traps can no longer be placed near windowframes/hoppables
** if a windowframe is constructed near the trap after placing the trap first, the trap will consume bait but never catch anything
* Fixed fossoil sign infinite pick up / acting as lightswitch. This will be fixed for new worlds, however existing worlds will have the problem remaining due to saved data
* Fixed unnecessarily creating copies of clothing model textures that don't have blood, dirt or holes. This mostly includes bags, hats, jewelry and watches
* Fixed the "zombie surprised player" sound not playing. This broke when we started spawning zombies in houses before the player entered the house. They used to spawn as soon as the player opened the door to a room.
* Fixed text width of "Hair" and "Beard" translations in the character-info ui not being taken into account when aligning text.
====IWBUMS Build 41.39====
日時: June 22, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29078-iwbums-4139-released/ IWBUMS Build 41.39]
<font style="color:green">'''[New]'''</font>
*translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx.
*Removed the true|false debug console spam.
*Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu.
*Added DebugType.Mod for controlling the display of mod-related debug messages to the console.
*Updated latest Community Translations
<font style="color:red">'''[Bug Fix]'''</font>
*Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups
*Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox.
*Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures.
*Fixed rendering error when the Bucket Hat is on the ground.
*Fixed a vehicle shader not compiling on some systems.
*Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1.
*Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player.
*Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed.
*Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files.
*Fixed being able to pick up a propane barbeque without removing the propane tank.
*Fixed the animation editor not setting the Reverse checkbox when selecting animations.
*Fixed the animation for removing a magazine from a firearm.
*Fixed lua error when fishing and the last lure breaks.
*Fixed incorrect instruction in tutorial re: tall fence
*Fixed (hopefully) the last of the 'red dot on tiles' issues
====IWBUMS Build 41.38====
日時: June 18, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/29013-iwbums-4138-released/ IWBUMS Build 41.38]
<font style="color:green">'''[New]'''</font>
* New tutorial
** Updated and improved Cabin in the Woods map by Xeonyx (worth exploring if you survive at end)
** New steps and expanded outside sequence
** Mainly covers movement and combat - will be expanded at a later date, and made compatibile with gamepads
* Added a radial menu for reloading firearms and spare magazines. The menu is displayed after holding down the Reload key (or controller button) for half a second. The "Display reloading radial menu immediately" Accessibility option changes this behavior so the menu is displayed immediately.
* Added a command to the item context menu and reload radial menu to unload all rounds from non-magazine type guns, like revolvers.
* Changed "Rack" to "Unload Round" for non-magazine type guns.
* Added StaticModel to RadioMag, MechanicMag, and BookMechanic items.
* Rebuilt Tiles pack ** this should include thinner log walls to help with cutaways, and also remove the random red dots on some tiles hopefully
* Bar Taps now movable.
* Taking dirt, gravel or sand from a square it was previously placed on now both removes it and restores the previous floor sprites.
* Added Flip flops and Fannypacks. The latter can be worn on front or back.
* Equipped bags with tint now have a tinted icon in the right panel (where backpacks are).
* Tooltips of equipped bag on the right panel now show the name of the bag.
* Added briefcase.
* Added Mash's new overlay sprites (fridges, stoves, seats, etc).
* Added a different icon to the vehicle radial menu for refueling from a pump at a gas station.
* Play an animation when grabbing a corpse from the ground.
* New vehicle stuff
** Memory Optimization: Vehicles use the same damage and rust textures, with a second UV channel.
** Blood is drawn separately on the front, back and sides of vehicles to handle hitting zombies on different locations.
** Blood intensity varies from 0.0 to 1.0 instead of using 2 different blood textures.
** Draw blood on vehicle windows before the damage texture, to avoid blood covering holes in windows
** Blood is added to the front and back of vehicles when hitting zombies.
** Blood is added to vehicle windows zombies are attacking.
** Updated vehicle-blood textures.
** Added "Wash Vehicle" context-menu command to remove blood from vehicles.  Requires water.
** Play the blowtorch sound and use the blowtorch animation when dismantling vehicles.
* Composting
** Added "Set Compost" command to the "[DEBUG] Objects" context menu to set the amount of compost in a composter.
** Added a context-menu command for adding compost from a Compost Bag to a composter.
** Partial amounts of compost may be taken into empty Sacks and partly-empty Compost Bags. Previously the player could only take a full 10 units of compost at a time.
<font style="color:aqua">'''[Modding]'''</font>
** Enabled previously added worldflares system
<font style="color:blue">'''[Animation]'''</font>
** adjusted female mesh around the arms
** re-exported female clothes
** re-assigned Vest_BulletCivilian.xml to point to correct famale mesh
<font style="color:blue">'''[User-Interface]'''</font>
* Renamed "Quit" "Quit To Menu".
* Moved "Quit To Desktop" below "Quit To Menu" to match the order of buttons in the main menu.
* Moved "New Character" above "Quit To Menu".
* Replaced Yes/No comboboxes in the Display options with checkboxes.
* Moved the Delete button to the left of the New and Play buttons in the Last Stand player-select ui, to match other uis.
* Sort beard and hair styles by name in the character-creation ui.
* Changed the Yes/No "Chest Hair" combobox to a checkbox in the character-creation ui.
<font style="color:blue">'''[Controller]'''</font>
** Added an Accessibility option for choosing how the shoulder buttons switch containers in the inventory and loot windows.
<font style="color:orange">'''[Translations]'''</font>
* Translations for map titles can be specified by adding a file named title.txt in the same folder as description.txt. For example, media\lua\shared\Translate\FR\Muldraugh, KY\title.txt. The file should contain a single line with the translated map name.
* Fixed missing Last Stand translations.
* Improved and standardised English language presentation.
* Added translation for "Type 1" etc clothing texture choices in the character-creation ui.
* Added IGUI_ClothingName_XXX translations separate from Tooltip_clothing_XXX (Dirty, Wet, etc).
<font style="color:blue">'''[Balance]'''</font>
* Made skill magazines take 10 minutes to read, equivalent to reading 5 pages of a skill book.
* Made short fence doors hoppable and never locked.  They can be hopped over using the context menu, holding the E key, or pressing the B controller button.
* RMC Mildew/Insecticide Spray (full) shows option to Make Flies Cure if there is an empty spray can available
* Partially-loaded gun magazines are reloaded when the reload key is pressed, if there are no other non-empty magazines in inventory. A full magazine is ejected without reloading it.
* "Fill All" Option for multiple bottles etc
* Bleach turns into "Empty Bleach Bottle" when consumed (previously it disappeared).
* Added "Bleach Bottle With Water" that holds twice as much water as a pop bottle (and weighs twice as much).
* Food items that turn into empty items when fully consumed (such as Orange Soda and Bleach) become lighter depending
* Lowered lights on character.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed mod .pack files being loaded too late, resulting in missing item textures.
* Fixed ModelManager.RenderSkyBox() binding the wrong FBO.
* Fixed perk name translations not changing when the display language is changed.
* Fixed window frames becoming non-interactive after installing a window. For example, it wasn't possible to plaster a crafted window frame after putting a window in, until the game was reloaded.
* Fixed parse errors not being displayed in the Lua debugger Errors window.
* Fixed 1x1 NormalGlasses.png textures looking transparent if clothing textures were updated when the game wasn't zoomed all the way in.
* Fixed Texture.getUVScale() allocating a new Vector2 each call.
* Fixed Dye Hair doing nothing when the item isn't in the player's inventory already.
* Fixed translations not being reloaded after quitting to the main menu.
* Fixed lua error climbing over a tall fence with a bag in hand selected in the inventory window.
* Fixed short metal pole fence being thumpable.
* Fixed Bag_NormalHikingBag model not appearing in the player's hands.
* Fixed not blacking out part of the screen when a splitscreen is loading.
* Fixed invisible player 1 when loading a splitscreen game with a controller.
* Fixed makeup and foraging uis not being removed when a player dies.
* Fixed context-menu tooltips displaying "Hold E" when "Tap E" will suffice for climbing through.
* Fixed the wrong "get up" animation playing sometimes when the player trips while sprinting through trees.
* Fixed the wrong node name being displayed in the Anim Monitor debug ui sometimes.
* Fixed using a door or window behind the player when there is a useable vehicle door in front of the player.
* Fixed a new "empty trash" dialog box appearing each time the "Delete All" button is clicked.
* Fixed lua error when inspecting clothing when the tailoring ui is already visible.
* Fixed being able to rotate multi-tile furniture so that parts clip through walls and closed doors.
* Fixed 'Police Sign' at proper height when trying to place.
* Fixed Radio messages not showing last part of line when weather interference applied.
* Fixed propane-bbq-with-tank sprite being a movable now so it can show the info panel.
* Fixed warning about missing IGUI_SkinTemperature translation.
* Fixed holding E doesn't climb over short IsoThumpable fence doors (it only worked for IsoDoor).
* Fixed the player tripping and getting back up instead of falling when attacked by a zombie while climbing through a window, when there is no floor on the other side of the window.
* Fixed the player playing a hit-reaction animation after tripping and getting back up when attacked by a zombie while climbing through a window.
* Fixed zombies eating corpses from far away sometimes.
* Fixed tile properties on several mirror sprites (they were missing attachedN/S/W/E properties).
* Fixed table lamps sometimes hanging off the edge of furniture. This is done by restricting table lamps to face the same direction as required by the furniture-moving tool.
* Fixed NullPointerException in IsoPlayer.updateDirt().  This occurred when loading a sleeping splitscreen player.
* Fixed the player getting stuck after walking into an upside-down vehicle.
* Fixed Salad and Vitamins not displaying a model when consumed.
* Fixed both halves of a two-tile oven being activatable separately.
* Fixed the vehicle radial menu "Open Hood" command not displaying the mechanics ui afterwards.
* Fixed the vehicle hood not being closed automatically after opening the mechanics ui through the radial menu.
* Fixed sprinter zombies sometimes skipping the getting-up animation after tripping.
* Fixed sprinter zombies not being considered "on the ground" after tripping.
* Fixed not being able to fix the new firearms.
* Fixed firearms without chambers (such as revolvers) spawning with +1 round in the non-existent chamber.
* Fixed OutOfMemoryError errors due to unreleased texture memory.
* Fixed rain turning horizontal when windSpeed 0 and zooming
* Fixed vehicle windows sometimes being left with 0 condition without being destroyed (InventoryItem wasn't set to null).
* Fixed vehicle windows taking twice as much damage from zombie attacks.
* Fixed zombies only damaging the vehicle window the player was sitting next to.
* Fixed the player model becoming a blob when switching between male and female in the character-creation ui.
* Fixed the character-creation ui male/female combobox being permanently highlighted when not using a controller.
* Fixed a few typos in DynamicRadio_EN.txt
* Fixed reversed bumper mask colours for the vans and pickups
* Fixed animation events being skipped sometimes when an animation loops.
* Fixed the Reloading skill not affecting the speed of putting bullets in or removing bullets from a magazine.
* Fixed (maybe) insert-bullet and remove-bullet sounds not syncing well with the magazine reload/unload animations.
* Fixed evolved recipes not being displayed in the crafting ui when the Filter All checkbox is ticked.
* Fixed a lua error in the crafting ui when an evolved recipe has non-food item ingredients. (Prepare Beverage uses Sugar, for example).
* Fixed an infinite loop when saving multiple items of the same type in a container. (This happened when saving two corpses in a container.)
* Fixed reloading an empty magazine and putting it back into the gun after using the Eject Magazine context-menu command. Refactored parts of ISLoadBulletsInMagazine.lua into ISUnloadBulletsFromMagazine.lua.
* Fixed using the wrong facing direction when calculating player aim. (The effect of this bug was that zombies that should have been in the aim cone based on the direction the player was aiming with the cursor-thingy were missed sometimes.)
* Fixed being able to shove zombies behind the player while still turning. It was using getForwardDirection().
* Fixed StashDescriptions using non-existent containerItem Base.Duffelbag item.
* Fixed zombies eating corpses through doors, walls and windows.
* Fixed the player's inventory not being redisplayed when attaching or detaching items from the hotbar.
* Fixed wrong "job type" being displayed in the vehicle-mechanics ui sometimes.
* Fixed some elements of fence hiding logic
* Fixed certain items losing their "favorite" status
* Fixed breaking Metal Barricades having a woody sound
* Fixed Antique stove not having fuel timer
* Fixed non-clothing items being stored on clothing racks
* Fixed Boots not protecting against bites/scratches
* Fixed not being able to "Rip" a "Long Dress"
* Fixed V-Neck Sweater Vest protecting forearms.
* Fixed state change not respecting partial consumption of foods
* Fixed Fish Fillets (cooked) found in-game having no calories to them
* Fixed caught animals weight should not having any variation
* Fixed the player not facing objects while painting them.
* Fixed not being able to paint non-carpentry objects using a controller.
* Fixed highlighting of stacked crates when choosing one to paint using a controller.
* Fixed where the player stands when painting a crate.
* Fixed invalid "require" statement in ISCampingInfoAction.
* Fixed Boredom, stress and unhappiness increasing while reading literature which reduces those stats. This was changed for people playing with longer day lengths in sandbox games.
* Fixed the version of Java used in popman/src/doJNI.bat.
* Fixed untranslatable new hairstyles.
* Fixed issues with saved outfits in the character-creation ui.
** Translated names of clothing items were saved, which breaks when the display language changes.
** The selected texture (color of Baseball Cap for example) wasn't loaded properly.
** The wrong skin color was saved after clicking the Randomize button but not selecting a skin color from the combobox.
* Fixed using an EmptySandbag with items in it when taking dirt/gravel/sand or compost. Compost Bag now uses the EmptySandbag model when equipped.
* Fixed not being able to steer or brake a vehicle when the engine shuts off while driving.
* Fixed equipping a Trowel in both hands when taking dirt/gravel/sand.
* Fixed the iso-cursor flashing after playing the tutorial.
* Fixed untranslated string in the inventory window when unloading bullets from a firearm.
* Fixed wet towels not drying any faster in a Clothing Dryer.
* Fixed lua error pressing the reload key the first time while equipping a firearm.
* Fixed a few IsoObject fields not being reset to default values after releasing an object.
* Fixed missing 3D model for the HotDrink item.
* Fixed titles issue by adding UIFont.Title which is used for titles in the main menu.  This is used instead of UIFont.Cred2 because some languages can't display all characters with UIFont.Cred2.  For these languages, UIFont.Title is the same as UIFont.Large.
* Fixed not skipping the UTF-8 Byte Order Mark when reading description.txt and title.txt map translation files.
* Fixed some confusion about which equipped item to use for flashlight cone width, etc. If there is an active light in both hands, the right-hand item has priority. This can be fixed later to allow multiple active lights, not just in the hands, for headlamps, etc.
* Fixed the appearance of the ui with offscreen rendering enabled not matching the appearance when offscreen rendering is disabled. A long-standing issue has been the alpha values not being the same between the two methods.
* Fixed incorrect use of SandboxVars.NatureAbundance is ISFishingAction.lua.
* Fixed rounding of floating-point display values in some places.
** Bite and scratch chance in the clothing protection ui.
** When gaining XP from TV broadcasts.
** Tire pressure is rounded to one decimal place instead of three in the mechanics ui.
* Fixed not drawing the same background texture behind "halo" notes as is drawn for speech text above the player's head.
* Fixed crawling zombies turning too quickly sometimes. This was due to WalkTowardState calling setForwardDirection() when there was still turning to do. (Turning is still herky-jerky due to not having deferred rotation in the turning animations. Crawling zombies still turn "instantly" in PathFindState, but not in WalkTowardState.)
* Fixed lua error saving character clothing in the character-creation ui with non-English languages.
* Fixed furniture moving and disassembling actions not finding tools in bags.
* Fixed furniture disassembling equipping a Welding Mask in the hand instead of wearing it.
* Fixed playing the hammering sound when disassembling furniture with a blowtorch.
* Fixed dismantling vehicles equipping a Welding Mask in the hand instead of wearing it.
* Fixed hotbar items stacking with non-hotbar items in the inventory window.
* Fixed the divider line between equipped and unequipped items sometimes being drawn in the wrong place.
* Fixed seeds not being taken from bags when planting crops.
* Fixed an equipped empty water-container item remaining in the hands after taking water from a sink/etc.
* Fixed vehicle containers not being displayed in the loot window sometimes.
* Fixed farming lua error by moving all seeds of the same type from a bag when planting crops.
* Fixed double-clicking an individual weapon in an expanded stack not equipping or unequipping it.
* Fixed double-clicking a stack of weapons equipping each of them in turn.
* Fixed double-clicking an equipped weapon unequipping it instantly and not redisplaying the inventory.
* Animation Fixes
** Reverted changes to getSkinTransformData() and resetSkinTransforms(). Each AnimationPlayer can have multiple active SkinTransformData objects (one per clothing model, for example).
** ModelInstance.reset() shouldn't call "Pool.tryRelease(AnimPlayer)" because AnimationPlayer is owned by IsoGameCharacter. Multiple ModelInstances (clothing models for example) all point to the same AnimationPlayer.
** Fixed exception in PZArrayUtil.newInstance() when the new array is smaller than the one being copied.
====IWBUMS Build 41.37====
日時: May 12, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/28714-iwbums-4137-released/ IWBUMS Build 41.37]
<font style="color:green">'''[New]'''</font>
*Prevention for prone zombie heads clipping through walls and obstacles: Falling and prone zombies will now slide away from walls.
*Added guitar case/flight case
*Added a "Delete All" button next to "Loot all" button for trash can/bins, click this will permanently delete items from the container (there's a confirmation dialog before deleting them).
*Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, spiffo's tables, bar stools, counters etc.
* Added "Resume normal speed when timed actions complete" Accessibility option. (Once a timed action is done (reading book, cooking, crafting..) it'll auto-cancel fast-forward. <br>Canceling a timed action via ESC will cancel fast forward.)
*Added CounterOverlays.lua which add Mash's random open cupboard doors and file-cabinet drawers.
*Helmet attacks change:
**Before zombie attacks make your helmet fall and also you get a hit.
**Now if the helmet fall, that's it, current attack won't connect, only the next one.
<font style="color:blue">'''[Controller]'''</font>
*Added loot-window context-menu commands when using a controller:
**Turn microwave and stove on/off.
**Show settings ui for microwave and stove.
**Turn clothing dryer and clothing washer on/off.
**Deleting items from trash cans.
**Changed the controller shoulder buttons to both affect the currently-highlighted inventory or loot window.<br>Previously, the left shoulder button would select the next container in the inventory window, while the right shoulder button would select the next container in the loot window.  <br>Now the left shoulder button selects the previous container in the currently-highlighted window.
<font style="color:blue">'''[Balance]'''</font>
*Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item).
*Can now consolidate thread (if you have multiple used thread, right click the stack to merge them together)
*Lowered chance of having the toilet paper house. [https://www.youtube.com/watch?v=1nPT64U6X40 The Joke Isn't Funny Anymore]
*Reduced damage done to the car's engine when ramming zombies without hood.
*Added Machete to some missing recipes (slice food, create spear...).
*Increased fishing line spawn rate.
*Bag Improvements:
**Experiment with not creating a new inventory item when a bag is equipped to or unequipped from the hands.
**Split "masking" animation state into "maskingleft" and "maskingright" to fix a bug with holding a bag and a flashlight.
**Bags can now be chosen to be held in left or right hands
**No longer does the jaw-stab RaiseHand animation when a bag is held in the left hand.
**Fixed weapon on the back being placed as if a backpack was worn, when the backpack is carried in the hand.
**Removed transitions from maskingleft and maskingright animation groups.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed lack of lighting on water.
* Fixed vision cone angle not updating for zombified players.
* Fixed lua error updating the hotbar after a player dies.
* Fixed untranslated strings in the tailoring ui and generator info ui. Added translations for makeup categories and types to MakeUp_EN.txt.
* Fixed not being able to open double doors.
* Fixed applying make up increasing your weight.
* Fixed bandit road story appearing before 30 days in the apocalypse.
* Fixed lunch box being set as "Medical" (only for loot chance).
* Fixed double "red lipstick" option.
* Fixed "Unpack" appearing for items outside of bags.
* Fixed being able to swing while in fast forward.
* Fixed alice bags in primary hand being wrong.
* Fixed player standing up when getting hit by a zombie while sitting.
* Fixed zombie pushing player when biting him.
* Fixed some missing translation (thanks Narnika!).
* Fixed typo in survival guide.
* Fixed the player's view cone being much brighter with the Short Sighted trait.
* Fixed reload animations not playing when sitting.
* Fixed ISCharacterInfoWindow sometimes updating after the window was closed.
* Fixed makeup being applied when closing the makeup ui without clicking Apply.
* Fixed zombies thumping short metal fences.
* Fixed an exception when a zombie destroys an object on a chunk that was unloaded.
* Fixed the foraging ui not handling Organized and Disorganized traits properly.
* Fixed the Take Screenshot key not working when certain windows were displayed
* Fixed lua error when a splitscreen player presses the X button driving a vehicle.
* Fixed context-menu tooltips for some actions being displayed (or not) in splitscreen.
* Fixed Unusable Wood appearing twice in the barbeque Add Fuel menu.
* Fixed the player not turning to face a barbeque when displaying the info ui.
====IWBUMS Build 41.36====
日時: April 29, 2020<br>
Forum [https://theindiestone.com/forums/index.php?/topic/28572-iwbums-4136-released/ IWBUMS Build 41.36]
<font style="color:blue">'''[Balance]'''</font>
*Increased dirt on character.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed some recipes not being able to use the new garden saw.
* Fixed exceptions due to missing eye-shadow textures.
* Fixed the makeup ui not working with different-sized fonts.
* Fixed the makeup ui not working with a controller.
* Fixed the Lua debugger Errors ui not showing exceptions in one case.
* Fixed occasional Lua error when right-clicking on windows.
* Fixed odd position of bags on the ground when dropped from hands.
* Fixed Blooo (again again again) by making the default DisplayName for items is now the Module.Type of that item, making it easier to debug.
* Fixed the "leg kick" when performing some timed actions (eating, smoking, etc).
====IWBUMS Build 41.35====
日時: April 28, 2020<br>
Forum [https://theindiestone.com/forums/index.php?/topic/28552-iwbums-4135-released/ IWBUMS Build 41.35]
<font style="color:green">'''[New]'''</font>
*Experimental bag holding:
**Bags now show on character's hands (primary/secondary) instead of only on back.
*Added make up:
**You need either a make up foundation, make up eyes shadows or lipstick.
**Make up available will depend on the type you selected. (Will be changed so it'll check for every make up material in your inventory. <br>So if you have lipstick but click on makeup foundation you'll see lipstick make up in the list)
**You also need to be in front of a mirror or have a mirror item in your inventory.
**Clown, Skull, Brave heart, multiple lipstick & eyes shadow color...
*Experimental lighting changes
**Vision cone is 25% darker.
**Lamppost lighting are way brighter to counter this.
**Increased character's lighting to counter balance the darker vision cone.
*Changed how car damage is done when hitting a zombie:
**Before almost no damage were done at low speed + no damage when going in reverse.
**Now it does, while it's quite low damage at low speed, quickly hitting zombies in chain will start to ramp up the damage done.
**If the hood is destroyed, some damage will be done on the engine.
**Tires can now get hits by hitting a zombie too.
**Increased damage done to headlights when hitting zombies (those things were invincible!).
*Added Dirt/Grime.
**The mask is intended for character, but i'm also using it for clothing, making dresses/skirts not having lots of dirt, will ask Mash to update the mask.
**The shaders could use some more works, specially when on clothing.
**Works kinda like blood.
**Random dirt will be added on zed at creation (more the later in the apocalypse).
*For character:
** Running or sweating add dirt on your character, slowly getting to your clothes the more dirty you are.
** I also need to add some acions adding more dirt (shoveling, gardening..)
** Being in trees will add dirt directly on your clothing.
**Falling add also dirt.
*Clothing item can now have more than 1 extra option.
**All bandanas can now be tied the normal way, rambo style or put on face.
**Added bandana with random tint.
**Added new bandanas to zombies outfit.
*Added new vehicle story: Bandits on road, couple of crashed cars, few corpses and some zombies (with bandits with a high chance of having firearm attached to them!).
** Only appears at after a month of survival.
**Police blockade car stories have a chance of having the siren lights turned on.
*Added tile property "IsMirror" and added it for every type of mirror in game (for makeup).
*Updated hair textures.
*Updated bag textures.
*Nerfed smashed bottles condition lower chance.
*Synced open-window sound effects with the animations better, and try to prevent duplicate sound effects.
*The player now attacks repeatedly while the controller triggers are held down, instead of once when released.
*Can now right click the equipped item icons on the left (primary or secondary) to bring up context menu.
<font style="color:blue">'''[Balance]'''</font>
*Increased Paint Can uses from 4 per can to 10.
*Increased health of constructed metal walls.
*Guns that spawn on zombies have now more chance to have bullets/clip
*Increased magazines spawning rate.
*Stop getting strength xp from pushing trees (this ain't minecraft yo)
<font style="color:red">'''[Bug Fix]'''</font>
*Fixed tab panels not displaying the left/right scroll buttons in some cases (i.e., in the crafting ui with larger font sizes or many tabs).
* Fixed the mousewheel not scrolling the tabs in the options ui.
* Fixed the health panel not always being wide enough to display all the text in it.
* Fixed the temperature debug ui not resizing vertically with different-sized fonts (horizontal resizing needs doing).
* Fixed model.offset, model.rotate and model.scale not being applied to vehicle-wheel models.
* Fixed Sandbox not defaulting to Apocalypse instead of Survivor.
* Fixed the existence of the "Post Processing" display option (shaders are no longer optional)
* Fixed missing recipes for the new flashlight (aka Hand Torch).
* Fixed non-passive skills only gaining a single level when more than one could be gained (due to a high sandbox XP multiplier).
* Fixed not being able to attack sometimes when holding torch/umbrella.
* Fixed character not raising in hands when ready for a jaw stab.
* Fixed Double Metal Doors using same recipe as Double Wooden Door
* Fixed crafting Metal Roof not consuming any Scrap Metal
* Fixed"Put out Fire" resulting in decimal point values for Campfire fuel times
* Fixed Metal Roof not requiring use of Propane Torch and Welding Rods
* Fixed translations for hotbar slot names not being used in some places.
* Fixed some missing translations in the inspect-clothing ui's context menu.
* Fixed police barricades and traffic cones that are added at runtime not being interactive (can't be hit by cars or picked up).
* Fixed reset of the "NeedMasking" variable.
* Fixed mannequins spawning with inappropriate outfits
* Fixed no hair growth on female characters.
* Fixed "Blooo" item appearing inside character's inventory sometimes. (Blooo came back :'( )
* Fixed missing blood textures on weapon models when they're attached to the player's back or belt.
* Fixed beard color not appearing in character info avatar panel.
* Fixed bags in hands not being hidden when doing actions.
* Fixed sometime unequipping a bag wouldn't remove it from equipped models.
* Fixed right hand duffel bag being considered as left hand.
* Fixed duplicating bags when falling after vaulting a fence.
* Fixed vaulting fence fall not happening for every type of vault over.
* Fixed makeup will now be removed after washing yourself.
* Fixed handtorch model not being shown when dismantling torch (previosly was CDPlayer).
* Fixed hidding weapons when doing actions.
* Fixed being able to cancel attack a ranged shot/racking.
* Fixed being stuck in aiming when shoving while shooting.
* Fixed some drag & drop weirdness while having a bag equipped.
* Fixed arms wobbling while holdings bags & running.
* Fixed color not being saved when dropping a bags on the floor.
* Fixing context key always dropping heavy items.
* Fixed numerous holding bags mask blend/snapping.
* Fixed snap and wobbling while running with a bag.
* Fixed pressing shift while being idle moving the arm while holding bags.
* Fixed pressing space while running not registering the shove immediatly but only when you stopped running.
* Fixed icons of new item when using extra option being erased (bandana was never changing its icon for example).
* Fixed some mirror not working for make up (they were attached sprite & not new object).
* Fixed having injuries on left arm affecting combat speed.
* Fixed book store cash register having books in it instead of money.
* Fixed incorrect umbrella icons.
* Fixed police & some other specific outfit not spawning with weapon attached to them (pistol on police for example).
* Fixed seeing bags during sit on ground & opening windows.
* Fixed an exception in OpenWindowState.exit() when the lock breaks.
* Fixed GameServer.SpawnRegions not being initialized.
* Fixed ISWeatherChannel bug on the server.
* Fixed old map_p.bin savefile code being called on the client.
* Fixed room lights being possibly twice as bright as before. Only exterior lights are possibly twice as bright now.
* Fixed some blending issue with holding bags.
* Fixed Uniform zombie distribution not putting zombies in places with zero intensity in the spawn image.
** Needs to be rebuilt on Linux and Mac.
* Fixed the UI font being scaled after viewing a map in some languages (i.e. Russian). Changing the Language in the Display options reloads the UI when not in a game.
* Fixed holes in clothing disappearing after patching a hole twice.
* Fixed Lua error reading a skill book twice. Skill books should probably use DisappearOnUse=FALSE instead of being replaced with an identical item via ReplaceOnUse.
* Fixed metal grates over windows not blocking zombies when they come before the window in the list of objects on the square.
* Fixed corpses being a lot darker than zombies. Model lighting was changed in commit 4216.
* Fixed Lua files being reloaded when the Display language wasn't changed.
* Fixed vehicle models being lit from the wrong direction by lampposts etc.
* Fixed exceptions sometimes being thrown when the Model.Render.Lights debug option is used (accessing IsoGridSquare from the render thread).
* Fixed overlapping text in the item-spawner debug ui.
* Fixed music "drama" never going down.
* Fixed player textures being recreated every frame, tanking the framerate.
* Fixed the player taking damage and dropping equipped items when climbing over railings onto stairs.
* Fixed issues with the player dropping hand-held items after tripping or dying.
* Fixed dropping items outside the inventory and loot windows being blocked by hidden parts of collapsed windows.
* Fixed some player skills increasing each time a Last Stand Accumulator player is loaded
Zac Stuff:
*Added priority parameter to per-bone anim sorting. The mix is now sorted by: Layer, Priority, Weight
**AnimationPlayer
***New field, int[] m_animBlendPriorities. Reusable array used to for sorting tracks by priority.
****Updated function updateMultiTrackBoneTransformsInternal to include Priority in the sorting algorithm.
*Minor refactor to improve readability.
**LiveAnimNode
***New utility functions give access to source AnimNode values:
****getPriority()
****getDeferredBoneName()
****getDeferredBoneAxis()
****getSubStateBoneWeights()
****findTransitionTo(...)
****getSpeedScale(...)
*AnimNode
**New variable, m_Priority
**New function, getPriority()
**Added extra api documentation to various fields.
*AnimLayer
**updateNodeActiveFlags updated to pass through priority value.
**No longer repeatedly calling LiveAnimNode.getSourceNode. Using new encapsulated utility functions instead.
**StartAnimTrackParameters
**New variable, priority.
*IsoPlayer
**Removed workaround to "AttackVariableX". Values of 0.01 and 0.99 are now whole values of 0 and 1.
**AdvancedAnimator
**Removed unused function: ensureEnoughLayers.
*AnimZed v1.7.5.01
**New field added to AnimNodePanel, Priority. Ranges from 0 to 10. Defaults to 5.
**Lower numbers means animations are pushed higher up the stack.
*Updated 1HDefault.Priority to 4 instead of default(5).
**Fixes odd snapping when transitioning out from 1-handed aim-attacking while holding an umbrella.
*Fixed incorrect bone re-bindings for character's clavicles.
**Using "Bip01_X_Clavicle" instead of "Bip_X_Clavicle"
**Added warning to console if bone re-binds are not valid.
**Added toString overrides to AnimBoneBinding, AnimBoneBindingPair, and SkinningBone.
*StringUtils
**Added function: indent
***Indents all lines in the supplied text.
****Allows us to specify what to indent the first line with, <br>what to indent all non-first lines with,<br>what to use as the newLine string (eg. "\n", "\r\n", or anything else, like "newLine: ")
*Default overload uses System.lineSeparator,
**does not indent the first line,<br>and indents all non-first lines with a tab character.
*Added AnimStateNameTable
