[b]Hello![/b] [i]These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you can join with the password "OPERATIONMAPLELEAF"[/i] [b]Additions:[/b] [list] [*]Added pathfinding tab to the editor. [*]Added zombies tab to the editor. [*]Added visibility tab to the editor. [*]Added bind command to assign an internal IP to the server. [*]Added viewmodel shake when dropping from up high. [*]Added explanation to all commands that can be viewed with Help [CommandName]. [/list] [b]Improvements:[/b] [list] [*]Removed staying scoped in when firing a bolt rifle due to popular demand. [*]Unlimited roads can now be placed. [*]All the move keys are tool_2 rather than a mix. [/list] [b]Tweaks:[/b] [list] [*]Increased reflection resolution slightly. [/list] [b]Fixes:[/b] [list] [*]Fixed a crash that kicked all players. [*]Fixed hitbox when a player respawned. [*]Fixed aiming movement multiplier. [*]Fixed a bug when spawning objects in the editor. [/list] You can now begin laying out the pathfinding regions to your level (Which is automated and very easy, super exciting!) and placing zombie spawnpoints, however zombies are not in yet. This patch was focused on adding the navigation graphs required for zombies to actually pathfind, so probably next update. The saving takes a bit longer now due to the way the navmeshes are saved, but this performance will improve with optimizations. Regarding the numerous questions as to why 3.1.0.0 did not mean the full release of 3.0: The version number system is set up as [Major Update].[Large Update].[Medium Update].[Small Update/Patch]. As for the initial public version you can probably expect it to be coming up in the next month or so, as once the next few large features are in it'll be quick to start adding content and smaller features. [b]Questions:[/b] [b]LYY[/b] [i]"All kinds of the gun is too large, resulting in the shortcut key accounts for all the 5/4."[/i] > The current inventory system will be vastly expanded on, for one there will be specific slots for primary/secondary weapons that will appear on the character model. This way the 1 and 2 keys will be bound to a weapon and the other hotkeys to whatever is in the hotbar. [b]collin1158[/b] [i]"Nelson can you make a tutorial on how to add an object from blender to unturned? That was be soooo great, thanks in advance!"[/i] > I will personally make a few videos on how to make specific types of things (buildings, guns, etc) much further down the road, but for now there are a few nice tutorials on the [url=http://www.reddit.com/r/unturned/]/r/unturned[/url] subreddit. For people looking to convert their files I believe someone was posting the other day about a tool that lets you package them into a .unity3d file. [b]Thanks for reading![/b]