Nl## The Sanctuary - 0.0.2
Considering how long this update took, there'll be quite a few things left out of this changelog/things that went untracked - this could range from fixes, improvements and pure content. Even despite this, some of the feature reworks or new features brought different changes of their own.
This update took too long, but at least we got enough done given the time.
## KNOWN ISSUES / MISSING CONTENT
- Gun System Bugs (I'll be gaining source code to the gun system soon and will be able to fix all the different issues myself, I've fixed what I can with the code I have access too however many issues I can not fix)
- Chat Bugs (roblox needs to fix these - e.g; backspace = mute, not auto assigning your chat channel tab)
- Assets or sounds not loading (roblox issue, need to refactor how a lot of assets in the game work to alleviate this issue which requires a lot of work)
- Persistent client-performance issue (this is getting on-going improvements)
- Persistent server startup performance issues (this is getting on-going improvements)
- Melee has been temporarily removed until I fix something with the gun system which I can not fix just yet due to point #01
- Gun > Dinosaur damaging may seem iffy but it works
## **Dinosaur Changes**
### Content Additions
- Added 8 Dinosaurs
- Added Ceratosaurus
- Added Carnotaurus
- Added Ankylosaurus
- Added Baby Parasaurolophus (not public)
- Added Dodo (not public)
- Added Adult, Adolescent and Baby Deltaraptor (not public)
- Added Dimorphodon (not public)
- Added quick-turning which was previously removed for balance against raptors, it'll once again be removed once the bucking mechanic is implemented.
- Quick Turning is only implemented for certain dinosaurs DA-4 and above, lower dinosaurs will not recieve quick turning.
- Added mud sinking
- Added a corpse carrying system
- This is going to be modularized and more features will come with it such as dragging, picking up meat chunks, plant chunks, etc
- Added dinosaur flying system
- Added passive healing system
- Added vertical body procedural turning for flight system
- Added bullet resistance/damage reduction modifier
- Added crouch trotting
- Added tree shaking animation & ragdolling
- Added a healing buff ability/status from swallowing whole food, this gives you a 10% health increase for 60 seconds (this only triggers if the food amount left is above 50, this value may rise in the future upon feedback) - this does not stack and you can't reset it by swallowing a new body
- Added buffing ability type (e.g; Sharpening Claws, Sharpening Horns)
- Added scars to dinosaurs that did not previously have it (also more scars for dinosaurs that didn't have enough, they'll now be far more visible)
- Added sand footstep sounds to small dinosaur
- Added dinosaur broadcasting (chat extension) to all dinosaurs that needed it
- Added Dinosaur Tilting
- This was a previous feature in the V1 game that contributed a lot to the fluidity of movement, it's necessary for some dinosaurs to feel good when they're turning (for example, the Carnotaurus who when charging/sprinting and turning at high speeds would otherwise feel very stiff without it)
- Added a debounce to spit start sounds
- Added small & large drinking sounds
- Add iFrames/temporary ragdoll & knockback immunity for 3 seconds after getting up from ragdoll
- Added large eating sounds
- Added a max pouncing camera angle, you can now no longer pounce in unnatural directions
- Added an attack set based system
- For dinosaurs like iguanodon, I've added a unique state based attack set switching system, for example dinosaurs can now have unique attack sets (Primary, Secondary, Special) for certain attacks - this will be great for dinosaurs such as Suchomimus who may have unique attacks while swimming.
- Added an attack state blacklist & whitelist system
- Making it so some attacks can be used only in specific states and allows for more attacks to be used (e.g; An attack that can only be used while swimming, or an attack that can only be used while crouching)
- Added a strafing/precise movement mechanic
- This is only on diabloceratops right now, however will be expanded to other dinosaurs in thef uture.
- Added hunker down system
- This provides a 60% damage reduction while in this state
- Added Emote Effects System
- This is going to be used for various things such as Pachy's foot slide
- Added support for a 9th emote
- Added velocity-based predictive positioning to trample hitboxes for increased accuracy
- Added charge hitting animations & sounds
- Added 0.3s vocal cooldown (only applied to same vocals, this doesn't apply if you use friendly then an aggressive)
- Added permanent scarring that can appear after surviving death scar state.
- Added charge damage scaling (initial start speed = lower damage, full charge speed = default/base damage)
- Removed collision detection slowing
- This was put in place to reduce flinging when running into objects, this system is however now fixed which makes this otherwise janky system redundant. This was responsible for stopping your ability to sprint and slowing you down while collided with an object which more times than not caused false positives which caused for movement to be a hastle while near objects/structures.
- Removed Blind Status Stacking, it now instantly blinds you on head spit
- Removed minimum 0.3s attack cooldown
- Removed 0.25 second delay for registering hits when initiating any attack
- Removed Brachiosaurus & Triceratops
- Removed dragging for health bars & status icons
- Removed 'Fear' System
- Removed Drifting Mechanic (temporarily)
### Dinosaur Specific Changes
- Minmi
- Minmi has recieved 10% armor
- Added new sounds (excluding R call)
- Fixed Crouch Turning System
- Gallimimus
- Added new R Call
- Improved Head Turning
- Pachycephalosaurus
- Added Look Around Emote
- Added Albino Skin
- Added auto charging
- Pachycephalosaurus has received 20% armor.
