{"id":696261,"date":"2026-05-26T19:09:18","date_gmt":"2026-05-26T19:09:18","guid":{"rendered":"https:\/\/www.newsbeep.com\/au\/696261\/"},"modified":"2026-05-26T19:09:18","modified_gmt":"2026-05-26T19:09:18","slug":"hytale-patch-notes-update-5","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/au\/696261\/","title":{"rendered":"HYTALE PATCH NOTES &#8211; UPDATE 5"},"content":{"rendered":"<p>Update 5 is out! Headlining the release is the new Trigger Volume Tool for scripting encounters in-game without code, alongside controller support, Server Discovery for browsing community servers, a new Social Sidebar with a friends list and Discord integration!<\/p>\n<p>The changelog also has a long list of improvements, fixes, and quality-of-life changes. A lot of those came from feedback and bug reports we&#8217;ve been getting from our community, which has been hugely helpful!<\/p>\n<p>On Updates vs Chapters: each Update brings system improvements, tooling, and polish that keep the game evolving between bigger releases. Chapters are the bigger moments: new content, new mechanics, and where the Cursebreaker Arc lore slowly kicks in. Chapter 1 is in the works.<\/p>\n<p>Lastly, a huge thank you to everyone who entered the Hytale New Worlds Modding Contest! The bar the community set was higher than we expected, and some of the entries pushed the modding tools in directions we hadn&#8217;t anticipated. Check out the winners and their projects in our <a href=\"https:\/\/hytale.com\/news\/2026\/5\/hytale-new-worlds-modding-contest-retrospective\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">retrospective post<\/a>!<\/p>\n<p>Okay, now let&#8217;s dive into all of Update 5&#8217;s content!<\/p>\n<p>Create your own scripted encounters with the new Trigger Volume Tool!<br \/>The Trigger Volume Tool allows you to place persistent 3D volumes that trigger configurable effects when conditions are met, such as when players enter or exit them, or break blocks within 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.<br \/>\nPlace, 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.<br \/>\nMulti-select and group volumes to move, edit, or duplicate them in bulk. Use the keybind \u2018Shift+D\u2019 to duplicate them quickly!<br \/>\nSave trigger volumes as part of prefabs so entire interactive setups can be reused in any build.<br \/>\nSelect from over 20 built-in effects, including playing sounds, VFX, velocity changes, weather, teleportation, game mode changing, inventory adjusting, NPC spawning, and prefab placement. A single volume can trigger multiple effects for richer interactions.<br \/>\nEach effect can be configured to trigger when only specific circumstances are met. Delays may also be added, allowing effects to trigger in sequence and providing fine-grained control over timing and behavior.<br \/>\nBuilt with mod support in mind so that modders can create their own custom effects.<\/p>\n<p>A Trigger Volume is an invisible 3D shape you place in the world. Think of this like a tripwire, but it can be a box, sphere, or cylinder of any size!<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/05\/7823460d-9c62-4c54-a329-314a5b644b60.png\" alt=\"\"\/><\/p>\n<p>Nothing about it is visible to players during normal play. It sits there, quietly watching and waiting. When something happens inside of it (for example: a player walks in, a creature walks out, an arrow flies through, a block gets broken, etc.) it can react by running a desired effect.<\/p>\n<p>A volume might play a sound, spawn an NPC, move platforms, open a door, send a message in the player&#8217;s chat, give the player an item, or even change the weather. You decide!<br \/>In addition to these effects, you can also have conditions attached &#8211; for example, rules like \u201conly fire once\u201d, \u201conly fire after 5 seconds of standing in the volume\u201d, or \u201conly fire if the blocktype is this specific type\u201d.  <\/p>\n<p>You can group volumes together. The whole set of them act as one big region or share the same logic.<br \/>Because they are just shapes and rules, there\u2019s no coding required! You place them, point and click to configure them in a GUI, and the server will do the rest. That said, if you want to extend it, we have modding API available for new events, conditions, and effects.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/05\/e82563a1-386f-47b4-879e-4c80ecf1df69.png\" alt=\"\"\/><br \/>The UI allows you to make scripted events or effects without needing to code anything!<\/p>\n<p>As you can imagine, there is a lot of potential with this tool. Trigger Volumes will be the building blocks behind a lot of what makes a world feel \u2018alive\u2019. Ambushes, story beats, hidden discoveries, puzzles, and safe zones can all be built on top of them. <\/p>\n<p>Here&#8217;s a compilation from our Level Designers of what&#8217;s possible without writing a single line of code.<\/p>\n<\/p>\n<p>Tag us on <a href=\"https:\/\/x.com\/Hytale\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">X\/Twitter<\/a> with #Hytale when you build something. We want to see what you make with this!<\/p>\n<p>Controller support arrives in its first iteration!