Project Zomboid

Build 42.13.0 UNSTABLE Multiplayer Released

[h3]FAO MODDERS[/h3] Please see the[url=https://theindiestone.com/forums/index.php?/topic/88499-modding-migration-guide-4213/] linked guide[/url] for information on how to update your mods to work with 42.13.0 and beyond, and how to make your mods MP compatible. [h3]MULTIPLAYER DETAILS[/h3] The Multiplayer build is WIP for stress testing. To ensure a smoother experience and simplify bug tracking and resolution, please adhere to the following guidelines before joining a MP session: - Disable Debug and Mods (even client ones). - Disable Ragdoll physics. - We strongly recommend only playing in coop or on whitelisted servers. - We do not recommend having more than 20 player-slots on your Dedi servers for now. [h3]NEW[/h3] - Improved target selection when aiming firearms. The system now prioritizes body parts, making the head the primary target, followed by the spine, pelvis, and then other limbs.  - Inventory/Object Interaction:     - Update items that can be equipped/unequipped while walking        -- Appropriate clothing and container items can be equipped while walking, such as hats, gloves, glasses, satchels, backpacks, etc.        -- If a character is walking while also performing the unequip action for a clothing or container item that cannot be worn while walking then the unequip action will be cancelled.     - Added a new body location slot, "satchel". Satchels, water bags, and cowboy canteens now all use the body location slot "satchel". Water bags and cowboy canteens previously used the ammo_strap body location. Satchels previously used the back body location.     - Double Clicking on Items in inventory should perform non-destructive actions if appropriate.         - Double Clicking on Bandages now applies them to an injury. If there are multiple body parts that can benefit from being bandaged, then the body part that is inflicting the most current damage will be the one that is bandaged.         - Double-clicking on literature and map items that are in the players inventory, will, if they are supposed to be readable by the player, will start the reading actions.         - Double clicking on containers that don't have a body location or in-hand model will still equip them. How what hand is equipped is as follow:             -- If the secondary hand if empty then it is equipped in the secondary hand.             -- Otherwise if the primary hand is empty then it is equipped in the primary hand.             -- Otherwise, regardless of what already is in the secondary hand, it is equipped in the secondary hand.         - Lighters and Walkie Talkies will be equipped and turned on when double clicked while in a character's inventory.         - Double clicking on items in the players inventory that can be activated, such as flashlights, will equip-and-activate if unequipped, or unequip-and-deactivate in equipped.           -- Candles and Hurricane Lanterns aren't included with this, as they don't work like Flashlights.           -- Double clicking on unlit Candles and Hurricane Lanterns in a players inventory will, if the player has a lighting object, automatically light and equip the Candle or Lantern.         - Double-clicking on boxes/bundles/cartons/etc of item in the players inventory will unpack them.     - Players will no longer start eating food items on double click if the player is aware of them being hazardous to consume on account of them being burned, rotten, dangerous uncooked and also uncooked, or has poison that the player is aware of.     - Added item icons to the "Destroy For Fuel" and "Light Fire" context menus.     - Multiple items can be set Unwanted or unset Unwanted when selected.     - Changed the loot-window "Take Same Type" text button to an image button, to match the inventory-windows buttons.     - Moved the loot-window container title leftward since it overlapped the weight.     - Added a second button to the inventory window to transfer matching items to nearby containers.     - Context menu option will not be displayed for a drinkable item that is being used by an action.     - Items that can be turned on or off will have an "(On)" suffix in their display names when they are turned on.     - Items like Flashlights will now turn off when not equipped.     - When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot. If the slot is already occupied and the primary slot is free, it'll be equipped there.     - Added item icons to the "Add Liquid from Item" context-menu options.     - Tidied up RMC context menu WIP (many options are now moved into submenus and have icons)         - Item tooltips are now displayed for items in the "Fill" context menu for water sources. - Crafting/Building:     - Add more sub - categories / recipe group in the Crafting Menu     - Can now shift + click on an input or output item to quickly search the exact type + can now search for Fluid     - Picking up and replacing input items for craft recipes behaves the same whether using right-click or the crafting UI     - Searching for recipes shows all recipes that have the same characters     - Frozen food for evolved recipes now show/explain they cannot be used.     - Added a keybind under Combat, "Sharpen Weapon," that if pressed and the player has a sharpenable item in their primary hand and can sharpen it, the Sharpen Blade craft recipe will be performed on the sharpenable item.     - Added code to handle battery-based radio power similarly to drainable uses, including input flags, so that craft recipes can handle inserting or removing batteries.     - Locked the crafting panel by default so it doesn't go away when you walk.     - Added a 'show all recipe' tickbox in the handcraft panel, removed the cheat Recipe.SeeAll     - Moved Plastering, Wall Paper and Painting options to the Build Menu       -- Remove all above from RMB context menu, add tooltip to advise players of the move       -- Added new icons in Build Menu - Added new trait: Motion Sensitive     - Motion sickness now occurs when moving both forward and backward, with an exponential increase based on speed.     - Effects are doubled during skids or sharp turns.     - +25% sickness progression when off-roading.     - Motion sickness now affects all vehicle occupants, progressing 50% slower for the driver.     - IRON_GUT reduces progression by 30%.     - WEAK_STOMACH increases progression by 30%.     - MOTION_SENSITIVE replaces POOR_PASSENGER and is available in both single-player and multiplayer.     - Trait cost: -4. - Lighting:     -Disabled individual rooms being darkened. Entire buildings are still blacked out when cutaway from a distance.     - Barricades (except metal sheets) and Curtains allow some light to pass through them, even when vision is blocked.     - Added properties to control light being filtered through closed curtains. Details for Modders/Mappers:        1) LightFilterR/G/B can be used to change the color of light passing through curtains.          The value ranges from 0 to 255.       2) LightFilterIntensity is the percentage of light allowed to pass through a curtain.          The value ranges from 0 to 100. 100 allows all the light through.       3) LightFilterMix is a percentage of original light color to act as minimum RGB values.          The value ranges from 0 to 100.         -- The time it takes a room to fade to black, and how black the room gets, can be configured with the configRoomFade(seconds, percent) Lua command.              --- 'percent' ranges from 0 (no effect) to 1 (full black). The defaults are 0.8 seconds and 0.66 percent black - General:     - Allow mods to fill registries by running + how to update mods in 42.13.0 guide     - Added checks to see if clothing items are worn or equipped for clothes ripping recipes will be bypassed if the parent container for the clothing item is a corpse.     - Updated debug RMC options to use the same icon as the debug button.     - Worn bandages now show if they become bloody. Worn clean bandage models will dynamically change to the bloody version if the bandage itself becomes bloody.     - Added new toy items     - Added quick tips, displayed when loading a game.     - Adjusted vehicle physics so trailers twitch less     - Emergency Vehicles with radio will have Automated Broadcast channel in presets.     - Character-info-window trait tooltips now show the trait description, in addition to the name.     - The Escape and Enter keys activate the Back and Next buttons in the sandbox options screen when creating a character.     - Updated icons for siphoning and adding fuel to a vehicle.     - Added an accessibility option to automatically mark locations on the world map when print media items are read.     - Backpacks will display their blood level on a scale of 1-100 when right clicking on sinks for the washing option.     - "Wound" and "Zombie Damage" will not appear as clothing option categories in character creation when all clothing unlocked sandbox setting is enabled.     - The old legacy decorative corn tiles will be replaced by the new functional corn crop tiles, and proper crop objects created, in new world.     - Added additional bit flag setting for climbable standalone walls to include non-fence types to allow Walk-To pathing to function with them.     - Added additional logic to Walk-To cursor, if an invalid square is selected, not a floor or is an empty space, it will check for a valid square below up to the Z level limit. This allows traversing down stairs and from higher elevations to lower. Going from lower to higher elevation is not possible yet.     - Added check to prevent interacting with crates and containers directly through stairs, interacting over the edge of stairs is still possible.     - Added additional logic to gamepad detection in the main menu and ISPanelJoypad to handle disconnecting controllers at the main menu, reverting fully to KB+M control scheme until a controller is reconnected. Also addresses icons and highlighted sections lingering in the main menu after a controller is disconnected.     - Added displaying labels when mousing over brochure and flier icons in the in-game map.     - Restored the good-color halo text appearing above the character model when auto learning craft recipes. Added good-color halo text above the character model when growing season; mechanics; and generator recipes are auto learned.     - Added nonPerishable property to item scripts where appropriate.         -- This property is a flag to explicitly say a Food item is intended to be non-perishable, otherwise it will be flagged during VerifyScriptItemVariables checks.     - Added daysFresh and daysTotallyRotten property to many natural items and products. [h3]ANIMS/MODELS[/h3] - Added tying anims (high, mid and low) for building workstations and items - Swapped out anim for Building Low No Tool timed action - Adjusted ShoveAim animation so screwdriver doesn't intersect with head - Made eating mussels use 'eat small' animation - Changed drinking from cooking pot so prop2 animates like it's been drunk from - Added animation and prop when using a Ripple Comb - Changed filleting fish anim to use slice food anim - Added new taking off herb rack anim - Recentred normal glasses as they were offset - Changed cowboy canteen to have no mask - Changed TrousersMesh_DenimLight.xml to use skinny jean texture and not the trouser model - Added bloodclothingtype neck to turtle neck item - Changed protection areas for hooded items - Added timed action to kiln recipes as a temporary fix - Added items and models for Carved Buckets of Plaster and Wallpaper Paste. - New Mixed Herbs sprites for Drying Racks - Made CD model slightly thicker to avoid Z fighting [h3]BALANCE[/h3] - Added a distance bonus for finding items further apart in foraging.     -- The bonus is capped at 20 squares.     -- This bonus is snapshot the instant an item begins to be revealed.     -- XP bonuses for difficult finds/diminishing returns for low level items still apply.     -- XP has been removed from the pickup action while foraging. Only finds will grant XP.     -- discard Item option has been removed.     -- updated "Force Find". Now checks to place a new item when the maximum 2D distance travelled without a find increases. - Claustrophobic characters now gradually gain Panic while inside a vehicle. - Smoking now reduces stress for non-smokers too. Smokers get x2 stress relief from them. - Players will no longer spawn with a pistol, magazines and ammunition. - The Former Scout trait now grants 1 skill level in the Fishing skill. - The Former Scout trait now provides the MakeFishingRod, FixFishingRod and MakeChum recipes in regards to granting "Survivalist" recipes. - Chamomile, Honey and Mint boost flu recovery when added to a hot beverage. - Jar of produce is now fresh for 30 days and can stay fresh for much longer if cooked. - Food sickness now always reduces over time unless corpse sickness is actively accumulating.   -- Corpse sickness accumulation still respects DecayingCorpseHealthImpact setting. - Cooked jars of preserved food that spawn in the world will take as long to get stale or rotten as ones that are created by the player - Large Buckets will be consumed when building forges. - Tile building will now check for valid squares before consuming inputs and not afterwards. - Characters with short sighted will again spawn with proper glasses. - Dropping a held item or transferring an item from the ground to the player's hands is much faster. - Opening an umbrella when equipped will keep it equipped in the same hand. - Favorited bandages or rags can now be cleaned or disinfected. - Merged Make Jar of Produce and Make Jar of Roe recipes. - non-thumpable window frames are now properly evaluated for the presence of windows before allowing scrapping. - Canned Eggplant doesn't need to be cooked to be added to salads or anythign else. - Opened Canned vegetables no long have the hasMetal tag. - Restored Lighter and LighterDisposable having more than 5 uses. - Removed collision for player-placed mouse traps. - The Jawbone War Axe, when multi hit is enabled, can strike 2 targets similar to the Fire Axe. - The Large Bucket item no longer has the Heavy Item tag. - Ripping/cutting clothing etc. recipes take 40% of the time they previously did. - Restored lighting candles and hurricane lanterns also equipping them in the players secondary hand. - Adjusted crawler anims when attacking player so they flow better - Scale the inventory-window and loot-window image buttons to match the height of the text buttons. - Craft recipes to open sealed fluid containers, such as opening canned beverages or uncorking wine, now uses the Unseal input flag instead of onCreate code. - The craft recipes for lighting candles and hurricane lanterns uses flags instead of OnCreate code to both activate the lit item and also equip it in the secondary hand. - Rebalanced the yield from cutting up medium and small leather to be consistent with the yield from large leather. - Added missing HasMetal tags for more items - Added craftRecipe functionality for making the above two items. - Added PopBottleRare to the valid inputs for the Improvised Gas Mask recipe - Crop Farmer and Livestock Farmer renamed to Farmer and Rancher. - Renamed Prescription Reading Glasses item to Reading Glasses.  - Improved the prioritization evaluation of what body part to bandage - Configured Race Cars in NASCAR Configuration - Updated metabolics and muscle strain for a few new timed action scripts related to drying racks. - Added a minimum radius to Foraging affinity checks, it now only triggers an affinity find once per chunk. - Adjusted trigger for distance XP snapshot to occur when a marker arrow appears. - Added reset for lastSpottedX/Y when player toggles search mode. - Added old car parts and normal suspension parts to Junk loot tables, these spawn with a randomized condition. - Added Hops to WildPlants loot, these spawn with a random amount of seeds (1-10) 75% of the time when collected. - Added Investigate Area window controls to the Back button menu for gamepad support. - Reduced the size of print-media and stash-map icons on the in-game map when zooming out. - Added missing assembly of Garden Forks to the AssembleLongerImplement craftRecipe. - Changed the display category of the Watering Can from "Gardening" to "Water Container" - The Improvised Battery can be disassembled to recover the battery and the electrical wire. In order to facilitate recovering electrical wire, steel wool and aluminum can no longer be used to assemble an improvised battery; now only electrical wire can be used.  - Added slight discomfort to firefighter jacket and pants. - Now adding gasoline to a vehicle will take less time than siphoning the same amount of gasoline from a vehicle.  - Cap the survivor in hordes chance to 15 - Changed "Stick or Branch" to "Tree Branch or Wooden Rod" for the start-fire-with-notched-plank tooltip. - No longer allow Cooked food to be Cooked again. - Clicking on a craft station will not open it if the Destroy cursor is active. - Restored the possibility of characters spawning with trait or profession related key rings. - All police vehicles will have a HAM radio. - Changed "Wash All Others" text string to "Wash All Bandages" for washable bandages, rags and strips - Blacklisted decrepit houses without doors from being survivor houses - Map items will now have the green checkmark icon for a player that has read. - Renamed Muffin Tray with Muffins item to Plain Muffins, and Muffin Tray with Biscuits item to Biscuits. - Removed manual ingredients toggle for the build menu. - The yield of pasta provided by opening a boxed mac and cheese will be enough to create only one pot/pan of pasta instead of six. - Double clicking on packs of hotdogs; hotdog buns; and hamburger buns will unpack them. - Allow "Sew Bear" to accept ItemTag.Button instead of Base.Button - Removed some old grass tiles - Removed world inventory fluid container options from world RMC. (they're still in inventory) - Removed needTobeLearn in the CraftRecipeBuilder (now use the already existing needToBeLearn) - Updated leather items' names. - Tooltips for fluid containers now display calories, proteins, lipids and carbohydrates for the current amount in the container, not per 1000mL. - Added calorie and carbs values for some fluids. Tooltip now displays values when they're zero. - Walls no longer cutaway when player aims+hovers over buildings - Added Sparklers to the pools of items that can spawn as clutter for the House Party, Kid's Bedroom, and Beach Party stories so that they are less bottlenecked as Pipebomb ingredients. - Removed Crushed Limestone from the game; steel manufacturing recipes now use Limestone instead of Crushed Limestone. - Removed crushed copper and iron ore from the game. - Closed umbrellas have the same maximum condition value as open umbrellas. - Added missing Sharpness quality and Sharpenable tag to Handiknife and Multitool. - Added missing Sharpness Quality for Kitchen Knives. - Edible liquids' properties state how many calories character gains per container instead of per liter - Disabled animated Endurance moodle indicator until edgecase issues can be addressed - Updated loot distribution [h3]SFX AND SOUND FIXES[/h3] - New SFX for spear crafting animation (wood and bone) - New SFX for Wringing out wet clothes - Container Drawer Wood Large SFX - New SFX for Containers: Antique Oven, Fireplace and BBQ - New Sounds for Adding Items To Beverage - Play the 'Hammering' sound during the MakingHammer_Surface animation - New SFX for lighting campfire with notched plank - Fixed vehicle horns only playing twice. - Changing Sound Event For Player Rustling Through Bushes - Some sprinters don't play vocals event - Zombie thumping on windows trigger extra sfx event - Fixed Water Tower making electrical SFX due to electricity_pylon tiles - Fixed drinking from mug wrong sfx - Remove Campfire sfx - Slicing a fish / halving a fillet