**New classes: GenericNameTable, NameTableEntry, and AnimStateNameTable.
**The generic table provides all the functionality of an index-name, name-index table.
**Thread-safe, using locks for adds/removes/modifies.
**NameTableEntries have a name, and can have an index. Defaults to -1 until specified otherwise.
**NameTableEntries notify their parent table when their name/index change, keeping the table consistent.
**Initial implementation not wired up to Networking nor AnimStates, yet.
*AnimLayers now sync to their parent
**Each layer keeps the sync node and track cached.
**Each sub-layer checks their parent for the cached sync node+track.
**If none is found, then it uses its own.
**ie. Bob_Anim_Bags now syncs to the root Bob_Anim
====IWBUMS Build 41.34====
日時: April 9, 2020<br>
Forum [https://theindiestone.com/forums/index.php?/topic/28365-iwbums-4134-released/ IWBUMS Build 41.34]
<font style="color:green">'''[New]'''</font>
*Added a full decay for zombie corpses:
**they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
*Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
*Added visible wounds on character (not done the lower body parts yet).
*Can now remove visible blood from health panel debug menu.
*Added new vehicle stories
*Added fuel timer to campfires and other fuel items
*Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
*Added ability to use bandana as a mask
*Removed long press of E to remove keys from car's ignition.
*Added ability to hold umbrella
*Added ability to hold a torch/flashlight in your hand
*Added Garden Saw.
*Added a Loot Generator UI in debug context menu to track loot spawns better
*Added cruise control:
**Press Shift + W to start/increase it, Shift + S to decrease its speed. Breaking will stop the cruise control (Shift + W to resume it to its set speed). <br>Accelerating won't break it, after you release accelerator speed it will be resumed to set cruise speed.
** The controller X button toggles vehicle cruise control on/off.
** Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
*Stealth improvements:
**Increased range for jawstab of some knives.
**Player will raise their left hand if close enough to jaw stab.
**Added jawstab from behind (player & zombie).
*Hair dyes:
**Added hair dye (regular color will be found in bathroom, some others in a hair salon).
**You can dye your hair & beard separately , just right click the hair dye bottle.
*Added "Font Size" Display option.
**Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
<font style ="color:blue">[Balance]</font>
*Tweaked junk and clutter loot (increased them, added new loots in there)
*Increased painkillers active time.
*Lowered flashlight weight from 2 to 1.
*Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
*Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
*Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
*Battery now weight 0.1 instead of 0.6.
*Increased torch/battery spawn rate.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed day/night active zombies sometimes sprinting when they should be inactive.
* Fixed zombie spawn in large structures like the mall
* Fixed Bare Hands counting as a favorite weapon in non-English languages.
* Fixed mannequin rendering bug (related to the weather fx mask).
* Fixed spawn buildings being randomized.
* Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
* Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
* Fixed being able to turn during fall down anim.
* Fixed zombie auto turning toward player when close killed.
* Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
* Fixed fishing with the fishing net trap not giving experience in fishing skill.
* Fixed leaving Winter is Coming game resetting the Winter timer
* Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
* Fixed occupational outfits spawning on mannequins
* Fixed Scrap Metal not being used when building fences
* Fixed problem with masking female character's hair.
* Fixed multi hit sandbox option being turned on for challenges.
* Fixed models with capital I not loading when using the Turkish locale.
* Fixed player not finishing turning around before climbing through a window that is behind him/her.
* Fixed missing BreakSound on some weapons.
====IWBUMS Build 41.33====
日時: March 20, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/28111-iwbums-4133-released/ IWBUMS Build 41.33]
<font style="color:red">'''[Bug Fix]'''</font>
*Hotfix:
**Fixed case of missing decals
====IWBUMS Build 41.32====
日時: March 12, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/28022-iwbums-4132-released/ IWBUMS Build 41.32]
<font style="color:green">'''[New]'''</font>
* Map and crafting window can now be closed using ESC
* Fishing with a spear has new SFX
* State changes now respect partial consumption of foods
* Ropes can now be used as sheet ropes
* Targetting system now prefers shooting targets closer to the player's z-level.
* The door-lock icon in the vehicle dashboard is now drawn in yellow if some (but not all) doors are locked.
* Synced zombie thumping animations with the thump impact on doors and windows (except the window-rubbing animation, which doesn't have an impact).
* Placed Wire in the metalwork-menu tooltips with the other materials, instead of under the skill level required.
* Sandbox options with non-default values are highlighted
* Added aiming at floor when you're aiming at a zombie on ground (only works when static for now, strafing will be the same) for every weapon.
* Added talkie walkie static models.
* Added ability to attach walkie-talkie on the belt having seen how awesome it is in Planetalgol's mod. (Check out his stuff!)
* Balanced all weapons range/angle, some weapons were missing angle (meaning you could hit from a 90° angle), some range were way too big.
* Better bones masking for melee attacks, hips will now be included, so the melee attack will feel less weird.
* Can now uppercut/overhead attack while moving.
* Zombies will now thump a car with siren/alarm on, siren will eventually get destroyed by thumping zombies.
* Added corpses removal default settings in SP: After 9 days a corpse will either disapear or transform into skeleton (skeleton will then disapear 9 days later).
* If you're able to hit a zombie, you won't hit any thumpable, doors, windows, etc.
*Zed fence/window behaviour improvements:
**Zombies won't always do their lunge attack even if they can.
**Player will not 100% fall on the ground, but do a dice roll depending on stats to check if he falls or not, if not, they'll slightly lose his balance.
**Fixed zombies trying to lunge on a different Z levels player.
**Added missing weight in calcul for some chance to fall during certain actions.
**Fixed too much range sometimes on the zombies fence lunge attack.
**Fixed missing transition from shove to bump.
**Fixed fence-lunging and window-lunging zombies lateral movement being restricted.
*Nerfed backstabbing:
**Before there was a 100% crit chance with knife when backstabbing, now it will occurs only if the zombie is unalert
**The crit chance for other weapons during backstab is lowered if zombies are alert, but greatly increased if unalert
*Populated many chunks with forage zone via a code solution:
**Forest zones are automatically added to allow scavenging in areas where such zones haven't been placed by the mapper.
**These zones cover exactly one chunk.
**These zones are always of type Forest, never Deep Forest.
**These zones aren't saved.
**A chunk must not be part of a Nav zone or a Town zone, or an existing Forest or Deep Forest zone.
**Automatic Forest zones require all neighbouring chunks to have trees
<font style="color:blue">'''[Balance]'''</font>
*Clothes can be washed without soap but it takes much longer
*Lacerations can now be bandaged with dirty rags
* Increased nutritional value of caught fish
* More loot in sewing boxes.
* More canning equipment in kitchen (jars/jar lids)
* More painting materials in crates.
* Increased fingerless gloves spawn rate.
* Added more loot to the junk table
* More clutter in kitchens.
* More loot in sheds (mechanics stuff, saws etc)
<font style="color:red">'''[Bug Fix]'''</font>
*Map Fix:
**Bathrooms with toilets facing each other
**Doubled up shelves/counters
**Accidental additional walls
**Missing windows
**Missing doors
**Missing lightswitches
**Incorrectly placed furniture
* Fixed Mildew Spray not being pourablr on the ground
* Fixed Tall Fences and Log Walls not being part of cutaway system
* Fixed tile with a wall from an intersecting wall not fading away with cutaways
* Fixed incorrect timed action on chopping down tree with axe
* Fixed floors built on water being invisible.
* Fixed rendering floors above water on z > 0.* by tim
* Fixed errors loading lua files from mods.
* Fixed issues with hoppable seats placed next to walls - transparent walls and jump through-able walls
* Fixed fence-lunging zombies hitting players in vehicles
* Fixed "Choke Tube Full" making the Shotgun unusable (it set the MinAngle to 1.0).
* Fixed sandbag and gravelbag sprite changing to a burned wall when burned
* Fixed Character.Debug.Render.AimCone rendering (the angles were wrong)
* Fixed save folders and game modes not matching the English UI labels.
* Fixed the order of Blow Torch and Welding Rods in metalwork tooltips changing depending on availability.
* Fixed vision through windows by adding the transparentN/transparentW flag to all window sprites
* Fixed the player clipping through tall fences while climbing over.
* Fixed the player not going over a tall fence when starting the climb from too far away.
* Fixed fake-dead zombies not counting as "on the ground" when running over them with a vehicle.
* Fixed the player shouting when honking the horn when the Shout key is the same as the Vehicle Horn key.
* Fixed VehicleCrash1 and VehicleCrash2 sounds not being defined in sounds_vehicle.txt.
* Fixed some keys not working after viewing an annotated map.
* Fixed missing Stash_MarchRidgeMap6_Text3 translation.
* Fixed the JOIN button not being greyed out in the main menu (changed by Zac).
* Fixed not being able to attack zombies through see-through carpentry doors (i.e., chainlink gates).
* Fixed zombies sometimes facing odd angles when thumping doors and windows.
* Fixed wrong angle calcul when aiming at zombies on ground.
* Fixed skill magazines not being removed from inventory when used as fuel for barbeques and fireplaces.
* Fixed quick stomp when shoving zombie to ground + shove after killing a zed with stomp.
* Fixed fences door being more resistant than fences.
* Fixed zombies crawling through walls and fences when lunging at the player, after climbing through a window or over a fence.N
* Fixed zombies getting stuck in the grace period of AttackState after the player dies (standing with their arms outstretched).
* Fixed the context menu sometimes being placed too far away from the hotbar.
* Fixed the zombie population renderer not showing buildings in the right column and bottom row of cells.
* Fixed player getting double attacks sometimes due to bAimAtFloor switching while an attack animation is playing.
* Fixed, hopefully, the Wash'Bloooo' bug.
* Fixed sandbox options "attack block movement" not working.
* Fixed some weapons (revolver, dbl barrel shotgun..) jamming when they should not.
* Fixed media/textures/patches/patchesmask.png getting loaded on the wrong thread.
* Fixed not being able to drop individual parts of multi-part furniture items (like beds).
* Fixed the zombie "stutter" when going in a room while they're chasing you.
* Fixed Sack not being empty (with items inside it) being used to take dirt/sand/gravel.
* Fixed red veteran shirt having purple color.
* Fixed one of the generic outfit of zeds (one with the long leather jacket) always having white trousers.
====IWBUMS Build 41.31====
日時: March 4, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27938-iwbums-4131-released/ IWBUMS Build 41.31]
<font style="color:green">'''[New]'''</font>
*Modding:
**added radio OnDeviceText passes the parent (IsoObject,Item,VehiclePart) for modding purposes
<font style="color:red">'''[Bug Fix]'''</font>
*Anims/Models:
**adjusted blend in and outs for strafing and some melee states (fix for weird looking hitting animation like the rolling pin
* Increased damage done to fences.
* Fixed zombies shoving you when dead.
* Fixed zombies shoving after you hit them.
* Fixed zombies hitting through walls.
* Fixed frames where zombie was considered not "on floor" during a fence or windows lunge attack
* Fixed zombies being able to attack you at different Z level when doing a windows/fence lunge.
* Fixed lack of zombies in prisoner outfits at the prison.
* Fixed (again) blob corpses.
* Fixed carpentry not consuming materials.
* Fixed short wooden carpentry fences not being destroyable by vehicles and zombies.
* Fixed jail-cell walls blocking vision.
* Fixed null pointer bodydamage catchacolddelta
* Fixed multithreading bug with physics debug rendering.
* Fixed toxic buildings throwing exceptions when zombies are inside.
* Fixed vehicles running in building making them toxic until it's polished up again
====IWBUMS Build 41.30====
日時: March 2, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27900-iwbums-4130-released/ IWBUMS Build 41.30]
<font style="color:green">'''[New]'''</font>
*Spiffo's Secret Special Sauce. CONTENT [INITIALLY] REDACTED:
**Fences and windows exploit:
***Small fences now break if there are too many zombies piling to avoid "fall, insta-kill" exploit.
***Some zombies may lunge at you over windows/fences, staggering or tripping you.
*Zoom improvements:
**Used the same zoom levels with the not-double-sized textures as are used with the double-sized textures. This is mainly to allow zooming in further with the not-double-sized textures.
**Fixes to non-diamond floor sprites' tile seams.
**Fine-tuned padding to 0.5% at Zoom <= 1, and 0 when zoomed out.
**Cleanup of sprite shapers.
**Added WallOverlay property to some trailer sprites to fix seams (not completely fixed).
**Added is-floor property to two flat trailer-roof tiles to fix seams and lighting.
**Fixed missing flags on a couple of floor tiles to fix seams and lighting.
**Revised Iso sprite padding to reduce overlap and minimize seams.
**Changed the way texture filtering is selected, for better aesthetics at all zoom levels, and minimal visual artefacts while in motion.
**When zoomed all the way in, the filter used is Nearest-neighbor for that crisp, pixelated look.
**When zoomed less than 100%, the filter used is Bilinear, for a smoother appearance and no visual artefacts
**When zoomed out beyond 100%, the filter used is TriLinear, also known as Linear MipMap, for smoother appearance and less pixel shimmering.
**Fixed edge-tile seam artefacts on shorelines.
*Cutaway improvements:
**Player made walls now display walls, windowframes, doorframes on north and west when build it on Z>0.
**Timer now stops cutaways and other visibility/hiding effects flickering
**East walls from character on Z=1 levels now work correctly
*Polished animations when working on vehicles:
**Fixed character angle snapping when opening the hood.
**Play an animation before the mechanics window shows (while examining the vehicle).
**Play animations when adding/removing gas. Display the gas can model in the player's hand when using one.
**Play animations when installing/uninstalling parts.
**Increased the time to install/uninstall tires.
**Ensure the player is facing the vehicle before smashing a window.
*Temperature system improvements
**changed room temperatures to be more accomodating until heating/cooling devices are introduced
**fixed bug where bodyheat would sometimes prevent clothes getting wet in the rain
**reinstated food consumption for combatting teh cold, but decreased impact severely
**toned down other consumption of fatigue and fluids, tho fluids still remain a strong factor when overheating
**changed energy impact on thermoregulation to be less harsh when energy still is high but worsening as energy depletes.
**changed core celcius recovery faster when trend is moving towards setpoint
**changed bodywetness having a slightly stronger impact on heat gain/loss
**changed capacity weight factor on energy produced stronger as capacity nears max, negligble when low
**reworked and finetuned some parts of thermoregulator
**removed hunger effect of Thermoregulator in favor or increased calories intake.
*Vehicle/Player DB
**Players are now saved separately from vehicles.
**Players are saved in a file called players.db. Vehicles are still saved in vehicles.db.
**The hitching when entering unexplored parts of the map (when new vehicles are created) should be fixed.
*Added a cursor to choose squares to remove blood from.
*Multi stage build now show a plank in player's hand when building.
*Added pouring water with watering can (for farming eg).
*Take fuel from gas pump now use an animation.
*added debug panels for radio system to monitor all channels, broadcasts, scripts etc including their settings
*Zombies now can't bite you mid-air while climbing tall fences/wall, but can make you fall.
*Added sewing kit texture.
*Smashed bottle is now a stab weapon, won't do damage to door or trees anymore.
*Sync the sound and action of racking a rifle with the animation better.
*Added a note in a gun's tooltip when it requires racking to chamber a round.
*Allow corpses to face arbitrary angles instead of being restricted to one of 8 different angles.
*Changed the "wash yourself" animation.
*Now possible to recover and repair a weapon used in Spear creation
*Increased chance to hit ranged weapon when zombies are really close.
*Sprinter zed attacks now slow the player down.
*The controller B button toggles sprinting on and off.
*Increased time to heal some wounds.
*added ability to remove grass and wind effect that appears on street cracks
*added notice "Needs to be turned off." when trying to pickup moveable that cannot be picked up when operational (BBQ)
*added DeviceData getEmitter for modder purposes
<font style="color:blue">'''[Balance]'''</font>
*Increased spawning of cigarettes on zombies.
*Zombies can now spawn lighter, matches & digital watches.
*Increased various metal working related items spawning rate.
*Increased mouse trap, gardening spray spawning rate.
*Chainlink fences are dismantlable, giving MetalBar and Wire items.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed sprinter zombies running through the player.
* Fixed crashes on some intel systems due to the unused includes on floorTile.frag not playing nice
* Fixed the clothing dryer being plumbable (removed waterPiped property).
* Fixed race condition leading to an exception when starting up the game.
* Fixed pistol spawning without a magazine in the last stand challenges.
* Fixed lot_barn_03 which used an old dirt tile (floors_exterior_natural) and had the flat part of its roof on the wrong level.
* Fixed fishing line always breaking when catching something.
* Fixed foraging action not auto-repeating if nothing had ever been found in that area.
* Fixed which animation plays when taking dirt/gravel/sand with a Trowel.
* Fixed bottom-right quarter of the screen not being painted black with three coop players.
* Fixed broken spear remaining in the secondary hand after it breaks while fishing.
* Fixed some "require xyz failed" error messages.
* Fixed water-related rendering exception.
* Fixed zombies breaking and climbing through the metal-grate-covered windows at the mall.
* Fixed lighting on floor blood splatters again.
* Fixed the rake animation (used when cleaning blood with a mop) only affecting upper-body bones, and not looping.
* Fixed the forage animation only affecting upper-body bones.
* Fixed AxeMan trait not affecting animation speed when fighting or chopping trees.
* Fixed saw logs not defering lower bones.
* Fixed grab items (right click on item -> grab) not using any animation.
* Fixed lua exception when a zombie's clothing is destroyed by a player's attack.
* Fixed vehicle headlights starting too far in front of the vehicle.
* Fixed overlapping text in the inspect-garment ui.
* Fixed players and zombies moving through doors/walls/windows/windowframes when climbing over obstacles.
* Fixed zombies getting stuck inside an object adjacent to the one they climbed over (they can only climb over one obstacle).
* Fixed players climbing through windows over obstacles and then onto water.
* Fixed obstacles being solid when placed adjacent to carpentry windowframes, unlike non-carpentry windowframes.
* Fixed the Riverside hotel swimming pool having sand around the edges.
* Fixed missing ParkingStall zones in cell 33,36.
* Fixed some TownZone not being Nav zone in cell 33,36.
* Fixed (again) player getting stuck aiming after their weapon breaks.
* Fixed custom object tooltips (such as the farm-plant tooltip) being rendered dozens of times each frame.
* Fixed a bit of lambda-related garbage creation in StateMachine.
* Fixed not being able to 'clean' dirty bandages/rags with contaminated water
* Fixed sandwich giving extreme amount of boredom when using bread that's still fresh but will turn stale in less than 1d 12h
* Fixed clothes instantly becoming "slightly dirty" after just being washed
* Fixed some walls & cars giving you 0% bonus when sneaking behind them.
* Fixed ClimbThroughWindowState bug with zombies.
* Fixed molotovs disappearing if the attack is cancelled.
* Fixed exception when climbing over a fence with fire nearby.
* Fixed players catching on fire when inside a vehicle.
* Fixed not being able to rack a gun with a magazine if no round is chambered already.
* Fixed not being able to repeat-fire rifles from vehicles.
* Fixed racking handgun/revolver/shotgun (added rackBullet event)
* Fixed random corpses always facing the same direction.
* Fixed some story-based corpses clipping with furniture.
* Fixed see-through floors blocking vision to other levels.
* Fixed rendering issues by changing Muldraugh trainyard buildings so the upper levels are considered rooms (cells 38,32 38,33 and 39,33).
* Fixed not being able to interact with doors and windows behind the player using the controller A and B buttons,
as could already be done using the E key.
* Fixed overlapping debug text in the health panel.
* Fixed incorrect dirt tiles in the Muldraugh soccer field in cell 35,33.
* Fixed VehicleType static tables not being recreated after reloading lua files.
* fixed automated broadcast generating frequencies that werent being able to be tuned in manually
* Fixed corpses or zombies spawning when they should be disabled (on vehicle or house stories)
* Fixed the player ending up inside a solid object after falling backwards while climbing through a window with a zombie on the other side.
* Fixed hard-coded use of "Zombies/Male Pain" FMOD event name instead of using a script-defined sound.
* Fixed mannequins facing the wrong way.
* The application's main thread is now the RenderThread. Previously, the render thread and game thread were started
and then the application's main thread would exit. Now there is no separate RenderThread. This was a change I already
made on the lwjgl3_upgrade_2 branch. Apparently MacOS requires the window be created on the application's main thread,
so I'm not sure why that hasn't been a problem before.
* Create texture mipmap data on the asset-loading threads instead of on the render thread.
* Tried to reduce the long delay after clicking "Click to continue" the first time.
====IWBUMS Build 41.29====
日時: February 5, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27664-iwbums-4129-released/&do=findComment&comment=289188 IWBUMS Build 41.29]
<font style="color:green">'''[New]'''</font>
* ZOOM beta merged in - crisper visuals and improved performance for low spec systems
* Added a cursor to help select which tree to chop down.
* Added a horde manager UI in debug
* Added sandbox options "Vehicles Story event chance"
<font style="color:blue">'''[Balance]'''</font>
* Removed damage from driving over small trees and bushes.
* Reduced the slow-down from driving over small trees and bushes. (May be one or two types we've missed)
* Tiny saplings no longer make you fall when sprinting.
* Updated community translations.
* Made lighting on dropped weapon and hat models less bright.
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed some strangeness on older Macs with the new models (Apple crew! Please report in! Do we have you back?)
* Fixed cutaways failing on NW wall corners.
* Fixed issues with cutaway system failing completely sometimes.
* Fixed lua error taking a key from a killed zombie.
* Fixed zombies getting updated after being removed from the world.
* Fixed not being able to attack prone zombies if there is a zombie standing nearby behind a closed door.
* Fixed the aiming outline not appearing sometimes.
* Fixed timed action stop() method being called if the action was interrupted during waitToStart().
* Fixed the missing patio floor in the Riverside restaurant.
* Fixed collision detection with trees and bushes.
* Fixed some typo (Tshirt -> T-Shirt).
* Fixed tailoring XP exploit when removing patch multiple time.
* Fixed "Tiered zombie updates" option not saving.
* Fixed garbage creation related to clothing item lookup
* Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
* Fixed scavenge and fishing layout with different-sized fonts.
* Fixed north-west corner tiles not cutting away.
* Fixed off-center chop-tree indicator image.
* Fixed ISEquipWeaponAction not completing immediately if the weapon is already equipped.
* Fixed the render thread calling AnimationPlayer.getRenderedAngle() in some places. Added pooling of AnimationPlayer objects.
* Fixed controller issues in the foraging and fishing ui.
* Fixed vehicle save issues by doubling the size of the ByteBuffer used to save vehicles from 64KB to 128KB.
* Fixed IsoZombieGiblets never being removed from the square they are on.
* Fixed closed curtains not being visible from the outside.
* Fixed being able to click on curtains to open/close them from too far away or when outside buildings sometimes.
* Fixed iso cursor being visible when using a controller.
* Fixed the player getting stuck in the aim animation if the weapon breaks while attacking.
====IWBUMS Build 41.28====
日時: January 30, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27614-iwbums-4128-released/&tab=comments#comment-289037 IWBUMS Build 41.28]
<font style="color:green">'''[New]'''</font>
*Experimental optimization. This allows zombies to be updated every X frames via a per-object gametime multiplier that depends on proximity / visibility to player. It spreads update ticks of zombies over frames, meaning higher FPS with large crowds.
*Accompanying the above, added 'tiered zombie update' options (enabled by default) that will update zombies at a distance / out of sight less frequency so hordes will be better fps.
*Some fixes to address attack cancelling. Let us know how it plays.
*added Automated Emergency Broadcast radio channel
*Made rain a bit softer, and when indoors cut alpha in half
*Added option to disable rain indoors completely
*added multiplier option for text remaining visible radiochannels
*added computerize scrambler to zomboid radio
*Updated community translations.
*Improvements to Foraging UI:
**Now displays a list of items found, with their textures.
**UI is more transparent.
**Cancel button now only cancels the current action.
**Added a close button to close the UI.
*Improvements to Fishing UI
**Now uses same UI model as Foraging
**You can select rods/lures
**Can select bags to put caught fish in (as with Foraging).
<font style="color:blue">'''[Balance]'''</font>
*Increased sneak bonus when behind certain fences
*Fixed lua error pressing the Craft All button when items are in bags.
*Fixed a rounding error that prevented items with 0.1 weight being moved in multiples.
*fixed RuntimeException when having Campfire going inside of a building
*fixed RuntimeException when picking up TV
*fixed InvocationTargetException when picking up a Barbeque that is burning (bbq can now no longer be picked when burning, too hot)
*fixed NullPointerException + Game crash after driving from WestPoint to Muldraugh (RVSContructionSite)
*fixed Fastforward through Helicopter event causes to go on for a couple of days
*Fixed being stuck when the fishing rod break while fishing.
*fixed night color not being applied
*fixed open doors cutting weather mask when not visible
*Fixed inconsistency with where items are dropped depending on whether the item was dragged from the inventory window, dropped via the context menu or Drop button, or automatically dropped (for equipped corpses).
*Fixed the loot window not updating when corpses are dropped sometimes.
*Fixed the inventory and loot windows placed at the bottom of the screen being in a different location after reloading, if they were resized to less than the default height.
*Fixed being able to rip clothing that requires scissors if other clothing is selected that doesn't require scissors.
*Fixed roofs not keeping the player dry if there aren't enough walls to make a room.
*Fixed garbage creation related to clothing item lookup.
*Fixed scavenge and fishing Cancel buttons doing nothing after the first action finishes.
*Fixed scavenge and fishing layout with different-sized fonts.
====IWBUMS Build 41.27====
日時: January 15, 2020<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27486-iwbums-4127-released/&tab=comments#comment-288526 IWBUMS Build 41.27]
<font style="color:red">'''[Bug Fix]'''</font>
* Reverted (for now) the attack cancel fix while we work out a more elegant solution for next week's patch.
* Added missing Melee Movement Disruption option to sandbox options.
*Changes to Foraging UI:
** Fixed some typos.
** Forage Action wil now continue until you stop it or the zone is empty.
** Show current zone's loot abundance
** Only one instance of UI can be opened.
** Lowered amount of stones found.
** You can now select one of your equipped bags to directly drop foraged items into. If bag is full, it will go into main inventory, or ground.
* Fixed items in bags not being used when doing carpentry.
* Changed "Drop items near square center" default to false, so items are dropped under the player's feet as before.
* Fixed not being able to click on carpentry containers to display their contents in the loot window, if the container was more transparent due to being in front of the player.
====IWBUMS Build 41.26====
日時: 2020年 1月 14日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27466-iwbums-4126-released/&tab=comments#comment-288457 IWBUMS Build 41.26]
<font style="color:green">'''[New]'''</font>
* MODシステムを刷新しました:
** Mods画面を更新しました。選択されたMODについて、MODの説明がMODのリストではなく、画面の右側に表示されるようになりました。その他、ID、Workshop ID(ある場合)、インストールディレクトリ、ポスターなどの詳細が右側に表示されます。
** mod.infoは複数のposter=行を持つことができ、Mods画面で複数の画像を指定することができます。
** mod.infoは複数のdescription=行を持つことができ、それらは全体の記述に追加されます。
** 新規ゲーム画面には、どのMODを有効にするかを選択するボタンがあります。
** Mods.txtにはマップフォルダのリストがあり、異なるマップの一部が重なっている場合に使用されます。
** ロードゲーム画面では、選択したセーブファイルで使用されているマップフォルダとMOD名が表示されます。古いセーブファイルにはmods.txtがないため、古いセーブファイルを読み込む際には、現在有効なすべてのMODが使用されます。古いセーブファイルを初めてロードした後は、mods.txtを編集または削除する以外、そのセーブファイルのMODを変更することはできません。古いZomboid/mods/loaded.txtファイルは、Zomboid/mods/default.txtに置き換えられました。このファイルには、新しいゲームを作成するときに使用される、有効なMODのデフォルトセットが含まれています。default.txtには、options.iniに保存されていたマップフォルダのリストも含まれています(重複するマップに対応するための古い「mapOrder」設定です)。マップが重複ではない場合は、このマップフォルダのリストは空です。
* 伏せられたゾンビの上にプレイヤー(またはゾンビ)が立っているかどうかをテストするため、BeingSteppedOn IsoZombie GameVariableを追加しました。もともとは、プレイヤーがその上に立っているときに、死んだようなゾンビがひっくり返らないようにするために使用することを想定しています。他のゾンビが上に立っている場合、伏せられたゾンビは立ち上がりません。
* キャラクター作成時の変更:
** 衣装のセーブ/ロードが可能になりました(服、男女、名前)
**アイテムが複数のテクスチャを使用していて色がない場合、テクスチャを選択できるようになりました(ジーンズは3色ありますが、毎回ランダムな色が選択されていました)。
* 洗面台での洗濯方法の調整:
** 被服は1つずつ洗濯されます。
** 「すべて洗う」を選択した場合は、汚れの少ないものから先に洗濯し、汚れの多いものへ洗濯します。
** コンテキストメニューのツールチップには、必要な石けんと水の量が表示されます。
** 適切な量の石けんと水が使用されます。
* Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
* The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
* Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
* Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
* Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
* Animation now plays when transferring items between main inventory and equipped bags.
* Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
* Updated community translations.
* Added a nag panel that pops up the first time the user tries to access the Mods screen.
* Added the word "ERROR" to the little red box of doom.
* Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!
* Overlays updated
<font style="color:blue">'''[Balance]'''</font>
* Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
* Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
* Added mouse trap in kitchen random distributions.
* Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
* Color palette at character creation now doesn't heavily favors shades of pink and green over others.
* Flint knife now has crafting recipe
* Now possible to recover and repair a weapon used in Spear creation
* Stomp with fractured thigh/shin/foot now affects stomping accuracy
* When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
* Allow the player to drop items while moving, to avoid unfair deaths
* Changed Screws weight to match Nails.
* Changed IsoGameCharacter.maxWeight from Integer to int.
* Reduced the damage to headlights from hitting zombies.
* Added more attack prediction for the standing/on ground zombie detection.
* Moved Tailoring perks from Survivalist to Crafting sub category.
* Changed Flint knife to Stone knife (using a sharped stone).
* Increased Digital Watch spawning rate.
* Lowered chance of some helmet removals.
* Can now attach meat cleaver to the belt.
* When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
* Lowered general condition of car spawning in house stories.
* Renamed Key in House keys.
* House key can now spawn in kitchen counter.
* Fireman in burnt house stories now spawn a firemen vehicle.
* Added Drink from pot anim.
* Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)
* Some changes on Foraging UI:
** Foraging now doesn't close the UI.
** Added progress bar on the UI when foraging.
** Items gathered will be displayed on the right.
** Can now filter on "fish baits".
** Animals filter still get all the fish baits too.
** Worms can now be found at level 0.
<font style="color:red">[Cutaway Fixes]</font>
* [Bug] Can't see character through some objects
* Can't see inside of a house through a window facing top-right
* Cut-away walls plop back up when trying to open a window, even when unsuccessful.
* Hide the eaves on roofs when entire building is hidden/transparent
* Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
* Wall cut away system not hiding enough of player-made walls
* Wall cut out issue when near window
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
* Fixed player animation lockup when gun breaks after firing it.
* Fixed blob corpses in McCoys and Prison zones.
* Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
* Fixed the wrong HurtSound being played for zombies after male/female swap.
* Fixed reversing over corpses not playing a sound.
* Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
* Fixed snapping in farming actions due to wait for turning to finish before playing the animation
* Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
* Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
* Fixed issues with targeting windows and shooting zombies through windows.
* Fixed failing to load models with capital I in the filename using the Turkish language.
* Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
* Fixed zombies farther away than 10 squares having a negative chance to spot the player.
* Fixed not being able to build barbed-wire fences in one direction.
* Fixed zombies thumping fence posts.
* Fixed fake-dead zombies sometimes appearing naked until the player gets close.
* Fixed no wait for turning to finish before starting ISBuryCorpse.
* Fixed inventory items displaying the timed-action green highlight after actions finish.
* Fixed the player continuing to move while sleeping somtimes.
* Fixed lua error after clicking Continue after the last-played savefile has been deleted.
* Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
* Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
* Fixed not being able to remove a clothing patch without having patch material in inventory.
* Fixed clothing tooltip using the wrong player in splitscreen.
* Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
* Fixed texture-filtering issue that affected scrollbars and the debug console sometimes
* Fixed being able to drink from a Washing machine
