THE RELEASE SHELF
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Hardpan Launcher
v0.7.33Install a version, keep an older one, and choose when to update.
The launcher downloads the game separately. Updates are optional; installing another version keeps previous installs. Installed games can also be started directly. Launcher updates are optional too. Launchers older than 0.7.33 need this standalone download once to gain self-update support.
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Version 0.7.36
WINDOWS / LINUXComplete game and dedicated server. No launcher required.
What's changed in 0.7.36
- Keep fixture illumination visible at full strength through 64 metres from the camera, fading smoothly to 80 metres without enlarging each lamp's local reach.
- Increase the bounded active fixture budget from eight to 32 so a lit house can retain porch and interior illumination together.
- Preserve the existing shadow-free fixture path, graphics shadow settings and save format 9.
- Share and budget optional HUD targeting; retain fresh action checks and omit persistent cards for ordinary construction stock.
- Smooth loose-item presentation with fixed loose physics in single-player and snapshot interpolation in multiplayer.
- Add regional terrain and scenery-stone tints without changing heights or layouts.
- Add supported placement for food and other pickup items, preserving item payload and server authority.
- Retain launcher 0.7.33, save format 9 and protocol 20. Use matching 0.7.36 game clients and dedicated servers.
Using the performance panel
F3 shows diagnostics. Shift + F3 switches between Overview, Network, and Scene and Memory. F6 starts or stops an optional performance recording. The CSV is saved in a performance folder beside your save data and contains no player identities or connection addresses.

In-engine validation capture. CPU submission and presentation waiting are shown separately; this panel does not measure GPU execution time.
Before changing versionsBack up your worlds. Older builds may not read newer saves. Multiplayer clients and the dedicated server must use the same version.
Extract manual downloads into separate folders to keep old versions intact. Player saves are stored separately from game installs.
Release notes
- Reduce the measured world-text codec cost while preserving full state validation, save format 9 and protocol 20.
- Reconstruct all ordered network deltas but materialize only the newest two world states from an arrival burst. Preserve still-active effects and bounded receive/interpolation queues.
- Reuse prepared model bounds and batch transforms for repeated picking, retaining the original hit results.
- Expand F3 into Overview, Network, and Scene and Memory pages; Shift + F3 cycles them. Separate actual CPU phases from presentation waiting, and show process memory, world/cache counts and real update cadence/backlog.
- Add optional F6 performance CSV recording at roughly one sample per second, without player identities, connection addresses or local paths.
- This is a performance-only patch. Launcher 0.7.33 is retained; update game clients and dedicated servers together. The original long-session report remains open for extended affected-world retesting.
Release notes
- Let deliberately dropped cargo settle before securing it to buses, jeeps, custom vehicles and trailers; keep passing vehicles from collecting ground loot.
- Climb the existing station and water-tower ladders, hold position, descend and leave onto supported landings with collision checks.
- Advect and evolve sparse clouds using a changing wind field tied to saved world time, including moonlit clouds.
- Replace hollow sand footsteps with softer compression and scuffing, subtle variation and separate walking/running levels.
- Give new-world gas stations themed shelf and counter supplies, service tools, sheet-metal salvage and a small lumber pile. Preserve station layouts and scavenged state in older worlds.
- Game 0.7.34 retains save format 9 and protocol 20. The independently versioned launcher remains 0.7.33; use matching client/server game releases.
Release notes
- Separate game, launcher and save-format versions. Format 9 saves retain their last-writing game version, support compatible writer metadata independently, and require complete records. Older supported saves receive an upgrade backup.
- Offer optional launcher self-updates with verified staging, a copied updater helper, replacement backups and interrupted-update recovery. Existing launchers need one manual standalone update to acquire this feature.
- Drink pure water from held, placed, loose and stored fluid vessels using shared rules; retain the empty vessel. Multiplayer consumption is validated and committed on the server.
- Add varied flat and rounded corrugated sheet stock, rust-through damage, measured placement and straight width/length saw cuts. Preserve older sheet dimensions and disallow thickness splitting.
- Remove the barrel fitting's hidden bottom cap that overlapped the lid and caused the reported flickering fragments.
- Use matching 0.7.33 clients and dedicated servers, protocol 20. New save format 9 is not readable by older games; installed versions and player saves are preserved by launcher updates.
Release notes
- Make up to 99 plywood panels in one atomic batch. Existing plywood is protected as finished stock unless reuse is explicitly enabled.
- Access placed saws and vises directly. Link nearby storage as input/output; configured workstations use those containers rather than carried inventory.
- Select construction stock to begin placement. Middle-mouse drag rotates around the selected face axis; F changes axis, wheel selects hotbar, Shift + wheel adjusts reach. B remains available for tool/vessel placement and preview toggling.
- Replace fixed camp cot/crates/table with usable, recoverable items. Recover existing POI tables, wooden crates and shelves intact. Shelves have open collision bays and real storage.
- Delete a managed server through a named permanent-deletion confirmation, with verified save/shutdown before removal. Running servers are highlighted.
- F11 now uses an ordinary desktop-composited borderless window; this avoids the old monitor-attached fullscreen path. OBS recording confirmation remains a playtest item.
- Exercise large-platform preview, dragging, rotation and placement together; the original reported complete construction lockup remains unconfirmed.
- Network protocol 19 requires matching clients and servers. Existing schema-8 saves remain supported, with workstation links and one-time camp furniture migration preserved.
Release notes
- Added independent missing-piece rolls for above-floor house beams: 12% in weathered houses and 38% in ruins. Studs, rafters, ridge beams, opening frames and light hangers can be scavenged away.
- Surviving pieces attach through the remaining physical contact graph. Disconnected panels, beams and fixtures are omitted; missing an authored parent no longer requires losing an otherwise supported branch.
- Verified the same deterministic decay in previews, natural solo/server discovery, saved assemblies and distant representations. Existing saved houses keep their parts; newly discovered houses use the revised decay.
- Preserved intact 88-part houses, the 96-item kit, raised floors and the existing rare POI generation rules. No shortened pieces, active storm damage or structural-collapse simulation added. Clients and servers must both use 0.7.31 / protocol 18.