- Fixed not being able to ragdoll Pygmy Dilophosaurus
- Fixed ragdolls due to rigging issues
- Adult Dilophosaurus
- Improved Head Turning
- Pygmy Dilophosaurus
- Added new C call & 1 call
- Blinded state now no longer stacks above 1, but has an extended length to 15 seconds (you can still keep spitting the inflicted dinosaur to reset it's timer, however it will not double the more you spit on it)
- Diabloceratops
- Added Look Around Emote
- Added Strafing
- Incressed Diabloceratops bleed from 0.12 > 0.14.
- Diabloceratops has received 15% armor.
- Diabloceratops has received strafing/precise movement mechanic.
- Compsognathus
- Enabled ability to eat
- Parasaurolophus
- Back Kick is now only usable in the quadrapedal stance, bipedal stance has front kick
- Protoceratops
- Added auto charging
- Protoceratops has received 10% armor.
- Now reflects 15 damage on its quills.
- Fixed Albino Skin
- Oviraptor
- Fixed not being able to smell humans
- Parasaurolophus
- Shaking emote is now split, so it now has both a static and moving one.
- Kaprosuchus
- Kaprosuchus has received 15% armor.
- Echoraptor
- Added Albino & Melanistic
### Improvements & Changes
- Increased scent particle length for easier visibility
- Special and stationary attacks can now no longer be used while idle turning
- Balance changes for almost every dinosaur in the game
- Rebalanced all dinosaur hunger and corpse food amount values
- Reworked all dinosaur turn radiuses
- You can now wash off pygmy's blinded state if you enter water
- Swimming animations now play if you're moving up and down while idle
- Reworked how dinosaur healing works, it's now passive instead of sleeping dependent with different state based rates, swallowing food whole additionally gives you a 30 second healing buff
- Scent now cancels if you eat, drink or pickup a corpse. You can also now no longer health for 10 seconds after you've been last damaged. (for non-combat timer damaging)
- Interaction raycasts (corpse pickup, eating, drinking) are now also dependent on where your head is looking as well (there's now 2 raycasts instead of the previous 1, 1 for head tracking and 1 infront of you) to ensure that it is more consistent and reliable. I've also added a relative 'box' hitbox to the head for if you're inside of what you're trying to eat (as raycasts can't detect what you're inside of, this solves many issues.
- Interaction raycast length is now based off of how large your character is instead of a hard-coded value straight down, this is to solve issues where you can eat/drink way higher up than you should be able too (there is still a few extra studs for leeway)
- Corpses no longer split apart on rigor mortis
- Improved responsiveness & reduced 'decay' of the dynamic camera
- Reduced how far back the dynamic camera goes based on your momentum (less back while sprinting)
- Tranq values have been tweaked & lowered for all dinosaurs
- Improved head turning functionality, it now has less issues and unnatural behavior. It should now be more authentic to it's t-pose. This was more problematic for certain dinosaurs such as Deltaraptor and Adult Dilophosaurus.
- Improved animation transitioning for falling > landing/idle
- Latch points system is now dynamic instead of pre-determined, this is an early iteration and will need improvements as time goes on. This new system also removes the laggy appearance latched players have.
- Updated all dinosaur's close & distance call volumes & distances
- Hybrid/OC Dinosaurs now dissapear on the leaderboard
- Admins now dissapear on the playerlist while using the invisible command
- Dinosaur spawns now have a 10 second cooldown before they can be spawned at again. This is to alleviate issues where two dinosaurs spawn on top of each other. It'll now keep searching for an avaliable dinosaur spawn until one is found.
- Improved spitting projectile system, it should now have less inaccuracies in projectile movement. The client-sided visualizer has also been improved.
- Converted DA selection screen to group caching, quickening how fast group checking works
- Pack limits are now dependent on the host instead of the joining player, this means apexes can have larger packs than their default dinosaur has.
- Charger self ragdoll damage is now 5% instead of 15% health
- Chargers now must reach 70% of the charging speed before ragdolling self
- Improved procedural turning system smoothness
- Improved idle turning animation transitioning and direction detection
- Optimized head, body and procedural replication networking & CPU/client-side performance
- Additionally optimized server > client, I have removed the old attribute-based system and converted back to old remotes. There should be an overall boost in both server & client performance as a result.
- Optimized dinosaur sleeping sounds by converting it to server only, removing networking
- Optimized dinosaur drifting by server-siding it's state detection
- Optimized dinosaur mesh collisions
- Optimized dinosaur scarring by removing it's networking, it's now purely on the server.
- Dinosaur scarring now dynamically appears over thresholds instead of all at once, this makes it easier to identify when a dinosaur is on 'death scars' or ultimately very low,
- Ragdoll sounds now work on BaseParts instead of exclusively terrain
- Armor System is now part-based instead of a centralized value
- You can now enable/disable trot state while crouching, even without a crouch trot
- Footsteps are now named after their dinosaur size & diet (e.g; Small Herbivore, Large Omnivore) instead of their direct name.
