u/RiverShards

▲ 32 r/hytale

Update 5 - Pre-Release 9 - May 21st, 2026

Link to previous patch notes.

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Link to source 

Pre-Release (Update 5, Part 9)

May 21, 2026

Headline Features

  • **Explore new worlds with Server Discovery!**Note: Only the UI will be going live with this pre release update, join us next week for the release of update 5 to see the full list of servers and full feature in action.
    • Server owners may now submit their servers via the ‘Server Profiles’ section of the Hytale account page. Servers that meet the Server Owner Policies and pass manual review will appear in the new in-game Server Discovery page.
    • Explore featured servers: hand-picked by the Hytale team, these are high-quality experiences highlighted for the community to enjoy.
    • Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.
    • Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.
    • This feature is not available on parent-managed accounts.
  • Customize items further with per-stack name and description overrides!
    • Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.
    • Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.
  • Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via Crowdin.
    • To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.

Combat, Items & Equipment

  • Shortbows and Crossbows now have additional checks to prevent attacks or signature abilities being used if they have no durability remaining.
  • Crossbows have an additional check to prevent reloading if they have no durability remaining.

World & Blocks

  • Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.
  • Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.
  • Improved world-gen V2 thread allocation to improve server stability during intense workloads.

UI & Quality of Life

  • You can now set keybindings to use modifiers on mouse buttons.
  • The Social Sidebar UI has been given some cosmetic adjustments.

Modding & Creative Tools

  • Trigger Volumes may now define conditions that gate when effects are triggered.
    • These conditions can include information related to the player permissions, game mode, inventory state, cooldowns, or random chance.
    • Effects are now classified as either Success Effects or Rejection Effects.
    • Conditions and effects are evaluated per event, allowing a single trigger volume to respond to multiple event types.
  • Trigger Volumes can now respond to additional events, such as tags being added or removed, or blocks being placed or broken. Conditions may be used to filter these events.
  • The Trigger Volume UI has been updated, merging the List, Edit, and Quick Settings interfaces into a single panel.
    • This comes with numerous additional features such as the ability to duplicate effects, reposition effects within the list, collapsible categories, improved visibility of group inheritance and separation of different events, and more!
  • Trigger Volumes may now affect the entity that is the source of a projectile.
  • Trigger Volume delete/disable/enable events for tagged volumes have been merged into their existing non-tag effects. For example, ‘DeleteTaggedVolumes’ into ‘DeleteVolumes’.
  • Added a TextureComputedColor property to item assets, calculated via a dominant weighted color average of each of the block’s textures.
  • Added PrefabBaseCheck options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.
  • Added a ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.

Audio

  • Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set AudioStates.
  • Bone blocks now have updated sounds when hit, broken, walked on, and landed on.
  • Reeds now play a sound when broken.

Bug Fixes

Movement

  • Items may now be dropped while sprinting.
  • Sprinting will now end immediately once Stamina has depleted.
  • Players will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.
  • Rolling should again be possible for the entire intended roll duration, and play the corresponding sound.
  • Sliding should again be possible upon exiting rolling.
  • Falling through non-solid blocks that slow the player will now correctly impact velocity.
  • Travelling very short distances with Signature Abilities should no longer result in an unexpected amount of fall damage.

Combat, Entity & Item Fixes

  • Fixed a crash that could occur with armor with Equipped interactions, such as some debug items.
  • Fixed a crash that could occur when an NPC gets untracked in an unloaded chunk.
  • Fixed a crash that could occur when NPCs were spawning near walls or obstacles.
  • Broodmothers will now only spawn Louses when there are none nearby.
  • When crafting, items will no longer be considered valid components in their own recipe.
  • Blocking with spears will now display the blocking UI.
  • Bear hitboxes have been modified to include more of its head.

World & Block Fixes

  • Larger prefabs will now spawn on more level ground to prevent floating structures.
  • Lanterns now require a tool or fist to break.
  • Coffins that have been opened now require a tool or fist to break.
  • Removed a floating block from the Forgotten Temple.