<br \/>\nPlug in an Xbox, PlayStation, or Nintendo Switch controller and Hytale picks it up. Move, fight, explore, and navigate menus with a controller. The movement-stick dead zone is tunable from 5% to 95% in Settings.<br \/>\nThis is just the beginning. Some advanced features may still require a keyboard and mouse, and we&#8217;ll continue refining the experience based on your feedback.<\/p>\n<p>HOW WE GOT HERE &amp; WHERE WE\u2019RE GOING<\/p>\n<p>Hey all! Likaos here. I am the developer who spearheaded a lot of the controller support. I&#8217;d like to take a moment to give you all some insight into how we arrived here and where we are headed.<\/p>\n<p>Controller support has been one of the most-requested features from the community, and we wanted to do it right. Hytale was originally built around mouse and keyboard, top to bottom. So, we knew translating that to a controller would prove to be a difficult task.<\/p>\n<p>The &#8220;ideal&#8221; plan was to wait for the UI rework that&#8217;s coming, and then design controller support around it from day one: UI, menus, inventory, everything thought through for a gamepad from the start. However, that meant asking players to wait months longer to plug in their controller, and we didn&#8217;t want to rush the new UI just to get there faster. So, we took a second path: build temporary controller support on top of the current UI, ship it now, and in the meantime we will design the long-term version properly.<br \/><img decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/05\/bd178949-585a-419a-90c1-3972edfa157a.png\" alt=\"\"\/><br \/>\nIn-game settings displaying the new gamepad menu.<\/p>\n<p>ON THE DEV SIDE:<\/p>\n<p>Defining the controls: Pierre and MewSoul had already laid down good defaults for the gameplay side, but pretty much nothing was mapped for menus and UI. A lot of that had to be figured out from scratch.<br \/>\nRebuilding the input system: The old one wasn&#8217;t ready for any of this. It needed multi-binding support, proper analog axis handling, and updated libraries so Xbox, PlayStation, and even Nintendo Switch controllers would all work.<br \/>\nAdapting the gameplay: This was actually the smoother part. Making icons and hints swap dynamically depending on what you&#8217;re holding, hooking a single stick into movement the way players expect, adding sensitivity options. Lots of polish, but the foundations were there.<br \/>\nThe UI (the real fight): Almost none of this existed. One thing that saved me was a rework I did a few months back on item-stack interactions (the press-vs-hold split), which gave us a way to do drag-and-drop with a gamepad.<br \/>\nEverything else was QoL grind: where to put the binds so they feel natural, how to use the mouse wheel cleanly, how to navigate menus quickly. We could have placed a virtual cursor in there, but in Hytale a huge chunk of UI time is inventory management. A virtual cursor would have made that painful. So instead there&#8217;s a grid-based navigation system with custom rules for moving between menus. It&#8217;s not perfect, but compared to where it started, I&#8217;m honestly pretty happy with where it landed.<\/p>\n<p>This isn&#8217;t the final word on controller support. This is a way to get a controller into your hands now so you don&#8217;t have to wait, and to make Hytale more accessible to more players today.<\/p>\n<p>WHAT\u2019S NEXT?<\/p>\n<p>With this foundation in place, the longer-term plan includes:<\/p>\n<p>Wider controller compatibility and modern input features like gyro aiming and Steam Input.<br \/>\nA UI that&#8217;s genuinely designed for gamepad: clearer layouts, better flow, more accessibility options.<br \/>\nMore ergonomic default bindings, plus much deeper rebinding so you can fully tailor how you play.<\/p>\n<p>Thanks for being patient with us on this one. Plug a controller in, give it a try, and let us know what feels off. Your <a href=\"https:\/\/hytale.com\/suggestions\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">feedback<\/a> is going to directly shape the version that lands with the UI rework.<\/p>\n<p>Stay connected with the new Social Sidebar!<br \/>\nYou can now add friends, see who\u2019s online, invite them to your world, and join theirs directly from the Main Menu.<br \/>\nDiscord friends can be added as Hytale friends in-game, and the Social Sidebar will reflect any changes they make to their Avatar.<br \/>\nYou can also favorite friends to keep them at the top of your list, and block players you&#8217;d rather not interact with.<br \/>\nToast notifications will appear in-game when a friend sends you a request or invites you to their world. Incoming friend requests can be turned off in your social settings.<br \/>\nThis feature is not available on parent-managed accounts.\\<\/p>\n<p>This is just the first step. More social features are coming to improve how you join friends, invite others, and connect with the community.<\/p>\n<p>NOTE: This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!<\/p>\n<\/p>\n<p>Explore new worlds with Server Discovery!