- Chat sounds can now be used instantly after the previous chat sound ends
- Raised drinking & eating sound volumes & distances
- Lowered volumes for all small dinosaur footstep sounds
- Optimized server > client footstep networking & script
- Lowered turn radiuses for all dinosaurs, they're now quicker and tighter (like NEs)
- Lowered acceleration times for all smaller-medium dinosaurs, they're now quicker and not clunky
- Reworked fall damage system to be more reliable and consistent
- Reworked bleed system to be like the old one
- This removes the 'bleed pool' system and simplifies it to be a Bleed Percentage = Damage system, this means that modifiers caused by higher bleed percentage have been removed and all dinosaurs bleed values have been rebalanced to fit this system. Some dinosaurs such as echoraptor have also recieved a percentage based bleed, which is another new addition.
- Reworked Turning System (Turn Radius)
- This is a huge milestone, this fixes many massive issues such as inconsistent turning and most importantly the very poor collision issues that the game previously had (e.g; running and getting stuck inside of trees and other objects). Otherwise, it's now more consistent and smooth.
- Auto Charging now enables on sprinting, instead of having to reach a certain speed threshold (80% of sprint speed or equal to sprint speed)
- Reworked Swimming
- Swimming overall is smoother and more enjoyable to use, it has tilting, momentum, better controls/overall movement and the 'aquatic state' has been removed. This will be substituted for a future precise movement.
- Improved Pounce movement
- It now uses the character mass and projects the user in an arc-motion instead of a quick line
- Improved dinosaur collisions, rigging and ragdolls
- Improved accuracy of attack hitbox persistence length (how long they stay active)
- Improved hip height adjustment for terrain alignment (less sinking or floating when aligned to the ground)
- Stationary Attacks can now be used while moving up to the trotting state, if you're above your trotting speed however they will not be usable. When using a stationary attack, it will now just stop your movement instead of requiring already stopped movement.
- Enabled Charge Damaging & Flinging for Pinned, Pounced and Latching Dinosaurs
- Enabled Combat Damaging for Latched Dinosaurs
- Attack Cooldowns now no longer take into account an animation playing unless it's a stationary attack, this means a dilo (for example) can attack faster than it's animation length
- Head Turning is now disabled while charging to ensure consistent hitboxes throughout a charge
- Procedural Turning System now disables while idle turning to prevent animations from looking unnatural
- Enabled being able to play the sniff animation even if your sniff is already active or on cooldown for RP purposes, it will not activate the scent itself.
- Corpse Improvements
- Corpse parts now all are queryable, which should alleviate/fix cases where you can't eat or interact with some parts of dinosaurs.
- Seperate Ragdoll collision parts now get destroyed in favor of making the normal parts collidable to prevent overlapping, which also helps with the above cave and improves their physics & memory.
- Reduced rigor mortis time from 60 seconds to 30
- Enabled terrain alignment for terrain objects (rocks, logs, etc)
- Many functions such as emote, scent cancelling, etc now only run if the attack is verified. Previously, this ran even if you were unable to attack/the attack didn't go through. This also caused issues with cooldowns being not accurate. Client-sided input code has been refactored with this to make it easier to add onto, work with and more modular.
- Directional attacks can now be used on any combat type instead of secondary attacks
- Quadrapedal Crouch Stances no longer apply crouch footstep effects (reduced distance + volume)
- Emotes sounds now cancel once the emote animation cancels
- Reduced charge multi attack cooldown to 0.8 second (from 3)
- Reduced combat timer to 30 seconds (from 60)
- Bleed Puddles now last 70 seconds (1m 10s) - previously lasted 40 seconds
- Emotes now work in both quadraped and bipedal state if your crouch is a secondary movement state (something like paras, iguanodons, etc)
### Bug Fixes
- Fixed being able to overlap static emotes with vocals (aka, you could vocalize while doing a static emote but not a main/moving emote)
- Fixed termite mounds not having any visible scent
- Fixed stamina being reduced and regained while ragdolled
- Fixed venom not damaging dinosaurs that have a combat timer active, healing will still be disabled
- Fixed rigor mortis corpse items having collisions even if they're not meant too
- Fixed death system camera not following corpse
- Fixed uncommon chance of scent objects (highlights, billboards, etc) not being cleaned up after death
- Fixed footsteps and blood parts being able to overlap each other (there are still some edge cases but these are fine)
- Fixed inconsistent charge hitbox cooldowns
- Fixed charge hitbox being inconsistent for larger dinosaurs due to vertical angle detection
- Fixed charge hitbox visualizer not being visible in live game if they're enabled
- Fixed dinosaurs not taking any damage when running out of stamina in water
- Fixed dinosaurs not being able to damage gates
- Fixed a variety of dinosaurs not being able to damage vehicles & destructibles due to misconfig (for example, all DA-3s couldn't)
- Fixed abilities & attacks only attacking 1 object at a time instead of multiple targets, which for example dinosaurs that could attack trees caused them to not be able to attack dinosaurs near trees
- Fixed being able to use abilities while quick or idle turning