Creative, Modding & Plugin Fixes

  • Left clicking with Builder Tools other than the Paint Tool will no longer overwrite the selected material with Air.
  • The Machinima Tool’s playback speed field will no longer immediately resnap back to 60.
  • Entities that the Entity Tool interacts with will no longer despawn.
  • Fixed an issue with Trigger Volume tags not saving between sessions.
  • The ‘/gmask load’ command will now work correctly when loading a mask preset.
  • Gamemode side effects, such as adjusting lighting, will now wait until the server confirms you have permission. This prevents screen flickering from occurring when some commands are used.
  • Reloading an asset pack will no longer cause all item and block entities to be reset to 1.0 scaling.
  • The Fly Camera can once again only be activated in Creative Mode.
  • Modded NPCs that use ActionSpawn will now use corrected aiming logic and launch NPCs far more accurately at targets.
  • Fixed ListPositionProvider corruption when used as a child of ScalerPositionProvider or OffsetPositionProvider.
  • Fixed DistanceToBiomeEdgeDensity context not being passed to gradient nodes when using the TerrainDensity in the biome’s MaterialProvider.
  • Trigger Volume delay effects will now work correctly if Trigger Volumes are present in multiple worlds.
  • Item entities placed by the Entity Tool will show the pickup hint interaction again.
  • Entities modified by the Entity Tool should no longer despawn.
  • Changing collision hitboxes of entities with the Entity Tool no longer requires you to switch to the none option first.
  • Item entities placed with the Entity Tool can no longer be picked up by walking over them.

UI & Display Fixes

  • Fixed a crash that could occur within the Bug Reporting interface.
  • Fixed a crash that could occur with map markers.
  • Screen fade effects that occur during world transfers will now continue if the player is kicked from the server during the effect.
  • The top navigation bar will now display when accessing the Settings from the Main Menu.
  • The cursor-locator overlay will no longer display in parts of the Creative Inventory where no item is present.
  • The UI will no longer suggest that you can tame the corpse of a creature that has just been killed. Sorry, necromancers.
  • Weapon VFX trails will now be positioned correctly.
  • When a player dies mid-attack, their weapon will no longer continuously display trail/slash effects.
  • When a player joins a portal world, the folder name will no longer be included in the message.
  • The Bug Reporting interface will now correctly count the number of attached files.
  • Fixed some typographical errors.

Audio Fixes

  • The sounds that are played upon taking damage and upon dying will no longer overlap.
  • Volume settings will now be applied to the Selection Tool.

Modders Warning Section

PRE-RELEASE PART 9

  • HudManager#getCustomHud() and HudManager#setCustomHud(PlayerRef, CustomUIHud) have been removed. Plugins must migrate to the keyed API (#getCustomHud(key)#addCustomHud(PlayerRef, CustomUIHud)). Additionally:
    • CustomUIHud#DEFAULT_KEY has been removed.
    • The single-argument CustomUIHud(PlayerRef) constructor has been removed.
    • CustomUIHud now exposes an #onRemove() lifecycle hook that subclasses should override to clean up when the HUD layer is torn down.
  • BlockEntity#addForceVelocity#addForceMotionController#addForce, and Role#addForce have all been renamed to #addVelocityRole#forceVelocity has been renamed to #setVelocityMotionController#getForce has been renamed to #getExternalVelocity.
reddit.com
u/RiverShards — 13 hours ago
▲ 178 r/hytale

Update 5 - Pre-Release 8 - May 14th, 2026

Link to previous patch notes.

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Link to source 

Pre-Release (Update 5, Part 8)

May 14, 2026

Headline Features

  • Player movement has been reworked to use a Hierarchical Finite State Machine!
    • It does not provide new gameplay features (for now). This is part of a larger ongoing rework that will allow us to implement new movement features more easily in the future.
    • This new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.

Launcher & Data Storage Changes

These changes will go live with a launcher update shortly before today’s pre-release.

Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in %HYTALE%/UserData. Shortly before today’s pre-release update goes live, a launcher update will change this behaviour to the following:

  • The Release patchline will continue using %HYTALE%/UserData/
  • Non-release patchlines will now use their own directories under %HYTALE%/data/
  • For example, Pre-release files will now be found within %HYTALE%/data/pre-release/

Existing non-release patchlines will automatically duplicate existing worlds, mods, and game settings to the new location. Once migrated, patchlines will no longer share data.

New installations will use this structure by default.

Avatar & Customization

  • Updated the Dance Boogie animation.

Combat, Items & Equipment

  • Added a number of Test_Motion_Charge NPCs.

UI & Quality of Life

  • The number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.
  • The movement stick dead zone settings for the gamepad may now be set between 5% and 95%.

Modding & Creative Tools

  • Combined the Smooth Brush Tool behaviour into the Sculpt Brush Tool. As a result, the Smooth Brush Tool has been removed. The new Sculpt Brush Tool can be found in the Basic Tools section of the Creative Inventory and has an updated UI, legend, localization and defaults that match the combined tool. Changes to this tool include:
    • Smoothing performance has improved by approximately 6x.
    • Sculpt Mode can now be set to either ‘Full3D’, ‘Heightmap’, or ‘Flat’.
    • Sampling can now be set to ‘Normal’, ‘Uniform’, ‘Gaussian’, ‘Neighbour’, or ‘Square’.
    • Erosion Strength can now be adjusted.
    • Existing, nearby blocks can now be set as the material.
    • Fluids in the area can now be set to be fixed, cleared, or ignored.
    • Non-full blocks will be treated as invalid smoothing samples and cleared from the area.
  • The previous Sculpt behaviour is available as a deprecated ‘OldSculpt’.
  • Updated the UI panel used to support creating masks with Brush Tools. Changes include:
    • Brush filters may now be accessed by clicking on an empty slot in a mask block selector.
    • Mask presets may now be saved and loaded.
    • Mask types can now be negated and inverted.
    • Masking commands, such as ‘>Rock_Stone’ may now be used within the UI panel.
    • Mask information can now be previewed.
    • Mask presets that have been saved with the /gmask command may be used.
  • Masking for fluids is now supported and a new brush filter has been added for them.
  • Brush filters will now skip over blocks they could not parse, preventing them from breaking.
  • Added scripted brush versions of kernel erosion and fluid fixing for node/scripted brush workflows.
  • Added a ‘Fog’ checkbox to the Creative Mode Quick Settings Menu. This can be used to hide the fog that generates towards the end of your View Distance.
  • Added a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume tool can be used. Load this prefab from the Prefab List and then paste it using the Paste Tool to add it to your world.
  • Added a /shrink command that shrinks the selected area to fit non-air blocks.
  • Warps created by Teleporter blocks are now protected from accidental changes with the ‘/warp set’ and ‘/warp remove’ commands. This can be overridden by adding the ‘--force’ flag to the command.
  • Players can now preview prefabs when using the '/prefab load' command.
  • Players may now hold down the keys to adjust the movement speed multiplier in Creative Mode.
  • Added a new FallingBlockImpact type: ExplodeFallingBlockImpact. This performs an explosion when a falling block configured with it hits another solid block when falling.
  • Added ExplosionConfig to BlockType. This does not make the block explosive on its own, it is used by ExplodeFallingBlockImpact, and will be used by other systems in future as a single data point for explosions related to the block.
  • Adds a ModelParticle array and a SoundEventID parameter to ExplosionConfig, which the Explosive System will now use to perform accompanying effects, instead of relying on ancillary systems.

Bug Fixes

Movement

  • Players can now correctly climb onto blocks such as the Simple Wooden Bed and the Farmer’s Workbench.

World & Block Fixes

  • Workbenches may now be upgraded multiple times without needing to close and reopen the UI.
  • Teleporters will no longer hijack or delete Warps that were not associated with them.
  • Players will now receive an error message when attempting to claim a bed that has already been claimed.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur with empty blocksets.
  • Added a fallback for model animations if none are available elsewhere.
  • The /submerge command can now unsubmerge blocks.
  • Empty blocks, which don’t have collisions, may now be configured to affect movement.
  • Fixed the hotbar container not correctly initializing with an index of 0.
  • Fixed an issue where block entities sometimes wouldn't render correctly when loaded with the Entity Tool.
  • Fixed an issue where block entities could not be pitched or rolled.
  • Rotating blocks will now preserve UV rotation, preventing textures from rendering incorrectly.

