Changelog: Added Option to use the classic crosshair shape. "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings. Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component. Exclude_From_Culling_Volumes option for objects. Exclude_From_Level_Batching option for objects and trees. "-DisableCullingVolumes" command-line flag. Not recommended. "-UseLevelBatching=true/false" command-line option. Valentine's day holiday condition for secret admirer note quest on Liberator. Per-location option to hide from map UI. Changed Improved and re-enabled batching of level objects and trees. Assets with duplicate guid are now skipped during registration rather than assigning a new guid. Use same collision height (2 meters) for all zombie types. Slightly increase zombie vertical attack range by 0.1 meter. Slide while standing on zombie's/animal's head. Allow masks to work as underwater breathing apparatus with backpack. Semi-auto repairing melee items play an impact sound. Terrain tool weight target option can be used with auto foundation option. Fixed Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. Teleport animals that fall out of the map to a valid spawnpoint. Pooled effects getting prematurely destroyed. Transparent pixels in supersampled screenshots. Some inconsistent skin/cosmetic emissive intensity values. Animal collider not getting disabled on server. Misaligned UVs on player/zombie ragdoll neck. Extremely small network positions off by one. Some inconsistencies when enabling/disabling crosshair. Interior culling size of several objects. Loading screen not appearing between clicking exit and reaching the main menu. Legacy airdrop/location node conversion not assigning instance ID. Patch #1: Fixed Holiday object collision not disabled on server. Batching performance improvements: This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false For more information there are two new articles intended for map developers: Level Batching Manual Object Culling https://clan.cloudflare.steamstatic.com/images//6119952/e2d9bf8f6a7de27ac4a910459d60602498c97123.jpg