Release notes
- Fixed excessive coplanar surface fragmentation when boards and large panels overlap. Resolved meshes now cache per part and refresh when that part or its overlapping surface owners change.
- Added a reusable timber house: 4 × 4 m floor, 2.25 m eaves, 3 m ridge, exposed framing, framed window, 1.25 × 2.125 m doorway, utility board/switch and two T8 troffers.
- Added rare, salvageable timber-house POIs with seeded intact, weathered and ruined states in mountain-generation worlds. Removed pieces remain removed after saving, reloading and distant rendering. No terrain or existing house is rebuilt by loading an older world.
- Added a complete pre-cut house kit: 88 structural/fixture items and eight fluorescent tubes. Its minimum packed chest uses 480 cells with a 2 × 1.875 × 2 m measured interior; this follows inventory rules rather than literal 3D lumber containment. Chest shell and hardware are separate.
- Extended measured chests to 24 grid units / 3 m per axis and 1,728 cells. Existing smaller storage layouts remain unchanged; larger grids fit the inventory panel and scroll vertically.
- Reset nearby discovery when switching journeys, so a house can become interactable even when the previous journey used the same map cell. Clients and dedicated servers must both use 0.7.30 / protocol 18.
Release notes
- Added visible fuel hoses between tank outlets and engine inlets on the same vehicle or rigid assembly. The assembly tool's connection types now include Fuel Hose.
- Select ports in either order with left-click, or drag between visible ports. Right-click cancels; X on an occupied port disconnects its fuel lines.
- Engines draw from their connected tank. An unrelated mounted tank remains reserve cargo until connected. Engines joined to the drivetrain require a usable fuel supply; an unplumbed spare engine carried as payload does not disable a working engine.
- Pickup, component removal and separation disconnect affected lines. Moving the complete build retains internal hoses. Reinstalling a part preserves its contents and requires an explicit new connection.
- Added saved fuel-line records and one-time plumbing for older worlds, preserving existing tank contents. Current saves retain deliberate disconnections.
- Added server-authoritative port selection, connection and disconnection, with reach, visibility, editing and endpoint checks. Use matching clients and server: 0.7.29 / protocol 17. Windows verification passed 57 automated suites across the full and focused runs, plus 24 application fuel-line checks.
Release notes
- Corrected bedroll support and clearance checks for open floors, diagonal placement and parked vehicle floors. Beds and bedrolls share sleep-to-07:00 behavior; all connected players must sleep in multiplayer, with offline characters excluded.
- Added the missing physical wooden shell to the experimental camp's spare bus-parts container while retaining its contents.
- Added intact pallet pickup, carrying, physical drops, placement and attachment. Dimensions and condition persist; saw/axe dismantling remains optional. Pallet board gaps are reflected in rendering, collision and targeting.
- Added a carried lantern model and dynamic light when a hanging lamp is selected on foot, with multiplayer visibility and condition-dependent output. Batteries remain planned.
- Added shared item information cards for condition, quantity, dimensions, ammunition and fluid contents, plus tube conditions on placed troffers.
- Existing worlds are supported. Clients and servers require 0.7.28 / protocol 16. See [patch notes](PATCH-0728.md).
Release notes
- Extended physical pouring and contents inspection to loose generated and Q-dropped vessels as well as placed bottles, jerry cans, barrels and fuel tanks.
- Added Shift + mouse wheel to move the held vessel nearer or farther away; the wheel alone retains hotbar selection.
- Aim at a receiver body to align its opening, then tip and pour. Contents remain visible with empty hands and while a vessel lies on the ground. R resets orientation and reach. Mixtures, capacity limits and authoritative multiplayer transfers remain enforced.
- Replaced the camp's decorative barrel and can with real vessels. Fixed prior fluid-release save recognition and rejection of missing liquid records.
- Preserve the 0.7.26 component-removal repair. Hoses, the barrel separator and oil servicing remain planned. See PATCH-0727.md.
Release notes
- Replaced menu-based liquid transfers with pouring from a held vessel into an opening in the world. Select a vessel, use middle-mouse drag to tip it, and hold left mouse to pour; R returns it upright and the wheel retains hotbar selection.
- Added bottom-screen contents panels for the held and targeted vessels. E and Fluid Contents now provide read-only inspection; Q drops the current orientation and B retains placement.
- Pouring stops on release, invalid aim, an upright source, empty contents or a full receiver. Mixtures retain their proportions, with no spill loss in this first pass.
- Multiplayer validates held-vessel ownership, reach, line of sight, opening alignment, capacity and flow against server time. Clients and servers require 0.7.26 / protocol 15.
- Reworked vehicle recovery targeting to use visible component ownership and reach to the nearest bounds of long parts. Recovery permits safe child and separate-storage reparenting on parked hitched assemblies while retaining occupied-vehicle, active-hitch and nonempty integrated-storage protections. Wrench and X remain the removal controls.
- Hoses, the barrel separator and oil servicing remain planned. See PATCH-0726.md.
Release notes
- Corrected excessive small-rock impulses that could launch or roll the bus at modest speeds. Available suspension travel now absorbs low obstacles before moving the whole body.
- Added water, gasoline, diesel and oil contents to reusable bottles, jerry cans, barrels and physical fuel tanks. Pour measured amounts or fill the receiving vessel; mixtures retain their proportions.
- Added Manage Fluids through aimed vessels, carried vessels, inventory and vehicle inspection. Transfers preserve contents across storage, drops, saves and multiplayer, with server validation and conflict handling.
- Jeep, bus and custom vehicles use attached fuel tanks. Engines consume the correct fuel, coast when it runs out, and report actual fuel on gauges. Fluid weight affects the vehicle load.
- Added generic engine displacement, horsepower, torque, fuel type and informational oil capacity. Experimental camps and suitable POIs supply cans and spare tanks.
- Legacy powered vehicles receive a full tank once; modern empty or removed tanks stay that way. Includes the 0.7.24 explored-world activity fix. Clients and servers require 0.7.25 / protocol 14. Hoses and the barrel separator remain planned. See PATCH-0725.md.
Release notes
- Fixed repeated physics work on settled items left behind while exploring, which could make an existing world remain extremely slow after reloading.
- Loose items and unsupported loose construction simulate within 192 metres of any online player, including object extent. They retain their saved state outside that area and resume when approached.