UI & Display Fixes

  • Fixed an issue that could result in the Backpack and its upgrades becoming permanently locked.
  • Wider Avatar customizations should now render fully when spun around on the Main Menu.
  • Grass plants will no longer render with dark shading at their base when viewed at a distance.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.
    • Void maps in particular should experience improved performance this update.

Modders Warning Section

PRE-RELEASE PART 8

  • LivingEntity#canBreathe has been removed. Breathing state is now tracked via the new BreathingComponent ECS component. Systems that read #canBreathe directly must migrate to BreathingComponent. To override NPC breathing behaviour, register a handler on the new BreathingCheckEvent instead.
  • SpawningContext#WorldChunk has been removed. The field previously exposed raw chunk data directly on the context; world and chunk data are now passed through as parameters via the chunk store and chunk references. Plugins that accessed SpawningContext#WorldChunk must be updated to use the chunk store API.
  • ServerVersion on plugins and asset packs is no longer a dated string (YYYY.MM.DD-<sha>). Packs with the old format load as wildcard with a log warning. Authors should declare a range such as >=0.5.0 <0.6.0 or ^0.5.0. Note: >=0.5.0 does not match 0.5.0-pre.3.
reddit.com
u/RiverShards — 8 days ago
▲ 218 r/hytale

Link to previous patch notes.

----

Link to source 

Pre-Release (Update 5, Part 7)

March 7, 2026

Headline Features

  • Controller support arrives in its first iteration!
    • Move, fight, explore, and navigate menus with a controller. This is just the beginning. Some advanced features may still require a keyboard and mouse, and we’ll continue refining the experience based on your feedback.
  • Express yourself with new emotes!
    • High five your friends or show off your latest gear in a dance-off. The emote wheel has been updated with new graphics and 9 new animations.
  • Preview your prefabs in this pre-release!
    • The prefab list now displays an interactive 3D preview of the selected prefab. You can now rotate, tilt, zoom, and pan the preview to make sure you pick the perfect prefab.
    • Creators, take note: this 3D preview functionality can also be configured for custom server UIs!

Combat, Items & Equipment

  • Arrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.

World & Blocks

  • Crouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • Pressing ALT will no longer eject players from beds.

UI & Quality of Life

  • Item grids, such as the inventory, backpack, creative inventory, and workbench interfaces, will now highlight where the cursor is positioned to make it easier to locate.
  • Settings that include sliders will now have their labels update more regularly when dragging the slider.
  • Added ‘CTRL+F’ search support for all server-driven custom pages.