<br \/>\nServer owners may now submit their servers via the \u2018Server Profiles\u2019 section of the <a href=\"https:\/\/accounts.hytale.com\/\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Hytale account page<\/a>. Servers that meet the <a href=\"https:\/\/hytale.com\/server-policies\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Server Owner Policies<\/a> and pass manual review will appear in the new in-game Server Discovery page.<br \/>\nExplore featured servers that are hand-picked by the Hytale team. These are high-quality experiences highlighted for the community to enjoy.<br \/>\nDiscover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.<br \/>\nEasily return to servers you\u2019ve enjoyed by marking them as favorites or accessing your recently played list.<br \/>\nThis feature is not available on parent-managed accounts.<br \/>\n<img decoding=\"async\" src=\"https:\/\/www.newsbeep.com\/au\/wp-content\/uploads\/2026\/05\/11d83d42-f6fd-4cab-902c-b36886d49669.png\" alt=\"\"\/><\/p>\n<p>NOTE: This feature will be going live shortly following the release of Update 5 and will not require a restart of your game. Thanks for your patience!<\/p>\n<p>Audio Occlusion and Diffraction have been implemented<br \/>\nThis feature uses raycasting between sound sources and the listener, muffling audio depending on what materials divide the two.<br \/>\nSound will also now \u2018bend\u2019 around corners and through doorways instead of being muffled.<\/p>\n<p>Over 1 hour of new music has been added!<br \/>\nNew music will now be heard throughout the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.<br \/>\nThis includes new day and night exploration tracks, short form pieces, and ambient fragments.<\/p>\n<p>Have a listen to one of the new tracks, &#8216;Persevere&#8217;!\n<\/p>\n<\/p>\n<p>Several new Placement Settings have been added to the Creative Mode Quick Settings<br \/>\nSelecting \u2018Place Mode: Replace\u2019 will change the block you\u2019re looking at to match the one held.<br \/>\nSelecting \u2018Place Mode: Type Replace\u2019 will change the material of the block you\u2019re looking at with the material of the one held, without changing the block\u2019s shape.<br \/>\nSelecting \u2018Place Mode: Extrude\u2019 will allow you to click and drag to fill a line in with the held block.<br \/>\nSelecting \u2018Place Mode: Draw\u2019 will allow you to click and drag to draw on any plane or surface freely.<br \/>\nSelecting \u2018Place Mode: Fast Place\u2019 will place blocks faster.<br \/>\nAdded an \u2018Eraser\u2019 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.<br \/>\nAdded a \u2018Free Place\u2019 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.<br \/>\nAdded a \u2018No Physics\u2019 option that will allow you to place blocks ignoring their placement rules.<br \/>\nAdded a \u2018Highlight Block Target\u2019 option that will highlight the block currently being looked at.<\/p>\n<p>Customize items further with per-stack name and description overrides<br \/>\nGive individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.<br \/>\nSupports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.<\/p>\n<p>Express yourself with new emotes!<br \/>\nHigh 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.<\/p>\n<p>Finding and using commands just got a whole lot easier<br \/>\nChat commands now feature tab-autocomplete and a suggestion UI, making it quicker than ever to find the right command.<br \/>\nPress Tab to cycle through suggestions, or Shift+Tab to browse variant options.<\/p>\n<p>Combined the Extrude and Flood Tools into a reworked Extrude Tool<br \/>\nIn addition to extruding and shrinking blocks on the surface you\u2019re looking at, you can also add materials to mimic the shape of that surface using different blocks.<br \/>\nCustomize selections further by selecting different filters such as \u2018Same Material\u2019 or \u2018Same Shape\u2019 before extruding or shrinking.<br \/>\nAdjust the tool\u2019s extrusion strategy for greater control of which blocks are extruded or shrunk.<br \/>\nFill empty space with the \u2018Fill mode\u2019, replacing air whilst respecting block boundaries.<\/p>\n<p>Get a better look at your prefabs before placing them!<br \/>\nThe 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.<br \/>\nCreators, take note: this 3D preview functionality can also be configured for custom server UIs! Here&#8217;s an example made by one of our developers who has created a mock-up Tower Defense UI.<\/p>\n<p>Player movement has been reworked to use a Hierarchical Finite State Machine!<br \/>\nIt 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.<br \/>\nThis new system is easier to understand, maintain, and extend compared to the one we previously had, which was difficult to maintain.<\/p>\n<p>Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via <a href=\"https:\/\/crowdin.com\/project\/hytale-game\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Crowdin<\/a>.<br \/>\nTo participate in the translations, simply create a Crowdin account, then visit our project page, select the language you\u2019d like to translate, and apply. Once approved, you\u2019ll gain access to the project and can begin submitting translations.