* Fixed not being able to put a corpse in a grave without a shovel
* Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason
* Fixed Hats held in char inventory (not worn) also becoming wet/soaked
* Fixed translations for new game modes not being used in Load Game ui and post-death text.
* Fixed zombified players not standing up due to other zombies standing on them.
* Fixed game-mode translations not being used in a few places.
* Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof.
* Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button.
* Fixed military fences being climbable when facing south or east.
* Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed.
* Fixed higher engine quality lowering the chance of starting a vehicle.
* Fixed colder weather increasing the chance of staring a vehicle.
* Fixed vehicle engineQuality sometimes being less than zero or greater than 100.
* Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other  doors (double-doors in Westpoint Gigamart and church for example).
* Fixed placement of sheets on doors that open the opposite way from most other door
* Fixed cutaway outline for window frames that have no window (such as carpentry window frames).
* Fixed not being able to build doors on a square a player or zombie is standing on.
* Fixed metalwork not using items on the ground.
* Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped.
* Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example).
* Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar.
* Fixed tooltips blocking mouse movement over context menus.
* Fixed properties of some light switches (attachedE, attachedS).
* Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles.
* Fixed clothing on zombies and on the ground not getting wetter in the rain.
* Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time.
* Fixed water effects animating while the game is paused.
* Fixed lua error when creating a splitscreen player.
* Fixed player being able to walk through compost bins by making them solidtrans
* Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans
* Fixed log walls not being transparent like tall fences. (not LOS transparency)
* Fixed the savefile picture not updating after playing then quitting to the main menu.
* Fixed DebugOptionsWindow being taller than the screen sometimes.
* Fixed being able to sneak run/sneak run low when having foot injuries.
* Fixed making stakes not giving woodwork exp.
* Fixed being able to remove battery while the car engine was running.
* Fixed drink from bowl. (drink from pot anim is coming!)
* Fixed drinking from popcan having timing issue.
* Fixed duplicate bandage models and body-damage models being applied to zombies sometimes.
* Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter.
* Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite.
* Fixed destroying stuff not having a calories modifier.
* Fixed riverside garage missing their loot table.
-->
====IWBUMS Build 41.24====
日時: December 20, 2019年 12月 20日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27219-iwbums-4124-released/&do=findComment&comment=287768 IWBUMS Build 41.24]
<font style="color:green">'''[New]'''</font>
*ゾンビの振りむく動作を追加
*窓から登ってゾンビに阻まれて家の中に落ちたとき、ゾンビが音を出してそこにいることを知らせてくれるようになりました。
*窓を撃つことができるようになりました(範囲内/方向内であればハイライト表示されます)。
*プレイヤーがゾンビの上に立っていても、ゾンビは立ち上がらなくなりました。
*ゾンビが数秒間その場を歩いていた場合、ゲームはそれを検知して動きを止めるようになりました。
*車両を攻撃しているゾンビのグループが、延々と届かない車両の中に入っていくのを避けるために、より協調して行動するようになりました。
*近接戦闘に予測を追加しました。突進してくるゾンビを攻撃している場合、攻撃を検知する武器の範囲を仮想的に増やしました。これにより、実際にゾンビに当たったときに「ミス」のアニメーションが再生されることが少なくなりました。
*車両がバックしているときに、ドライバーが後ろを見るようになりました。これにより、プレイヤーはバックで進入する際に、自分が乗っている車両を見ることができなくなります。窓が開いていない状態で、Aimキーまたはコントローラの右スティックを押すと、ドライバーと同乗者が周囲を確認できるようになりました。
*アイテムリストの上にマウスを置いたときに、CTRLとマウスホイールがインベントリと戦利品ウィンドウのコンテナの間を循環するようになりました。
*土/砂利/砂を取る際のQuality of Lifeを改善しました。
** サブメニューから選ぶのではなく、インベントリ(およびバックパック)の中から自動的に一番多い袋が選ばれるようになりました。
**取る場所を選ぶためのカーソルが表示されるようになりました。1つの袋を満タンにするのに、右クリックしてコンテキストメニューから4回同じ動作を選択する代わりに、4回連続してクリックすることができるようになりました。
*土/砂利/砂を注ぐ際のQuality of Lifeを改善しました。
** カーソルが緑または赤の輪郭で表示され、見やすくなりました。
** サブメニューから選択する代わりに、インベントリ(およびバックパック)から最初の空でない袋が自動的に選択されるようになりました。
<font style="color:blue">'''[Balance]'''</font>
*2階建ての窓から落下したときのダメージを軽減しました。
*2階建ての窓から落下したとき、特性:体重不足、瘦せすぎの場合に即死してしまうことが発生すぎていたのを修正しました。
*動きが速いゾンビは、フェンスや窓の前でその場で歩いて突っ込むのではなく、乗り越えるようになりました。
*特性:広場恐怖症/閉所恐怖症を相互排他的にしました。
*特性:血液恐怖症のポイントを5に増やしました。
<font style="color:red">'''[Bug Fix]'''</font>
*Fixed no zombies sandbox options still spawning zombies in vehicle stories.
*Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
*Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
*Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
*Fixed two multithreading bugs.
*Fixed not being able to attack after closing a map when using a controller.
*Fixed Transfer All moving hotbar items.
*Fixed Hemophobic stress increasing faster at higher framerates.
*Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
*Fixed driving through forests is bumpy even when wood floors have been placed.
*Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
*Fixed blocked buttons in the New Game screen after deleting the last savefile.
*Fixed not being able to take water from puddles if Dynamic Skybox = No.
*Fixed plumbed sinks taking water from puddles.
*Fixed Lock framerate = Uncapped not being saved.
*Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
*Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
*Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
*Fixed passengers seeing the "B for Brake" prompt when using a controller.
*Fixed DebugChunkStateUI not updating the display when selecting new squares.
*Forbid using the name of an existing directory when creating a new game.
*Forbid entering various invalid characters in the savefile field when creating a new game.
*Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
*Fixed not spawning zombies eating corpses inside rooms.
*Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
*Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
*Fixed blood splatter causing bushes and trees to rustle.
*Fixed not being able to walk off the floor in all directions after building a new staircase.
*Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).
====IWBUMS Build 41.23====
日時: 2019年 12 月 10日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27133-iwbums-4123-released/ IWBUMS Build 41.23]
<font style="color:green">'''[New]'''</font>
* アイコンのないボタンをクリックしたときの色を変更し、視覚的なフィードバックを再現しました。
* メインメニューからチュートリアルを削除しました。
* サンドボックス用の新しい戦利品の設定を追加しました。
** 缶詰、医療、メカニック、サバイバル用品、射撃武器、弾薬、文書。
** 以前のゲームをロードすると、新しい戦利品の設定は既存のものに基づいて行われます(射撃武器/弾薬は「武器」の設定は受け、その他のものは「その他」の戦利品の設定に依存します)。
<font style="color:blue">'''[Balance]'''</font>
*夜間にゾンビがプレイヤーを発見する確率が低くなりました(以前からありましたが、本当に暗い夜にしか発生しなかったので、しきい値を少し下げました)。
*銃器の弾薬がジャムる確率が半分になりました。
*髪を伸ばすのに30日から20日へかかるようになりました。
*いくつかの服の重さを調整しました。
*職業:泥棒は車両両を盗むことができるようになり、窓を開けるときに鍵が壊れる確率が低くなりました。
*特性:難聴が+4ポイントになりました(以前は2)。
*特性:厚い皮膚のコストが8ポイントになりました(以前は6)。
*特性:薄い皮膚が+8ポイントになりました(以前は6).
*体重に関連する特性の一部が体力を低下させるようになりました。
*体重に関連する特性が、大きなフェンスを登るときに失敗する確率に大きな影響を与えるようになりました
*特性:夜更かしが修正され、正しく動作するようになりました。
*特性:血液恐怖症で、服に血がついていると、ゆっくりとパニックになるようになりました。
*柵を自動で飛び越える際、プレイヤーの向いている方向をより寛容にしました
<font style="color:red">'''[Bug Fix]'''</font>
* Temp fix for Kingsmouth hanging while saving. The island is surrounded by water, preventing the game from finding any path to respawn zombies.
* Fixed fake-dead zombies in House in the Woods challenges.
* Fixed walls flickering on fast-forward.
* Fixed zombie skins changing at random.
* Fixed belts etc not drying over time when worn.
* Fixed missing zombie footstep sounds for slow-moving and sprinting zombies.
* Fixed IsoGameCharacter.DoFootstepSound(String) volumes being ignored.
* Fixed sprinter zombies lunging at full speed through trees and bushes.
* Fixed animation and turning issues when performing medical actions on a splitscreen player.
* Fixed bandage models appearing on the doctor rather than the patient in splitscreen.
* Fixed rapidly clicking a button ignoring every second click (buttons were ignoring double-clicks).
* Fixed Frying Pan model rotation when on the ground.
* Fixed Revolver & dbl barrel shotgun getting hammed
* Fixed invisible bandage (used to apply bandage model to player) weighting 1.0 (now it's 0).
* Fixed sometimes bandage model not being removed (e.g when getting bite).
* Fixed zombies attacking while still turning to face the player. This was most noticeable when the player was sitting in a vehicle; a zombie would walk to the vehicle's window, then attack as it was making a 90-degree turn. It could also happen when opening a door with a zombie behind it, or walking around a corner into a zombie.
* Fixed inventory-context-menu command "Move To > Floor" moving items to the player's inventory but not dropping them on the floor.
* Fixed NullPointerException in IsoMovingObject.checkHitWall() when adjacent chunks haven't been loaded.
* Fixed playing the player's hit-reaction animation after exiting a vehicle. It looked like the zombie hit the player from the other side of the vehicle.
* Fixed the player dying twice sometimes while getting dragged to the ground.
* Fixed multiple issues with zombies knowing the location of players for a period after losing LOS
* Fixed zombies seeing the player behind them as soon as they heard noise from the player. Now they don't see the player until they have turned enough.
* Fixed metalworking actions failing because the Welder Mask can't be equipped in the hand anymore. Now it is worn.
* Fixed ground attacks hitting doors, trees, etc.
* Fixed a bit of debug code blocking the main thread every frame.
* Fixed ISInventoryTransferAction failing if the item is already in the destination container. This fixes not being able to put gas in a vehicle when the Gas Can is in a bag to begin with.
* Fixed duplicating items exploit involving corpses.
* Fixed NullPointerException in ThunderStorm when the player's current square is null.
* Fixed players getting blood on them after shooting zombies from a distance.
* Fixed VehiclesDB not reporting many save/load errors. Now it uses the little-red-box-of-doom.
* Fixed multithreading bug with the player/vehicle database. Existing files with already-corrupted vehicle data will repeatedly throw exceptions.
* Fixed VehiclesDB throwing exceptions repeatedly if BaseVehicle.load() failed
* Fixed NullPointerException in IsoPuddlesGeometry.
* Fixed VERSION=1 not being written to keys.ini in some cases
====IWBUMS Build 41.22====
日時: December 4, 2019年 12月 4日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/27056-iwbums-4122-released/&tab=comments#comment-287232 IWBUMS Build 41.22]
<font style="color:green">'''[New]'''</font>
* ビークルストーリーの新しいスポーン方法が、チャンク内のゾーン用いることでとても正確にスポーンされるようになりました。
* ビークルストーリーを追加しました。
* 武器のコンテキストメニューの弾丸の挿入に武器名を追加しました。
* 戦闘態勢の足音を追加しました。
* 戦闘力低下を知らせるためにムードのアイコンが揺れ、より目立つようになりました。
* いくつかの車両両両のテクスチャを更新しました。
* いくつかの車両両両の損傷のオーバーレイの不具合を修正しました。
* 重い武器の戦闘速度を向上させました。
* ホットバーのキーを長押しすると、ラジアルメニューが表示され、そのスロットに装備するアイテムを選択できるようになりました。
* 医療品を健康パネルにドラッグして負傷を治療できるようになりました。
* スペイン語、ハンガリー語、日本語、ポーランド語の翻訳を更新しました。
* 戦利品画面に表示されるコンテナは、プレイヤーの周囲の3x3のエリアになりました。
**これにより、「略奪中にコンテナの方を向く」が復活しました。ターンしても略奪ウィンドウに表示されるコンテナは変わらないため。
** 死体を略奪する際、プレイヤーが死体の上に立っていても死体が置かれているマスの方を向いていないことが多いため、いくつかの不便さを修正しました。
** コンテナがプレイヤーの背後にあり、戦利品画面にボタンがない場合でも、プレイヤーがワールド内のコンテナをクリックして、その中身を戦利品画面に表示することは常に可能になりました。
<font style="color:red">'''[Bug Fix]'''</font>
* Fixed vehicle rust missing from Effects.
* Fixed player being locked in place after starting to reload/rack a firearm while aiming.
* Fixed sitting and thumping zombies being pushed by other zombies
* Display the 'equipped' icon in the hotbar for items held in a hand.
* Added "Quit To Desktop" main-menu option.
* Player now faces vehicle door when attempting to unlock it.
* Fixed zombies getting stuck in an animation after the player dies.
* Fixed DebugChunkState error when a State wasn't exposed to lua.
* Fixed sitting zombies sometimes facing the wrong direction.
* Fixed the position of the "favorite" icon in the inventory window (it was clipping into the row above).
* Fixed being able to throw a molotov without a lighter in the right hand, and the right-hand item disappearing afterward.
* Fixed not being able to queue multiple chop-tree actions.
* Fixed the Continue button skipping the profession screen when the player is dead.
* Fixed hotbar switching animations.
* Fixed the player's direction snapping when changing the player's in-hand models.
* Fixes snapping when the player turns
* Fixed dragging multiple healing items of the same type onto the Health ui.
* Fixed clicking "wear" on a stack of items wearing them all
* Fixed being able to open infinite Inspect Clothing UI.
* Fixed right clicking on bullets needing a corresponding gun to allow insert bullets in magazine.
* Fixed having clicking once bullets in inventory bringing "insert ammo in magazine" for every item.
* Fixed not being able to clean dirty leather/denim strips.
* Fixed bunch of overlaping text with garmentUI for translator, everything is now tied to various string width.
* Fixed sandbox loot settings resetting to default when loading a saved game.
* Fixed zombies not attacking players right in front of them when the "Day/Night Active" sandbox setting is not "Both".
* Lighter doesn't run out of fuel if we use it as lighting source
* Fixed Barefoot footsteps sfx not being softer than when wearing shoes
* Fixed chance to catch fish at lvl 1 beingtoo high
* Fixed professional clothes (for example Lumberjack shirt) disappearing from the combo when clicking "Random"
* Fixed Headlights smashing too easily
* Fixed Pin status for inventory menus not being saved
* Fixed it not being possible to recover and repair a weapon used in Spear creation
* Fixed dryers having Drink Option
* Fixed lua error with Painting walls
* Fixed Fishing with a spear having incorrect sfx
* Fixed sound effect when a door is destroyed being too loud
* Fixed incorrect high exertion moodle description
* Fixed Trees/clothing protection system issues
* Fixed dig Graves action not having SFX for all tools
* Fixed vehicle siren typo
* Fixed a farming 'Dig' being confusing due to different digging actions - now 'dig furrow' etc.
* Fixed weapon SwingSound not playing (whoosh of baseball bat for example).
* Fixed HitVehiclePartWithWeapon and HitVehicleWindowWithWeapon not playing, and it using hit-zombie sound.
* Fixed hats falling multiple times off reanimated player zombies.
* Fixed aim outline for splitscreen players being rendered on the first player's screen.
* Fixed weather effects not rendering for splitscreen players.
* Fixed the wrong clothing color being displayed in the character-creation screen when selecting items.
* Fixed passengers not being allowed to read books in running vehicles (driver still cannot).
* Fixed garage doors with walls behind in cells 22,33 and 27,33.
* Fixed SmithingMag4 turning into SmithingMag3 when read.
* Fixed possible nullpointer for RVSCarCrashCorpse.
* Fixed turning again when already facing the direction when doing an action.
* Fixed player animation snapping while turning in ISMultiStageBuild.
* Fixed vehicle steering flipping like pinball paddles when the fps is low.
* Fixed pathfind bug that resulted in "WalkTowardState but path2 != null" messages.
* Fixed lua errors when pressing hotbar shortcut keys during game loading.
* Fixed exception with PolygonalMap2.intersectLineWithVehicle().
* Fixed lua error in ISRepairEngine
* Forbid reading skill books that are too high-level.  The player will read for a bit then stop after saying "I don't understand..." etc.
* Fixed IsoWorldInventoryObject sometimes using the smaller WItem_xxx textures.
* fixed the car duplication.
* Fixed vehicle headlights not getting removed when destroyed, emitting light when broken
====IWBUMS Build 41.21====
日時: 2019年 11月 26日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26949-iwbums-4121-released/&tab=comments#comment-286788 IWBUMS Build 41.21]
<font style="color:green">'''[New]'''</font>
* 被服サブメニューを、ヘルスパネルのような役割を持つ「被服確認UI」に変更しました。
* 可視化の包帯のモデルをキャラクターに追加しました。
* 丸太の壁を作るときのアニメーションを変更し、工具が必要ないためハンドモデルを非表示にしました。
* いくつかの武器モデルに「ワールド」アタッチメントを追加し、地面に置いたときにきれいに配置・回転させることができるようにしました。これは、例えばシャベルや板を地面に平らに置くために用いられます。
* AIMアウトラインの表示オプションを追加しました。
* 2つのアイテムがホットバーにあるとき、プレイヤーは現在のアイテムを外すしてから別のアイテムを装備するようになりました。
* 「被服確認UI」の不具合を修正し、コンディションバーを追加しました。
* 包帯モデルの完成(汚れの追加!)。
* 「新しい屋根を隠す」オプションを削除しました。
* ゲームの保存時にThrowableエラーをすべてキャッチし、ログに記録します。
* 車両両両のスポーンがランダムに発生するイベントを追加(カークラッシュなど)。
* 新しいチャレンジに要素を導入しました。スタジオでは、ゾンビが夜間に活動し、昼間は活動しないようになり、真夜中に松明を持ってスタートします。Kingsmouthのサンドボックスオプションを調整しました。
* アクションアニメーションへの移行を改善し、アニメーションのスナップを削除しました。
<font style="color:blue">['''Insulation System Changes''']</font>
* 条件を満たしているにもかかわらず、「風邪をひいている」が発生しないバグを修正しました。
* 体温の上昇/下降速度が遅くなりました。
* アドバンストビューの追加、体温タブのテキスト変更の適用しました。
* 手足の温度変化がより顕著になるように修正しました。
* テストのフィードバックに基づいて、寒さ対策が難しくなるようにいくつかの内部値を変更しました。コア温度の低下は、総発熱量と寒さ耐性に影響するようになりました。
* オーバーヒート/アンダークール時のエネルギー/流体の消費率を少しだけ増加させました。
* 多くの熱を発生させた場合のエネルギー消費量の増加が少なくなりました。
* 皮膚の温度は、適切なレベルに戻るときにはより速く変動するように変更されたので、再び温まるまでにそれほど時間はかからなくなりました。
* ヒート時に、断熱の影響で肌が速く熱くなりすぎるバグを修正しました。
* 衣類の断熱を少し修正しました。
* 低体温症のステージ2がコア33ではなくコア35で発生するように変更しました。
* スニーキング時の体温発生量を低く設定しました。
* 保温性の高い衣服を中心に、若干の保温性の向上させました。
* 寒い場場所での衣服の発汗率を低くする修正を追加しました。
* 様々なジャケット、パンツ、帽子、フットウェアに耐水性を付与しました。
<font style="color:blue">'''[Balance]'''</font>
* 武器が刺さっているゾンビのスポーンが増加しました。
* 園芸用スプレー、ハサミ、手袋、バターナイフのスポーン率が増加しました。
* Removed Belt being able to be cut.
* キッチンにおいて糸のスポーン率が増加しました。
* メカニック画面のツールチップに、バッテリー残量、ガソリンタンクの燃料量、タイヤの空気量が表示されるようになりました。
* ゾンビの昼夜サイクルサンドボックスオプションの動作を改善:アクティブ時は任意のサンドボックスオプションに基づく行動をします。非アクティブ時、本当に遅くて弱いですが歩いたり攻撃したりできます。
* よろよろ歩くゾンビの歩行速度の設定を追加しました。
<font style="color:red">'''[Bug Fix]'''</font>
* その場で足踏みをするゾンビを修正しました。
* ホルスターをダブルホルスターに交換したり、またはその逆の動作をした場合ホットバーが更新されないのを修正しました。
* Fixed custom weights for food and crafted radios not being saved.
* 「灰を掃除する」が動作しない問題を修正しました。
* 旧シャベル/新シャベル/雪かきシャベル/ハンドルスコップで灰を取り除けるようになりました。
* Fixed lua error in DebugChunkState displaying tables in modData.
* Fixed the bug "vehicles sometimes disappear until you reload the game".
* Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
* Fixed overlapping garage door and wall in cell 37,22.
* Fixed Tailoring skill books disappearing after being read.
* Fixed grime/overlays/etc from burned tiles.
* Fixed the bug: the -Dnosave option throw a bunch of error
* Fixed car batteries starting with greater than 100% charge sometimes.
* Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
* Fixed red garage doors not being openable.
* Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
* Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
* Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
* Fixed wrong climb-over-fence animation playing when holding a handgun.
* Fixed MEGA THUNDER bug after fast-forward
* Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
* Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
* Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
* Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
* Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
* Fixed hitting trees through walls.
* Fixed zombies runners not running toward a sound (breaking windows, TV..)
* Fixed zombies runners running in circle around you.
====IWBUMS Build 41.20====
日時: 2019年 11月 18日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26819-iwbums-4120-released/&tab=comments#comment-286388 IWBUMS Build 41.20]
<font style="color:green">'''[New]'''</font>
* マッシュの、ゾンビとサバイバーのキャラクターの新しいテクスチャーを追加しました。
* ゾンビの腐敗レベルが3段階になり、生存期間に応じて表示されるようになりました(アポカリプスから6ヶ月後には腐敗レベル3が多いなど)。
* KingsmouthとStudioのマップを更新し、プレースホルダーの説明を変更し、正しいサムネイルを追加しました。
* キャラクターの体温の要素:
** BodyDamageにThermoregulatorを追加し、プレイヤーの熱を扱うようにしました。
** キャラクターパネルの体温UIとその項目を追加しました。
** 体温調節において空腹感、喉の渇き、疲労感が増減するように変更しました。
** 冷気・熱気のダメージとペナルティーを再調整しました。
** 傘の効果を身体の部位ごとに変更しました。
** 風邪をひいたときに、体の部位ごとに皮膚温度+湿潤度を測定すると、頭・首・胸の方が高くなるように変更しました。
** 特性:野外活動は、風邪を引く確率を通常の10%にまで下げました。
** 体温管理に適切な湿度を追加しました。
** タイムアクション、歩行、戦闘に体温生成値を追加しました(体重に応じた増加もあります)。
** 「濡れ」を体全体の値ではなく体の部位ごとに追加しました。
** 衣服の濡れ具合や乾き具合が変化し、汗や体温が内側から外側に向かって層状に働くようになりました。
** 新品の衣類に衣類の断熱値を追加しました。衣類の断熱値は0.0から1.0まで設定されています。
** 衣類の耐風性を向上させ、風の影響を減少させます。
** 衣服の耐水性を追加しました。1.0では完全に浸水を防ぐことができます(例:ポンチョ)、低い値は耐水性が低下します。
** 手や腕が非常に冷たいときにタイムアクションを行うと、時間のペナルティが発生するようになりました。
** 防護パネルにボディパーツのウィジェットを追加しました。
** PlayerClimateDebugにサーモレギュレーターのデバッグ情報を表示するように変更しました。
** 追加されたBodyPartContactsは、体のどの部分が他の部分につながっているかを判断するために用いられます。
** added distance to core, skinsurface percentage and umbrella mod to BodyPartType
* 被服の修理を追加しました:
** アイテムを右クリックすると、被服にパッチをを追加/削除することができます。
** 穴にパッチを追加するとふさがりますが、塞がない場合は単に防御ボーナスが得られます(単純にアップグレードする場合は、断熱材を追加する必要があります)。
** 防護の質は、使用する生地と仕立ての技術に依存します。
** 数週間後には、服を検査するためのUIが作られ、サブメニューによる煩わしさが軽減される予定です。
* 新しい服が追加されたときにアップデートしやすいように、服の裂け目の動作を変更しました。
* レザーやデニムの素材を裂いて短冊状にすることができるようになりました(ハサミが必要)。
* 糸のスポーンを全体的に増やし、革製品(ソファなど)を分解した際にも革片を入手できるようになりました。
* パッチテクスチャーは現在、どの生地を使用しても同じで、プレースホルダーテクスチャーになりました。
* 銃器の改善:
** 銃の命中率を調整:より簡単になり、照準レベルに向かってより「直線的」な感じになりました。
* スプリント ゾンビの改善
** 目標があるときだけ全力疾走し、それ以外は歩くようになりました。
** 全力疾走時につまずいたり、転んだりすることがあります。
** ゾンビが木々の中を全力疾走するのを修正しました。
** Sprinters have a wider turn delta when sprinting.
** コントローラーのXボタンはプレイヤーのアイテムを、床ではなく戦利品ウィンドウに表示されているコンテナに転送するようになりました。
* 保存とログ:
** logs.zip に DebugLog.txt ファイルを追加しました。このファイルはアーカイブの/debug-log/ディレクトリに含まれています。
** Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
** Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
* 水の改善:
** ウェストポイントの北にある波止場とボートハウスにウォーターゾーンを追加し、ウォーターシェーダーによるレンダリングを修正しました。100%の修正ではありません。ドックに厚みを与えるタイルは表示されず、ドックが海岸に接する部分には1タイルのグリッチがあります。
** 水のシェーダーのコードを変更して、2回のパスでレンダリングするようにしました。最初にソリッドの水のタイル、次に通常のタイル、次に海岸のタイルです。これにより、ウェストポイントの北にあるドック/ボートハウスと、ウェストポイントの東にある鉄道橋で、いくつかのタイルが隠れてしまうのを修正しました。これまでは、鉄道橋の端にある透明な床が水に覆われて見えませんでしたが、これを修正しました。
<font style="color:blue">['''General''']</font>
* 食べ物のモデルをいくつか追加しました(主に野菜/果物用)。
* 皿から食べるアニメーションを追加しました。
* 裁縫の特性/書籍を追加しました。
* スポーンハウスがバリケードで囲まれていることがあるのを修正しました。
* パッシブスキルをスキルタブの上部に移動しました。
* 釘や弾丸のような小さなアイテム(重さ0.1以下)に対してのみ、20スタック分のアイテムを転送するようになりました。
* 狙いを定めたゾンビのアウトラインの色を変更し、ダークレッドの使用を減らしました。
* 修理メニューの文字を一部変更しました。
* MARTIN ADDITIONS
** Bob_IdleEatingFromPlate.XとBob_DrinkFromFloor.Xを追加しました。
* TRUNK VERSION
** 水たまりが水の上にレンダリングされるのを修正しました(水のシェーダーを使用していない場合、Dynamic Puddles = All)。
** 水たまりデータのレンダリングを修正しました。これは、コントローラを使ってドアを開閉したときに、ドアの周りの3x3のエリアに水たまりが一時的に表示されるというバグを修正するためです。 不思議なことに、「E」キーを使用したときには起こりませんでした。 水たまりのレンダリングはスレッドセーフではないと思います。メインスレッドが IsoPuddlesGeometry.pda などを更新している間に、レンダリングスレッドがそれを読み込んでいる可能性があります。
** コントローラを使用しているときに、戦利品ウィンドウの2番目のコンテナが1番目ではなく自動選択されるのを修正しました。以前は、戦利品ウィンドウのコンテナのリストの一番上に地面が表示されていました。
** セル25,31でガレージのドアの後ろに壁があるのを修正。
** Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
** 新規プレイヤーに対するチュートリアルのポップアップメッセージを削除しました。
** 車両両両への乗り込みに時間がかかることがあるのを修正しました。この現象は、プレイヤーが旋回アニメーションを再生しているときに乗り物に入ると発生するようです。
** 壁のつるのレンダリングが古いサークルステンシルの影響を受けていたのを修正しました。
** Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
** ゾンビの攻撃のアニメーションの開始と終了の間のブレンドタイムを削除しました。 これはゾンビのポーズに不具合が生じていました。
** アイテムを転送する際、プレイヤーが隣のコンテナに歩いていくのを修正しました。
** モデルとキャラクターの被服の色合いの違いを修正しました。
** 生存者 & 建設者モードが7月に開始されないのを修正しました。
** 体力が低下したときにプレイヤーが起床しない問題を修正しました。
** ゾンビが家の中の何か(窓、ドア、バリケードなど)を破壊しても、プレイヤーが起きない問題を修正しました。
** 寝ようとしているプレイヤーが歩き続け、壁などを通り抜けてしまうことがあるのを修正。
** コンテナ内の移動可能なアイテムを読み込む際の、テクスチャに関する例外を修正しました。
** 睡眠の終了時間が早すぎるのを修正を修正しました。
** 略奪中にプレイヤーが方向転換すると、表示されるコンテナが変わることがあるので修正しました。
** 死体がロードされるたびに死体のテクスチャが再作成されるのを修正しました。
** インベントリに弾がないときに、マガジンから弾をアンロードするluaのエラーを修正しました。
** ガスバーナーで車両両両を解体する際の問題を修正しました。
** キャラクター作成画面で「ランダム化」ボタンを何度もクリックすると、コンボボックスが増殖してfpsが低下するのを修正しました。
** ClothingSelectionDefinitions.luaのタイポを修正しました。
====IWBUMS Build 41.19====
日時: 2019年 11月 11日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26695-iwbums-4119-released/&tab=comments#comment-285909 IWBUMS Build 41.19]
<font style="color:green">'''[New]'''</font>
*サンドボックスにスプリンターゾンビを再追加しました。
*特定のヘッドウェアは、攻撃時に落下する可能性があるようになりました(ゾンビおよびプレイヤーの場合)。帽子がワールド内で3Dモデルとしてレンダリングされるようになりました。
*スロットにマウスを置いたときに、スロットのラベルがホットバーの上に表示されるようになりました。 これは、スロットよりも長いラベルを修正するためです。スロットにアイテムが入っていないときは、スロットを提供するアイテム(ベルトなど)の色あせたアイコンが代わりに表示されます。
*車両両両が弱く衝突した際の衝突のSFXを実装しました
*サンドボックスのオプション画面に新しいサンドボックスのプリセットを追加しました。すべてのサンドボックス・プリセット・ファイルを更新し、すべてのオプションの値を含むようにしました。
*ホットバーに表示されるアイテムの耐久性を示す星の数を追加しました。
*左のベルトが先、右のスロットが後になりますが、これはベルトを外したり、外したりした場合にのみ機能します。
*コミュニティ翻訳の更新しました。
*Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
*スニーキングの歩行/ジョギングでは、通常の歩行/ジョギングより多くの持久力を消耗するようになりました。
*装備しているアイテム/衣類がインベントリの一番上ではなく最後に表示されるようになりました。
*終了に関するデバッグ情報と、終了時のゲーム保存に関する情報を追加しました。
*Rを押すと様々なことができるようになりました:
**装備されている銃にマガジンが入っている場合は、装備を外し、新しいマガジンが入っているかどうかを確認します。
**他の弾倉が見つからない場合は、1つの弾倉に弾丸をリロードできるかどうかを確認し、リロードが終わったら自動でリロード/ラックを行います。
<font style="color:blue">'''[Balance]'''</font>
*すべての開いているドアから室内を見通せるようにに変更し、ドアの向こう側にゾンビがいる場合の戦闘の手助けとなるでしょう。
*車両両庫入れの際には、車両両両の面積が少し小さくなり、駐車両両しやすくなりました。
*銃器のステータスを調整しました。
*マガジンが銃器にセットされている状態で見つかる確率が上がりました。
*M16とオートマチックの銃器の性能が向上しました。
*いくつかの戦利品の配置を調整しました。
*槍を作るときに大工の経験値を追加します。
*ゾンビは服に応じて防御力が変化するようになりました。
*冷凍食品を食べると、不幸/退屈の悪循環に陥るようになりました。
*銃器のスポーンを再追加しました。
*gigamartにおけるアイテムのスポーン率を下げました。
*セーフハウスの戦利品を増やしました。
*建設者の食品の希少値設定を「すごく稀」から「稀」に変更
*柵の向こう側に床がないのに、自動的に柵を越えないようになりました。
*無慈悲なな即死を避けるために、「びっくりお風呂ゾンビ(Surprise Bathroom zombie)」による攻撃は、ダメージを受けない猶予時間を追加しました。
<font style="color:blue">'''[Animation]'''</font>
*tweaks to Hunting vest x files and masks so they work better together
*ウェディングジャケットとジャンパーとの相互的に調整しました。
*被服全体とハンティングベスト マスクとの相互的に調整しました。
<font style="color:red">'''[Bug Fix]'''</font>
*コントローラーで照準を合わせているときに、プレイヤーが間違った方向に歩いてしまう問題を修正しました。
*分割画面でのホットバーの位置とゲームウィンドウのサイズ変更後の位置を修正しました。
*ウィンドウのアイコンが消えていたのを修正しました。
*銃器の命中率に、疲れたムードが考慮されていない問題を修正しました。
*踏みつけの計算に、疲労ムードが考慮されていない問題を修正しました。
*ゾンビが壁にもたれかかっているゾンビを押しのけるように修正しました。
*ベルトを右に装着したとき、手斧の回転がおかしくなるのを修正しました。
*様々な体の位置を修正しました(ガスケットマスクが眼鏡と一緒に着用できる、フルヘルメットが着用できるようになるなど etc...)。
*被服による保護が100%になる問題を修正しました。
*咬み傷/擦り傷の防御色の配色が間違っていたのを修正。
*Fixed not regen endurance if heavy load was > 0.
*Fixed heavy load moodle level 4 not doing anything to endurance regen.
*持久力レベル10でより速く走れるように修正しました(現在は持久力にのみ影響します)。
*布を切り裂くSFXの不具合を修正しました。
*石から槍を作るときに、石が失われないのを修正しました。
*スクリュードライバーの槍が2本作成されるのを修正しました。
*槍のレシピに包丁が追加されなかったのを修正しました。
*重複している車両両両を修正しました。
*マップの一部をロードした後、座る場所を選択すると、ゾンビが壁を通ってテレポートする問題を修正しました。
*ゾンビが南や東の壁に座らないのを修正しました。  IsoGridSquare.getWallType() looked for WallS and WallE properties which don't exist.
*死体からホットバーアイテムを略奪する際のluaのエラーを修正しました。
*分解時に強制的に立たせないように修正しました。
*銃器からマガジンを取り外すと、クリップから1発の弾丸が取り出されるのを修正しました。
*赤いエラーボックスを表示せずにコンソールに出力されるluaのエラーを修正しました。
*カーバッテリーチャージャーがレンダリングできないことがあるのを修正しました。
*Fixed some blending during vault over.
*Fixed sudden pause at the end of vaultOverRun
*全力疾走の跳躍を修正しました。
*飲食のアニメーションが途中で止まってしまうのを修正しました。
*一部のゾンビの歩行速度が速すぎたり遅すぎたりするのを修正しました。
*Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
*プレイヤーの視野角が、モデルの回転よりも早く方向転換するのを修正しました。
*血液を洗い流した後にキャラクター情報のアバターが更新されないのを修正しました。
*プレイヤーを追いかけているゾンビが、待機していることがあるのを修正しました。
*Double-size Textures = Noのとき、isoカーソルが2倍の大きさでレンダリングされる問題を修正しました。
*アクションを行う際に、プレイヤーが本来の方向を向いていないことがあるのを修正しました。
*インベントリにあるアラームをオフにしたときにプレイヤーが歩くのを修正しました。
*家のアラームが作動しないのを修正しました。
====IWBUMS Build 41.18====
日時: 2019年 10月 30日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26487-iwbums-4118-released/ IWBUMS Build 41.18]
<font style="color:green">'''[New]'''</font>
*洗濯機/乾燥機に「終了音」の音を追加。
*ホルスターのアイコンを追加しました。
<font style="color:blue">'''[Balance]'''</font>
*洗濯機・乾燥機の運転中に、衣類の追加・削除ができなくなりました。
*ムード「Minor injuries, first aid required」を変更しました。
*Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false.
*武器を装着した際のモデルの位置を一部調整しました。
*ダブルバレルショットガンを追加しました。(アニメーション + スポーン)。
*アイテムの移動時に戦利品の位置をリセットするようになりました。
*割れたガラスを拾えるようになりました(注意:手袋をしていないとケガをする恐れがあります)。
*石鹸のスポーン率が増加しました。
*石鹸の消費量を減らしました(1/2)。
*今後のSuper Survivorsのアップデートに向けて様々な互換性を変更しました。
*洗剤で体や服を洗えるようになりました。(新しい洗剤です。以前のものは使えません)。
*衣類に付着した血液や汚れの量によって洗浄時間が変わるようになりました。
*手で洗った後の衣類はびしょ濡れになります。
*衣類の洗濯時間が短縮されました。
*銃/火器の様々なリコイルアニメーションを追加しました。照準レベルが高いほど、速く撃てるようになり、アニメーションの反動も少なくなります。
*M16にSingle/Autoスイッチを追加しました。
*武器がホットバーにある場合、ツールチップに正しい重量が表示されるようになりました。
*アサルトライフルを調整しました。
*キャラクターの装備・装着モデルのリセットを次のフレームまで遅らせました。
*焼けた家のスポーン率を下げました。
*石鹸を使わずに体を洗えるようになりましたが、時間がかかります。
*衣類の洗濯時間に上限を設けました。
<font style="color:red">'''[Bug Fix]'''</font>
*Call ISHotbar:refresh() in update().  My previous commit added a call to triggerEvent("OnClothingUpdate") in IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times.
*Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels.
*Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason.
*Rebuilt Linux libPZPopMan64.so.
*カスタムサンドボックスの設定で名前に「/」が含まれている場合、保存済みプリセットとして保存されない問題を修正しました。
*フィッシングSFXが同期しない問題を修正しました。
*被服の全体的なバグを修正しました。
*壊れたソースパンのバグを修正しました。
*Fixed uninitialized uniform index with TallFenceShader.
*ゲームを開始するたびに床と壁のシェーダーが再作成される問題を修正しました。
*雨の水たまりのパフォーマンス問題を解決したと思われます。
*冷蔵庫、窓、ドアなどの環境音を再度有効にしました。  Changed WaterDrip sound to only play on IsoFlagType.waterPiped sprites with water (so they won't drip after the water shuts off, unless connected to a water source).  Yuri found that when there are puddles on the ground, there are way too many WaterDrip sounds playing.  That was due to IsoObject.hasWater() returning true on squares that have puddles.
*ホルスターを装着した状態でゲームをロードしたときの不具合を避けるため、ホットバーの位置を保存するようにしました。
*銃の一部の不具合を修正しました。
*靴下を洗濯時の例外を修正しました。
*ホットバーの重量が装備アイテムの重量よりも優先される問題を修正しました。
*水面上でズームアウトすると、水ではなく黒い四角が表示される問題を修正しました。
*プレイヤーの死後のテキストが2回表示されるのを修正しました。
*画面分割でのレイン・スプラッシュ・レンダリングのバグを修正しました。
*ISBaseObject.typeのタイポを修正。Capital-T Typeが複数箇所で使用されていました。
*ホットバーアイテムの交換時にプレイヤーモデルがリセットされる問題を修正しました。
*ホットバーアイテムを交換したときに、キャラクター情報のアバターが更新されない問題を修正しました。
*Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached.
*fix text boxes not being destroyed bug
*2つのベルトのうち最初のベルトをコンテナに移動させると、ホットバーの例外が発生する問題を修正しました。
**https://theindiestone.com/forums/index.php?/topic/26445-dirty-laundry-washer-bugfest/
**Change to ISHotbar:onMouseUp() is just refactoring.
*前のゲームのゾンビの人数設定が新しいゲームに適用される問題を修正しました。
*Survivor.luaのサンドボックスプリセットがロードされない問題を修正しました。
*窓から落ちたときに、ゾンビが後ろにいるとみなされるの問題を修正しました。
====IWBUMS Build 41.17====
日時: 2019年 10月 29日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26412-iwbums-4117-released/ IWBUMS Build 41.17]
<font style="color:green">'''[New]'''</font>
*すべてのキャラクターがベルトを持ってスタートするようになり、「背中」のスロットと2つのベルト(左右)のベルトスロットが与えられます。スロットを右クリックするか、武器をドラッグ&ドロップすることで装着できます。 また、インベントリ内の武器をクリックすると、ホットバーに装着されます。武器はプレイヤーに表示されます。ホットキー(1~5)を押すと、各スロットに割り当てられた武器が自動的に装備されます。これは現在進行中のシステムであり、フィードバックをお待ちしています!
*ホルスターを追加しました。
*ホルスターは警察官や警察署員のゾンビが持っている可能性があります(ゾンビが銃を所持している場合は自動的にホルスターも装備されています)。
*ProjectZomboid.exeをGUIアプリケーションとして再構築し、コンソールウィンドウをなくしました。これによりSteamのリモートプレイにも対応されました。
*プレイヤーがフェンスを乗り越えたときのBob_VaultOverToFallアニメーションを追加しました。
*ゾンビの歩行状態とパスファインド状態において、Zombie_WalkTreesアニメーション追加しました。
*ゾンビの突進アニメーションは、木の上で50%の速度で再生されるようになりました。
<font style="color:blue">'''[Balance]'''</font>
*木の斧の攻撃力、スピード、ストレイフ時の移動時間を増加させ(まだ遅いですが)、有効な大ダメージ武器となりました。
*シンクからアイテムを飲んだり入れたりする際に、強制的に立ち上がるようにしました。
*ハンドガンのサイズを小さくしました(+銃口の作り直し)。
*槍のクラフトレシピにかけた石を追加しました。
*高いフェンスの後ろにプレイヤーがいるとき、高いフェンスが透明になるようになりました。
*特性:心気症を完全に作り直せるまで無効化しました。
*リロード経験値は、クリップに弾を挿入したとき(小さな確率)とリロードしたとき(大きな確率)に与えられるようになりました。
*槍で釣りができるようになりました。
*土/砂などを取る際に両手でシャベルを装備するようになりました。
*炒め物用のグリドルパンを追加しました。
<font style="color:red">'''[Bug Fix]'''</font>
*プレイヤーが建物に入った後に、建物内でゾンビがスポーンする問題を修正しました。
*ダブルバレル ショットガンの問題を修正しました。
**インベントリアイコンが無い。
**3発のシェルを装填できるチャンバーを削除しました。
**ラッキングが不要になりました。
*Fixed blob/suitcase Zeds on spawn
*64bitでのFMODのクラッシュを修正しました。
**Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'.
**SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused().
*ゾンビが窓から登った後、空中で動けなくなる問題を修正しました。
*Fixed exception after renaming food to have a dollar-sign character in it.
*Fixed lua error when taking compost from a composter.
*ゾンビになったプレイヤーが左クリックでドアや窓などに触れることができる問題を修正しました。
*新しいシャベルが土/砂利/砂を取るのに使用できない問題を修正しました
*バッグから土/砂利/砂を注ぐ際の振り下ろすアニメーションを修正しました。
*Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes
*車両両両への乗り降りや座席の切り替えの際にEscapeを押すと不具合が発生する問題を修正しました。
*壁に隣接したフェンスを走って飛び越えたときに、プレイヤーが壁を突き抜ける問題を修正しました。
*Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ.
*コントローラーでプロテクションスクリーンが機能しない問題を修正しました。
*コントローラーで情報タブの髪型/ヒゲのボタンが機能しない問題を修正しました。
*停電しても衣類乾燥機や洗濯機が音を出し続ける問題を修正しました。
*ズームレベルが変わったときにウェザーマスクが更新されない問題を修正しました。
*スプリットスクリーンのプレーヤーでウェザーマスクがレンダリングされ問題を修正しました。
*ゾンビが床のないフェンスを越えて動けなくなる問題を修正しました。
*ガベージコレクションで一部のファイルが閉じられてしまう問題を修正しました。
*Crouch key only affects player 0 which fixes split-screen shared crouch
*すでに座っているときに、「地面に座る」コンテキストメニューオプションが利用できる問題を修正しました。
コントローラを使用しているときに、「地面に座る」コンテキストメニューオプションが使用できない問題を修正しました。
*冷凍食品をレシピに追加できないようになりました。
*旧靴下を削除しました。
====IWBUMS Build 41.16====
日時: October 23, 2019年 10月 23日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/26285-iwbums-4116-released/&tab=comments#comment-284024 IWBUMS Build 41.16]
<font style="color:green">'''[New]'''</font>
*戦闘時のisoカーソルの透明度/可視度のオプションを追加しました。
<font style="color:red">'''[Bug Fix]'''</font>
*まれに一部のシステムでゲームのロード時のクラッシュする問題を回避させるため、64bit zomboidのメモリ割り当てを増やしました。
*一部のGPUに影響を与える衣類のオーバーレイとシェーダーのホールの問題を修正(ゲームのロード時やスポーンハウスから出るときにハングアップやクラッシュが発生する原因となっており、おそらく一部のMacで報告されている問題と同じ原因だと思われます)。
*今後の問題を診断するため、レンダースレッドはより良いエラーメッセージを出すようになりました。
*ゾンビが刺されたとき(顎を刺されたときではない)に死亡サウンドを鳴らすことがある問題を修正しました。 This happened when bCloseKill=true but CriticalHit=false.
*ゾンビは、地面に落ちた後ではなく、あごを刺された時点で死にます。KnifeDeathのアニメーションは、hitreactionの状態ではなく、falldownの状態で再生されます。落下する前にはゾンビが死んでいるので、現在はKnifeDeathのヒットリアクションは発生しません。
*生存者でのゾンビの数の問題を修正しました。
*Fixed pathfinding failing when moving on the same square when that square is blocked in all directions. This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent(). https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/
====IWBUMS Build 41.15====
日時: 2019年 10月 22日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/25994-iwbums-4114-released/&do=findComment&comment=282799 IWBUMS Build 41.15]
<font style="color:green">'''[New]'''</font>
*プレイスタイルを明確にし開発者の意図を強調するため、プレイスタイルの名称を変更しました。「格闘家」は「生存者」、「生存者」は「黙示録」となりました。
*スニークウォーク→ストレイフ、スニークラン→ストレイフ、スニークウォークロー→ストレイフ、スニークランロー→ストレイフのアニメーションなしのトランジションを追加しました。
**ストレイフに移行する際の奇妙な回転弧を削除しました。
*Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
**Reduces the amount the character jumps while transitioning from strafeSneak to said states.
*車両両両が弱く衝突した際の衝突のSFXを実装しました。
*落下状態のゾンビを追加しました。
*カーテンを開閉する際のコンテキストメニューのツールチップに、キーボードやマウスのショートカットを表示するようにしました。
*Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
*ゾンビの突進から落下への状態遷移を追加しました。
*フェンスを乗り越えたときの落下への移行を追加しました(フェンスの反対側に床がない場合)。
*水たまり用のハイトマップテクスチャを追加しました。このテクスチャにより、水たまりの描画時のパフォーマンスが向上します。
*Added Logs/ZombieSpawn.txt to record zombie spawns.  Should record zombies spawning inside of buildings, not so much outside.
<font style="color:blue">'''[Balance]'''</font>
*生存者モード(旧格闘家)のゾンビの数とゾンビのスポーンを微調整しました。
*窓やフェンスを乗り越えた後、プレイヤーが動けるようになるまでの時間が短くなりました。
*冬を乗り切るために体温変化を一時的に無効にしました。
*ダウンしたゾンビのボディパーツへの当たり判定を少しだけ拡大されました。
*生存者モード(旧格闘家)でマルチヒット時に素手で3体までのゾンビを押しのけるようにできるようになりました。
*いくつかのターンアニメーションを調整しました。
*mccoyのバンののロゴを反転させました。
<font style="color:red">'''[Bug Fix]'''</font>
*範囲内の最も近いゾンビではなく、範囲内の最初のゾンビに押しのけるように修正しました。
*Ambient Pianoへの誤ったパスを修正しました。
*Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
*木々の切り傷によってゾンビ化する問題を修正しました。
*Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
*キャラクターカスタマイズ画面の「ランダム」ボタンを押すと、プレイヤーの職業がリセットされてしまう問題を修正しました。
*火炎瓶や壊れた武器がプレイヤーから取り出せない問題を修正しました。
*「Double size textures 」が 「No 」の場合、地面に置かれたアイテムのアイコンが通常の2倍の大きさになる問題を修正しました。。
*Fixed issues saving the player to the vehicles.db database.
*Fixed unicode filenames are not suppоrted by animation/model importer.
*プレイヤーが既に正方形の中心に立っている場合、コンテキストメニューで窓を開く/閉じることができない問題を修正しました。
*ゾンビがゴッドモードのプレイヤーを引きずり込んで死なせてしまうのを止めさせました。
*スポーツカーの助手席の外側の位置を高くしました(カメラの不具合を修正)。
*「布切れをつくる」と「布ロープをつくる」は選択されたすべてのアイテムに適用されます(有効な場合)。
*Removed PerformanceSettings.modelsEnabled and PerformanceSettings.suppоrt3D.
*Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
**i.e dual-core with hyperthreading, or quad-core without hyperthreading.
*Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc).  Anything with a capital I.
*新規ゲーム画面で、チュートリアルやプレイスタイルのラベルをダブルクリックすると、次の画面に進むようになりました。
*車両両両に乗っている際の攻撃の問題を修正しました(弾薬が無限、押しのけることができないなど)。
*Try to fix exceptions in ClimbThroughWindowState. Don't store IsoWindow or IsoGridSquare in StateMachineParams since they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
*Fixed lua error in DebugChunkStateUI
*LMENUをLALTとして表示するように修正しました。 RMENUをRALTと表示します。
*キーバインドをクリアすると、「NONE」ではな空欄で表示されるように修正しました。
*ゾンビの近くにいるときの早送りキャンセルの問題を修正しました。
*アイテム車両両内から落としたときに、アイテムが地面から浮いてしまう問題を修正しました。
*発電機を両手に装備した際の重量の倍率を修正しました。
*Set generator ConditionMax=100.
*Set some vehicle part ConditionMax=100.
*ゾンビの頭にナイフが刺さった後、ナイフをプレイヤーのインベントリからゾンビのインベントリに移動するように修正しました。
*踏みつける以外の素手攻撃が、お気に入りの武器としてカウントされない問題を修正しました。
*Fixed "Untie Hair" option being available for already-untied hair after loading a game.
*プレイヤーが落下した後に正しく死なない問題を修正しました。
====IWBUMS Build 41.14====
====IWBUMS Build 41.14====
日時: October 18, 2019<br>
日時: October 18, 2019年 10月 18日<br>
Forum: [https://theindiestone.com/forums/index.php?/topic/25994-iwbums-4114-released/&do=findComment&comment=282799 IWBUMS Build 41.14]
フォーラム: [https://theindiestone.com/forums/index.php?/topic/25994-iwbums-4114-released/&do=findComment&comment=282799 IWBUMS Build 41.14]