- Fixed being able to latch/pin in some edge-cases (like when you're JUST entering the ragdoll state)
- Fixed no-access dinosaurs being accounted for with species counts in the actor selection screen, it'll now only appear as the amount of species you have access too/can see
- Fixed sleeping bleed heal values being used regardless of if you're resting, sleeping or idle
- Fixed not being able to vocalize/do some actions 10-30 seconds after sniffing unless you use an attack
- Fixed emote cooldown from vocalizations happening regardless of if you succesfully vocalize
- Fixed issues where you can request to join, join or invite non-compatible players (they may still in rare cases appear on your invite leaderboard, but the server will not let them in the pack)
- Fixed pouncing and pinning not giving either players a combat timer
- Fixed falling animations playing delayed causing a weird transition from jump > falling
- Fixed distant footstep sounds occuring while crouching
- Fixed stamina being reduced by the pin stamina drain instead of latching stamina drain
- Fixed uncommon cases where dinosaurs t-pose after exiting ragdoll state
- Fixed various animation cuts/looping issues across all dinosaurs, these will continue to be fixed as they're found
- Fixed jumping cooldown not working for first 1-3 seconds of spawn, causing you to be able to spam jump if you hold space
- Fixed being able to jump while charging or while the falling/jumping animation is already playing
- Fixed static emote head turning disabling even if conditions to play static emote is not met (e.g; standing still) - this means if you were moving and pressed an emote key that'd otherwise disable head turning it still did regardless of if it played the animation
- Fixed pinning not cancelling your momentum
- Fixed pinning not damaging humans/working on humans
- Fixed issues where procedural turning system fails to initialize, it now checks for if the user is uninitialzied on every recieved event to provide reliability.
- Fixed head not resetting until you move your camera when entering different states (sleeping, ragdoll, etc), the functionality of this is now seperate (which optimizes it too)
- Fixed uncommon cases of falling through the map when teleporting using vents
- Fixed rare chances of falling through the map while spawning, it now waits until you've finished loading before unanchoring you
- Fixed charging hit detection being inaccurate (and in 90% of cases not working) for vehicles and destructibles
- Fixed chargers ragdolling when hitting vehicles
- Fixed vehicle hit detection being very inaccurate, sometimes causing you to not be able to attack vehicles at all
- Fixed being able to enable crouching while resting
- Fixed being able to idle turn while resting/sleeping
- Fixed resting/sleeping animations not stopping when idle turning
- Fixed being able to spam emote sounds
- Fixed corpse scent not working correctly
- Fixed innacurate eating collisions / not being able to eat dinosaurs in some cases unless hovering over very specific angles
- Fixed not being able to attack and spit through bushes
- Fixed dinosaur relocation exploits
- Fixed control system memory leaks
- Fixed swimming splash/entering water effects
- Fixed broadcasting system not functioning
- Fixed dinosaur admin tracker displaying local player XP instead of tracked player
- Fixed pouncing not stopping when entering ragdoll state (body movers, radial circle, etc)
- Fixed humanoid jumping properties not disabling if a dinosaur is unable to jump
- Fixed sleeping animation not stopping when ragdolled (which potentially caused issues)
- Fixed ragdolls being messed up for a majority of the dinosaurs
- Fixed the Emote 8 'Isle' preset setting the key to P instead of Zero
- Fixed pinning not cancelling your momentum
- Fixed admin dinosaur tracking being able to select yourself
- Fixed being able to move around while pinning other dinosaurs & humans
- Fixed directional attacks having innacurate cooldown times
- Fixed hitmarkers not functioning
- Fixed multiple memory leaks with the dinosaur ragdoll system
- Fixed invite/leadership transfer functionality not working if the pack is given/transferred to you
- Fixed kicking button still being visible, or it being visible on other players when you're not the leader
- Fixed sound pitch calculations
- Fixed poor ragdoll combat calculations and issues to do with it
- Fixed issues of players falling through the map after being relocated due to rendering issues
- Fixed issues where when a user leaves the game they still persist on the pack invite leaderboard
- Potentially fixed teleporting admin tracking & pack billboards
- Potentially fixed tails dissapearing for clients
- Potentially fixed fall damage related issues due to new fall damage detection method
- Potentially fixed or alleviated cases where replication types (head turning, body turning, etc) do not work/do not bind
- Potentially fixed issues where destroyed scent-objects aren't cleaned up causing error spam and memory leaks
## Human Changes
### Content Additions
- Added PDA & Dinosaur Tracking Systems
- Ability to track stockpiles, survey boards and boats.
- Added name hiding to ghillie suits
- Added drones
- Added flashlights to all E&L helmets
- Added MP Constable Beret
- Added Investor Keycard for the new executive area
- Added new helicopter system
- Added automatic turrets inside of TSDC
- Added an error notification for if you do not have a toolbox equipped while trying to take from a structure cabinet
- Added throwable food obtainable via buckets
- Added information to intern handbook
- Added openable vents via the crowbar, this will be utilized in other parts of the map in the future.