<\/p>\n<p>Game data storage has been updated. Previously all Hytale game data (e.g. worlds, mods, settings, and logs) was stored in %HYTALE%\/UserData. A launcher update will change this behaviour to the following:<\/p>\n<p>The Release patchline will continue using %HYTALE%\/UserData\/<br \/>\nNon-release patchlines will now use their own directories under %HYTALE%\/data\/<br \/>\nFor example, Pre-release files will now be found within %HYTALE%\/data\/pre-release\/<\/p>\n<p>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.<\/p>\n<p>LAUNCHER NOW SUPPORTS OLDER VERSIONS<\/p>\n<p>As with any major update, some mods may need time to catch up. If your Update 4 worlds aren&#8217;t loading properly, try creating a fresh world with mods disabled to see if that&#8217;s the cause.<\/p>\n<p>We also now support older versions of the game via our launcher for an extended period of time, which means if your mods are not updated yet you can go back to Update 4.<\/p>\n<p>To access older updates, such as Update 4: Enable via Launcher \u2192 Settings \u2192 Patchline \u2192 v0.4<\/p>\n<p>Avatars will now perform new mouth animations when voice chat is being used.<br \/>\nAdded 9 new animations to the emote wheel.<\/p>\n<p>The Deployable Turret has had a change of heart and will now treat its owner as an ally.<br \/>\nItem entities now have hitboxes that better resemble the item dimensions.<br \/>\nCapturing an NPC with a Capture Crate will now update the model icon for the crate within your inventory to reflect the NPC captured. This will only apply to NPCs captured after this update.<br \/>\nShortbows and Crossbows can no longer attack or use signature abilities when they have no durability remaining.<br \/>\nCrossbows can no longer be reloaded when they have no durability remaining.<br \/>\nArrow impacts from Shortbows and Crossbows will now break blocks that only ever take a single hit to break, such as tall grass.<br \/>\nAll chest stack sizes have increased from 10 to 25.<br \/>\nThe Watering Can and Fertilizer can no longer be repaired.<br \/>\nCopper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager\u2019s Workbench.<br \/>\nScarak Spit Clump and Small Scarak Spit Clump now break in a single hit.<br \/>\nThe Blood Leaf Seed Bag, Storm Sapling Seed Bag, and Azure Kelp Seed Bag recipes at the Alchemist\u2019s Workbench will no longer require a Voidheart.<br \/>\nThe Crystal Fertilizer Bag recipe at the Alchemist\u2019s Workbench has had the number of Crystal Shards required lowered from 50 to 25.<br \/>\nAdded a number of Test_Motion_Charge NPCs.<br \/>\nThe icons for Bronze Pipes and Zinc blocks have been updated.<br \/>\nFish Bait (Wild) has been given an updated model.<br \/>\nImproved the appearance of Burn, Freeze, and Poison status visual effects.<br \/>\nUpdated the particle effects for unarmed attacks.<br \/>\nUpdated the descriptions for Crude Repair Kits.<br \/>\nItem descriptions have been added to the following items:<br \/>\nAdamantite Ingot, Cobalt Ingot, Copper Ingot, Iron Ingot, and Thorium Ingot<br \/>\nLight Leather, Medium Leather, and Heavy Leather<br \/>\nBloodcap Spawn Bag and Blood Leaf Seed Bag<br \/>\nZone 3 Taiga Portal<br \/>\nSmall Stamina Potion, Stamina Potion, and Large Stamina Potion<\/p>\n<p>Block Breaking Particles &amp; Sounds<\/p>\n<p>Bamboo, Dark Temple, Light Temple, Lost Civilization, Overgrown Temple, Sandswept, and Tavern Shelves now require multiple hits to break.<br \/>\nUpdated the block breaking particles and sound effects for a number of blocks, including:<br \/>\nMedium Scarak Egg Sack and Ancient Sack<br \/>\nSandswept Platform, Bed, Sign, Trapdoor, and Wardrobe<br \/>\nLost Civilization Bench, Bookshelf, Candle, Counter, Door (Medium and Large), Shelf, Torch, Sign, and Table<br \/>\nScarak Hive Chest (Small and Large), Door (Large), Platform, Window, and Scarak Vine<br \/>\nPrimordial Scarak Brazier, Chest (Small and Large), Ladder, Planter, Platform, and Window<br \/>\nDark Temple Door (Standard and Large), and Platform<br \/>\nLight Temple Door (Standard, Medium, and Large), Shelf, Stool, Table, and Wardrobe<br \/>\nOvergrown Temple Bed, Door, Platform, Stool, and Window<br \/>\nSmall Wooden Bench, Small Wooden Counter, and Wooden Shutter<br \/>\nSnowy Winter Bush, Fern, and Jungle Fern Trunk<br \/>\nWet Dirt, Wet Dirt &#8211; Half Slab, and Wet Dirt Stairs<br \/>\nAqua, Basalt, Calcite, Chalk, Slate, and Volcanic Gravel blocks<br \/>\nAqua, Basalt, Calcite, Chalk, Mossy, Slate, and Volcanic Gravel Half Slab blocks<br \/>\nAqua, Basalt, Calcite, Chalk, Ice, Marble, Mossy Stone, Quartzite, Red Sandstone, Sandstone, Shale, Slate, Stone, Volcanic, and White Sandstone Rubble<br \/>\nStatue of a Slumbering Deity<\/p>\n<p>Other World &amp; Block Changes<\/p>\n<p>Improved world-gen V2 thread allocation to improve server stability during intense workloads.<br \/>\nAdded Gold Pipe &#8211; Large, Gold Pipe &#8211; Long, and Gold Pipe &#8211; Large Mouthpiece blocks.<br \/>\nFlammabilityConfigs for the Fire fluid ticker can now change block states upon burning blocks.<br \/>\nGoldenwood is now found more often throughout Zone 4, including within some cities and villages.<br \/>\nBamboo, Feran, and Lost Civilization Bookshelves may now be stacked on top of each other.<br \/>\nRope Blocks placed vertically can now be extended downwards by placing additional Rope Blocks beneath them.<br \/>\nRoyal Magic Couches can now be sat on.