<font style="color:red">[Bug Fix]</font>
<font style="color:red">'''[Bug Fix]'''</font>
*Now treats aiming/strafing as a zero-momentum state, like idle.
*Now treats aiming/strafing as a zero-momentum state, like idle.
*Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel.
*Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel.
Line 33: Line 3,574:
**ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop
**ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop
*Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre
*Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre
*Vehicle will continue moving after its tire is burst
*タイヤが破裂しても車両両両が動き続けるようになりました。
*Increase quality of Tires on cars to at least 20-30% in Survival mode
*サバイバルモードにおいてタイヤの品質を20-30%増加させました。
*Fixed missing bob/bob_idle on Turkish systems.
*Fixed missing bob/bob_idle on Turkish systems.
*Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle").
*Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle").
*Fixed EmptyStackException in IsoSpriteInstance.get().
*Fixed EmptyStackException in IsoSpriteInstance.get().
*Fixed player not starting without clothes in AReallyCDDAy.
*Fixed player not starting without clothes in AReallyCDDAyにおいて、プレイヤーが被服を着ていない状態でスタートする問題を修正しました。
*Fixed custom icons for clothing and containers being lost after reloading a game.
*服やコンテナのカスタムアイコンがゲームを再起動すると消えてしまう問題を修正しました。
*Fixed exception cleaning blood with a Bath Towel.
*まれに血痕をバスタオルで洗浄できない問題を修正しました。
*Fixed exception loading shotguns (or any gun without a magazine).
*まれにショットガン(マガジンがない銃器)がリロードされない問題を修正しました。
*GrabItemAction transfers multiple items at a time similar to InventoryTransferAction.
*GrabItemAction transfers multiple items at a time similar to InventoryTransferAction.
*Transferring large stacks of items should no longer lower fps.
*大量のスタックのアイテムを移動させてもfpsが低下しないようになりました。
*Fixed losing ammo when creating a sawn-off shotgun.
*ソードオフ ショットガンを作成する際に弾薬を失う問題を修正しました。
*Fixed resize behavior of the Customize Character screen.
*キャラクターのカスタマイズ画面がリサイズされる動作を修正しました。
*Fixed combining InventoryTransferActions when the source and destination containers aren't the same.
*Fixed combining InventoryTransferActions when the source and destination containers aren't the same.
*Changed "version 110" to "version 120" in some shaders that use functions in const expressions.
*Changed "version 110" to "version 120" in some shaders that use functions in const expressions.
Line 57: Line 3,598:
*DebugOptions
*DebugOptions
**Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed.
**Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed.
*Run -> Strafe -> Run now keeps to a straight line of travel. No longer does the strange arc movement during transition
*Run -> Strafe -> Run は、直線的な移動を維持するようになりました。トランジションの際の奇妙な弧を描く動きはなくなりました。
*Strafe -> Run transitions now only use transition anims if at not turning more than 90 degrees.
*Strafe -> Runのトランジションは、90度以上回転していない場合にのみ、トランジションアニメーションを使用するようになりました。
*Strafe -> movement transitions updated to correct targets when isTurning90/Around.
*Strafe -> movement transitions updated to correct targets when isTurning90/Around.
*Fixes to odd arc turns during transitioning from walk -> strafe
*Fixes to odd arc turns during transitioning from walk -> strafe
*Fixed Brawler and Builder playstyle options in menu to stop them launching Survivor by mistake
*メニューの格闘家と建設者のプレイスタイルオプションを修正し、誤って生存者を起動しないようにしました。
*Crash-fix for when getVectorFromDirection is given a null vector.
*Crash-fix for when getVectorFromDirection is given a null vector.


