Build v0.015b — seamless server travel
Move between levels without dropping the session or your inventory, plus a single AI setting change that made a very large difference to how zombies sense you when there are a lot of them.
The big one here is seamless server travel with inventory — the squad can move between levels without the session dropping and without anyone losing what they were carrying. A fair amount of this build is the supporting work and the small fixes that came out of testing it.
The AI senses fix
One line, disproportionate impact: setting bAutoRegisterAllPawnsAsSources=false gave, as the changelog puts it, “(ALOT) better AI senses with alot of zombies”.
When every pawn registers itself as a perception source, the cost scales badly with crowd size — which is a problem in a game whose entire premise is crowd size. Hearing and damage senses on zombies were fixed in the same pass.
Added
- Seamless server travel with inventory
net.AllowPIESeamlessTravel=1in editor and project- Mouse smoothing option in the menu
- Join and leave player messages
- Explosion effect remote detonations, such as aircraft
- Take all explosives button in the inventory
- Screen aiming override when a zombie is too close (75 cm)
Fixed
- NPC left-hand IK in the main menu map
- Spawned zombies’ anim blueprint not working for client players
bAutoRegisterAllPawnsAsSources=falsefor much better AI senses with many zombies- Hearing and damage senses on zombies
- Bind-to-event for container inventories, syncing take all / take only ammo
- C4 explosive widget not showing for clients
- C4 beeping not audible for clients
- Camera boom for streetlights, crate and
bp_player - Tower Burger mission triggering when not active
isInvinciblenot working correctly for NPCs and players- Small fixes to inventory take all items / take all ammo refresh
- Various small fixes on seamless travel
Changed
- Map updates
- Seamless travel HUD updates
- Reduced the size of the hand grenade explosion effect