<br \/>\nCrops will now check if there is room to grow before advancing to the next growth stage. If there isn\u2019t sufficient space, the crops will reset to the start of the current stage in their growth cycle.<br \/>\nOpening and closing doors will now break any intersecting soft blocks, such as crops, and drop their respective items.<br \/>\nAll Black Build, Gray Build, Gray Dark Build, Gray Light Build, White Build, and Build Lightsource blocks can no longer be broken in a single hit, but break faster when using a pickaxe.<br \/>\nCrouching while placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.<br \/>\nPressing \u2018Alt\u2019 will no longer eject players from beds.<br \/>\nTrash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.<br \/>\nTrash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.<br \/>\nCold Grass, Dry Grass, Full Grass, Lush Grass, Sunny Grass, and Withered Grass can now be crafted at the Farmer\u2019s Workbench.<br \/>\nUpdated the texture for decorative metals.<\/p>\n<p>Added the Social Sidebar, allowing you to add friends, see who\u2019s online and join their worlds directly from the Main Menu.<br \/>\nAdded the Server Discovery page, allowing you to browse, search and favorite community-run servers from in-game.<br \/>\nAdded controller support in its first iteration, with full menu navigation and gameplay support.<br \/>\nNews updates will now appear in a tile carousel on the Main Menu.<br \/>\nThe input system now accounts for action context when resolving input conflicts.<br \/>\nImproved item container operations performance through better data structures.<br \/>\nA key binding has been added to open the Asset Editor. By default, this is bound to \u2018Alt+B\u2019.<br \/>\nAdded \u2018Ctrl+F\u2019 search support for all server-driven custom pages.<br \/>\nYou can now set keybindings to use modifiers on mouse buttons.<br \/>\nThe movement stick dead zone settings for the gamepad may now be set between 5% and 95%.<br \/>\nAdded a \u2018Clear Inventory\u2019 button in Creative Mode. Pressing it twice deletes all items in the Inventory, Backpack, equipped slots, and Utility radial menu.<br \/>\nWeapon tooltips will now display damage data. This initial pass is intended to enable easier comparisons between weapons rather than provide a complete breakdown. Some limitations apply for now.<br \/>\nThe number of collected Memories you have discovered that still need restoring will now be displayed when viewing the Inventory.<br \/>\nBug reports may now include videos to help demonstrate the issues experienced. They can currently be added using the \u2018Add Screenshots\u2019 button.<br \/>\nAdded a new Bug report category for localization.<br \/>\nOpting to submit feedback will now open the <a href=\"https:\/\/accounts.hytale.com\/suggestions\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Hytale Feature Requests page<\/a>.<br \/>\nNotifications are now displayed upon creating or deleting an asset pack.<br \/>\nThe asset editor now supports CJK fonts.<br \/>\nMap markers can now display CJK glyphs when previewed on the map.<br \/>\nAdded missing translations for various validation and verification errors.<br \/>\nImproved the plural handling for messages regarding mods.<br \/>\nItem 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.<br \/>\nSettings that include sliders will now have their labels update more regularly when dragging the slider.<br \/>\nImproved the Creative Inventory search sorting.<\/p>\n<p>Combined the Smooth Brush Tool behavior 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:<br \/>\nSmoothing performance has improved by approximately 6x.<br \/>\nSculpt Mode can now be set to either \u2018Full3D\u2019, \u2018Heightmap\u2019, or \u2018Flat\u2019.<br \/>\nSampling can now be set to \u2018Normal\u2019, \u2018Uniform\u2019, \u2018Gaussian\u2019, \u2018Neighbor\u2019, or \u2018Square\u2019.<br \/>\nErosion Strength can now be adjusted.<br \/>\nExisting, nearby blocks can now be set as the material.<br \/>\nFluids in the area can now be set to be fixed, cleared, or ignored.<br \/>\nNon-full blocks will be treated as invalid smoothing samples and cleared from the area.<\/p>\n<p>The previous Sculpt behaviour is available as a deprecated \u2018OldSculpt\u2019.<br \/>\nUpdated the UI panel used to support creating masks with Brush Tools. Changes include:<br \/>\nBrush filters may now be accessed by clicking on an empty slot in a mask block selector.<br \/>\nMask presets may now be saved and loaded.<br \/>\nMask types can now be negated and inverted.<br \/>\nMasking commands, such as \u2018&gt;Rock_Stone\u2019 may now be used within the UI panel.<br \/>\nMask information can now be previewed.<br \/>\nMask presets that have been saved with the \/gmask command may be used.<\/p>\n<p>Masking for fluids is now supported and a new brush filter has been added for them.<br \/>\nAdded scripted brush versions of kernel erosion and fluid fixing for node\/scripted brush workflows.<br \/>\nBrush filters will now skip over blocks they could not parse, preventing them from breaking.<\/p>\n<p>Added a quick-settings panel for the Paste Tool. This includes controls for preview mode, placement, rotation, flips, offsets, and randomization.