====IWBUMS Build 41.13====
====IWBUMS Build 41.13====
Date: October 17, 2019<br>
日時: 2019年 10月 17日<br>
Forum: ''no available forum post''
フォーラム: 「利用可能なフォーラムの投稿はありません」


<font style="color:red">[Bug Fix]</font>
<font style="color:red">'''[Bug Fix]'''</font>
*Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
*Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
*Fixed exception in MouseState with 2-button mouse.
*Fixed exception in MouseState with 2-button mouse.
*Fixed lua error with climb-through-window context-menu command.
*Fixed lua error with climb-through-window context-menu command.
*Fixed solidtrans objects next to windowframes-without-windows being solid.
*Fixed solidtrans objects next to windowframes-without-windows being solid.
*Removed 3D-models and 3D-corpses options.
*3Dモデルと3D死体のオプションの項目を削除しました。
*Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
*Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
*Fixed exception with "New Roof-Hiding" = No option.
*Fixed exception with "New Roof-Hiding" = No option.
*Fixed "welcome to build 41" being off-center.
*「welcome to build 41」の表記が中央からずれているのを修正しました。
*Hide "Opening Hours" since it performs poorly.
*「営業時間」はパフォーマンスの問題により非表示にされました。
*Possibly fixed rainbow-colored bodies on Mac OS.
*Mac OSにおいて体が虹色になる不具合を修正した可能性があります。
*Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish locale.
*Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish locale.
*ModelManager.loadAnimsFromDir() calls ModelManager.loadAnim(ZomboidFileSystem.getAnimName()).
*ModelManager.loadAnimsFromDir() calls ModelManager.loadAnim(ZomboidFileSystem.getAnimName()).
*ZomboidFileSystem.getAnimName() may no longer be a valid filename after calling toLowerCase().
*ZomboidFileSystem.getAnimName() may no longer be a valid filename after calling toLowerCase().
-->
 