- Settled items check support four times per second instead of every physics tick. Secured cargo continues to follow its carrier.
- Existing saves retain all objects and collected-resource identities. This bounds loose-object physics work; full disk-backed region unloading remains future work. See PATCH-0724.md.
Release notes
- Jeep and custom-vehicle tires now contact solid scenery, allowing suitable low rocks to compress suspension and lift the contacting wheel.
- Body collisions apply impulses at the impact point instead of rewinding movement and clearing horizontal velocity. Clearance, approach angle and speed affect climbing, sliding or striking an obstacle.
- Added saved Off / 4x MSAA choices to Graphics. A restart applies the selection; older settings retain the previous 4x preference, subject to driver support.
- Existing terrain and builds are retained. Update clients and dedicated servers together to 0.7.23 (protocol 13). Detailed shocks and impact damage remain deferred. See PATCH-0723.md.
Release notes
- Added inexpensive distant POI exteriors for scouting from overlooks, with screen-size culling, terrain depth and distance haze. Interiors and small props remain local.
- Pickups follow the visible reticle and use surface reach plus line-of-sight validation in single-player and multiplayer.
- Added collision for substantial rocks, tree trunks, stumps and camp furnishings. Shelves keep open bays; leaves and small ground clutter remain nonblocking.
- Replaced repeating pale road spots with lighter gray-brown asphalt and irregular wear, repairs and sand. Roads remain part of the terrain surface.
- Removed overlapping log-end and engine-pulley faces that caused flickering.
- Lantern placement can switch between Top ring and Base with Z. Ring mounts stay on canopy fabric or ceilings; deliberate drops still fall.
- Existing worlds keep their terrain and contents. Update clients and dedicated servers together to 0.7.22 (protocol 13). See PATCH-0722.md.
Release notes
- Added connected mountain ranges, foothills, desert basins and lower passes to new worlds. Distant ridges belong to the same terrain players can reach.
- Added terrain-aware routing for new-world roads and slope-aware building placement.
- New starts favor basin ground; overly steep road stretches fade beneath sand and may require a detour.
- Extended the new-world terrain horizon with coarse distant geometry and distance haze.
- Preserved existing worlds on their saved terrain generation. Start a new world for the new landscape.
- Update clients and dedicated servers together to 0.7.21 (protocol 12). See PATCH-0721.md.
Release notes
- Split the optional launcher into small Windows and Linux downloads. Full game packages remain available for direct launch and offline use; older installed versions stay in place.
- Cleaned release packages with explicit runtime file lists and fresh staging. Player instructions live under docs; development notes, test scripts and the launcher are excluded from game installations.
- Added Night Share from 0% to 100% beside the 10-96 minute cycle control in private and hosted world settings, including calculated daylight and night durations. Existing worlds default to 50% night.
- Improved sunrise and sunset with horizon light, warm low sunlight, fading stars and colored clouds. Permanent night has no sun or dawn/dusk glow; moon phases and elapsed-time systems continue. Ambient temperature remains independently configured.
- Update clients and dedicated servers together: gameplay protocol 11 carries the new world rule. Older saves remain supported; retain pre-update backups when returning to older game versions. See PATCH-0720.md.
Release notes
- Fixed multiplayer recovery of water collectors leaving orphaned internal inventories, which could disconnect clients and prevent server startup with a container-volume error.
- Added container validation before committing gameplay actions and world validation before replacing dedicated-server checkpoints or rotating backups.
- Added two-client regressions for contested furniture/tool pickups, the last container item, stale requests, failed-inventory rollback, reconnect persistence, and preservation of good checkpoints after validation failure.
- Preserved support for 0.7.17 and 0.7.18 saves. Save schema 8, dedicated checkpoint schema 2, and gameplay protocol 10 remain unchanged; use 0.7.19 clients and servers together. See PATCH-0719.md.
Release notes
- Rebuilt Multiplayer with Public, History, Favorites and Join Dedicated tabs, sortable server rows, favorite stars, a refresh control, and a server details panel.
- Grouped reconnect identities and named new characters by server across all tabs; successful joins record last played and character choice. Saved connections and list removals preserve characters and worlds.
- Added opt-in public server listings with HTTPS heartbeats, verified game-port reachability, stable server identities and expiry. Hosts and clients can choose a different directory source.
- Added asynchronous server queries for player counts, world rules, password requirements, version and measured ping without creating player characters.
- Masked addresses and ports by default in connection/hosting fields, with explicit reveal controls; ordinary browser rows and connection notices show names instead of endpoints.
- Preserved existing favorites and characters during local profile migration. Reused endpoints cannot silently inherit credentials from another public server; explicit reconnect recovery remains available.
- Save schema 8, dedicated checkpoint schema 2 and gameplay protocol 10 remain unchanged. Use 0.7.18 clients and servers together. See PATCH-0718.md.
Release notes
- Added an optional Windows/Linux launcher with version checks, selectable package sources, checksum verification, manual installation, side-by-side releases and rollback. Direct game launch and offline play remain available.
- Added multi-world selection and confirmed deletion of their saves, autosaves and backups; text fields now support click-and-drag selection.
- Added distinct Remove Favorite and Forget Local Character actions, preserving server worlds and preventing stale client windows from restoring forgotten access keys.
- Reworked Hosting into a server list and dedicated dashboard with a character inspector, local kick/ban/unban/delete actions, scrollable logs and live network, tick, CPU, memory and player graphs.
- Join opens a separate client with a remembered address override and connection settings filled in; it leaves character choice to the player.
- Added Unlimited (Experimental) hosting and removed connected-player and saved-roster count ceilings. Dedicated checkpoints store compact character records and preserve a pre-upgrade backup.
- Save schema remains 8; dedicated checkpoint schema advances to 2. Clients and server require 0.7.17 / protocol 10. See PATCH-0717.md and LAUNCHER.md.
Release notes
- Added brief buckshot travel trails, a broad shotgun muzzle flash and smoke, and visible material-specific world impacts from authoritative collision results.
- Expanded shot collision coverage to loose world items and attachment objects in addition to terrain, buildings and vehicle surfaces.