- Added color changing to sensor mine when asset is detected
- Added 50 Credits per kills
- Only works on 15+ Servers
- Teamkilling won't activate it
- Added Locker Attachments System
- Added Test Subject Credit Transferring
- Added Nightvision Goggles & Helmet Lights
- New night vision lighting & gui has been added with this.
- Added investor marketplace price reduction
- Added new crate textures (+ different for meat & plant crates)
- Added automatic rior barriers & metal/weapon detectors
- Added destructible damage to car explosions
- Added new black market voicelines
- Added large new weapon roster for all teams (ts included)
- Added new E&L technician kit
- Previously had missing textures.
- Removed dragging for health bars & status icons
- Removed barbed wire until structure caps are implemented
- Removed melee tools as the gun system update broke them (yes these will make a return)
- Removed team switching from lockers
### Improvements & Changes
- Human Night Vision now has seperate night and deep night lighting to make itself visually consistent with different times
- Grenades now damage structures, vehicles, etc
- Riot Respawn Gui now destroys once you click Respawn
- TS Marketplace now automatically closes on death, respawn and health changed
- Enabled first person for humans
- Dropped crate textures now correspond to what the dropped crate actually is instead of a plain universal texture
- Reworked scope zooming, it now properly functions as it should
- Changed Test Subject uniforms to red
- Anti Tranq is now infinite and doesn't destroy on use
- Locked Structure Cabinets Interaction to the E&L Team
- Buffed RW Hybrid Jeep Max Speed & Acceleration
- Buffed Cargo Truck Acceleration, Max Speed, Improved Handling
- Changed feeder stock levels to display exact number of stock instead of an arbitary number
- Cargo ship effects & sounds now no longer play when the ship is idle, the lights also now turn off at day time
- Disabled the ability to obtain items from cabinets with a tool equipped, this does not apply to the toolbox equip requirement for the structure cabinet
- Updated gun system to latest version which contains some bug fixes
- Health display label now contains decimals for more accurate health viewing, this also prevents the 0 health visual issue
- Unbinded AimToggle key for weapon system as it overlapped radios and caused bugs
- Enabled Radio Usage in vehicle driver seats
- Death by grenades now applies a 'Vaporised' cause of death
- Boat now consistently moves and curves instead of erratic movements dependent on waypoint distance
- Recoded fall damage system once more
- HOPEFULLY this iteration fixes all the previous issues
- Buffed MP Truck Acceleration & MaxSpeed
- Increased human walking and running speeds
- Optimized vehicle audio handler
- G&R Bandages no longer have infinite usages
- Bandages now update their health label on health changed instead of when you move your mouse, this prevents the issue where the label doesn't appear to update despite their health going up if you keep your mouse still.
- Changed how locker helmet positioning works and fixed a ton of clipping, misaligned helmets (which was very apparent for E&L helmets)
- Increased music distance (30 > 45 studs)
- Improved error handling for vehicle spawner, added notifications for edge-cases that cause you not to be able to spawn a vehicle to allow diagnosing any issues.
- Enabled HitScan for all weapons
- Locked Cargo Truck Containers to E&L team
- Disabled Projectile Visualizations for all weapons
- Improved accuracy & increased part threshold of container dispenders, making them more accurate for detecting if containers/trucks are present inside the zone.
- You now spawn at the front of tents instead of back
- Upon destroying a tent all players currently selected tents will be automatically reset
- Converted locker morph items to attachments & accessories, this should solves issues where limbs would break for other clients or you wouldn't have enough limbs.
- Locker System no longer fetches permitted items from the server and does all the permission checking on the client, this boasts a big server performance improvement plus near-instant loading of items when opening the locker.
