Hotfixes and fresh feature work
With the June update now out in the wild, this week brings a mix of post-patch cleanup and early looks at what’s next, including more apartment complex progress, satellite crash work, and further work on attachment charms.
Hotfixes
In the wake of last week’s update, the developers have released several hotfixes to clean up some of the usual post-patch issues, including fixes for animations, clothing clipping, boats, deployables, skin viewer problems, and a handful of exploits.
Fixed sleeping players playing the waving sound effect
Fixed sleeping players being rotated at odd angles
Fixed player eyes not rendering correctly due to the atmosphere volume shader
Fixed player footsteps playing while swimming
Fixed Hazmat suits clipping into players’ faces when downed
Fixed BDU shirt clipping with the chest plate
Fixed BDU texture resolution being higher than intended
Fixed hide halter neck clipping
Fixed a small gap on the male coconut underwear
Fixed pants appearing too tight
Fixed some hairstyles clipping through headwear
Improved dithering of hair and facial hair
Improved weapon deployment animations
Fixed save loadout buttons not working
Fixed another ProjectileWeaponInformationPanel.EligableForDisplay error
Fixed the button item changing colors at low detail
Fixed render options not displaying for AMD GPU users
Fixed incorrect names of Industrial Decor Pack sprays
Fixed electric furnace not preserving storage adaptor when reskinned
Fixed player boats capsizing around shores
Fixed higher than intended push force on boats
Fixed buoyancy issues when releasing the RHIB from the cargo ship
Fixed the “Not stable enough” toast when deploying some items
Fixed a Linux server crash with useNewNavmesh
Fixed Cultist Deer Torch not displaying in the new skin viewer
Fixed Acoustic Guitar in the skin viewer
Fixed a burst cloth issue on the silly horse mask when entering a parenting volume
Fixed Tigers and Panthers attacking players through bases
Fixed a rare error with the Egg suit
Fixed the cart button displaying over the friends UI panel
Fixed missing backgrounds on some DLC pages
Fixed several other errors
Added an item for an upcoming event
Exploit fixes were included in multiple hotfixes
Apartment complex progress
Work continues on the upcoming apartment complex monument, with a bunch of polish and functionality coming together this week. The developers have been working through more set dressing across the first floor, wing areas, and top floor, along with lighting tweaks, collision, LODs, playground assets, and general optimization around the monument.
There’s also more progress on the rentable shop side of things. Recent commits show fixes for shop signs, apartment furniture reskinning, upkeep terminals, and a new 6-hour protection window from store takeovers. Mailboxes, signage, and shop variants are also getting more setup, so this monument appears to be moving beyond just layout and visuals into the actual player-facing systems that’ll make it function.
Satellite crash work
Work is also continuing on the satellite crash system, which looks like some sort of upcoming event or monument-adjacent feature. Recent commits show the developers working on the targeting side of things, including finding a suitable crash position as soon as a satellite is selected, reserving that area while it descends, and clearing out any construction, deployables, or vehicles that somehow end up in the impact zone.
There’s also been progress on the actual descent visuals, with tests for a two-stage descent, long-distance billboard visuals, scaling, convars, and switching between distant billboards and the model itself. Still very much work in progress, but it’s shaping up to be more than just a simple falling object — there’s clearly a broader system being built around where it lands, how it gets there, and what happens when it hits.
Clan table
Clan tables have been on staging for a while now, but it looks like their implementation may be getting closer to finalized. Recent changes made the clan table craftable, with a current cost of 400 wood and 400 metal fragments, and it appears to be a default blueprint for now. Once placed, players can use it to create a clan, set a name, manage members, send invites, create announcements, and set up ranks with different permissions like kicking or promoting members.
There are also some extra systems in the UI, including a clan banner/logo editor, member activity, logs, and what appears to be some sort of clan points system. The scoring side still looks like it needs more testing, and it’s not yet clear exactly how this clan functionality will make it into the live game. It could be available broadly, or it may be tied to certain server setups, linked servers, or some other rollout structure.
Attachment charms
A new weapon customization feature appears to be in the works with attachment charms. These look to be small cosmetic accessories for weapons, with recent commits showing work on the core UI for picking charms, including search, tooltips, ownership checks, and a button that only appears when you actually own an accessory.
There’s also support being added for changing charms at the repair bench, inspecting them in the skin viewer, and keeping an equipped charm attached when reskinning a gun. Still very much work in progress, but this is shaping up to be a brand new layer of cosmetic weapon customization.
Other stuff
Continued work on the Game Room DLC, including the minifridge, darts game fixes, keyboard world model, skins, localization, and related prefab setup
More player animation work, including one-handed sprint animations for a bunch of weapons, updated 3rd person run animations, AK deploy animation tweaks, and torch animation subsystem cleanup
Glass AR work continued with world model, icon, mesh, rigging, and viewmodel position updates
Monument blocker work continued, including destructible barricade and vent assets with gibs, collision, LODs, and staged destruction support
Player-maintained monument work continued, including powerplant fusebox testing and power line input changes
Deployable snapping work continued, with auto-snapping marked experimental and fixes for storage barrels and box placement
Spray can reskinning fixes continued, including safer handling for storage adaptors, snowmobiles, save/load edge cases, and leftover container items
Cannon and mortar animation subsystem work continued
Render pipeline work continued, including depth of field, SSAO, motion vectors, shader fixes, terrain hole rendering, color grading, and water reflection fixes
Backend optimization work continued around Pool memory handling, analytics cleanup, RPC/source generator cleanup, PlayerVoice allocation reductions, and metabolism networking
Train track mesh optimization fixes continued, including fixes for rail meshes, roads, rivers, and LOD generation
Fixed vending machine map markers appearing in the wrong locations when clustered
Fixed the Steam retry button not working properly
Fixed video playback getting stuck on the first frame after the Unity 6 upgrade
Fixed ladder hatch unlocking in the tech tree after learning the elevator blueprint
Fixed modular car seat foot clipping
Fixed contact mugshot UI asset issues
Restored L96 icon rendering settings