- Corrected the machete's left-biased slash marks and added a precise right-click stab with slightly more reach and lower base damage.
- Rebuilt the shotgun report with a fast crack, stronger low body and outdoor decay; weapon and impact audio remain under Effects volume.
- Restored on-foot weapon control hints and replicated secondary attacks/effects in multiplayer. Save schema remains 8; clients and server require 0.7.16 / protocol 9.
Release notes
- Added machete and 12-gauge pump shotgun models, first/third-person attacks, two-handed aiming, recoil, pumping and shell-by-shell loading.
- Added reusable practice dummies with reactions and temporary pellet/strike marks, plus an experimental-camp supply chest and occasional weapon/ammunition finds at suitable existing POIs.
- Added server-authoritative attacks, action timing, ammunition and replicated weapon poses/events. This practice release does not add enemy or PvP damage.
- Weapons and existing hand tools support ordinary placement, physical drops and direct E pickup. Loaded shells follow the individual shotgun through inventory, world placement and saves.
- Added bounded original weapon/target audio under Effects volume.
- Save schema 8 gains combat/ammunition extensions; protocol advances to 8. See COMBAT-0715.md.
Release notes
- Added per-vehicle ignition, condition-dependent starts, running-engine coasting resistance, physical ignition/light/horn controls and driver horn. New and parked migrated vehicles start off.
- Added original procedural vehicle, ambient, footstep and interaction audio with five volume categories. Head bob defaults to 15%, with slider and Off.
- Added authenticated multiplayer chat: Enter types/sends, Esc cancels. Driver controls and attached radios share authoritative state.
- Placement uses the actual visible surface and its vehicle/build parent; bounding-box air no longer steals hits. Radios retain pose/parent through movement, joins, saves and editing.
- Replaced overlapping plywood lamination with one closed skin; stabilized coplanar clipping in assembly coordinates. Multiple nearby vehicle headlights illuminate the scene together.
- Completed private .sav import in the existing server manager, retaining carried gear and equipped clothes in recovery storage. Dedicated profile import/export retains its roster.
- Schema 8 gains engine/radio extensions; protocol advances to 7. Update clients and server together. See PATCH-0714.md and VALIDATION.md.
Release notes
- Replaced the separate body segments with a connected, skinned low-poly survivor: stitched shoulders, hips, wrists and ankles, with the sleeveless shirt and boxers retained. Clothing uses the same surface and rig, including detached inventory previews.
- On-foot first-person cameras now follow the actual posed eyes, with the local body hidden for clear free look. Clothing changes cannot move the eyes. Driver, passenger and freely placed seats use their posed eye anchors and retain useful arms/legs, while hiding the head and intrusive torso surfaces. Complete shadows, third-person characters and remote players remain visible.
- Retracted chase cameras gain local head protection. Custom-vehicle chase collision excludes only the occupied vehicle and no longer copies the whole world each frame.
- Added an isolated character/camera diagnostic and current-version download-page generation to both packaging tools. See CHARACTER-0713.md for scope and validation.
- Save schema 8 and network protocol 6 remain unchanged. Existing characters, outfits, vehicles and world progress retain the normal upgrade backup. Released 0.7.12 saves keep their required extensions and do not repeat the legacy hitch conversion. Use matching 0.7.13 clients and server.
Release notes
- Fixed parked towed vehicles drifting around a stationary hitch. Steering now responds to actual hitch movement without feeding terrain tilt or an offset coupler back into yaw. Joint stops no longer repeatedly pull a parked trailer toward a smaller angle; terrain contact and ball-joint articulation remain active.
- Temporarily removed automatic construction bolt/nut/shaft decorations and their render preparation. Physical attachment data, snapping, recovery and fasteners authored into vehicle models are preserved.
- Vehicle HUD/inspection stats skip collision-hull and inertia construction. Physics reuses each part's orientation basis for its contact corners and skips joint work when no bearings exist.
- Rendering reuses prepared part transforms across color and shadow passes and caches shader uniform locations. See PERFORMANCE-0712.md for measured results and limits.
- Nearby loot and tree queries prepare construction obstruction positions once per query instead of retracing every attachment chain for every candidate resource.
- Corrected the isolated performance diagnostic to disable VSync while measuring uncapped frames.
- Save schema 8 and network protocol 6 remain unchanged. Supported saves retain progress and the normal upgrade backup. The 0.7.11 hitch conversion does not run again on 0.7.11 saves. Use matching 0.7.12 clients and server.
Release notes
- Corrected the bus's rear towing hardware to a ball mount. The utility trailer has a socket coupler at the front and a ball at the rear for chaining trailers.
- Ball hitches are distinct recoverable, placeable parts. Towing connects a trailer coupler to a ball, including freely mounted balls on custom builds and the jeep; two socket couplers cannot connect. The visible ball and towing joint share the same center.
- Existing factory rear hitches and connected legacy towing targets migrate in place, retaining their IDs, poses, attachments and towing links. Loose or unused custom couplers remain trailer sockets. No new world is needed.
- Save schema 8 and network protocol 6 remain unchanged. Update clients and the dedicated server together to 0.7.11.
Release notes
- Fixed beams, hitches and other deliberately placed parts failing to join the bus. Targeting now retains the owning part when a visible mesh surface extends beyond its simplified collision proxy.
- Added the missing bus bumper, crossmember and lower sill collision/attachment surfaces while preserving the hollow cabin and entry stairs. Face/grid placement on protruding body details retains the struck surface plane.
- A directly aimed part now takes priority over the legacy jeep-mount setting, for both inventory placement and joining an existing build with the connection tool. Loose placements are no longer reported as connected.
- Applies to existing camp and discovered buses without creating a new world. Previously misplaced loose pieces need to be picked up/reconnected; their intended parent cannot be safely inferred. Ordinary loose-item contact still cannot magnetically collect cargo.
- Save schema 8 and network protocol 6 are unchanged. Existing 0.7.9 worlds retain all part, control, storage and cargo records, with the normal upgrade backup. Use matching 0.7.10 clients and dedicated server.
Release notes
- Added a native Linux x86-64 package of this same release, including the dedicated server, Linux data directories, screenshot-folder opening and executable server-export launch scripts. Gameplay/save schema/network protocol remain unchanged by the Linux port.