plays 'Painting' sfx - Filling water bottle from cooking pot plays water tap sfx - New Audio options sliders default settings - Fixed no sound playing when the car failed to start when battery was too low. - Changing Sound Event For Player Rustling Through Bushes - Added Single Firecracker Sound Events - New Sound for Making Cement Animation - Certain vehicle horns only sound twice - New Events for Cap Gun Rifle and Revolver - Footsteps play barefoot sfx when shoes or boots are equipped - Fixed item break sounds possibly playing when vehicles spawn for the first time - Prevent bush-rustling and tree-rustling sounds playing for invisible characters when PlaySoundWhenInvisible is false. - Fixed electrical objects switch on and off at a certain distance - Fixed 'Destroy for Fuel' plays wrong sfx - Popsicle Freezer have the wrong open and close sounds - Chainlink Fence Destruction New Sound Events - Fixed sinks playing BreakFurniture when destroyed instead of BreakFurnitureCeramic or BreakFurnitureMetal. - Remove distance cap for gunshots and explosions - Sound events distance cap for loud sounds - Container Drawer Wood Large SFX - Turning on lighter should play lighter sound - 'Destroy for Fuel' plays wrong sfx - Assigned BBQ container sounds to the Metal Barrel Oven. - Add FMOD parameter similar to ClosestWallDistance, but for exterior walls only. - Fixed item "DumpContents" sounds not being used. - Fixed incorrect "SpearStab" sound assignments - Jumping short brick walls plays wood sound - New SFX for spear crafting animation (wood and bone) - New Implementation for Armour Break Sounds  - Updated Soundbanks - Pause music now automatically switches to active "lowest intensity track," respecting volume settings.      --Removed "Play Music when Paused" associated menu option.     --Music can still be toggled on/off in-game using "Toggle Music" keybind [h3]FIXES[/h3] - Fixed an angled headed flashlight attached to alice gear allowing crafting and reading when facing any direction. - Fixed sleeping while holding a fishing rod disabling fishing until rod is reequipped. - Fixed walkie talkies clipping the ground. - Fixed not being able to Grab Eggs from coop with equipped tools/weapons. - Fixed ragdolls ignoring stomps. - Fixed slicing small fish modifying hunger value improperly. - Fixed deleting map_x_y.bin files in the load-game ui not working with the new savefile map/ subdirectory structure. - Fixed InputScript.doesItemPassClothingTypeStatusTests() exception with drying racks. - Fixed a performance drop when the player-made-building code runs, when there are no player-made buildings in the current cell. - Fixed Infinite Maintenance XP using Sharpen Blade recipe. - Fixed PhysicsHitReactionScript.physicsHitReactionList not being cleared when scripts are reloaded. - Fixed animal traps not resetting the time an animal has been inside the trap, when the next animal is trapped. - Fixed there being both a room report and a coordinates report in some instances when RMC on a tile; coordinates report should only appear when there's no room report. - Fixed improper model references for spiked left and right football pads on females character models. - Fixed missing wear option for spiked football shoulder pads. - Fixed players being able to add ingredients in the evolved recipe ingredient list that are in containers that the player has walked away from after the list has generated. - Fixed the reported issue with unequipping forged, copper, gold or silver hurricane lanterns. - Fixed missing hand raise indicator for jaw stabs with the Carving Fork weapon. - Fixed being able to spam-place animal traps. - Fixed a Lua error in forageSystem.addItemDef() while loading a game. - Fixed nested "Blue Combo Washer/Dryer" submenus. - Fixed "Turn On" or "Turn Off" appearing in a sink's context menu when a washer or dryer is nearby, when using a controller. - Fixed animal-skeleton debug rendering not respecting the animal's scale. - Fixed some sprites using DrawerWoodClose instead of DrawerWoodLargeClose. - Fixed loot window "Take Same Type" button ignores unwanted items. - Fixed SliceFish recipe not accepting knives. - Fixed an exception when butchering a frog. - Fixed an issue where a quick right-click would both activate aiming stance and open the context menu when the “Toggle LCONTROL to Aim” option was enabled. - Fixed exceptions when a HandWeapon's MuzzleFlashModelKey is unspecified. - Fixed opening bottles of wine not working - Fixed depth and mapping issues for multiple tiles and 3D models - Fixed ChunkMapFilenames.wxFolders not being cleared when loading a new game. - Fixed bowls with fluids in them cannot be used to make salads. - Fixed ripping clean clothing producing dirty rags and ripping dirty clothing producing clean rags - Fixed skill tooltips interfering with mouse-wheel scrolling in the Skills panel. - Fixed skill tooltips remaining visible after mouse-wheel scrolling in the Skills panel. - Fixed EvolvedRecipe.getItemsCanBeUse() exception. - Fixed