Modding & Creative Tools

  • Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.
  • Prefab rotation shortcuts now rotate clockwise and use orientation for the ‘SHIFT+R’ rotations.
  • The Paste Tool can now flip copied selections before pasting using a keybind. This is ‘F’ by default.
  • The Selection Tool now has a keybind to switch to the Paste Tool. This is ‘V’ by default.
    • If you have a Paste Tool in your inventory, it will be placed on your hotbar. If your hotbar is full, it will instead swap positions with the Selection Tool.
    • If you don’t have a Paste Tool in your inventory, it will place one in your hotbar. If your hotbar is full, the Selection Tool will instead be overwritten with a Paste Tool.
  • The Selection Tool options will no longer have ‘Show Trigger Volumes’ active by default.
  • When the Creative Mode Quick Setting ‘No Physics’ is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.
  • When the Creative Mode Quick Setting ‘Free Place’ is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.
  • The Trigger Volume Tool now includes tooltips.
  • Trigger Volumes may now be duplicated using the keybind ‘SHIFT+D’. Like other keybinds, this can be configured in the settings.
  • The Trigger Volume Tool settings now includes a toggle that can be used to cancel delayed effects when the entities leave the volume.
  • The ‘Effect Asset’ field for the Trigger Volume Tool may now be cleared by selecting ‘(None)’.
  • The ‘Play Vfx’ effect for the Trigger Volume Tool now includes options to change the scale, rotation, and duration of the visual effects.
  • The ‘Teleport’ effect for the Trigger Volume Tool now includes options to rotate the triggering entity, or use the position field as an offset from the triggering entity.
  • The ‘Set Velocity’ effect for the Trigger Volume Tool now supports options to set the velocity relative to the direction the player is looking.
  • Added a ‘Set Music’ effect to the Trigger Volume Tool, which can force or clear music for the triggering player.
  • Added a ‘Give Item’ effect to the Trigger Volume Tool, which grants a selected item and quantity, with configurable full-inventory behavior.
  • Added a ‘Run Root Interaction’ effect to the Trigger Volume Tool, which can be used to run the selected root interaction asset on the triggering entity.
  • Added a ‘Set Game Mode’ effect to the Trigger Volume Tool, which sets the triggering player to the selected game mode.
  • The ‘Spawn Entity’ menu now includes a ‘Freeze on Spawn’ checkbox.
  • Instances have now been grouped together into folders.
  • Grouped Trigger Volume effects and settings now save and load through prefabs, pasting prefabs and generated prefabs.
  • The instance ‘NPC_Faction_Gym’ has been removed.
  • Added a new instance: ‘Gym_Arena’.
  • Added a new NPC: ‘Test_Dummy_Damage’. It has 100 Health and is unaffected by knockback.
  • Added three new /kit commands which will each replace your equipment and inventory with a preconfigured kit:
    • ‘/kit adamantite’ provides a full adamantite loadout with weapons, blocks, and food.
    • ‘/kit debug’ provides some armor used for testing purposes and some decorative flags.
    • ‘/kit iron’ provides a full iron loadout with weapons, blocks, and food.
  • Asset packs created with the ‘/worldgen2 create’ command will now be enabled by default.

Audio

  • Cave music within Zones 1, 2, and 3 will now crossfade between layers and environment change instead of swapping entire tracks.
  • Added an additional glass breaking sound effect to blocks such as potion bottles and the ‘Glowing Royal Magic Potion’.

Naming & Categorization

  • The instance ‘Movement_Gym’ has been renamed ‘Gym_Movement’.
  • The instance ‘NPC_Gym’ has been renamed ‘Gym_NPC’.
  • The ‘Localization’ report category has been renamed ‘Translation’.

Bug Fixes

Combat, Entity & Item Fixes

  • Predators, such as Wolves, will no longer lose momentum while chasing their targets.
  • Repair Kits can now be used to repair items stored within the backpack.

World & Block Fixes

  • Furnaces will no longer expel their contents and move away upon being sprayed by a Watering Can.
  • Blocks containing ore will no longer spawn ore inside other blocks when broken, causing it to be ejected upwards.
  • Fixed an issue where reconnecting to the same server caused a ‘Player removed from world!’ error.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur when pressing specific hot keys with the Selection Tool.
  • Builder Tools will now correctly be able to select the targeted material when the brush dimensions are at even values.
  • The Paste Tool will now only paste one prefab if the right mouse button is held down.
  • Previews should no longer render incorrectly for fluids.
  • Undoing a pasted spawn marker now properly removes any NPCs they spawned.
  • Trigger volumes that exist within prefabs that have been placed during world generation now function correctly.
  • Selected ungrouped volumes created with the Trigger Volume Tool now use a clearer highlight color.
  • Duplicated trigger volumes no longer share an effect list.
  • Non-solid blocks such as leaves can now be targeted again after using the Paste Tool.
  • Entities spawned via the Spawn Entity menu will now spawn at the specific scale value set.
  • The search fields within the Trigger Volume Tool now require real text matches.

UI & Display Fixes

  • Fixed an issue where the game could stutter when entering the audio menu in singleplayer.
  • Fixed an issue where the builder tool legend pages would sometimes not update.
  • Fixed a number of inconsistencies with the Prefab load menu.
  • Fixed double-click false positives that could occur when rapidly clicking across different buttons.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.