- Fixed vehicles collecting loose objects on incidental contact. The bus also matched the axle/coupler trailer rule, so its wheels and body could turn ordinary world loot into attached cargo.
- Cargo securing now requires an explicit player drop followed by a downward landing on an upward load surface. Ground, side, underside and mechanical-part contact consumes that one-time loading opportunity. World spawns, old ground drops and released cargo remain loose.
- Standard trailers, custom trailer decks and deliberate loading on eligible vehicle floors retain cargo support. Existing secured cargo and all item quantities, conditions and poses are preserved.
- Pending intentional drops persist across saves and multiplayer snapshots. Import 0.7.8 loose physics conservatively: existing links stay attached, and unattached old items are never automatically armed for loading.
- Save schema 8 retains its required records with loose-physics extension version 2. Multiplayer protocol is 6; update clients and server together. This is a focused bug-fix patch.
Release notes
- Unified part/build rotation around a selectable face axis; corrected storage measurement on rotated supports and expanded the hardware/factory snap audit.
- Added dimension-aware lumber/panel inventory footprints, measured model pictures, selected inventory drops and pose-preserving placement drops. Oversized crafted panels can use a held slot without losing offcuts.
- Added loose-item gravity/contact/settling, trailer cargo capture and saved cargo poses. New unsupported builds settle onto supports; editing supports can release them. Existing untouched builds retain their state.
- Refined the existing bus with its own engine, sized wheels, wheel housings, serviceable hood, bifold entry and skirt storage. Added removable speed/fuel gauges, free placement/dash sockets and an optional gauge HUD. No new vehicle types.
- Added distant freight-depot, farm-supply and roadhouse destinations for new worlds, location-specific salvage, persistent searchable registers and jerky. Existing destination layouts remain intact.
- Added bottle-watered tomato planters with six independently growing/harvestable fruit, dew collectors and placeable bedrolls. Test camps receive supplies, with a one-time vehicle retrofit crate on upgrade.
- Preserved old inventories through migration and saved the new states in schema-8 extensions. Server-authoritative storage, drops and harvests use protocol 5; update both client and server. Performance followup remains deferred.
- Fixed garden-move cancellation preserving consumed water correctly, and transient Windows file locks preventing the server's final stopped status from publishing.
Release notes
- Recovered bus roof sections can align to vacant factory roof positions when snap or grid mode is enabled, including close aiming from inside the cabin. Dragging and rotating continue smoothly from the selected seam; free placement remains available.
- Corrected the curved roof's collision shape so the factory dome light can be targeted and toggled from inside the cabin. Existing lights retain their saved positions and state.
- Preserved 0.7.6 vehicle saves and required extension validation, with normal upgrade backups. Use matching 0.7.7 client/server versions; save schema 8 and network protocol 4 remain unchanged.
Release notes
- Added a conventional bus built from independently recoverable frame, bonnet, windshield/dashboard, roof sections, side/window panels, rear panel and entry door, plus shared engine, wheels, bearings, controls and lighting. Detailed formed panels, trim, window hardware, underbody components and persistent finishes use shared distance models.
- Bus starts with only its driver seat. Open entry, shallow steps and hollow collision make the cabin walkable. Additional passenger seats use free placement rather than fixed sockets. Players standing on vehicle floors follow their movement and turning; leaving a seat prefers a clear aisle.
- Added per-seat passenger occupancy for the jeep, bus and custom builds, with server enforcement, occupant mass, seated poses and camera support. Passenger input cannot drive the vehicle; occupied structures are protected from edits.
- Added a premade utility trailer with removable bed, wheels, couplers and opening tailgate. Custom vehicles can tow trailers, and rear couplers support chains with separate yaw/pitch/roll articulation and cumulative load. Unified fitted axle wheel centers for rendering, sockets and contact.
- Experimental camps receive one bus, trailer and loose passenger seats. Regular worlds can discover persistent, conditioned vehicles at suitable POIs. Existing worlds upgrade with backups; prior trailer connections migrate to explicit hitch records.
- Save schema remains 8 with required current-release vehicle records; network protocol is now 4. Use matching 0.7.6 client/server. General physics dropping and automatic cargo securing remain deferred.
Release notes
- Replaced the nearly coplanar asphalt overlay with road and sand materials blended directly on opaque terrain. Roads no longer have a separate surface competing with the ground in the depth buffer.
- Streamed road coverage uses a world-anchored mask, preserving route unions and sand burial while terrain detail changes. Coverage is prepared on the background worker.
- Retained existing road routes, widened road dimensions, terrain elevation and shallow player/vehicle contact profile. Existing worlds receive the rendering fix on load.
- Patch-version upgrades now create recovery backups before upgraded autosaves can rotate older snapshots.
- Save schema 8 and network protocol 3 remain unchanged. Importing 0.7.4 retains saved bodywork and still rejects missing required bodywork records. Use matching 0.7.5 clients/server.
Release notes
- Added individual saved finishes to jeep chassis/fenders and reusable hoods: varied paint, sun fading, dust and localized corrosion, separate from mechanical condition. A part retains its appearance through inventory, placement, installation, recovery, multiplayer and saved worlds.
- Heavy corrosion now cuts actual holes and missing edges into the panel shells, with visible inner surfaces and rusty sheet thickness. Shared, bounded damage-model caches retain near/medium/far detail; mounting dimensions and collision envelopes remain unchanged.
- Corrected jeep tire forces to act at the terrain contact height and added stronger grounded roll spring/damping to jeep and custom vehicles. Ordinary turns are substantially steadier while banked terrain, airborne motion and overturned recovery remain supported.
- Existing worlds receive deterministic bodywork identities during migration, with recovery backups before upgraded saves. Save schema 8 and network protocol 3 remain unchanged; use matching 0.7.4 clients/server. This patch does not add corrosion over elapsed time or repainting tools.
Release notes
- Rebuilt the existing jeep chassis, hood, fenders, suspension, floor, dashboard and mounting hardware with formed panels, thickness and beveled edges.
- Upgraded reusable wheels, seats, engine, steering wheel, rollbar and radar: rounded tires and shallow tread, recessed rims with open vents, seat seams and piping, detailed castings, hoses, belts and exhaust.