- [GUN] Removed server-sided prints when hitting an object
- [GUN] Nerfed M60 MG reload time from 3 > 8 seconds
- [GUN] Aug A3 now has no muzzle flash
- [GUN] Improved body aiming so it doesn't move the torso to the side when aiming near something
- [GUN] HitVoider can now work as a CollectionService tag instead of purely attribute
- [GUN] HitScan results now correctly go as far as your bullet has it set too,
- [GUN] Fixed Hitscan not taking into account transparent and hitvoider excluded parts
- [GUN] Fixed Hitscan not using the correct transparency threshold set in the configuration (it was hard coded to 0.95)
- [GUN] Fixed potential hitscan validation recursion
- [GUN] Fixed unreliable server-sided hitscan validation
- [GUN] Fixed lasers toggling off on aim and not being able to turn back on until you re-equip your weapon
- [GUN] Fixed riot shields
### Bug Fixes
- Fixed ragdoll issues related to roblox's new avatar updates
- Fixed 'HARD THROW' and 'HIGH THROW' name inconsistencies with grenade UI vs keybinds UI
- Fixed vehicle camera jitter caused by fps drops and inconsistencies
- Fixed being able to equip toolboxes in passenger seats
- Fixed HRs getting two keycards (keycard + BOD) instead of just BOD
- Fixed vehicle spawner detection interacting with destructible objects
- Fixed a variety of berets being poorly positioned/too far up
- Fixed bandage system breaking
- Fixed AUG A3 flashlight not working & erroring
- Fixed vehicle speedometer UI not destroying on death
- Fixed feeder side doors not opening for certain feeders
- Fixed sensor mines not resetting when users move away from it
- Fixed unanchored bush on RW hybrid jeep & made bushes larger
- Fixed issues where you could spawn vehicles on occupied vehicle spawn points
- Fixed ores ui overlapping status ui
- Fixed container gui not closing when far away
- Fixed vehicle damage sounds playing when repairing a vehicle
- Fixed the locker helmet clipping bug due to a recent roblox change
- Fixed venom related memory leak loop and human venom not functioning at all
- Fixed idle animation continuining to play when you go from idle > crouch, causing an overlap in animations
- Fixed being able to use a toolbox in a vehicle, which let you bug out vehicles if you interacted with a vehicle with the preview model
- Fixed some grenades not exploding and needing to be touched to explode
- Fixed CM junior operator antenna being parented to the UpperTorso meaning it wasn't aligned with the radio
- Fixed locker shirts & pants being applied incorrectly (only applying pants and not shirt in some cases)
- Fixed locker shirts & pants not being set to the color they're meant too if it overrides your currently equipped uniform
- Fixed feeder not displaying the information of the currently dispensed food
- Fixed your accessories staying invisible if you enter a vehicle while in first person
- Fixed handbooks and a variety of other tools being droppable
- Fixed repair gui information frame appearing on tool equip regardless of if you're hovering over something
- Fixed shipped containers spawning at wrong orientation
- Fixed cargo truck front headlights facing the wrong way (right instead of forward)
- Fixed container loading on trucks being inconsistent / commonly not working
- Fixed HSP Outer Camera being on a destructible watchtower, causing it to persist if the watchtower is destroyed
- Fixed players falling over/down when exiting vehicles at high speeds
- Fixed being able to place deployables on vehicles and moving objects
- Fixed vehicle crashing into destructible damage not working
- Fixed vehicle explosions not getting cleaned up (memory leak)
- Fixed vehicle explosions damaging the exploding car
- Fixed duplicate test subject handbook information for escaping > reserve
- Fixed inaccurate gamepasses test subject information (it contained a note which wasn't meant to be there)
- Fixed AT-A Airlock gate being displayed as AT-B Airlock Gate
- Fixed inaccurate dirtbike description referencing black talon (which is now disbanded)
- Fixed having to in most cases click retrieve/put away twice for it to actually register
- Fixed locker 'retrieve' and 'put away' texts being inaccurate to your utility items as it only set your last selected utility, it now takes into account if you have multiple utilities equipped
- Fixed locker filters (both divisional and category) not collapsing/closing when you attempt to close them
- Fixed all doors/gates/elevators having incorrect prompt texts (e.g; Elevator had Large Gate)
- Fixed some doors having wrongly/misplaced highlight parts, causing destructible prompts to be off-centered
- Fixed title not being set for feeder information, it appeared as 'araucaria araucana'
- Fixed fish being displayed as a disposable item in the feeder without it existing
- Fixed feeder state being displayed as 'raising' while raised
- Fixed odd cases where you could open a feeder while it's already being opened
- Fixed feeder debounces and sounds being inaccurate to the movement
- Fixed feeder stock text displaying decimals
- Fixed feeder not updating information when the food is destroyed with the panel open or on gui opening or when the feeder state is updated
- Fixed feeder not setting the food amount text
- Fixed a variety of issues related to door destruction (e.g; the parts themselves still being collidable, not being destroyed after a delayed time, still being interactable by raycasts/guns/vehicles and other critical issues which effected gameplay)
- Fixed swimming state detection being unreliable due to being reliant on oxygen values
- Fixed 'airhorn' keybind UI not dissapearing after exiting response unit
- Fixed being able to obtain crates with a crate already equipped from a cabinet, causing you to duplicate crates.
- Fixed not being able to put away utility items
- Fixed torch not disabling when you unequip it
- Fixed picked up crates not becoming a plant/meat crate after being dropped, they previously defaulted to the normal crate which caused them to break
- Fixed wrench memory leak & exploit that allowed you to repair from a distance
- Fixed head/body turning replication not functioning
- Fixed pinned idle animation spamming start/stop causing it to look jittered
- Fixed being able to repair a vehicle from any distance
- Fixed wrench repair gui health values not being rounded, causing very long health display texts (e.g; 249.492349)
- Fixed sensor mines not having a ping sound ID
- Fixed sensor mines not functioning
- Fixed death screams not functioning
- Fixed dinosaurs not triggering vehicle spawner zone blocking
- Fixed being able to start a riot not on the test subjects team if your prompt persists
- Fixed being able to open the camera terminal with a tool out, soft-locking your game if it has a camera lock (e.g; Guns)
- Fixed being able spam equip presets with no cooldown, causing duplicate items
- Fixed grenades not working unless you touch them after throwing them
- Fixed individual utility items being equippable multiple times
- Fixed snipers having visible accessories/morphs while zoomed in
- Fixed snipers having slanted/off-set bullet origins
- Fixed mass issues with morphs, weapons and other locker items.