the toxic effect of generators not being updated for player-made rooms as roofs are added or removed. - Fixed being able to chop trees with a broken axe. - Fixed missing OnBreak functionality for HandAxe_Old. - Fixed Mechanics instead of Electricity being used to evaluate whether a player should autolearn the Generator recipe on loading a game. - Fixed ChewingTobacco not having defined Stress Reduction - Fixed not properly removing the Crush Ore craftRecipe. - Fixed for the belt option in character creator is not correctly taken into account - Fixed issues with ItemName_EN.txt - Fixed HotDrinkTeaCeramic not having the same ItemName as HotDrinkTea. - Fixed autoLearning generator, growing seasons, and mechanics recipes when gaining the relevant skill level not taking the Inventive trait in account and providing a +1 effective skill level bonus. - Fixed undesired behaviour with adding all that can fit to fire tile objects - Fixed issues with removing mineral  - Fixed stardewing interactions for removing stumps and minerals not working. - Fixed the rendering order of translucent objects and effects. - Fixed the specific issue with drinking juice boxes placed in the world  - Fixed exception when a recipe completes in a crafting station that isn't currently loaded. - Fixed undesired behaviour with fluid containers such as full gas cans being able to be placed in an occupied seat despite being over the decreased capacity of an occupied seat - Fixed undesired exploitable behaviour with packing food-seeds in packets - Fixed undesired behaviour with IsoWorldInventoryItem FluidContainer items being falsely evaluated as "Sealed" for craftRecipe interactions. - Fixed the Open and Drink QOL option not appearing for sealed fluid containers that are also IsoWorldInventoryItems. - Fixed an infinite loop calculating the number of sheet ropes that can be added when below ground.  - Fixed not being able to add sheet ropes that extend into open-air below-ground levels - Fixed Cap Guns registering hits and producing bullet impact sounds in some circumstances - Fixed many missing textures or models. - Fixed thrown traps that explode instantly not playing their explosion sound. - Fixed an error when queueing open or close a curtain while eating.  - Fixed refuelling a vehicle from a gas pump not being cancelled by walking or running. - Fixed inventory-window and loot-window container buttons disappearing temporarily after changing display options. - Fix for cap pistols not consuming ammo - Fixed cases where daysFresh and daysTotallyRotten were the same amount, except in one case where the item is set to spawn as rotten. - Fixed the "Make Up" ui handling of different font sizes. - Fixed jarred produce rotting in 10 days. - Fixed endurance not recovering while sleeping. - Fixed an error when double clicking on non literature items. - Fixed lit Candles and Hurricane Lanterns not providing light. - Fixed duplicate activatedItem calls in ItemDrainableScriptGenerator.java from the previous commit to Trunk. - Fixed some things for new ItemTags. - Engines pull battery power immediately when starting up (assuming they have enough condition). Previously they only pulled power a few seconds after a successful start. - Fixed eye glasses rendering as icons instead of models on the ground. - Fixed ItemBodyLocation errors with the Character.Create.AllOutfits option. - Fixed an error with turning off Flashlights outside of a players inventory. - Fixed melee targets for other splitscreen players being highlighted. - Fixed a MainScreen.lua error when activating or deactivating a controller while in game. - Fixed a Lua error in ISInventoryPaneContextMenu when using a controller. - Fixed IsoCarBatteryCharger, it now consumes power from generators. - Fixed getAllTagEvalRecurse using an incorrect identifier for CarBattery in ISWorldObjectContextMenu - Fixed the y-coordinate when rendering placeholder text in text-entry boxes. - Fixed the player walking to an odd position when adding fuel to a fireplace - Fixed zombies sometimes thumping on hoppable doors instead of climbing over. - Fixed CombatManager.targetReticleMode being set for splitscreen players 1+. - Fixed low quality knives not spawning embedded in zombies' left legs. - Fixed improper capitalization of craft station translation strings used for craft recipe requirements. - Fixed errors moving items to and from fanny packs after equipping them. - Fixed WallSE sprites blocking access to containers. - Fixed the "Remove Mineral Deposits" context-menu option not appearing. - Fixed inconsistent behaviour when wearing baseball hats and right-clicking and selecting a wear option verus double clicking on them to wear them. - Fixed seats that have items spawn on them cannot be removed if the mechanics cheat is disabled and the spawned items are on them. - Fixed issues with the new CharacterProfession class. - Fixed issues with the "saved builds" combobox in the character creation profession ui. - Fixed profession and trait errors