- Added jeep-specific paint, steel, rubber, upholstery and glass finishes, with restrained edge wear. Fine procedural detail remains anchored to the moving part and filtered with distance.
- Cached shared near/medium/far models for assembled, loose and custom-placed jeep parts. Complete jeep budgets are 59,959 / 22,162 / 6,857 triangles, with blended distance transitions.
- Preserved construction dimensions, component sockets, save transforms and driving behavior. Existing worlds receive the visuals on load. Save schema 8 and protocol 3 remain unchanged; use matching 0.7.3 clients/server.
Release notes
- Tripled highway widths and doubled arterial/local road widths, including natural edge variation. Nominal full widths are now 24.6 m, 12 m and 7.6 m respectively.
- Made road distance queries account for the widened edges. Rendering and player/vehicle ground contact use the same road widths.
- Preserved road centerlines, junction placement, burial, terrain and existing save data. Existing worlds gain wider roads on load. Save schema 8 and protocol 3 remain unchanged; use matching 0.7.2 clients/server.
Release notes
- Added Host / Manage Server in the client: create or import a dedicated world, edit settings, start, join, inspect logs, save and stop, and export a standalone server folder. Servers run separately and remain available after the game closes.
- Private and server worlds share the world-settings form: name, seed, experimental camp, heat, day length, hunger and thirst. Existing server worlds retain seed/camp and apply edited survival rules at the next start. Connection settings include bind address, port, password, player limit, autosave interval and empty-server pausing.
- Added human-editable server.cfg files and --config support. Exports include a consistent checkpoint, saved player roster, configuration, server runtime and launch script. Imports copy the source world; settings changes preserve a recovery checkpoint.
- Replaced hub-to-every-POI road fans with spaced, shorter access roads and arterial entries. Existing long highway centerlines, burial and terrain remain unchanged.
- Added explicit saved-character reassociation when the same server changes address or port. The original identity association is kept.
- Patch release: save schema 8 and protocol 3 remain unchanged; use matching 0.7.1 clients/server.
Release notes
- Added modeled water bottles/canned food, tipped and scattered on appropriate camp/POI surfaces. Stable collection identities preserve depletion; canopy-only starts remain empty.
- Added one-item consumption from held slots or pack selection, active hunger/thirst, depletion damage and conditional health recovery. Hunger and thirst have independent world toggles and disabled HUD states. Needs continue during rest; respawn restores a playable state.
- Replaced isolated road fragments with seeded connected highways, district arterials and local frontages, varied burial and continuous terrain-following road contact. Existing POIs are not relocated.
- Added four degradation variants of pallet shacks. Shared rotated pieces drive rendering, collision, tool-based salvage and shelter, including removed roof sections.
- Added rare articulated jackrabbits and coyotes with bounded saved state machines, disturbance/food reactions, ground/obstacle avoidance, sleeping distant simulation and client motion interpolation. Hunting and animal attacks remain future work.
- Profiled OpenGL GPU frame time across FPS caps. Removed redundant daytime-star, inactive-headlight and disabled-shadow shader work; higher frame caps still require more GPU work per second.
- Save schema 8 gains optional survival/wildlife records and content revision 2. Existing 0.6.1 worlds import with terrain/builds/stock intact and migration backups. Network protocol 3 requires matching updated clients/server; dedicated server supports --hunger on|off and --thirst on|off for new worlds.
Release notes
- Added saved-character selection, named server favorites, editing/removal, clearer duplicate-session/full-server messages and stale-session reconnect handling. Migrates both local 0.6.0 identity tokens; saves preserve identities created by another game instance.
- Applied the weathered HUD skin to menus and dialogs. Shared text fields support double-click/Ctrl+A selection, typing replacement, right-click clearing, clipboard shortcuts and cursor editing. Added independent VSync and preset/custom/unlimited FPS controls.
- Multiplayer snapshots now carry walking/running animation state and timestamps at 20 Hz. A short presentation buffer replaces arrival-dependent smoothing; reliable changed-record deltas reduce repeated network payloads. F3 reports frame-time percentiles, traffic and snapshot timing.
- Added background terrain/scenery preparation with bounded GPU publication and travel lookahead; retained geometry remains visible while replacements load. Filtered high-frequency material patterns and resolved coplanar stock overlaps by stable part identity within each shared motion frame.
- Added recoverable steel barrels and tool-based dismantling of pallets/shelves/barrels. Added wells/cisterns, homesteads, stores, greenhouses, utility yards, extremely rare oases and organic broken roads with buried ends. Experimental Camp receives a nearby testing oasis. Liquids, crops and food consumption remain deferred.
- Added a whole-vehicle inspection window from an engine/jeep hood. Parked wheels now provide static grip on ordinary slopes while retaining airborne momentum and steep-slope sliding.
- Existing worlds retain terrain, old loot IDs and builds. Additive content is suppressed around existing builds during migration. Upgrade backups precede writing older worlds. Network protocol is now 2; clients and servers must update together.
Release notes
- Added an experimental 2-4 player dedicated server and in-game IP:PORT join screen. The headless server owns movement, custom-vehicle physics, shared building and inventory transactions; player identities allow reconnecting to the same character. Server worlds are stored separately from local journeys.
- Added visible remote characters using the shared clothed rig, authoritative seat ownership, and build reservations. Shared simulation pauses when empty by default.
- Added saw Filet mode for planks: 125 to 62.5 to 31.25 mm. Both halves remain usable and preserve their saved dimensions.
- Added custom plywood panels at workbenches, from 0.125 to 4 metres per side and three thicknesses. Recipes use carried wood volume and return usable offcuts.
- 0.5.0 and 0.5.1 single-player worlds remain readable. Save schema remains 8.
Release notes
- Added Delete World to the load screen with an explicit confirmation. Removes the selected world, all manual saves, autosaves and migration backups. Individual Delete Save remains available. Cancelling preserves everything. Deleting the loaded world closes its session to prevent it being saved again.
- Existing 0.5.0 saves remain compatible; no world schema or terrain changes.
Release notes
- Bearings own Free, Steering and Powered modes. Seats can control steering bearings directly; wooden handles work without a special handlebar item. Blue housing is fixed, orange cap rotates. Fixed-face branches remain stationary; rotating branches and attached cargo follow the joint. Steering reversal/travel and powered reversal/speed/torque are adjustable with E.