====IWBUMS Build 41.12====
====IWBUMS Build 41.12====
日時: 2019年10月16日<br>
日時: 2019年 10月 16日<br>
フォーラム: [https://theindiestone.com/forums/index.php?/topic/25863-public-iwbums-beta-build-41-released-animations/&do=findComment&comment=282374 IWBUMS Build 41.12]
フォーラム: [https://theindiestone.com/forums/index.php?/topic/25863-public-iwbums-beta-build-41-released-animations/&do=findComment&comment=282374 IWBUMS Build 41.12]


<font style="color:green">[New]</font>
<font style="color:green">'''[New]'''</font>
*新しいゲームプレイスタイル: Builder、Brawler、Survivor
*新しいゲームプレイスタイル: 建設者、格闘家、生存者
*ゲームプレイバランスにおいて「生存者」(生存)がより致命的に - プレイヤーは大群に引きずり込まれごちそうにされます。
*ゲームプレイバランスにおいて「生存者」(生存)がより致命的に - プレイヤーは大群に引きずり込まれごちそうにされます。
*新しいサバイバー能力: 座る、スニーキング、全力疾走、ジョギング、振り、リロード、乗り越える、フェンスジャンプ、転倒など、さらに多くを含みます。
*新しいサバイバー能力: 座る、スニーキング、全力疾走、ジョギング、振り、リロード、乗り越える、フェンスジャンプ、転倒など、さらに多くを含みます。
Line 103: Line 3,644:
*衣服の破れや損傷の可視化。
*衣服の破れや損傷の可視化。
*新しいシムズスタイルのカットアウェイ視覚システム。
*新しいシムズスタイルのカットアウェイ視覚システム。
*車両の操作の改善、サイズ変更、外観の調整。
*車両両両の操作の改善、サイズ変更、外観の調整。
*サウンドトラックをケンタッキー州をテーマとしたものに更新、リマスター、改良しました。オリジナルの音楽は現在も聴くことが可能で、ゲームオプションからアクセスできます。
*サウンドトラックをケンタッキー州をテーマとしたものに更新、リマスター、改良しました。オリジナルの音楽は現在も聴くことが可能で、ゲームオプションからアクセスできます。
*新しいSFX: 武器、ゾンビのうめき声など。
*新しいSFX: 武器、ゾンビのうめき声など。
Line 113: Line 3,654:
*店舗の3Dのマネキン – 自由自裁に着せ替え可能です。
*店舗の3Dのマネキン – 自由自裁に着せ替え可能です。
*洗濯機と乾燥機が動作します。
*洗濯機と乾燥機が動作します。
*サーバー側の保存:MPのセーブシステムはサーバー側のデータベースに保存されるようになりました。SP側がオフラインしたり、実際に現実で停電が発生しても車が消えることはありません。
*サーバー側の保存:MPのセーブシステムはサーバー側のデータベースに保存されるようになりました。SP側がオフラインしたり、実際に現実で停電が発生しても車両両が消えることはありません。
*新しいゲームカーソル。
*新しいゲームカーソル。
*新しいレベルアップのサウンド、およびレベリングシステムの調整。
*新しいレベルアップのサウンド、およびレベリングシステムの調整。
Line 119: Line 3,660:
*新しい戦利品のバランスと調整された戦利品のバランスシステム: 住宅や店舗のコンテナの戦利品は実際の生活から予想されたものになり乱雑ではなくなりました。
*新しい戦利品のバランスと調整された戦利品のバランスシステム: 住宅や店舗のコンテナの戦利品は実際の生活から予想されたものになり乱雑ではなくなりました。
*戦利品の2つの優先順位 - ゲームプレイ中のより貴重なアイテムの中で、戦利品のより現実的な詰込み作業が可能になりました。
*戦利品の2つの優先順位 - ゲームプレイ中のより貴重なアイテムの中で、戦利品のより現実的な詰込み作業が可能になりました。
*治療を盛り込んだ非常に多くの一般的な修正: 浮遊する車、耕作の問題、聞き取れない住宅警報器、車両を足止めする浸食の木、クローラーなどによるパニックが解消されない生存者、など様々です。
*治療を盛り込んだ非常に多くの一般的な修正: 浮遊する車両両、耕作の問題、聞き取れない住宅警報器、車両両両を足止めする浸食の木、クローラーなどによるパニックが解消されない生存者、など様々です。
*"バックパックの可視化!"
*「バックパックの可視化!


[[Category:Version history/ja]]
[[Category:バージョン履歴]]

Latest revision as of 06:37, 15 April 2024

Animation Overhaul
B41-prison.png
Update name
Animation Overhaul
Latest release
未リリース
Stable release
未リリース
Beta release
2019年 10月 16日
Beta versions
41.5341.5241.5141.50 hotfix II41.50 hotfix41.5041.4941.4841.4741.4641.4541.4441.4341.4241.4141.40 hotfix41.4041.3941.3841.3741.3641.3541.3441.3341.3241.3141.3041.2941.2941.2841.2741.2641.2441.2341.2241.2141.2041.1941.1741.1641.1541.1441.1341.12
Youtubeより衣服のメッシュのデモ

Build 41The Animation Overhaul(アニメーションの包括的な見直し)とも呼ばれ、アニメーションシステム全体に大規模かつ包括的な見直しであることから、このようなタイトルが付けられています。この新しいシステムは一般的に2015年中頃から公表されていました。2018年後半には、大きな技術的課題を解決するために専門家が投入され、その後、よりシンプルで信頼性が高く、MPネットワークに適した改造しやすいシステムへと改善・構築されていきました。この新システムを開発している間、メインの開発チームは新機能の開発を続けており、特に注目されたのは車両(build 39)気象(build 40)でした。などの新要素の開発を継続していました。アニメーションシステムの開発は遅延しているように思えますが、このアップデートは車両の追加をしのぐProject Zomboidの開発の過去最大のベースコートの変更を伴いました。

新しいアニメーションシステムに加えて、新しいプレイヤーモデル、武器と道具(モデル)、スキル衣服、新しい/更新された戦闘システム、ゲームパッド/コントローラー の改善 (技術的な問題によりbuild 42に延期されました)、2つの新しいチャレンジマップ、反射およびアニメーション化された、ダイナミックな水たまりなどが含まれています。

更新履歴

IWBUMS Build

IWBUMS Build 41.24

日時: December 20, 2019年 12月 20日
フォーラム: IWBUMS Build 41.24

[New]

  • ゾンビの振りむく動作を追加
  • 窓から登ってゾンビに阻まれて家の中に落ちたとき、ゾンビが音を出してそこにいることを知らせてくれるようになりました。
  • 窓を撃つことができるようになりました(範囲内/方向内であればハイライト表示されます)。
  • プレイヤーがゾンビの上に立っていても、ゾンビは立ち上がらなくなりました。
  • ゾンビが数秒間その場を歩いていた場合、ゲームはそれを検知して動きを止めるようになりました。
  • 車両を攻撃しているゾンビのグループが、延々と届かない車両の中に入っていくのを避けるために、より協調して行動するようになりました。
  • 近接戦闘に予測を追加しました。突進してくるゾンビを攻撃している場合、攻撃を検知する武器の範囲を仮想的に増やしました。これにより、実際にゾンビに当たったときに「ミス」のアニメーションが再生されることが少なくなりました。
  • 車両がバックしているときに、ドライバーが後ろを見るようになりました。これにより、プレイヤーはバックで進入する際に、自分が乗っている車両を見ることができなくなります。窓が開いていない状態で、Aimキーまたはコントローラの右スティックを押すと、ドライバーと同乗者が周囲を確認できるようになりました。
  • アイテムリストの上にマウスを置いたときに、CTRLとマウスホイールがインベントリと戦利品ウィンドウのコンテナの間を循環するようになりました。
  • 土/砂利/砂を取る際のQuality of Lifeを改善しました。
    • サブメニューから選ぶのではなく、インベントリ(およびバックパック)の中から自動的に一番多い袋が選ばれるようになりました。
    • 取る場所を選ぶためのカーソルが表示されるようになりました。1つの袋を満タンにするのに、右クリックしてコンテキストメニューから4回同じ動作を選択する代わりに、4回連続してクリックすることができるようになりました。
  • 土/砂利/砂を注ぐ際のQuality of Lifeを改善しました。
    • カーソルが緑または赤の輪郭で表示され、見やすくなりました。
    • サブメニューから選択する代わりに、インベントリ(およびバックパック)から最初の空でない袋が自動的に選択されるようになりました。

[Balance]

  • 2階建ての窓から落下したときのダメージを軽減しました。
  • 2階建ての窓から落下したとき、特性:体重不足、瘦せすぎの場合に即死してしまうことが発生すぎていたのを修正しました。
  • 動きが速いゾンビは、フェンスや窓の前でその場で歩いて突っ込むのではなく、乗り越えるようになりました。
  • 特性:広場恐怖症/閉所恐怖症を相互排他的にしました。
  • 特性:血液恐怖症のポイントを5に増やしました。

[Bug Fix]

  • Fixed no zombies sandbox options still spawning zombies in vehicle stories.
  • Fixed still turning toward some items when doing various action when it wasn't needed (filling water bottle).
  • Fixed zombies thumping vehicles not attracting other zombies (missing WorldSound).
  • Fixed AttackState clearing StateMachineParams (for all states, instead of just AttackState).
  • Fixed two multithreading bugs.
  • Fixed not being able to attack after closing a map when using a controller.
  • Fixed Transfer All moving hotbar items.
  • Fixed Hemophobic stress increasing faster at higher framerates.
  • Fixed the player getting stuck in the fishing state if they performed other actions while fishing.
  • Fixed driving through forests is bumpy even when wood floors have been placed.
  • Fixed NullPointerException in IsoGridSquare.RenderOpenDoorOnly() when there is fire in a house.
  • Fixed blocked buttons in the New Game screen after deleting the last savefile.
  • Fixed not being able to take water from puddles if Dynamic Skybox = No.
  • Fixed plumbed sinks taking water from puddles.
  • Fixed Lock framerate = Uncapped not being saved.
  • Fixed BodyPart.RestoreToFullHealth() not stopping bleeding.
  • Fixed invisible players and other errors when spawning a splitscreen player in the same location as the other player.
  • Fixed IsoPlayer.getJoypadAimVector() and IsoPlayer.getJoypadMoveVector() doing sqrt(x * x + y + y).
  • Fixed passengers seeing the "B for Brake" prompt when using a controller.
  • Fixed DebugChunkStateUI not updating the display when selecting new squares.
  • Forbid using the name of an existing directory when creating a new game.
  • Forbid entering various invalid characters in the savefile field when creating a new game.
  • Fixed being able to double-click a spawn location to advance to the next screen when an invalid savefile name was entered.
  • Fixed not spawning zombies eating corpses inside rooms.
  • Fixed spawning zombies eating corpses in a room when zombie spawning is disabled.
  • Fixed spawning zombies eating corpses with a wall or door between the corpse and the zombie. Try harder to find a place to spawn a corpse inside a room, instead of always choosing the center.
  • Fixed blood splatter causing bushes and trees to rustle.
  • Fixed not being able to walk off the floor in all directions after building a new staircase.
  • Fixed corpses/items/zombies in rooms spawning in inaccessible areas behind stairs (when the area is 1x1 or 2x1 or 1x2 only).

IWBUMS Build 41.23

日時: 2019年 12 月 10日
フォーラム: IWBUMS Build 41.23

[New]

  • アイコンのないボタンをクリックしたときの色を変更し、視覚的なフィードバックを再現しました。
  • メインメニューからチュートリアルを削除しました。
  • サンドボックス用の新しい戦利品の設定を追加しました。
    • 缶詰、医療、メカニック、サバイバル用品、射撃武器、弾薬、文書。
    • 以前のゲームをロードすると、新しい戦利品の設定は既存のものに基づいて行われます(射撃武器/弾薬は「武器」の設定は受け、その他のものは「その他」の戦利品の設定に依存します)。

[Balance]

  • 夜間にゾンビがプレイヤーを発見する確率が低くなりました(以前からありましたが、本当に暗い夜にしか発生しなかったので、しきい値を少し下げました)。
  • 銃器の弾薬がジャムる確率が半分になりました。
  • 髪を伸ばすのに30日から20日へかかるようになりました。
  • いくつかの服の重さを調整しました。
  • 職業:泥棒は車両両を盗むことができるようになり、窓を開けるときに鍵が壊れる確率が低くなりました。
  • 特性:難聴が+4ポイントになりました(以前は2)。
  • 特性:厚い皮膚のコストが8ポイントになりました(以前は6)。
  • 特性:薄い皮膚が+8ポイントになりました(以前は6).
  • 体重に関連する特性の一部が体力を低下させるようになりました。
  • 体重に関連する特性が、大きなフェンスを登るときに失敗する確率に大きな影響を与えるようになりました
  • 特性:夜更かしが修正され、正しく動作するようになりました。
  • 特性:血液恐怖症で、服に血がついていると、ゆっくりとパニックになるようになりました。
  • 柵を自動で飛び越える際、プレイヤーの向いている方向をより寛容にしました

[Bug Fix]

  • Temp fix for Kingsmouth hanging while saving. The island is surrounded by water, preventing the game from finding any path to respawn zombies.
  • Fixed fake-dead zombies in House in the Woods challenges.
  • Fixed walls flickering on fast-forward.
  • Fixed zombie skins changing at random.
  • Fixed belts etc not drying over time when worn.
  • Fixed missing zombie footstep sounds for slow-moving and sprinting zombies.
  • Fixed IsoGameCharacter.DoFootstepSound(String) volumes being ignored.
  • Fixed sprinter zombies lunging at full speed through trees and bushes.
  • Fixed animation and turning issues when performing medical actions on a splitscreen player.
  • Fixed bandage models appearing on the doctor rather than the patient in splitscreen.
  • Fixed rapidly clicking a button ignoring every second click (buttons were ignoring double-clicks).
  • Fixed Frying Pan model rotation when on the ground.
  • Fixed Revolver & dbl barrel shotgun getting hammed
  • Fixed invisible bandage (used to apply bandage model to player) weighting 1.0 (now it's 0).
  • Fixed sometimes bandage model not being removed (e.g when getting bite).
  • Fixed zombies attacking while still turning to face the player. This was most noticeable when the player was sitting in a vehicle; a zombie would walk to the vehicle's window, then attack as it was making a 90-degree turn. It could also happen when opening a door with a zombie behind it, or walking around a corner into a zombie.
  • Fixed inventory-context-menu command "Move To > Floor" moving items to the player's inventory but not dropping them on the floor.
  • Fixed NullPointerException in IsoMovingObject.checkHitWall() when adjacent chunks haven't been loaded.
  • Fixed playing the player's hit-reaction animation after exiting a vehicle. It looked like the zombie hit the player from the other side of the vehicle.
  • Fixed the player dying twice sometimes while getting dragged to the ground.
  • Fixed multiple issues with zombies knowing the location of players for a period after losing LOS
  • Fixed zombies seeing the player behind them as soon as they heard noise from the player. Now they don't see the player until they have turned enough.
  • Fixed metalworking actions failing because the Welder Mask can't be equipped in the hand anymore. Now it is worn.
  • Fixed ground attacks hitting doors, trees, etc.
  • Fixed a bit of debug code blocking the main thread every frame.
  • Fixed ISInventoryTransferAction failing if the item is already in the destination container. This fixes not being able to put gas in a vehicle when the Gas Can is in a bag to begin with.
  • Fixed duplicating items exploit involving corpses.
  • Fixed NullPointerException in ThunderStorm when the player's current square is null.
  • Fixed players getting blood on them after shooting zombies from a distance.
  • Fixed VehiclesDB not reporting many save/load errors. Now it uses the little-red-box-of-doom.
  • Fixed multithreading bug with the player/vehicle database. Existing files with already-corrupted vehicle data will repeatedly throw exceptions.
  • Fixed VehiclesDB throwing exceptions repeatedly if BaseVehicle.load() failed
  • Fixed NullPointerException in IsoPuddlesGeometry.
  • Fixed VERSION=1 not being written to keys.ini in some cases

IWBUMS Build 41.22

日時: December 4, 2019年 12月 4日
フォーラム: IWBUMS Build 41.22

[New]

  • ビークルストーリーの新しいスポーン方法が、チャンク内のゾーン用いることでとても正確にスポーンされるようになりました。
  • ビークルストーリーを追加しました。
  • 武器のコンテキストメニューの弾丸の挿入に武器名を追加しました。
  • 戦闘態勢の足音を追加しました。
  • 戦闘力低下を知らせるためにムードのアイコンが揺れ、より目立つようになりました。
  • いくつかの車両両両のテクスチャを更新しました。
  • いくつかの車両両両の損傷のオーバーレイの不具合を修正しました。
  • 重い武器の戦闘速度を向上させました。
  • ホットバーのキーを長押しすると、ラジアルメニューが表示され、そのスロットに装備するアイテムを選択できるようになりました。
  • 医療品を健康パネルにドラッグして負傷を治療できるようになりました。
  • スペイン語、ハンガリー語、日本語、ポーランド語の翻訳を更新しました。
  • 戦利品画面に表示されるコンテナは、プレイヤーの周囲の3x3のエリアになりました。
    • これにより、「略奪中にコンテナの方を向く」が復活しました。ターンしても略奪ウィンドウに表示されるコンテナは変わらないため。
    • 死体を略奪する際、プレイヤーが死体の上に立っていても死体が置かれているマスの方を向いていないことが多いため、いくつかの不便さを修正しました。
    • コンテナがプレイヤーの背後にあり、戦利品画面にボタンがない場合でも、プレイヤーがワールド内のコンテナをクリックして、その中身を戦利品画面に表示することは常に可能になりました。

[Bug Fix]