- Fixed RW Fast Light Helmet battery pack centering
- Fixed tools not properly unequipping in water
- Fixed crates being dropped below the player in some cases
- Fixed being able to have two tents picked up at once, it now destroys your existing tent in the inventory if you attempt to pickup another.
- Fixed camera terminal button container being overlapped by roblox UI
- Fixed lights and billboards not disabling on destroyed objects (e.g; Radio Tower)
- Fixed all reported ammo box related issues
- Fixed hits registering on destroyed objects, it now doesn't register hits on them if destroyed
- Fixed weapon camera snapping when unequipping and then reequipping at a different angle
- Fixed short static ammo box prompt ranges, causing some ammo boxes to need you to be at certain angles to use them
- Fixed being able to be ragdolled while cuffed/detained, causing bugs/issues
- Fixed landing/fall damage still running while you're cuffed, causing bugs/issues
- Fixed inaccurate underwater detection for oxygen (as a result, fixed being able to stick your head under the ground)
- Fixed melee weapons having bullet shell casings come out of them
- Fixed static NPCs being unanchored and pushable via players or vehicles
- Fixed lava hitboxes being inaccurate
- Fixed floating gun crate in savannah
- Fixed redwoods & savannah observation tower lockers not being interactable
- Fixed search light & spotlight spawning slightly - quarter underground
- Fixed ore health bar not setting upon interacting with an ore, causing it to be at 0 then teleport to the end
- Fixed ore storage gamepass checking
- Fixed feeder meat chunk having a visible block in the center (white part)
- Fixed passive income/paychecks system & gamepass
- Fixed bridges not being damagable by weapons
- Fixed camera panel zooming not working
- Fixed camera asset detection issues due due vehicle & camera model blocking raycasts, it now ignores the camera model if static & vehicle it's apart of.
- Fixed plant feeder food being able to regenerate
- Fixed sedation toggle not functioning when dispensing feeder food
- Fixed search light interaction not working
- Fixed search light not being destructible
- Fixed M60 not being destructible, it will not be repairable for balance reasons
- Fixed vehicle not having a repairable billboard when using a wrench
- Fixed cuffed players being able to be seated and interact with promptsr
- Fixed being able to see spawn highlights through walls
- Fixed not being able to restock your own weapon
- Fixed combat engineers not being able to access the M60
- Fixed running over dinosaurs not working
- Fixed gun lasers not being aligned with the mouse
- Fixed being detained or pinned not disabling your collisions
- Fixed applied bandage accessories dissapearing instantly
- Fixed riot bar and music not playing if you spawn in while a riot is already occuring
- Fixed uzi description being inaccurate to the weapon capacity
- Fixed close button overlapping descriptions in the handbook gui
- Fixed idle/looped animations constantly playing over and over, appearing as a jitter
- Potentially fixed issues with falling through the map when exiting camera terminal
- Potentially fixed inaccurate riot timer bar issues
- Potentially fixed cargo truck hit detection issues for weapons
## Miscellaneous Changes
### Content Additions
- Fully implemented edible fish
- Further optimizations have been made to handle up to 500 fish at a time, they have been finalized and are now killable & consumable by dinosaurs. Future improvements are going to be made in the future to advance their AI and implement hostile fish & fleeing behavior.
- Added old BTools
- Added more/new admin warps
- Added new data commands that allow admins to edit a player's data (like XP) while they're offline using a player's UserID
- Added sway to tree leaves as a result of the new foliage movement system
- Added hybrid asset looking blacklist to freecam (if you look at an OC/hybrid via freecam, your screen turns black)
- Added server-sided rate limiting to a large variety of game remotes to prevent remote spam
- Added :TeamXP command so supervisors can give entire team XP
- Added gamepass giving command
- Added animated/rotating fans that can kill you
- Added per-1 second notifications for 30 seconds before shutdown
- Added notification for being unable to return to menu while seated
- Added saving of previously wiped XP if you loose it via not being in the group, this is for edge cases where group API fails and accidentally wipes your XP.
- Added midnight/"deep night" ambiences
- These are much quieter, 'dead of night' ambiences that appear after the lighting gets pitch black at midnight.
- Added Server Browser
- As server browsers go, this is going to generate a list of existing servers with their ping, player count and server codes which you can join. We've also added the option for HRs to create their own servers for trainings, with extensive server customization on creation coming later. The Testing places have/will be moved under this as well to eliminate the current seperate game system.
- Added server uptime to the statistics label in the top right of your screen
- Added auto-kicking to FRP spam, FRP in general now displays as a blank text.
- Added new cave ambience sounds
- Added Region-Based Lighting for Interior Locations
- Added Atrium A admin warp
- Removed loading screen batching to alleviate cases where your game doesn't load correctly due to poor internet connections. This will elongate loading times however you should see more consistency.
- Removed Red Networking System
- Converted all existing events to base-roblox events, remotes have been gone over to ensure they're as optimized as can be for now and we'll be doing further networking improvements with the introduction of compression later. This is a big step forward for optimizing the game server.