Audio Fixes

  • UI and SFX should now play at the correct volume when the audio output mode is set to Headphone Stereo.

Modders Warning Section

PRE-RELEASE PART 7

  • RunCommandEffect (trigger volume effect) and CommandInteraction (item interaction) have been removed, along with PermissionBypassSender and the bypassCommandPermissions field on MacroCommandBuilder / MacroCommandBase.
  • DamageResistances on EntityEffects and ItemArmor now use ResistanceModifier (Flat / Percent) instead of the previous Modifier enum. The old values were applied as 1 \- damageResistance; the new enum makes the intent explicit.
  • Emote assets gain a HideItemInHand field. If you author custom emotes that should hide the held item during play, set this on the emote asset.
  • GameplayConfig.Plugin.PortalOrigin.MaxConcurrentFragments is a new config field (default unchanged from the previous hardcoded value). Server operators that want to raise or lower the portal-origin fragment cap can now do so without a code change.
  • MacroCommand now supports subcommands. Existing single-action macros continue to work; if you want to compose nested commands inside a macro, the new subcommand structure is available in MacroCommandBuilder.
  • BuilderTools now exposes a public API for modders to register custom undo actions. If your plugin performs world edits that should integrate with the builder undo stack, register through this API instead of relying on internal hooks.
reddit.com
u/RiverShards — 15 days ago
▲ 258 r/hytale

Link to previous patch notes.

----

Link to source 

---

Pre-Release (Update 5, Part 6)

April 30, 2026

Headline Features

  • Create your own scripted encounters with the new Trigger Volume Tool! The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when players enter, exit, or remain inside them. Volumes are saved to the world and can be included in prefabs, enabling scripted encounters, environmental effects, area transitions, and other interactive moments without writing any code.
    • Place, resize, rotate, and configure trigger volumes directly in-game through a dedicated UI, with visual gizmos so you can see exactly where each volume sits in the world.
    • Multi-select and group volumes to move, edit, or duplicate them in bulk.
    • Save trigger volumes as part of prefabs so entire interactive setups can be reused in any build.
    • Select from over 15 built-in effects, including sounds, VFX, velocity changes, weather, teleportation, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.
    • Each effect can be configured to activate when players enter, exit, or remain inside the volume. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behaviour.
    • Built with mod support in mind so that modders can create their own custom effects.
  • Several new Placement Settings have been added to the Creative Mode Quick Settings!
    • Selecting ‘Place Mode: Replace’ will change the block you’re looking at to match the one held.
    • Selecting ‘Place Mode: Type Replace’ will change the material of the block you’re looking at with the material of the one held, without changing the block’s shape.
    • Selecting ‘Place Mode: Extrude’ will allow you to click and drag to fill a line in with the held block.
    • Selecting ‘Place Mode: Draw’ will allow you to click and drag to draw on any plane or surface freely.
    • Selecting ‘Place Mode: Fast Place’ will place blocks faster.
    • Added an ‘Eraser’ option that will allow you to left-click and drag to break blocks more quickly. This can be active at the same time as place settings so that you can place and erase at the same time.
    • Added a ‘Free Place’ option that will allow you to place blocks in any direction at any time, so clicking and dragging will no longer lock block placement to a single plane or surface.
    • Added a ‘No Physics’ option that will allow you to place blocks ignoring their placement rules.
    • Added a ‘Highlight Block Target’ option that will highlight the block currently being looked at.
  • Over 1 hour of new music has been added!
    • New music will now be heard throughout Zones 1, 2, and 3.
    • This includes new day and night exploration tracks, short form pieces, and ambient fragments.

Combat, Items & Equipment

  • The Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist’s Workbench no longer require a Voidheart.
  • The Crystal Fertilizer Bag recipe at the Alchemist’s Workbench has had the number of Crystal Shards required lowered from 50 to 25.

UI & Quality of Life

  • Weapon tooltips will now display damage data. Note that there are currently some known limitations with obtaining damage numbers. This initial pass is meant to allow easier comparisons between weapons, rather than a full breakdown of all possible damage numbers.
  • Added a new Bug report category for localization.
  • Bug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the ‘Add Screenshots’ button.
  • Added social notification toasts for friend requests and world invites.
  • Players you aren’t friends with may now be blocked via the Local tab.