  • Fixed vehicle rust missing from Effects.
  • Fixed player being locked in place after starting to reload/rack a firearm while aiming.
  • Fixed sitting and thumping zombies being pushed by other zombies
  • Display the 'equipped' icon in the hotbar for items held in a hand.
  • Added "Quit To Desktop" main-menu option.
  • Player now faces vehicle door when attempting to unlock it.
  • Fixed zombies getting stuck in an animation after the player dies.
  • Fixed DebugChunkState error when a State wasn't exposed to lua.
  • Fixed sitting zombies sometimes facing the wrong direction.
  • Fixed the position of the "favorite" icon in the inventory window (it was clipping into the row above).
  • Fixed being able to throw a molotov without a lighter in the right hand, and the right-hand item disappearing afterward.
  • Fixed not being able to queue multiple chop-tree actions.
  • Fixed the Continue button skipping the profession screen when the player is dead.
  • Fixed hotbar switching animations.
  • Fixed the player's direction snapping when changing the player's in-hand models.
  • Fixes snapping when the player turns
  • Fixed dragging multiple healing items of the same type onto the Health ui.
  • Fixed clicking "wear" on a stack of items wearing them all
  • Fixed being able to open infinite Inspect Clothing UI.
  • Fixed right clicking on bullets needing a corresponding gun to allow insert bullets in magazine.
  • Fixed having clicking once bullets in inventory bringing "insert ammo in magazine" for every item.
  • Fixed not being able to clean dirty leather/denim strips.
  • Fixed bunch of overlaping text with garmentUI for translator, everything is now tied to various string width.
  • Fixed sandbox loot settings resetting to default when loading a saved game.
  • Fixed zombies not attacking players right in front of them when the "Day/Night Active" sandbox setting is not "Both".
  • Lighter doesn't run out of fuel if we use it as lighting source
  • Fixed Barefoot footsteps sfx not being softer than when wearing shoes
  • Fixed chance to catch fish at lvl 1 beingtoo high
  • Fixed professional clothes (for example Lumberjack shirt) disappearing from the combo when clicking "Random"
  • Fixed Headlights smashing too easily
  • Fixed Pin status for inventory menus not being saved
  • Fixed it not being possible to recover and repair a weapon used in Spear creation
  • Fixed dryers having Drink Option
  • Fixed lua error with Painting walls
  • Fixed Fishing with a spear having incorrect sfx
  • Fixed sound effect when a door is destroyed being too loud
  • Fixed incorrect high exertion moodle description
  • Fixed Trees/clothing protection system issues
  • Fixed dig Graves action not having SFX for all tools
  • Fixed vehicle siren typo
  • Fixed a farming 'Dig' being confusing due to different digging actions - now 'dig furrow' etc.
  • Fixed weapon SwingSound not playing (whoosh of baseball bat for example).
  • Fixed HitVehiclePartWithWeapon and HitVehicleWindowWithWeapon not playing, and it using hit-zombie sound.
  • Fixed hats falling multiple times off reanimated player zombies.
  • Fixed aim outline for splitscreen players being rendered on the first player's screen.
  • Fixed weather effects not rendering for splitscreen players.
  • Fixed the wrong clothing color being displayed in the character-creation screen when selecting items.
  • Fixed passengers not being allowed to read books in running vehicles (driver still cannot).
  • Fixed garage doors with walls behind in cells 22,33 and 27,33.
  • Fixed SmithingMag4 turning into SmithingMag3 when read.
  • Fixed possible nullpointer for RVSCarCrashCorpse.
  • Fixed turning again when already facing the direction when doing an action.
  • Fixed player animation snapping while turning in ISMultiStageBuild.
  • Fixed vehicle steering flipping like pinball paddles when the fps is low.
  • Fixed pathfind bug that resulted in "WalkTowardState but path2 != null" messages.
  • Fixed lua errors when pressing hotbar shortcut keys during game loading.
  • Fixed exception with PolygonalMap2.intersectLineWithVehicle().
  • Fixed lua error in ISRepairEngine
  • Forbid reading skill books that are too high-level. The player will read for a bit then stop after saying "I don't understand..." etc.
  • Fixed IsoWorldInventoryObject sometimes using the smaller WItem_xxx textures.
  • fixed the car duplication.
  • Fixed vehicle headlights not getting removed when destroyed, emitting light when broken

IWBUMS Build 41.21

日時: 2019年 11月 26日
フォーラム: IWBUMS Build 41.21

[New]

  • 被服サブメニューを、ヘルスパネルのような役割を持つ「被服確認UI」に変更しました。
  • 可視化の包帯のモデルをキャラクターに追加しました。
  • 丸太の壁を作るときのアニメーションを変更し、工具が必要ないためハンドモデルを非表示にしました。
  • いくつかの武器モデルに「ワールド」アタッチメントを追加し、地面に置いたときにきれいに配置・回転させることができるようにしました。これは、例えばシャベルや板を地面に平らに置くために用いられます。
  • AIMアウトラインの表示オプションを追加しました。
  • 2つのアイテムがホットバーにあるとき、プレイヤーは現在のアイテムを外すしてから別のアイテムを装備するようになりました。
  • 「被服確認UI」の不具合を修正し、コンディションバーを追加しました。
  • 包帯モデルの完成(汚れの追加!)。
  • 「新しい屋根を隠す」オプションを削除しました。
  • ゲームの保存時にThrowableエラーをすべてキャッチし、ログに記録します。
  • 車両両両のスポーンがランダムに発生するイベントを追加(カークラッシュなど)。
  • 新しいチャレンジに要素を導入しました。スタジオでは、ゾンビが夜間に活動し、昼間は活動しないようになり、真夜中に松明を持ってスタートします。Kingsmouthのサンドボックスオプションを調整しました。
  • アクションアニメーションへの移行を改善し、アニメーションのスナップを削除しました。

[Insulation System Changes]

  • 条件を満たしているにもかかわらず、「風邪をひいている」が発生しないバグを修正しました。
  • 体温の上昇/下降速度が遅くなりました。
  • アドバンストビューの追加、体温タブのテキスト変更の適用しました。
  • 手足の温度変化がより顕著になるように修正しました。
  • テストのフィードバックに基づいて、寒さ対策が難しくなるようにいくつかの内部値を変更しました。コア温度の低下は、総発熱量と寒さ耐性に影響するようになりました。
  • オーバーヒート/アンダークール時のエネルギー/流体の消費率を少しだけ増加させました。
  • 多くの熱を発生させた場合のエネルギー消費量の増加が少なくなりました。
  • 皮膚の温度は、適切なレベルに戻るときにはより速く変動するように変更されたので、再び温まるまでにそれほど時間はかからなくなりました。
  • ヒート時に、断熱の影響で肌が速く熱くなりすぎるバグを修正しました。
  • 衣類の断熱を少し修正しました。
  • 低体温症のステージ2がコア33ではなくコア35で発生するように変更しました。
  • スニーキング時の体温発生量を低く設定しました。
  • 保温性の高い衣服を中心に、若干の保温性の向上させました。
  • 寒い場場所での衣服の発汗率を低くする修正を追加しました。
  • 様々なジャケット、パンツ、帽子、フットウェアに耐水性を付与しました。

[Balance]

  • 武器が刺さっているゾンビのスポーンが増加しました。
  • 園芸用スプレー、ハサミ、手袋、バターナイフのスポーン率が増加しました。
  • Removed Belt being able to be cut.
  • キッチンにおいて糸のスポーン率が増加しました。
  • メカニック画面のツールチップに、バッテリー残量、ガソリンタンクの燃料量、タイヤの空気量が表示されるようになりました。
  • ゾンビの昼夜サイクルサンドボックスオプションの動作を改善:アクティブ時は任意のサンドボックスオプションに基づく行動をします。非アクティブ時、本当に遅くて弱いですが歩いたり攻撃したりできます。
  • よろよろ歩くゾンビの歩行速度の設定を追加しました。

[Bug Fix]

  • その場で足踏みをするゾンビを修正しました。
  • ホルスターをダブルホルスターに交換したり、またはその逆の動作をした場合ホットバーが更新されないのを修正しました。
  • Fixed custom weights for food and crafted radios not being saved.
  • 「灰を掃除する」が動作しない問題を修正しました。
  • 旧シャベル/新シャベル/雪かきシャベル/ハンドルスコップで灰を取り除けるようになりました。
  • Fixed lua error in DebugChunkState displaying tables in modData.
  • Fixed the bug "vehicles sometimes disappear until you reload the game".
  • Fixed the player getting stuck when climbing a sheetrope and the way is blocked at the top. The player will automatically climb back down.
  • Fixed overlapping garage door and wall in cell 37,22.
  • Fixed Tailoring skill books disappearing after being read.
  • Fixed grime/overlays/etc from burned tiles.
  • Fixed the bug: the -Dnosave option throw a bunch of error
  • Fixed car batteries starting with greater than 100% charge sometimes.
  • Fixed picking up broken glass with the furniture-moving tool not cutting the hands as it does when done with the context menu.
  • Fixed red garage doors not being openable.
  • Fixed Transfer All not working when one of the items is a Moveable (furniture) item.
  • Fixed cold water being used sometimes when disinfecting bandages or making hot drinks.
  • Fixed Zombie Count sandbox option setting Population Multiplier incorrectly (since Very High was added).
  • Fixed wrong climb-over-fence animation playing when holding a handgun.
  • Fixed MEGA THUNDER bug after fast-forward
  • Fixed zombies springing upright when struck after climbing over a fence, instead of getting stomped on.
  • Fixed lua error when attempting to reload a magazine when there are no bullets in inventory.
  • Fixed lua error when crafting when items need to be transferred to main inventory. (Packing nails into multiple boxes).
  • Fixed not being able to wear items on the head with coveralls (FullSuit and FullSuitHead locations were swapped). This should fix welding masks disappearing when zombies die, if they were wearing coveralls.
  • Fixed being able to click on doors to open/close them from too far away. Now the player must be in the 2x3 or 3x2 squares adjacent to the door.
  • Fixed hitting trees through walls.
  • Fixed zombies runners not running toward a sound (breaking windows, TV..)
  • Fixed zombies runners running in circle around you.

IWBUMS Build 41.20

日時: 2019年 11月 18日
フォーラム: IWBUMS Build 41.20

[New]

  • マッシュの、ゾンビとサバイバーのキャラクターの新しいテクスチャーを追加しました。
  • ゾンビの腐敗レベルが3段階になり、生存期間に応じて表示されるようになりました(アポカリプスから6ヶ月後には腐敗レベル3が多いなど)。
  • KingsmouthとStudioのマップを更新し、プレースホルダーの説明を変更し、正しいサムネイルを追加しました。
  • キャラクターの体温の要素:
    • BodyDamageにThermoregulatorを追加し、プレイヤーの熱を扱うようにしました。
    • キャラクターパネルの体温UIとその項目を追加しました。
    • 体温調節において空腹感、喉の渇き、疲労感が増減するように変更しました。
    • 冷気・熱気のダメージとペナルティーを再調整しました。
    • 傘の効果を身体の部位ごとに変更しました。
    • 風邪をひいたときに、体の部位ごとに皮膚温度+湿潤度を測定すると、頭・首・胸の方が高くなるように変更しました。
    • 特性:野外活動は、風邪を引く確率を通常の10%にまで下げました。
    • 体温管理に適切な湿度を追加しました。
    • タイムアクション、歩行、戦闘に体温生成値を追加しました(体重に応じた増加もあります)。
    • 「濡れ」を体全体の値ではなく体の部位ごとに追加しました。
    • 衣服の濡れ具合や乾き具合が変化し、汗や体温が内側から外側に向かって層状に働くようになりました。
    • 新品の衣類に衣類の断熱値を追加しました。衣類の断熱値は0.0から1.0まで設定されています。
    • 衣類の耐風性を向上させ、風の影響を減少させます。
    • 衣服の耐水性を追加しました。1.0では完全に浸水を防ぐことができます(例:ポンチョ)、低い値は耐水性が低下します。
    • 手や腕が非常に冷たいときにタイムアクションを行うと、時間のペナルティが発生するようになりました。
    • 防護パネルにボディパーツのウィジェットを追加しました。
    • PlayerClimateDebugにサーモレギュレーターのデバッグ情報を表示するように変更しました。
    • 追加されたBodyPartContactsは、体のどの部分が他の部分につながっているかを判断するために用いられます。
    • added distance to core, skinsurface percentage and umbrella mod to BodyPartType
  • 被服の修理を追加しました:
    • アイテムを右クリックすると、被服にパッチをを追加/削除することができます。
    • 穴にパッチを追加するとふさがりますが、塞がない場合は単に防御ボーナスが得られます(単純にアップグレードする場合は、断熱材を追加する必要があります)。
    • 防護の質は、使用する生地と仕立ての技術に依存します。
    • 数週間後には、服を検査するためのUIが作られ、サブメニューによる煩わしさが軽減される予定です。
  • 新しい服が追加されたときにアップデートしやすいように、服の裂け目の動作を変更しました。
  • レザーやデニムの素材を裂いて短冊状にすることができるようになりました(ハサミが必要)。
  • 糸のスポーンを全体的に増やし、革製品(ソファなど)を分解した際にも革片を入手できるようになりました。
  • パッチテクスチャーは現在、どの生地を使用しても同じで、プレースホルダーテクスチャーになりました。
  • 銃器の改善:
    • 銃の命中率を調整:より簡単になり、照準レベルに向かってより「直線的」な感じになりました。
  • スプリント ゾンビの改善
    • 目標があるときだけ全力疾走し、それ以外は歩くようになりました。
    • 全力疾走時につまずいたり、転んだりすることがあります。
    • ゾンビが木々の中を全力疾走するのを修正しました。
    • Sprinters have a wider turn delta when sprinting.
    • コントローラーのXボタンはプレイヤーのアイテムを、床ではなく戦利品ウィンドウに表示されているコンテナに転送するようになりました。
  • 保存とログ:
    • logs.zip に DebugLog.txt ファイルを追加しました。このファイルはアーカイブの/debug-log/ディレクトリに含まれています。
    • Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    • Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
  • 水の改善:
    • ウェストポイントの北にある波止場とボートハウスにウォーターゾーンを追加し、ウォーターシェーダーによるレンダリングを修正しました。100%の修正ではありません。ドックに厚みを与えるタイルは表示されず、ドックが海岸に接する部分には1タイルのグリッチがあります。
    • 水のシェーダーのコードを変更して、2回のパスでレンダリングするようにしました。最初にソリッドの水のタイル、次に通常のタイル、次に海岸のタイルです。これにより、ウェストポイントの北にあるドック/ボートハウスと、ウェストポイントの東にある鉄道橋で、いくつかのタイルが隠れてしまうのを修正しました。これまでは、鉄道橋の端にある透明な床が水に覆われて見えませんでしたが、これを修正しました。

[General]

  • 食べ物のモデルをいくつか追加しました(主に野菜/果物用)。
  • 皿から食べるアニメーションを追加しました。
  • 裁縫の特性/書籍を追加しました。
  • スポーンハウスがバリケードで囲まれていることがあるのを修正しました。
  • パッシブスキルをスキルタブの上部に移動しました。
  • 釘や弾丸のような小さなアイテム(重さ0.1以下)に対してのみ、20スタック分のアイテムを転送するようになりました。
  • 狙いを定めたゾンビのアウトラインの色を変更し、ダークレッドの使用を減らしました。
  • 修理メニューの文字を一部変更しました。
  • MARTIN ADDITIONS
    • Bob_IdleEatingFromPlate.XとBob_DrinkFromFloor.Xを追加しました。
  • TRUNK VERSION
    • 水たまりが水の上にレンダリングされるのを修正しました(水のシェーダーを使用していない場合、Dynamic Puddles = All)。
    • 水たまりデータのレンダリングを修正しました。これは、コントローラを使ってドアを開閉したときに、ドアの周りの3x3のエリアに水たまりが一時的に表示されるというバグを修正するためです。 不思議なことに、「E」キーを使用したときには起こりませんでした。 水たまりのレンダリングはスレッドセーフではないと思います。メインスレッドが IsoPuddlesGeometry.pda などを更新している間に、レンダリングスレッドがそれを読み込んでいる可能性があります。
    • コントローラを使用しているときに、戦利品ウィンドウの2番目のコンテナが1番目ではなく自動選択されるのを修正しました。以前は、戦利品ウィンドウのコンテナのリストの一番上に地面が表示されていました。
    • セル25,31でガレージのドアの後ろに壁があるのを修正。
    • Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    • 新規プレイヤーに対するチュートリアルのポップアップメッセージを削除しました。
    • 車両両両への乗り込みに時間がかかることがあるのを修正しました。この現象は、プレイヤーが旋回アニメーションを再生しているときに乗り物に入ると発生するようです。
    • 壁のつるのレンダリングが古いサークルステンシルの影響を受けていたのを修正しました。
    • Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations. The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    • ゾンビの攻撃のアニメーションの開始と終了の間のブレンドタイムを削除しました。 これはゾンビのポーズに不具合が生じていました。
    • アイテムを転送する際、プレイヤーが隣のコンテナに歩いていくのを修正しました。
    • モデルとキャラクターの被服の色合いの違いを修正しました。
    • 生存者 & 建設者モードが7月に開始されないのを修正しました。
    • 体力が低下したときにプレイヤーが起床しない問題を修正しました。
    • ゾンビが家の中の何か(窓、ドア、バリケードなど)を破壊しても、プレイヤーが起きない問題を修正しました。
    • 寝ようとしているプレイヤーが歩き続け、壁などを通り抜けてしまうことがあるのを修正。
    • コンテナ内の移動可能なアイテムを読み込む際の、テクスチャに関する例外を修正しました。
    • 睡眠の終了時間が早すぎるのを修正を修正しました。
    • 略奪中にプレイヤーが方向転換すると、表示されるコンテナが変わることがあるので修正しました。
    • 死体がロードされるたびに死体のテクスチャが再作成されるのを修正しました。
    • インベントリに弾がないときに、マガジンから弾をアンロードするluaのエラーを修正しました。
    • ガスバーナーで車両両両を解体する際の問題を修正しました。
    • キャラクター作成画面で「ランダム化」ボタンを何度もクリックすると、コンボボックスが増殖してfpsが低下するのを修正しました。
    • ClothingSelectionDefinitions.luaのタイポを修正しました。

IWBUMS Build 41.19

日時: 2019年 11月 11日
フォーラム: IWBUMS Build 41.19

[New]

  • サンドボックスにスプリンターゾンビを再追加しました。
  • 特定のヘッドウェアは、攻撃時に落下する可能性があるようになりました(ゾンビおよびプレイヤーの場合)。帽子がワールド内で3Dモデルとしてレンダリングされるようになりました。
  • スロットにマウスを置いたときに、スロットのラベルがホットバーの上に表示されるようになりました。 これは、スロットよりも長いラベルを修正するためです。スロットにアイテムが入っていないときは、スロットを提供するアイテム(ベルトなど)の色あせたアイコンが代わりに表示されます。
  • 車両両両が弱く衝突した際の衝突のSFXを実装しました
  • サンドボックスのオプション画面に新しいサンドボックスのプリセットを追加しました。すべてのサンドボックス・プリセット・ファイルを更新し、すべてのオプションの値を含むようにしました。
  • ホットバーに表示されるアイテムの耐久性を示す星の数を追加しました。
  • 左のベルトが先、右のスロットが後になりますが、これはベルトを外したり、外したりした場合にのみ機能します。
  • コミュニティ翻訳の更新しました。
  • Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
  • スニーキングの歩行/ジョギングでは、通常の歩行/ジョギングより多くの持久力を消耗するようになりました。
  • 装備しているアイテム/衣類がインベントリの一番上ではなく最後に表示されるようになりました。
  • 終了に関するデバッグ情報と、終了時のゲーム保存に関する情報を追加しました。
  • Rを押すと様々なことができるようになりました:
    • 装備されている銃にマガジンが入っている場合は、装備を外し、新しいマガジンが入っているかどうかを確認します。
    • 他の弾倉が見つからない場合は、1つの弾倉に弾丸をリロードできるかどうかを確認し、リロードが終わったら自動でリロード/ラックを行います。

[Balance]

  • すべての開いているドアから室内を見通せるようにに変更し、ドアの向こう側にゾンビがいる場合の戦闘の手助けとなるでしょう。
  • 車両両庫入れの際には、車両両両の面積が少し小さくなり、駐車両両しやすくなりました。
  • 銃器のステータスを調整しました。
  • マガジンが銃器にセットされている状態で見つかる確率が上がりました。
  • M16とオートマチックの銃器の性能が向上しました。
  • いくつかの戦利品の配置を調整しました。
  • 槍を作るときに大工の経験値を追加します。
  • ゾンビは服に応じて防御力が変化するようになりました。
  • 冷凍食品を食べると、不幸/退屈の悪循環に陥るようになりました。
  • 銃器のスポーンを再追加しました。
  • gigamartにおけるアイテムのスポーン率を下げました。
  • セーフハウスの戦利品を増やしました。
  • 建設者の食品の希少値設定を「すごく稀」から「稀」に変更
  • 柵の向こう側に床がないのに、自動的に柵を越えないようになりました。
  • 無慈悲なな即死を避けるために、「びっくりお風呂ゾンビ(Surprise Bathroom zombie)」による攻撃は、ダメージを受けない猶予時間を追加しました。

[Animation]

  • tweaks to Hunting vest x files and masks so they work better together
  • ウェディングジャケットとジャンパーとの相互的に調整しました。
  • 被服全体とハンティングベスト マスクとの相互的に調整しました。

[Bug Fix]

  • コントローラーで照準を合わせているときに、プレイヤーが間違った方向に歩いてしまう問題を修正しました。
  • 分割画面でのホットバーの位置とゲームウィンドウのサイズ変更後の位置を修正しました。
  • ウィンドウのアイコンが消えていたのを修正しました。
  • 銃器の命中率に、疲れたムードが考慮されていない問題を修正しました。
  • 踏みつけの計算に、疲労ムードが考慮されていない問題を修正しました。
  • ゾンビが壁にもたれかかっているゾンビを押しのけるように修正しました。
  • ベルトを右に装着したとき、手斧の回転がおかしくなるのを修正しました。
  • 様々な体の位置を修正しました(ガスケットマスクが眼鏡と一緒に着用できる、フルヘルメットが着用できるようになるなど etc...)。
  • 被服による保護が100%になる問題を修正しました。
  • 咬み傷/擦り傷の防御色の配色が間違っていたのを修正。
  • Fixed not regen endurance if heavy load was > 0.
  • Fixed heavy load moodle level 4 not doing anything to endurance regen.
  • 持久力レベル10でより速く走れるように修正しました(現在は持久力にのみ影響します)。
  • 布を切り裂くSFXの不具合を修正しました。
  • 石から槍を作るときに、石が失われないのを修正しました。
  • スクリュードライバーの槍が2本作成されるのを修正しました。
  • 槍のレシピに包丁が追加されなかったのを修正しました。
  • 重複している車両両両を修正しました。
  • マップの一部をロードした後、座る場所を選択すると、ゾンビが壁を通ってテレポートする問題を修正しました。
  • ゾンビが南や東の壁に座らないのを修正しました。 IsoGridSquare.getWallType() looked for WallS and WallE properties which don't exist.
  • 死体からホットバーアイテムを略奪する際のluaのエラーを修正しました。
  • 分解時に強制的に立たせないように修正しました。
  • 銃器からマガジンを取り外すと、クリップから1発の弾丸が取り出されるのを修正しました。
  • 赤いエラーボックスを表示せずにコンソールに出力されるluaのエラーを修正しました。
  • カーバッテリーチャージャーがレンダリングできないことがあるのを修正しました。
  • Fixed some blending during vault over.
  • Fixed sudden pause at the end of vaultOverRun
  • 全力疾走の跳躍を修正しました。
  • 飲食のアニメーションが途中で止まってしまうのを修正しました。
  • 一部のゾンビの歩行速度が速すぎたり遅すぎたりするのを修正しました。
  • Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
  • プレイヤーの視野角が、モデルの回転よりも早く方向転換するのを修正しました。
  • 血液を洗い流した後にキャラクター情報のアバターが更新されないのを修正しました。
  • プレイヤーを追いかけているゾンビが、待機していることがあるのを修正しました。
  • Double-size Textures = Noのとき、isoカーソルが2倍の大きさでレンダリングされる問題を修正しました。
  • アクションを行う際に、プレイヤーが本来の方向を向いていないことがあるのを修正しました。
  • インベントリにあるアラームをオフにしたときにプレイヤーが歩くのを修正しました。
  • 家のアラームが作動しないのを修正しました。