- Free joints respond to gravity, inertia and contact; powered joints apply limited torque. Rolling hubs provide their own wheel spin. Vehicle forward follows the driver seat. Legacy steering and drive links remain readable.
- Reviewed every placeable item's connections. Hardware uses visible mounting sockets, including handle stems, wheel hubs and shaft ends. Z cycles source sockets in build mode. Wood retains first-cell anchors and face grids. Saved model centers, dimensions and existing poses are preserved.
- Added modeled 2-by-4-foot T8 troffers, four tube positions, scavengable switches, and a small hanging camp lamp. Seeded buildings have 0–4 tubes per fixture. Condition affects output; worn fixtures can flicker. E operates lights or manages tubes; X recovers fixtures and all installed tubes atomically. Lights need no power yet.
- Collect stones throughout the world. P opens personal crafting: eight stones make a placeable fire pit with toggleable light and warmth, without a bench or fuel.
- Schema 8 saves bearing settings, angular motion, cargo attachment parents, lighting changes and tube conditions. Existing worlds keep their terrain, old loot IDs, builds and inventories. Experimental camps receive their removable hanging lamp once; canopy-only starts remain empty. Original 0.4.21 files are backed up before an upgraded save.
Release notes
- Custom ground vehicles use connected part mass, wheel locations, steering-bearing branches, engines and cargo instead of a fixed wheel layout. Ground contacts, coasting, braking, airborne motion and rollover recovery support three-, four-, six- and other wheel arrangements.
- Added modeled bearings, handlebars and drive shafts. Physical steering branches and shaft transmission coexist with explicitly marked prototype steering/drive routes. Assembly-tool F opens wire mode for typed seat/control connections; E opens bearing settings or enters a custom seat.
- Custom drivers render in their seat with first/third person cameras; mechanical parts and wheel motion follow assembly transforms. Connections, condition and vehicle motion persist in save schema 7.
- Experimental Camp defaults ON for new worlds. OFF gives only a canopy and empty inventory, without a jeep or testing facilities. New generation 3 chooses natural suitable terrain without forcing starting elevation; existing worlds preserve generation 2.
- In new worlds, every released item, including clothing and mechanical components, is obtainable in deterministic regional loot. Existing worlds retain their old loot locations and gain the new mechanical test pieces at camp. Equipment spawns with condition; basic building stock stays uniform. Transfers, equipment, drops, installed parts, storage hardware and saves preserve condition. Engine output reflects wear.
Release notes
- Assembly-tool placement recognizes the visible jeep body and installed components as rigid attachment targets without requiring C first. Occluded vehicle surfaces do not count; held assemblies are excluded from target picking.
- Drag adjustments retain their original attachment target. The command preview and completion message distinguish joining from standalone world placement.
- Premade chest panels and their existing cargo use the same transactional join as custom builds. Save schema remains unchanged and 0.4.19 saves load directly.
Release notes
- Double the fine terrain window from 768 m to 1536 m across. Its edge stays at least 576 m away from the camera.
- Anchor 4.8 m mesh samples to the world instead of recentering them by incompatible 128 m increments. Nearby hills no longer change triangulation as the player crosses a streaming boundary.
- Reuse overlapping 384 m chunks; restrict terrain shadow submission to nearby chunks. Keep scatter streaming independent at its previous 128 m cadence.
- Add a 96 m transition band into a nested 19.2 m distant grid. Cache repeated height/normal samples during distant mesh construction.
- Save schema and world generation remain unchanged; 0.4.18 saves are accepted.
Release notes
- MBK-to-MBK connection hardware follows a shared drill-hole axis at the same 12.5 cm stations used by the beam material. A single shaft passes through both members, with a washer/head and washer/nut on their exposed outer faces.
- Handles parallel lap joints, perpendicular crossings, and rotated jeep/assembly transforms. Existing parent links receive corrected hardware without relocating parts or changing saved connection data.
- Misaligned or disconnected holes no longer display a misleading floating beam fastener. Other material connections retain their existing treatment.
- Save schema remains 6; 0.4.17 saves remain supported.
Release notes
- Radar receivers now work on world structures, the ground, detached assemblies and vehicles. Reception range and distance use each receiver location. Screen direction follows its own orientation.
- Aim at a nearby screen to show K / Radar Channel and its current channel. K tunes only the targeted screen, on foot or seated, with no separate menu. Looking away clears the command.
- Each placed receiver saves its own channel. Legacy mounted receivers retain their previous shared tuning when loaded, including after subsequent detachment. New receivers start on channel 1.
- The existing part fittings field stores the radar channel (validated 1�99, with zero accepted for old records); schema remains 6. Labels use a bounded texture cache so nearby screens can show different channels and distances.
Release notes
- Removed the radar socket from new installation previews. Radar screens use ordinary B build placement, rotation and vehicle attachment. A radar attached through a custom mounted dash works as well.
- Mounted screens render their channel, distance, sweep and signal at their actual part transform, including pitch and roll. K cycles channels whenever a jeep-mounted receiver is present. Multiple mounted screens share the jeep channel.
- World-placed or detached assembly receivers do not activate the jeep. Removing the last receiver disables its channel command and reception. No battery requirement.
- Legacy socket-installed radars stay functional and recoverable with wrench/X; their save records are preserved. Schema remains 6, with explicit 0.4.15 compatibility.
Release notes
- Loose items now use the actual rendered terrain triangles, with footprint support for larger parts. Buried dropped items receive the same correction when rendered; elevated drops retain their saved height. No terrain regeneration or construction relocation is performed.
- Starter supplies hidden by a nearby build are exposed at a deterministic clear location using their original collection IDs. Already collected supplies stay collected.
- New outfit chests avoid starter supplies. Existing wardrobe chests, clothing, builds and inventories remain intact.
- Added an isolated `--ground-check DIRECTORY` diagnostic for copied saves, terrain raycast agreement, pickup recovery, and save round trips. Schema remains 6; 0.4.14 saves are supported.