Modding & Creative Tools

  • Moved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.
  • Replaced the Environment category reset button from the Creative Mode Quick Settings with a ‘Reset to Defaults’ button.

Audio

  • Players that you have blocked will now automatically be muted.
  • Overhauled the music system. Many file names and their locations have been changed as a result.

Naming & Categorization

  • Common Pink Flower is now referred to as Pink Pitcher Flower.

Bug Fixes

Avatar & Customization

  • Shaped Sneakers, Punk Skirt, and Plaid Skirt should now render correctly.

Combat, Entity & Item Fixes

  • Healing Totems will now heal once again.
  • Broken Rail Carts no longer qualify for exemption from gravity.
  • Crabs and Lobsters can now breathe in water.
  • The filled Watering Can will now render at the correct scale.
  • Fixed an issue in which NPCs would not hold their configured main or off-hand item.

World & Block Fixes

  • Fixed an issue where modifications to block hitboxes could leave behind invisible collision and ghost outlines in existing worlds. This affected many Fishing Trap blocks placed prior to Update 4. Any existing invisible collision and ghost outlines can be removed by punching or interacting with them.
  • The Stained Windows block (Prototype_Window_Single) has been labeled as a Developer item and will no longer appear in the Creative Inventory. This block will not be removed from worlds it has already been placed in.
  • The Wall Poster and Small Wall Poster now have placement rules requiring them to be placed against solid blocks.

Creative, Modding & Plugin Fixes

  • Fixed a crash that could occur when pasting numbers into the asset editor.
  • Sprinting will now scale properly with Creative Mode’s move speed setting.
  • Copying and pasting an ItemContainer, like a chest, will now correctly place any copied items in the pasted block instead of dropping them to the ground.
  • The /spawn command will now spawn entities at the correct height.
  • The /undo command will now correctly return the selection box to its previous location.
  • The /replace command will now mask non-empty blocks by default when no ‘from’ value is given.
  • Block rotation previews will now rotate correctly when using the ‘R’ hotkey.
  • The ‘Pause Time’ checkbox in the Creative Mode Quick Settings should now be toggleable. Note that this pauses the client’s local time and does not control the world server time.
  • The ‘Show Tool Notifications’ Creative Mode Quick Setting should now show notifications correctly.
  • The node editor will no longer add incorrect metadata causing validation failures.

UI & Display Fixes

  • Fixed a crash that could occur on the Main Menu.
  • Fixed a memory leak related to certain UI elements.
  • Fixed an issue preventing numbers from being entered into specific fields.
  • Fixed an issue preventing name changes from being applied on servers.
  • Item previews within workbenches will now render with the correct texture.
  • The Social Sidebar should now render correctly when scrolling quickly or opening, and should no longer get stuck mid-animation.
  • Fixed some input edge cases for the Social Sidebar.
  • The Social Sidebar will now render above the pause menu overlay.
  • Builder Tool tooltips should now use the correct background.
  • Improved upon backend systems to support further localization.
  • Improved upon backend systems to enhance performance.

Modders Warning Section

PRE-RELEASE PART 6

  • DisplayNameComponent is now runtime-only and no longer persisted. The persisted component is now PersistentDisplayName. If you were setting or reading the DisplayName entity-component key on custom NPCs or entities (via JSON prefabs or the ECS API), update to use PersistentDisplayName instead. Custom prefabs that still hold a DisplayName key will have it promoted automatically on first load, but you should update your assets regardless.
  • InteractionContext#getOwningEntity has been annotated u/Nullable to reflect that the method can return null values. If your custom interaction code calls this method without a null check, add one to avoid a potential NullPointerException.
  • CollisionResult#getCollisionEntities has changed from holding Entity objects to holding entity refs.
  • EntityContactData#assign now takes an entity ref instead of an Entity object.
  • Player#notifyPickupItem is now a static method.
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u/RiverShards — 22 days ago