IWBUMS Build 41.18

日時: 2019年 10月 30日
フォーラム: IWBUMS Build 41.18

[New]

  • 洗濯機/乾燥機に「終了音」の音を追加。
  • ホルスターのアイコンを追加しました。

[Balance]

  • 洗濯機・乾燥機の運転中に、衣類の追加・削除ができなくなりました。
  • ムード「Minor injuries, first aid required」を変更しました。
  • Disabled TerrainRenderTiles_UseShaders in non-debug mode, set default=false.
  • 武器を装着した際のモデルの位置を一部調整しました。
  • ダブルバレルショットガンを追加しました。(アニメーション + スポーン)。
  • アイテムの移動時に戦利品の位置をリセットするようになりました。
  • 割れたガラスを拾えるようになりました(注意:手袋をしていないとケガをする恐れがあります)。
  • 石鹸のスポーン率が増加しました。
  • 石鹸の消費量を減らしました(1/2)。
  • 今後のSuper Survivorsのアップデートに向けて様々な互換性を変更しました。
  • 洗剤で体や服を洗えるようになりました。(新しい洗剤です。以前のものは使えません)。
  • 衣類に付着した血液や汚れの量によって洗浄時間が変わるようになりました。
  • 手で洗った後の衣類はびしょ濡れになります。
  • 衣類の洗濯時間が短縮されました。
  • 銃/火器の様々なリコイルアニメーションを追加しました。照準レベルが高いほど、速く撃てるようになり、アニメーションの反動も少なくなります。
  • M16にSingle/Autoスイッチを追加しました。
  • 武器がホットバーにある場合、ツールチップに正しい重量が表示されるようになりました。
  • アサルトライフルを調整しました。
  • キャラクターの装備・装着モデルのリセットを次のフレームまで遅らせました。
  • 焼けた家のスポーン率を下げました。
  • 石鹸を使わずに体を洗えるようになりましたが、時間がかかります。
  • 衣類の洗濯時間に上限を設けました。

[Bug Fix]

  • Call ISHotbar:refresh() in update(). My previous commit added a call to triggerEvent("OnClothingUpdate") in IsoGameCharacter.setAttachedItem() which might cause refresh() to be called at unexpected times.
  • Moved IsoGameCharacter.attachedModels to ModelSlot.attachedModels.
  • Changed ISHotbar:update() to handle InventoryItem.getAttachedSlot() becoming invalid for some reason.
  • Rebuilt Linux libPZPopMan64.so.
  • カスタムサンドボックスの設定で名前に「/」が含まれている場合、保存済みプリセットとして保存されない問題を修正しました。
  • フィッシングSFXが同期しない問題を修正しました。
  • 被服の全体的なバグを修正しました。
  • 壊れたソースパンのバグを修正しました。
  • Fixed uninitialized uniform index with TallFenceShader.
  • ゲームを開始するたびに床と壁のシェーダーが再作成される問題を修正しました。
  • 雨の水たまりのパフォーマンス問題を解決したと思われます。
  • 冷蔵庫、窓、ドアなどの環境音を再度有効にしました。 Changed WaterDrip sound to only play on IsoFlagType.waterPiped sprites with water (so they won't drip after the water shuts off, unless connected to a water source). Yuri found that when there are puddles on the ground, there are way too many WaterDrip sounds playing. That was due to IsoObject.hasWater() returning true on squares that have puddles.
  • ホルスターを装着した状態でゲームをロードしたときの不具合を避けるため、ホットバーの位置を保存するようにしました。
  • 銃の一部の不具合を修正しました。
  • 靴下を洗濯時の例外を修正しました。
  • ホットバーの重量が装備アイテムの重量よりも優先される問題を修正しました。
  • 水面上でズームアウトすると、水ではなく黒い四角が表示される問題を修正しました。
  • プレイヤーの死後のテキストが2回表示されるのを修正しました。
  • 画面分割でのレイン・スプラッシュ・レンダリングのバグを修正しました。
  • ISBaseObject.typeのタイポを修正。Capital-T Typeが複数箇所で使用されていました。
  • ホットバーアイテムの交換時にプレイヤーモデルがリセットされる問題を修正しました。
  • ホットバーアイテムを交換したときに、キャラクター情報のアバターが更新されない問題を修正しました。
  • Fixed error in ISAttachedItemsUI.lua when zombies have multiple items attached.
  • fix text boxes not being destroyed bug
  • 2つのベルトのうち最初のベルトをコンテナに移動させると、ホットバーの例外が発生する問題を修正しました。
  • 前のゲームのゾンビの人数設定が新しいゲームに適用される問題を修正しました。
  • Survivor.luaのサンドボックスプリセットがロードされない問題を修正しました。
  • 窓から落ちたときに、ゾンビが後ろにいるとみなされるの問題を修正しました。


IWBUMS Build 41.17

日時: 2019年 10月 29日
フォーラム: IWBUMS Build 41.17

[New]

  • すべてのキャラクターがベルトを持ってスタートするようになり、「背中」のスロットと2つのベルト(左右)のベルトスロットが与えられます。スロットを右クリックするか、武器をドラッグ&ドロップすることで装着できます。 また、インベントリ内の武器をクリックすると、ホットバーに装着されます。武器はプレイヤーに表示されます。ホットキー(1~5)を押すと、各スロットに割り当てられた武器が自動的に装備されます。これは現在進行中のシステムであり、フィードバックをお待ちしています!
  • ホルスターを追加しました。
  • ホルスターは警察官や警察署員のゾンビが持っている可能性があります(ゾンビが銃を所持している場合は自動的にホルスターも装備されています)。
  • ProjectZomboid.exeをGUIアプリケーションとして再構築し、コンソールウィンドウをなくしました。これによりSteamのリモートプレイにも対応されました。
  • プレイヤーがフェンスを乗り越えたときのBob_VaultOverToFallアニメーションを追加しました。
  • ゾンビの歩行状態とパスファインド状態において、Zombie_WalkTreesアニメーション追加しました。
  • ゾンビの突進アニメーションは、木の上で50%の速度で再生されるようになりました。

[Balance]

  • 木の斧の攻撃力、スピード、ストレイフ時の移動時間を増加させ(まだ遅いですが)、有効な大ダメージ武器となりました。
  • シンクからアイテムを飲んだり入れたりする際に、強制的に立ち上がるようにしました。
  • ハンドガンのサイズを小さくしました(+銃口の作り直し)。
  • 槍のクラフトレシピにかけた石を追加しました。
  • 高いフェンスの後ろにプレイヤーがいるとき、高いフェンスが透明になるようになりました。
  • 特性:心気症を完全に作り直せるまで無効化しました。
  • リロード経験値は、クリップに弾を挿入したとき(小さな確率)とリロードしたとき(大きな確率)に与えられるようになりました。
  • 槍で釣りができるようになりました。
  • 土/砂などを取る際に両手でシャベルを装備するようになりました。
  • 炒め物用のグリドルパンを追加しました。

[Bug Fix]

  • プレイヤーが建物に入った後に、建物内でゾンビがスポーンする問題を修正しました。
  • ダブルバレル ショットガンの問題を修正しました。
    • インベントリアイコンが無い。
    • 3発のシェルを装填できるチャンバーを削除しました。
    • ラッキングが不要になりました。
  • Fixed blob/suitcase Zeds on spawn
  • 64bitでのFMODのクラッシュを修正しました。
    • Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'.
    • SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused().
  • ゾンビが窓から登った後、空中で動けなくなる問題を修正しました。
  • Fixed exception after renaming food to have a dollar-sign character in it.
  • Fixed lua error when taking compost from a composter.
  • ゾンビになったプレイヤーが左クリックでドアや窓などに触れることができる問題を修正しました。
  • 新しいシャベルが土/砂利/砂を取るのに使用できない問題を修正しました
  • バッグから土/砂利/砂を注ぐ際の振り下ろすアニメーションを修正しました。
  • Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes
  • 車両両両への乗り降りや座席の切り替えの際にEscapeを押すと不具合が発生する問題を修正しました。
  • 壁に隣接したフェンスを走って飛び越えたときに、プレイヤーが壁を突き抜ける問題を修正しました。
  • Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ.
  • コントローラーでプロテクションスクリーンが機能しない問題を修正しました。
  • コントローラーで情報タブの髪型/ヒゲのボタンが機能しない問題を修正しました。
  • 停電しても衣類乾燥機や洗濯機が音を出し続ける問題を修正しました。
  • ズームレベルが変わったときにウェザーマスクが更新されない問題を修正しました。
  • スプリットスクリーンのプレーヤーでウェザーマスクがレンダリングされ問題を修正しました。
  • ゾンビが床のないフェンスを越えて動けなくなる問題を修正しました。
  • ガベージコレクションで一部のファイルが閉じられてしまう問題を修正しました。
  • Crouch key only affects player 0 which fixes split-screen shared crouch
  • すでに座っているときに、「地面に座る」コンテキストメニューオプションが利用できる問題を修正しました。

コントローラを使用しているときに、「地面に座る」コンテキストメニューオプションが使用できない問題を修正しました。

  • 冷凍食品をレシピに追加できないようになりました。
  • 旧靴下を削除しました。


IWBUMS Build 41.16

日時: October 23, 2019年 10月 23日
フォーラム: IWBUMS Build 41.16

[New]

  • 戦闘時のisoカーソルの透明度/可視度のオプションを追加しました。

[Bug Fix]

  • まれに一部のシステムでゲームのロード時のクラッシュする問題を回避させるため、64bit zomboidのメモリ割り当てを増やしました。
  • 一部のGPUに影響を与える衣類のオーバーレイとシェーダーのホールの問題を修正(ゲームのロード時やスポーンハウスから出るときにハングアップやクラッシュが発生する原因となっており、おそらく一部のMacで報告されている問題と同じ原因だと思われます)。
  • 今後の問題を診断するため、レンダースレッドはより良いエラーメッセージを出すようになりました。
  • ゾンビが刺されたとき(顎を刺されたときではない)に死亡サウンドを鳴らすことがある問題を修正しました。 This happened when bCloseKill=true but CriticalHit=false.
  • ゾンビは、地面に落ちた後ではなく、あごを刺された時点で死にます。KnifeDeathのアニメーションは、hitreactionの状態ではなく、falldownの状態で再生されます。落下する前にはゾンビが死んでいるので、現在はKnifeDeathのヒットリアクションは発生しません。
  • 生存者でのゾンビの数の問題を修正しました。
  • Fixed pathfinding failing when moving on the same square when that square is blocked in all directions. This worked before luautils.walkAdj() was changed to not call AdjacentFreeTileFinder.isTileOrAdjacent(). https://theindiestone.com/forums/index.php?/topic/26223-stuck-in-one-spot/


IWBUMS Build 41.15

日時: 2019年 10月 22日
フォーラム: IWBUMS Build 41.15

[New]

  • プレイスタイルを明確にし開発者の意図を強調するため、プレイスタイルの名称を変更しました。「格闘家」は「生存者」、「生存者」は「黙示録」となりました。
  • スニークウォーク→ストレイフ、スニークラン→ストレイフ、スニークウォークロー→ストレイフ、スニークランロー→ストレイフのアニメーションなしのトランジションを追加しました。
    • ストレイフに移行する際の奇妙な回転弧を削除しました。
  • Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
    • Reduces the amount the character jumps while transitioning from strafeSneak to said states.
  • 車両両両が弱く衝突した際の衝突のSFXを実装しました。
  • 落下状態のゾンビを追加しました。
  • カーテンを開閉する際のコンテキストメニューのツールチップに、キーボードやマウスのショートカットを表示するようにしました。
  • Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
  • ゾンビの突進から落下への状態遷移を追加しました。
  • フェンスを乗り越えたときの落下への移行を追加しました(フェンスの反対側に床がない場合)。
  • 水たまり用のハイトマップテクスチャを追加しました。このテクスチャにより、水たまりの描画時のパフォーマンスが向上します。
  • Added Logs/ZombieSpawn.txt to record zombie spawns. Should record zombies spawning inside of buildings, not so much outside.

[Balance]

  • 生存者モード(旧格闘家)のゾンビの数とゾンビのスポーンを微調整しました。
  • 窓やフェンスを乗り越えた後、プレイヤーが動けるようになるまでの時間が短くなりました。
  • 冬を乗り切るために体温変化を一時的に無効にしました。
  • ダウンしたゾンビのボディパーツへの当たり判定を少しだけ拡大されました。
  • 生存者モード(旧格闘家)でマルチヒット時に素手で3体までのゾンビを押しのけるようにできるようになりました。
  • いくつかのターンアニメーションを調整しました。
  • mccoyのバンののロゴを反転させました。

[Bug Fix]

  • 範囲内の最も近いゾンビではなく、範囲内の最初のゾンビに押しのけるように修正しました。
  • Ambient Pianoへの誤ったパスを修正しました。
  • Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
  • 木々の切り傷によってゾンビ化する問題を修正しました。
  • Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
  • キャラクターカスタマイズ画面の「ランダム」ボタンを押すと、プレイヤーの職業がリセットされてしまう問題を修正しました。
  • 火炎瓶や壊れた武器がプレイヤーから取り出せない問題を修正しました。
  • 「Double size textures 」が 「No 」の場合、地面に置かれたアイテムのアイコンが通常の2倍の大きさになる問題を修正しました。。
  • Fixed issues saving the player to the vehicles.db database.
  • Fixed unicode filenames are not suppоrted by animation/model importer.
  • プレイヤーが既に正方形の中心に立っている場合、コンテキストメニューで窓を開く/閉じることができない問題を修正しました。
  • ゾンビがゴッドモードのプレイヤーを引きずり込んで死なせてしまうのを止めさせました。
  • スポーツカーの助手席の外側の位置を高くしました(カメラの不具合を修正)。
  • 「布切れをつくる」と「布ロープをつくる」は選択されたすべてのアイテムに適用されます(有効な場合)。
  • Removed PerformanceSettings.modelsEnabled and PerformanceSettings.suppоrt3D.
  • Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
    • i.e dual-core with hyperthreading, or quad-core without hyperthreading.
  • Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc). Anything with a capital I.
  • 新規ゲーム画面で、チュートリアルやプレイスタイルのラベルをダブルクリックすると、次の画面に進むようになりました。
  • 車両両両に乗っている際の攻撃の問題を修正しました(弾薬が無限、押しのけることができないなど)。
  • Try to fix exceptions in ClimbThroughWindowState. Don't store IsoWindow or IsoGridSquare in StateMachineParams since they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
  • Fixed lua error in DebugChunkStateUI
  • LMENUをLALTとして表示するように修正しました。 RMENUをRALTと表示します。
  • キーバインドをクリアすると、「NONE」ではな空欄で表示されるように修正しました。
  • ゾンビの近くにいるときの早送りキャンセルの問題を修正しました。
  • アイテム車両両内から落としたときに、アイテムが地面から浮いてしまう問題を修正しました。
  • 発電機を両手に装備した際の重量の倍率を修正しました。
  • Set generator ConditionMax=100.
  • Set some vehicle part ConditionMax=100.
  • ゾンビの頭にナイフが刺さった後、ナイフをプレイヤーのインベントリからゾンビのインベントリに移動するように修正しました。
  • 踏みつける以外の素手攻撃が、お気に入りの武器としてカウントされない問題を修正しました。
  • Fixed "Untie Hair" option being available for already-untied hair after loading a game.
  • プレイヤーが落下した後に正しく死なない問題を修正しました。


IWBUMS Build 41.14

日時: October 18, 2019年 10月 18日
フォーラム: IWBUMS Build 41.14

[Bug Fix]

  • Now treats aiming/strafing as a zero-momentum state, like idle.
  • Turn180 now uses idleToRun180 instead of runToTurn180 when going from strafe -> run in the opposite direction of travel.
    • Only blends (with animations) to defaultWalk/Run/Sprint if isTurningAround==false
    • Uses animation-less transitions otherwise. This prevents the transition anims from doubling up with the turn180s anims.
    • ZNetFriends continues pinging in singleplayer, possible it's one source of FPS drop
  • Failed to Poll Device spam should be hidden, may be source of FPS drop for those with Blutooth or other wireless hardawre
  • タイヤが破裂しても車両両両が動き続けるようになりました。
  • サバイバルモードにおいてタイヤの品質を20-30%増加させました。
  • Fixed missing bob/bob_idle on Turkish systems.
  • Fixed AnimationSet lookup bug with Turkish locale ("Idle" -> "idle").
  • Fixed EmptyStackException in IsoSpriteInstance.get().
  • Fixed player not starting without clothes in AReallyCDDAyにおいて、プレイヤーが被服を着ていない状態でスタートする問題を修正しました。
  • 服やコンテナのカスタムアイコンがゲームを再起動すると消えてしまう問題を修正しました。
  • まれに血痕をバスタオルで洗浄できない問題を修正しました。
  • まれにショットガン(マガジンがない銃器)がリロードされない問題を修正しました。
  • GrabItemAction transfers multiple items at a time similar to InventoryTransferAction.
  • 大量のスタックのアイテムを移動させてもfpsが低下しないようになりました。
  • ソードオフ ショットガンを作成する際に弾薬を失う問題を修正しました。
  • キャラクターのカスタマイズ画面がリサイズされる動作を修正しました。
  • Fixed combining InventoryTransferActions when the source and destination containers aren't the same.
  • Changed "version 110" to "version 120" in some shaders that use functions in const expressions.
  • Fixes to MainThread/GameThread crash handling.
    • A crash in RenderThread no longer locks-up the game.
    • Uncaught Errors now get absorbed, logged, and an attempt is made to preserve save data.
    • Added uncaught exception handlers to MainThread, GameThread, and any other internal threads I could find.
    • Added default uncaught handler for any external threads.
    • Added custom handler for MainThread, sets bGameThreadExited and signals the RenderThread.
    • Added custom handler for RenderThread, sets m_isCloseRequested, zaps any waiting queues, and waits for MainThread to save and close.
  • DebugOptions
    • Added testThreadCrash mechanism, used to fire a crash on-demand, remotely from AnimZed.
  • Run -> Strafe -> Run は、直線的な移動を維持するようになりました。トランジションの際の奇妙な弧を描く動きはなくなりました。
  • Strafe -> Runのトランジションは、90度以上回転していない場合にのみ、トランジションアニメーションを使用するようになりました。
  • Strafe -> movement transitions updated to correct targets when isTurning90/Around.
  • Fixes to odd arc turns during transitioning from walk -> strafe
  • メニューの格闘家と建設者のプレイスタイルオプションを修正し、誤って生存者を起動しないようにしました。
  • Crash-fix for when getVectorFromDirection is given a null vector.

IWBUMS Build 41.13

日時: 2019年 10月 17日
フォーラム: 「利用可能なフォーラムの投稿はありません」

[Bug Fix]

  • Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
  • Fixed exception in MouseState with 2-button mouse.
  • Fixed lua error with climb-through-window context-menu command.
  • Fixed solidtrans objects next to windowframes-without-windows being solid.
  • 3Dモデルと3D死体のオプションの項目を削除しました。
  • Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
  • Fixed exception with "New Roof-Hiding" = No option.
  • 「welcome to build 41」の表記が中央からずれているのを修正しました。
  • 「営業時間」はパフォーマンスの問題により非表示にされました。
  • Mac OSにおいて体が虹色になる不具合を修正した可能性があります。
  • Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish locale.
  • ModelManager.loadAnimsFromDir() calls ModelManager.loadAnim(ZomboidFileSystem.getAnimName()).
  • ZomboidFileSystem.getAnimName() may no longer be a valid filename after calling toLowerCase().


IWBUMS Build 41.12

日時: 2019年 10月 16日
フォーラム: IWBUMS Build 41.12

[New]

  • 新しいゲームプレイスタイル: 建設者、格闘家、生存者
  • ゲームプレイバランスにおいて「生存者」(生存)がより致命的に - プレイヤーは大群に引きずり込まれごちそうにされます。
  • 新しいサバイバー能力: 座る、スニーキング、全力疾走、ジョギング、振り、リロード、乗り越える、フェンスジャンプ、転倒など、さらに多くを含みます。
  • 新しい戦闘、新しい武器、新しい難易度のバランス。
  • 新しいキャラクター作成 - ワールド内で戦利品やゾンビから発見できる非常に多種多様の新しい衣服のオプション。
  • ゾンビの新しい振る舞い: 新鮮な死体を貪る、壁に向かって寄りかかる、フェンスを越えるなど。
  • ゾンビの体と衣服が徐々に血に染まる血液システム。
  • 新しい怪我のシステム - 怪我を負った際に移動と戦闘が目に見えて妨げられます。裂傷が発生するようになりました。咬み傷と擦り傷の中間の状態です。
  • 銃火器の使用の改善: 照準時に輪郭が緑/赤に縁取る、ラッキングとリロードの改善、銃火器の戦利品においてのスポーンが増加。
  • 死亡シーンのゾンビ - 人々がある状況下で死に、発見されたゾンビです。祈祷会、スポーツ観戦パーティー、バックパックを背負ったサバイバーゾンビ(生存者)など。
  • 状況に応じたゾンビの種類/衣服やインベントリ - 警察署においての警官のゾンビ、焼けた建造物においての消防士のゾンビ、レストランのキッチンにおいてのシェフのゾンビ、教会の結婚式においての新郎新婦のゾンビなど。
  • 衣服による防御: ゾンビによる攻撃に対しての防御のレベルが衣服により異なります。
  • 衣服の破れや損傷の可視化。
  • 新しいシムズスタイルのカットアウェイ視覚システム。
  • 車両両両の操作の改善、サイズ変更、外観の調整。
  • サウンドトラックをケンタッキー州をテーマとしたものに更新、リマスター、改良しました。オリジナルの音楽は現在も聴くことが可能で、ゲームオプションからアクセスできます。
  • 新しいSFX: 武器、ゾンビのうめき声など。
  • 新しい水のビジュアル - 水流の視覚化などが含まれます。
  • 大雨の際の水たまりの新しいシステム。
  • 割れたガラスとそれに関連する怪我。
  • ガレージのドアは開閉することが可能となり衝撃を与えると振動します。
  • 新しいチャレンジマップ: Film SetとKingsmouth Vacation Island。
  • 店舗の3Dのマネキン – 自由自裁に着せ替え可能です。
  • 洗濯機と乾燥機が動作します。
  • サーバー側の保存:MPのセーブシステムはサーバー側のデータベースに保存されるようになりました。SP側がオフラインしたり、実際に現実で停電が発生しても車両両が消えることはありません。
  • 新しいゲームカーソル。
  • 新しいレベルアップのサウンド、およびレベリングシステムの調整。
  • iso(クォータービュー)の空間において、どこに照準を合わせているかを示す等尺の半透明のカーソル。
  • 新しい戦利品のバランスと調整された戦利品のバランスシステム: 住宅や店舗のコンテナの戦利品は実際の生活から予想されたものになり乱雑ではなくなりました。
  • 戦利品の2つの優先順位 - ゲームプレイ中のより貴重なアイテムの中で、戦利品のより現実的な詰込み作業が可能になりました。
  • 治療を盛り込んだ非常に多くの一般的な修正: 浮遊する車両両、耕作の問題、聞き取れない住宅警報器、車両両両を足止めする浸食の木、クローラーなどによるパニックが解消されない生存者、など様々です。
  • 「バックパックの可視化!」