Release notes
- Removed unused controller discovery and polling from the default keyboard/mouse build. Startup profiling reproduced a roughly 20-second joystick-enumeration stall before the menu; raylib and its bundled GLFW now build from pinned, verified source with an explicit gamepad-input option.
- Anchored the jeep camera to the posed character's eyes and the driver to the seat. Corrected the old camera's roughly 19 cm vertical and 12 cm longitudinal mismatch; footwear no longer moves the seated body.
- Added first-person cockpit checks for the base outfit, both full outfits, look directions, and vehicle pitch/roll. Added an isolated `--startup-profile DIRECTORY` diagnostic that measures actual window, asset, audio and menu-frame startup stages.
- Save schema remains 6; 0.4.13 character, wardrobe, inventory and construction data are preserved.
Release notes
- Added a reusable human base in boxers and a sleeveless undershirt, visible on foot and while driving, with first-person body rendering and an F4 on-foot third-person view.
- Added standing, walking, running, jumping, crouching, crouch walking, hands-and-knees crawling, prone crawling, sitting, and back/side lying poses. Low postures change eye height and movement speed; standing requires clearance.
- J opens the character screen with a rotating preview and Head, Torso, Legs, Feet, Hands, and Accessory slots. Each slot has two wearable clothing variants; equipped clothing appears on the character. Replacements transfer actual items and preserve them if storage is full.
- A large chest near the starting camp supplies all 12 garments for outfit testing. Existing worlds receive it once. Its contents and equipped garments persist without refilling on load.
- Character state and clothing identifiers are shared foundations for future NPCs. This patch adds no NPC population, networking, clothing protection, or clothing durability.
- Preserved schema-6 and earlier world loading with defaults for missing character data. Patch numbering continues to 0.4.13 without a minor-version rollover.
Release notes
- Screenshot success uses a separate three-second upper-right HUD panel saying Screenshot Saved. Paths no longer expand the command panel. Hidden HUD and subsequent screenshot captures omit the success toast.
- Options now includes Screenshots Folder, opening the actual screenshot directory in Windows Explorer (creating it if needed).
- Existing 0.4.11 worlds remain supported.
Release notes
- Removed the floating radar overlay. The physical dashboard screen now shows CH and beacon distance; no signal displays --. K cycles channels 1-8 directly without opening a menu.
- Consolidated driving, interaction, construction, saw/assembly controls and transient gameplay notices into the compact bottom-right command area. Mouse-button, wheel and drag glyphs accompany keyboard combinations.
- Replaced the geometric flame placeholder with a generated transparent painted sprite, downsampled to 96x96 when loaded.
- Existing 0.4.10 saves remain supported.
Release notes
- Moved driving control hints from the center banner to a compact vertical panel at the bottom right, using the HUD skin and 16-unit edge inset. Shown only while driving.
- Existing 0.4.9 worlds remain supported.
Release notes
- Rebuilt the gameplay HUD from independently drawn regions of the supplied worn-metal atlas, with nine-patch panels, separate tracks/fills and anchored 16:9 scaling. Removed normal gameplay branding, right-side condition panel and permanent key help.
- Added compact day/time/local temperature/Clear conditions panel, scrolling compass, small crosshair and seven inventory-driven thumbnail slots with a single group divider. The bottom action area is isolated for future vehicle UI. Existing vehicle radar and contextual construction prompts remain conditional.
- Added independent persisted hunger, thirst and body-temperature presentation values. Existing health/exposure drive their own meters. Environment reacts to time, shade and campfire; body responds with a 180-second time constant. No hunger/thirst depletion or new temperature damage.
- Schema 6 accepts an optional validated vitals record; 0.4.8 and earlier worlds retain their defaults and content.
Release notes
- All eight jeep part types support ordinary B-mode placement, rotation, face/grid snapping, jeep mounting, assembly attachment and recovery. Reuses the original detailed component models at their native dimensions.
- B mode bypasses fitting sockets; outside B, matching jeep sockets and trailer axle fittings retain functional installation. Freely placed parts are stored hardware.
- Save schema stays 6; existing 0.4.7 worlds load directly. Added component placement/recovery/save regressions.
Release notes
- Show the current world seed below the pause-menu buttons. F3 continues to show it in the debug overlay.
- Save schema remains 6; existing 0.4.6 saves load directly.
Release notes
- Fixed the crash after picking up a dome light: its short HUD label was absent from the item-name table, causing an out-of-bounds pointer read. Labels now have an independent array bound and compile-time completeness check.
- Added a copied-save pickup regression that renders the hotbar and inventory immediately after pickup, plus a visible-label check in the regular dome workflow.
- Cached mesh/light shader locations, eliminated emission writes for ordinary construction pieces, selected nearest lights without allocations/full sorting, and skipped zero-contribution dome fragments beyond 4 m.
- Save schema stays 6 and accepts 0.4.5 snapshots. The current world and loose lamp are retained.
Release notes
- Added a mountable 12.5 x 25 x 6.25 cm dome light: curved frosted lens, oval bezel, screws, gasket and switch.
- E toggles soft warm light at the fixed 3/10 design setting; no battery or fuel. Standard mounting, rotation, assembly attachment and wrench recovery apply.
- On/off state persists in the existing part fittings field; schema 6 continues to load 0.4.3/0.4.4 saves. Older executables reject the new game version.
- A starter lamp is available near camp. The requested current-world spawn is a separate new manual snapshot, preserving the previous save.
Release notes
- Doubled jeep roll inertia again: 4x the original 0.4.2 value. Pitch remains 2x, with yaw, acceleration and coasting unchanged.
- Save schema remains 6; 0.4.3 saves load directly without migration.
Release notes
- Q drops one selected hotbar item; Shift + Q drops its stack while on foot and outside build mode. E retrieves it, including wheels and measured offcuts. Controls appear in the HUD and field guide.
- Loose pickups retain counts, stock dimensions and positions in schema 6 saves. Schema 5 snapshots receive byte-identical backup-before-0.4.3 recovery copies before upgrade. Older migrations remain supported.
- Doubled jeep pitch and roll inertia, halving initial angular response to the same forces. Yaw inertia, acceleration and coasting settings are unchanged; jumping dunes and rolling over remain possible.
- Loose items currently use static collectible models, not freely tumbling rigid bodies.
Release notes
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