Alpha A19.2 Stable is out! Along with some great fixes we enabled Steel Series’s game sense feature, allowing Steel Series Mouse and keyboard users to have some ingame events tied to their hardware LED lights. [url=https://community.7daystodie.com/topic/22234-a192-stable/]Official Forum Post[/url] [b]Game Sense Features include (default settings):[/b] [list] [*] 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 [/list] [h1]Changelog A19.2 b4[/h1] [b]Added[/b] [list] [*] 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 [*] We also updated to a new version of microsplat, improving performance. [/list] [b]Changed[/b] [list] [*] 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 [/list] [b]Fixed[/b] [list] [*] 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. [/list]