7 Days to Die A19.2 B4 Stable released

7 Days to Die A19.2 B4 Experimental has been to Stable released.

Changelog for A19.2 B4

We updated to a new version of microsplat, improving performance.

You can report bugs here, but please read here first.

With A19.2 we also implemented Steel Series's game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights.

We currently support (default settings):

  • Time Progression: F1-F12
  • Ammo: 1-0
  • Health: Q-P
  • Bloodmoon Warning: A-L
  • Visibility Meter: CTRL - ~
  • Tool / Weapon Durability: Num - -
  • Player Facing Direction: numpad 1-9
  • Bleeding: Del-Pause
  • Being Hit: Mouse
  • Duke Amount: Display

Here is what changed from the A19.1 stable version:

Added 

  • Console command "ai pathgrid" 
  • Console command "gfx dti" to set distant terrain instancing 
  • Console command "gfx dtpix" to set distant terrain pixel error 
  • Trees are set to consistent LOD transition values by code 
  • Support for Steel Series SDK

Changed 

  • Renamed console command "ai path" to "ai pathlines" 
  • Optimized path grid move buffer copy 
  • Optimized path grid block checks and misc 
  • Reduced the effect of High and Ultra Object Quality settings 
  • Deleted WaterDepthRecorder that reduced FPS a bit 
  • Updated terrain shaders 
  • Improved terrain shader settings for better performance 
  • Prefab editor to use same tree LOD bias as game 
  • Our custom speed tree shader to Alpha Test queue 

Fixed 

  • Trees are not rotated correctly on the diagonal directions 
  • Desert terrain normal textures not set as normals 
  • FirMed01 tree popping in oddly 
  • Two trees not instancing 
  • 8 block entities not instance rendering 
  • You could see under the water plane when camera was close to it 
  • Unlit explosives can explode in hand after throwing a lit one 
  • Electric fence wires drop to the bottom of the pole after unloading the chunk or FO point.