<br \/>\nThe Paste Tool can now flip copied selections before pasting using a keybind. This is \u2018F\u2019 by default.<br \/>\nThe Selection Tool now has a keybind to switch to the Paste Tool. This is \u2018V\u2019 by default.<br \/>\nIf 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.<br \/>\nIf you don\u2019t 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.<\/p>\n<p>Added a \u2018\/shrink\u2019 command that shrinks the selected area to fit non-air blocks.<br \/>\nPlayers can now preview prefabs when using the &#8216;\/prefab load&#8217; command.<\/p>\n<p>A number of changes have been made to the Entity Tool:<br \/>\nAll actions now support undo\/redo.<br \/>\nA scale option has been added for NPCs in the summon menu.<br \/>\nYou may now right-click to cycle between overlapping entities under your cursor.<br \/>\nWhen cycling between targets, there is now a highlighted entity preview.<br \/>\nYou may now hold \u2018Shift\u2019 while scrolling to place entities with finer precision.<br \/>\nNPCs are now frozen immediately when spawned.<br \/>\nFrozen NPCs now automatically play their idle animations.<\/p>\n<p>The \u2018Spawn Entity\u2019 menu now includes a \u2018Freeze on Spawn\u2019 checkbox.<\/p>\n<p>Added a \u2018\/worldgen 2 create\u2019 command and UI for setting up a WorldGen V2 asset-pack and starter biome for editing. Asset packs created with this command will be enabled by default.<br \/>\nAdded node editor support for macOS and Linux.<br \/>\nNote: To launch the node editor on Linux, use the following command:<\/p>\n<p>NE=&#8221;$HOME\/.var\/app\/com.hypixel.HytaleLauncher\/data\/Hytale\/install\/release\/package\/game\/latest\/Client\/NodeEditor&#8221; &amp;&amp; flatpak run  &#8211;command=&#8221;$NE\/NodeEditor&#8221; &#8211;socket=x11 &#8211;nosocket=wayland &#8211;cwd=&#8221;$NE\/&#8221; com.hypixel.HytaleLauncher<\/p>\n<p>Added world-gen-v1 mod event hooks and asset types for modifying biome content.<br \/>\nAdded Prop, Positions and Prop Distribution asset file support to the Node Editor.<br \/>\nExposed the OverrideAllProps property in the Node Editor for WorldGen V2.<br \/>\nDrop-down menus are now used for enum values in World-Gen V2 nodes.<br \/>\nThe Node Editor will now display &#8216;Skip&#8217; options for all nodes that support them.<\/p>\n<p>Added the Trigger Volume Tool, allowing you to place 3D volumes that trigger effects.<br \/>\nAdded several new Placement Settings to the Creative Mode Quick Settings.<br \/>\nCombined the Extrude and Flood Tools into a reworked Extrude Tool.<br \/>\nAdded per-stack name and description overrides for items.<br \/>\nAdded initial tech support to enable falling blocks.<br \/>\nAdded a new FallingBlockImpact type: ExplodeFallingBlockImpact. This performs an explosion when a falling block configured with it hits another solid block when falling.<br \/>\nAdded 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.<br \/>\nAdded 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.<br \/>\nAdded a new instance: Gym_Arena.<br \/>\nAdded a new NPC: Test_Dummy_Damage. It has 100 Health and is unaffected by knockback.<br \/>\nAdded a Trigger_Volume_Showcase prefab that demonstrates some of the ways the Trigger Volume Tool can be used.<br \/>\nThe instance NPC_Faction_Gym has been removed.<br \/>\nInstances have now been grouped together into folders.<br \/>\nAdded a \u2018Fog\u2019 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.<br \/>\nMoved the setting to increase or decrease the distance that you may place blocks to the Placement Settings section of the Creative Mode Quick Settings.<br \/>\nReplaced the Environment category reset button from the Creative Mode Quick Settings with a \u2018Reset to Defaults\u2019 button.<br \/>\nWhen the Creative Mode Quick Setting \u2018No Physics\u2019 is enabled, block updates will be suppressed during block placement and breaking. This will prevent neighboring supported blocks from collapsing.<br \/>\nWhen the Creative Mode Quick Setting \u2018Free Place\u2019 is enabled, placing blocks will now place them adjacent to non-solid blocks such as leaves, rather than overwriting them.<br \/>\nEven-sized creative brushes are now fully supported.<br \/>\nCreative Brushes now have Lowest and Highest Origin modes that align the shape\u2019s actual world-Y extremes to the target block.<br \/>\nRemoved the Mirror option in the Paint Brush Tool.<br \/>\nPrefab rotation shortcuts now rotate clockwise and use orientation for the \u2018Shift+R\u2019 rotations.<br \/>\nPlayers may now hold down the keys to adjust the movement speed multiplier in Creative Mode.<br \/>\nUpdated a number of keybindings for Creative Tools.<br \/>\nWarps created by Teleporter blocks are now protected from accidental changes with the \u2018\/warp set\u2019 and \u2018\/warp remove\u2019 commands. This can be overridden by adding the \u2018&#8211;force\u2019 flag to the command.<br \/>\nAsset packs containing instance configs will now correctly override base game or lower priority pack assets.<br \/>\nAdded interpolation type support for BlockyAnimation.<br \/>\nProjectileComponent#getCreatorUuid has been exposed, allowing plugins to determine the creator of a ProjectileComponent.