in ISPlayerStatsUI. - Fixed the game-version button and world-seed label not respecting the screen resizing. - Fixed ISMoveableSpriteProps error placing streetlight sprites such as the popcorn maker. - Fixed the createTile() Lua function not invalidating chunk textures after placing objects (such as the popcorn maker). - Fixed being unable to remove rear windows without seats - Fixed sandbox loot settings named "Custom". - Fixed not being able to split soup in a forged pot into bowls. - Fixed Not being able to insert or remove batteries from CD Players. - Fixed error when equipping weapons while wearing an unstowed backpack sprayer. - Fixed error when right-clicking on animals in trailers. - Fixed an error when opening and eating. - Fixed Bottom right div of handcraft window doesn't respond to gamepad buttons. - Fixed pathfinding failing when adding fuel to solid or solidtrans fireplaces, including the Antique Stove and Metal Barrel Oven. - Fixed not being able to open individual boxes of Mac & Cheese. - Fixed issues with Gun Light battery removal / insertion. - Fixed RPG Night survivor houses not spawning Papers / Notebooks. - Fixed Crafted Jars being weightless, and allowed their use in crafting recipes that require jars. - Fixed Story/tabletop clutter attempting to spawn non-existent items. - Fixed typo in the tooltip for nutrition sandbox option. - Fixed disassembled troughs continue to collect water. - Fixed HandCraftWindow displayed recipe does not match list selection after crafting. - Fixed Character being able to exercise while seated (again). - Fixed Painted objects / signs glowing in the dark. - Fixed Sealed liquid containers can be used in some contexts despite being sealed. - Fixed Some tiles built facing the wrong direction. - Fixed Randomized building errors with zombies disabled. - Fixed Placing radios with the furniture tool displays sprite instead of 3D model. - Fixed Before water shutoff, placing rain collector above plumbed sink break that sink's "Fill" RMC submenu. - Fixed Crafting Butcher Cooked Rat yields Uncooked Rodent Meat. - Fixed Sealed liquid containers can be used in some contexts despite being sealed. - Fixed The Brazier tile is non functional. - Fixed error appearing on line break. - Fixed Generator's noise radius isn't reducing when surrounded by walls. - Fixed Sidebar icons overlap the inventory window on Steam Deck. - Fixed RecipeCodeOnTest::openFire() returning false near open flames if a second nearby fire source wasn't lit. - Fixed only being able to clean graffiti with petrol stored in Gas Cans / Jerry Cans. - Fixed not being able to re-attach Respirator Filters to half-mask respirators - Fixed Quern/ Mill/ Handpress recipes consuming uses of seeds instead of the whole seed. - Fixed missing IGUI_ContainerTitle for "SurvivorCrate" spawned by Stash Maps  - Fixed Favorited Rags / Bandages not retaining Favorited status upon cleaning / disinfecting - Fixed Cake Preparation not cooking without extra ingredients (same ingredients / item as CAKE_RAW, just no chocolate chips / fruit / etc) - Fixed baking recipes duplicating their baking pans / baking pans disappearing when eating raw cake  - Fixed Craftsman Metal Crate being created mid-air - Fixed Aim Penalty Calculation for Non-Sighted Shots - Fixed Wine Screwtop been over sized and not aligned during drinking animation - Fixed Empty textEntry string in modOptions prevents menu from loading - Fixed Mod options passing nil as a string parameter if the field is left empty (it will re replaced by a string with a single space). - Fixed Chunks in negative coords outside of map are corrupted on reload - Fixed Error when character jumps out of windows, or over railings at height. - Fixed Hazmat Suits can't be activated in order to protect player from dangerous fumes - Fixed SCBA can't be activated after removing & re-attaching the oxygen tank. - Fixed Rags / Bandages / Strips no longer lose favorite status when being washed in the sink. - Fixed not being able to shoot animals - Fixed every player benefitting from the "Ax-pert" trait whether they started as a lumberjack or not. - Fixed changing the "Colorblind Patterns" option messes up text rendering in the in-game map - Fixed brochures/fliers/newspapers appear empty for RU localization - Fixed some tiles textures with bad alpha - Fixed Small simple plant racks having wooden rods in the requirements - Fixed Freezers spawning food in looted buildings - Fixed missing text for Fliers, Newspapers and Brochures  - Fixed omelette made in forged pan displaying just the omelette whilst eating - Fixed jackets having Hoodie in the display name - Fixed townhouse biome in 102 with zone TrailerPark - Fixed muzzle flash not appearing every frame - Fixed old font still being available in game - Fixed vehicle stories and zone stories spawning on water when map changes have water features overlaying old story and navigation zones - Fixed some whitespace mixing of spaces/tabs in Junk tables and re-sorted alphabetically. - Fixed "Vision" tooltip panel in ISSearchWindow not functioning when using gamepad. - Fixed unused Event in ISSearchWindow. - Fixed Sheep losing milk on quit/reload - Fixed missing debug context menu icon + polished a tad debug animal context menu. - Fixed Error received when checking "Show Craft / Build Recipes Used In" from an item's RMC context menu ----------------------------------------------------------------------------------------- [h3]TECH / CODE CLEAN-UP / DEBUG[/h3] - Updated JRE to Java 25. - Added back BodyLocationGroup.getOrCreateLocation(String) which is needed by clothing mods. - Added cheat display in debug in the water mark. - The Linux version will use Wayland if available and the -Dzomboid.wayland=1 JVM option is used.   -- This required moving keyboard initialisation until after window creation, only when Wayland is used.   -- Known issues: While testing Wayland, it does not seem to be enabled by default on Linux using Wayland. It is also not possible to enable it through any Steam commands, since the “Dzomboid” flag is only a jvm command. - Added extra details to Tile Geometry Editor buttons - Change ScriptParser prettyPrint methods to use four-space indentation instead of tabs. - Added displaying the elements in java.util.List subclasses and ItemContainer.Items in the Lua debugger, instead of the fields of the list object. - Added a line-number entry to source windows in the Lua debugger - QOL improvements to the Lua debugger's ObjectViewer.     - Added a text filter to make finding fields easier.     - Added a PREV button to display the previous object, after double-clicking on a field.     - Changed KahluaTableImpl.toString() from "table 0x12345678" to "Type 0x12345678" for tables that       have a "Type" field, which includes all our Lua object and class tables.  So it will say "ISButton 0x12345678"       for example.     - Added displaying a table's as an element of the table.  This can be used to peruse a table's class definition or superclass definition.     - Fixed TextureViewer's default size to handle the title-bar adornments and title. - Fixed the cursor blink rate of text-entry boxes in the Lua debugger - Fixed the Lua debugger sometimes displaying the wrong value for a local variable. - All the setExclusive() and setAltModel() calls in BodyLocations.lua should also use the ItemBodyLocation enum. - Converted ItemBodyLocation enum to class - Added ConcurrentHashMap to support mods adding custom ItemBodyLocations - Added the functions canStand and hasAdjacentCanStandSquare to IsoGridSquare.java. - Added the function hasAdjacentCanStandSquare to IsoObject.java. - These functions check to see if a player can stand in a square, or can stand in an adjacent square. - Updated AdjacentFreeTileFinder.lua to use IsoGridSquare.canStand. - Used the hasAdjacentCanStandSquare functions to check for an adjacent square that a player can stand in several randomizedBuilding classes when evaluating whether a square or tile should spawn surface clutter inventory items. - This is to ensure that surface clutter inventory items don't spawn in circumstances where a player is unable to reach them  - Refactored some code in ItemContainer and InventoryPage to better handle circumstances where a seat is occupied and has a reduced capacity. - Warn when you accidentally would overwrite a method using a field in the Lua Exposer. - Added CharacterStat class for unified handling of character stats; uses a registry with static definitions for Stats attributes. - Refactored Stats.java to leverage CharacterStat. - Replaced Drunkenness stat usage with CharacterStat.INTOXICATION. - Replaced StressFromCigarettes with CharacterStat.NICOTINE_WITHDRAWAL. - Consolidated and replaced BoredomLevel stat usage with CharacterStat.BOREDOM. - Removed legacy Fear stat. - Introduced a namespaced resource system (ResourceLocation, Registry) to unify resource management.  Over time, more internal enums and classes will adopt this system, allowing mods to register entries with their own namespaces and improving mod compatibility. - Added namespace resource system for modding support. - ResourceLocation represents namespace identifiers (namespace:path), with validation, parsing, and equals/hashCode methods. - Registry is a generic, namespace-aware registry system supporting registration via ResourceLocation IDs, lookup by ID or string, and iteration over entries. - ResourceLocationPanel is a debug ImGui panel for viewing registry entries. - Refactored ItemTag from an enum to a class with registry support. - Refactored ItemBodyLocation to include registry support. - Updated related files to support the new registry system. - Refactored classes no longer use strings for identifiers; instead, type-safe objects are used, reducing errors and improving code safety. - Fixed incorrect modData values being set in ItemCodeOnCreate breaking brochures and fliers. - Fixed modData values for some things in ItemCodeOnCreate to match the old Lua code. - Removed duplicated tiles