- Removed XP Data migration
- Removed VisTools/Rendering System
### Improvements & Changes
- All doors now auto-close after 5 minutes of being open
- Group cache checking function now has a failsafe that reverts back to normal roblox group/rank checking
- This fixes a lot of the perm-related issues.
- Updated to latest version of admin system, bringing new commands, fixes and optimizations
- Converted underwater camera detection for both humans & dinosaurs to BuoyancySensor, improving reliability/accuracy and perforamnce
- Bubble chat origin part is now the head instead of the center of your body
- Increased bubble chat range by 20 studs
- Server-sided general sound playing due to issues that arise due to streaming enabled and/or a large game
- Optimized dinosaur XP system
- Optimized game-wide tweening system
- Optimized badge caching system
- Optimized client-sided zone/region system
- Reworked foliage movement system, it's now far more optimized, more scalable, doesn't lag when you move through bushes with objects. The framerate for foliage movement is also now reduced the further the foliage. Foliage movement has temporarily been disabled until a more visually appealing system is made.
- Optimized settings system get & slider change function & networking significantly
- Improved framework loading and yielding
- Made it so the skinning command works on other players
- Optimized sound system/remote events & anti exploit checks for them
- Reduced webhook traffic across the game, hopefully alleviating rate limits
- Increased XP giving interval to 30 second (XP is multiplied * 3 to compensate)
- This will increase server performance
- Improved networking of product purchasing
- Improved performance of XP data migration
- Recoded Effects System
- It's now significantly better coded, more versatile and modular to fit changes we're trying to do. For the sake of modularity it's much easier to work with and add too, this was needed for a variety of new mechanics such as the emote effects system.
- Improved player > player connecting system connection management & performance
- Changed Investor Leaderboard Tab
- Waves no longer get changed dependent on weather type
- The action menu now consistently changes on being damaged for both humans & dinosaurs
- The action menu now cancels and is no longer togglable if you enter combat via the combat timer
### Bug Fixes
- Fixed insanely loud redwoods day ambience
- Fixed interactable prompts that are team-locked not reappearing if you switch to that team & respawn
- Fixed non-standard crates (e.g; plant/meat crate) not being loadable into container
- Fixed uncommon cases of menu music persisting to playing/on spawning
- Fixed uncommon cases of players appearing as 'Owner' on the leaderboard
- Fixed a variety of gates not fully dissapearing/going invisible when destroyed
- Fixed cases where you die on the loading team due to falling under the map, your character is now frozen while on the team
- Fixed status system disable function not working (which caused the persistent statuses across lifes and memory leaks)
- Fixed status system loops being created before the status is enabled, for abilities this resulted in referenced times/attributes being nil when they're created causing abilities to break or freeze
- Fixed dinosaurs, vehicles and other objects getting flung up into the air upon destroying a destructible due to colliding with destruction parts
- Fixed interaction/prompts not being hidden if you do not have access to it
- Fixed marketplace gamepass count accounting for invisible/non-active gamepasses (e.g; 5 count with only 4 visible)
- Fixed priority issues with interior zones if inside of an exterior zone, causing them in most cases not to work & overlap your current zone
- Fixed an issue where your current region wouldn't be set to wilderness if you went from being in a region > no region
- Fixed cases where your initial zone/region isn't set when spawning in (e.g; if you spawn in swamp, it won't say you're in swmap until you exit & re-enter the area)
- Fixed a lot of zone/region system memory leaks
- Fixed team button selected label coloring not resetting back to white after clicking play
- Fixed weather, region and territory display not updating reliably and not updating weather state at all (whether customly set or naturally occuring)
- Fixed wet status image for both humans & dinosaurs being off-centered
- Fixed bubble chat being too low, causing you to struggle to see it
- Fixed loading team spawn being on the edge of the ocean, causing them to be visible from the shorelines
- Fixed chat channel not automatically assigning to proximity (this behavior is not possible on default spawn due to how roblox chat functions)
- Fixed menu & riot music volumes not being correctly set upon rejoining
- Fixed server auto shutdown
- Fixed badge giving system not functioning
- Fixed gamepass checking across the game, gifted gamepasses are now functional
- Fixed admin log permissions
- Fixed uncommon cases of the death system not working due to inproper usage of debounces
- Fixed premium leaderboard tag overlapping other tags (e.g; developer, investor)
- Fixed a lot of errors/console spamm errors across the game
- Fixed badge system related issues
- Fixed HSP admin warp
- Fixed lighting not updating on disabling night vision
- Fixed issues where the framework fails to initialize
- Potentially fixed cases where XP doesn't properly reset or go over the cap
- Potentailly fixed cases where the data fails to load due to server lag on startup
- Potentially fixed tent placement cancel issues
- Potentially fixed cases where you can see other teams/players chats despite proximity due to an unloaded character
- Potentially fixed further issues with chat appearing for unloaded characters (e.g; being able to see dinosaur chats while first joining the game)
- Potentially fixed cases where you fall through the map while teleporting and/or loading in areas
## Map Changes
- Huge map update
- Optimization
- Fixed incorrect material setting for some objects, causing generic footstep effects to play on metal, wood, etc objects (this is an on-going fix)
- Many many other bug fixes