<br \/>\nMigrated custom Vector types to JOML equivalents.<br \/>\nAdded a TextureComputedColor property to item assets, calculated via a dominant weighted color average of each of the block\u2019s textures.<br \/>\nAdded 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.<\/p>\n<p>Added tab-autocomplete and a suggestion UI for chat commands.<br \/>\nA permissions system overhaul has taken place, with permissions no longer being tied to gamemode. You can give friends a role based on the permissions you want them to have, instead of having to \u2018\/op\u2019 them.<br \/>\nUpdated the permissions system to allow inheritance, thread safety, autocomplete, namespacing, and some new commands. All existing commands have been migrated into new permission groups.<br \/>\nAdded the \/locate command which can be used to quickly find the coordinates of, or teleport to, specific biomes, zones, regions, and prefabs.<br \/>\nAdded the \u2018\/knockback\u2019 command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.<br \/>\nAdded three new \u2018\/kit\u2019 commands which will each replace your equipment and inventory with a preconfigured kit:<br \/>\n\u2018\/kit adamantite\u2019 provides a full adamantite loadout with weapons, blocks, and food.<br \/>\n\u2018\/kit debug\u2019 provides some armor used for testing purposes and some decorative flags.<br \/>\n\u2018\/kit iron\u2019 provides a full iron loadout with weapons, blocks, and food.<\/p>\n<p>Updated the \u2018\/lighting\u2019 command messages.<\/p>\n<p>Added over an hour of new music across the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers.<br \/>\nImplemented a raycasting probe model for reverb and ambience detection. This is a first step towards proper occlusion, diffraction and reverb zone handling.<br \/>\nSounds may now play differently depending on whether the player is in first or third person.<br \/>\nIn first person, held items with ambient loops, such as torches, now play the sound offset to their position.<br \/>\nIn third person, sounds now play at the player entity position and are thus spatialized in 3D as if they were playing for a remote player.<\/p>\n<p>Overhauled music handling to utilize more flexible music containers.<br \/>\nOverhauled the music system. Many file names and their locations have been changed as a result.<br \/>\nSplit music tracks into individual music containers with translated names, laying the groundwork for future functionality.<br \/>\nImplemented support for music layers.<br \/>\nCave music within the Emerald Wilds, Howling Sands, and Whisperfrost Frontiers will now crossfade between layers and environment change instead of swapping entire tracks.<br \/>\nImplemented 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.<br \/>\nPlayers that you have blocked will now automatically be muted.<br \/>\nAdded an additional glass breaking sound effect to blocks such as potion bottles and the \u2018Glowing Royal Magic Potion\u2019.<br \/>\nBone blocks now have updated sounds when hit, broken, walked on, and landed on.<br \/>\nReeds now play a sound when broken.<\/p>\n<p>Grey to Gray Standardization<\/p>\n<p>All instances of &#8216;Grey&#8217; in block names have been renamed to &#8216;Gray\u2019.<br \/>\nThis affects Light Grey, Grey, and Dark Grey items.<\/p>\n<p>Ash Grey, Grey, and Purple Grey hair gradient customization options are now referred to as Ash Gray, Gray, and Purple Gray respectively.<br \/>\nDark Grey, Light Grey, and Blue Grey jean fabric customization options are now referred to as Dark Gray, Light Gray, and Blue Gray respectively.<\/p>\n<p>Iridescent Processed Brick Renames<\/p>\n<p>Iridescent Processed &#8211; Decorative is now referred to as Iridescent Processed Brick &#8211; Decorative.<br \/>\nIridescent Processed &#8211; Ornate is now referred to as Iridescent Processed Brick &#8211; Ornate.<br \/>\nIridescent Processed Ornate &#8211; Corner is now referred to as Iridescent Processed Brick &#8211; Ornate Corner.<br \/>\nIridescent Processed Ornate &#8211; Half Slab is now referred to as Iridescent Processed Brick &#8211; Ornate Half Slab.<br \/>\nIridescent Processed Ornate &#8211; Horizontal is now referred to as Iridescent Processed Brick &#8211; Ornate Horizontal.<br \/>\nIridescent Processed Ornate &#8211; Stairs is now referred to as Iridescent Processed Brick &#8211; Ornate Stairs.<\/p>\n<p>Wild Wisteria Renames<\/p>\n<p>Wisteria Tree Trunk is now referred to as Wild Wisteria Tree Trunk.<br \/>\nWisteria Roots is now referred to as Wild Wisteria Roots.<br \/>\nWisteria Branch &#8211; Corner is now referred to as Wild Wisteria Branch &#8211; Corner.<br \/>\nWisteria Branch &#8211; Long is now referred to as Wild Wisteria Branch &#8211; Long.<br \/>\nWisteria Branch &#8211; Short is now referred to as Wild Wisteria Branch &#8211; Short.<\/p>\n<p>Instance Renames<\/p>\n<p>The instance Movement_Gym has been renamed Gym_Movement.<br \/>\nThe instance NPC_Gym has been renamed Gym_NPC.<\/p>\n<p>Other Renames<\/p>\n<p>Aqua &#8211; Beam is now referred to as Aqua Stone &#8211; Beam.<br \/>\nAqua &#8211; Stairs is now referred to as Aqua Stone &#8211; Stairs.<br \/>\nAqua &#8211; Half Slab is now referred to as Aqua Stone &#8211; Half Slab.<br \/>\nVolcanic &#8211; Stairs is now referred to as Volcanic Stone &#8211; Stairs.<br \/>\nBlack Build Pipe Corner is now referred to as Black Build Pipe &#8211; Corner.<br \/>\nWhite Build Pipe Corner is now referred to as White Build Pipe &#8211; Corner.<br \/>\nSnow Brick &#8211; Half Slab is now referred to as Snow &#8211; Half Slab.<br \/>\nThe shorter Apple Branch is now referred to as Apple Branch &#8211; Short.<br \/>\nThe longer Apple Branch is now referred to as Apple Branch &#8211; Long.<br \/>\nThe big Wet Fern is now referred to as Big Wet Fern.<br \/>\nThe darker Green Clay &#8211; Smooth block is now referred to as Dark Green Clay &#8211; Smooth.<br \/>\nWooden &#8211; Fence is now referred to as Wooden Fence.<br \/>\nThe Stone Brazier is now referred to as an Earth Brazier.<br \/>\nThe Common Pink Flower is now referred to as Pink Pitcher Flower.<br \/>\nLava Shellfish are now referred to as Lava Coelacanths.<br \/>\nThe Localization report category has been renamed Translation.<\/p>\n<p>Reworked player movement to use a Hierarchical Finite State Machine.<\/p>\n<p>Improved upon back-end systems to support further localization.  <\/p>\n<p>Improved upon numerous back-end systems to enhance performance.  <\/p>\n<p>Added Simplified Chinese as an in-game language, with Dutch, Finnish, Italian and Norwegian translations available via <a href=\"https:\/\/crowdin.com\/project\/hytale-game\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">Crowdin<\/a>.<\/p>\n<p>Avatar &amp; Customization Fixes<\/p>\n<p>Flat Styled &amp; Wedge Shoes will now render correctly with socks.<br \/>\nShaped Sneakers, Punk Skirt, and Plaid Skirt will now render correctly.<\/p>\n<p>Movement Fixes<\/p>\n<p>Sprinting and scrolling will now work on macOS.<br \/>\nPlayers can now correctly climb onto blocks such as the Simple Wooden Bed and the Farmer\u2019s Workbench.<br \/>\nPlayers will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.<br \/>\nRolling will again be possible for the entire intended roll duration, and play the corresponding sound.<br \/>\nSliding will again be possible upon exiting rolling.<br \/>\nSprinting will now end immediately once Stamina has depleted.<br \/>\nSprinting will now scale properly with Creative Mode\u2019s move speed setting.<br \/>\nItems may now be dropped while sprinting.<br \/>\nFalling through non-solid blocks that slow the player will now correctly impact velocity.<br \/>\nStepping from a block with non-default friction onto an entity with a solid hitbox will no longer cause the player to slide about.<br \/>\nTravelling very short distances with Signature Abilities will no longer result in an unexpected amount of fall damage.<\/p>\n<p>NPC Fixes<\/p>\n<p>Fixed a crash that could occur under specific circumstances with NPC movement.<br \/>\nFixed a crash that could occur when an NPC gets untracked in an unloaded chunk.<br \/>\nFixed a crash that could occur when NPCs were spawning near walls or obstacles.<br \/>\nNPCs submerged underwater will no longer be locked in place.<br \/>\nNPCs will now correctly hold their configured main or off-hand item.<br \/>\nNPCs will now animate correctly when strafing.<br \/>\nPredators, such as Wolves, will no longer lose momentum while chasing their targets.<br \/>\nMoose will no longer immediately take notice of players when they join the world.<br \/>\nBroodmothers will now only spawn Lice when there are none nearby.<br \/>\nModded NPCs that use ActionSpawn will now use corrected aiming logic and launch NPCs far more accurately at targets.<br \/>\nEntities that breathe air will no longer spawn submerged in liquid.<br \/>\nCrabs and Lobsters can now breathe in water.<br \/>\nSkeletons will no longer fall through the floor when emerging from coffins.<br \/>\nThe Bear&#8217;s hitbox has been modified to include more of its head.<br \/>\nEncountering Scaraks will now correctly unlock the associated Memories.<\/p>\n<p>Combat, Entity &amp; Item Fixes<\/p>\n<p>Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added.<br \/>\nFixed a crash that could occur when damage sources have no associated hotbar.<br \/>\nFixed a crash that could occur during projectile physics.<br \/>\nFixed a crash that could occur with armor with Equipped interactions, such as some debug items.<br \/>\nItems stored in the backpack will no longer lose durability if the world is configured to not have an inventory penalty on death.<br \/>\nRepair Kits can now be used to repair items stored within the backpack.<br \/>\nCapture Crates will no longer reset the cooldowns of captured entities.<br \/>\nWhen crafting, items will no longer be considered valid components in their own recipe.<br \/>\nHealing Totems that have been placed will now heal 5 health per second for 10 seconds.<br \/>\nBlock entities now use transform rotation instead of head rotation.<br \/>\nEntities that cease to exist will no longer emit light.<br \/>\nBroken Rail Carts no longer qualify for exemption from gravity.<br \/>\nWielding an Adamantite Hatchet will no longer prevent Torch placement.<br \/>\nBlocking with spears will now display the blocking UI.<br \/>\nThe Fishbone Harpoon now throws the correct model.<br \/>\nWinter Bauble will now be held correctly in the hand.<br \/>\nThe filled Watering Can will now render at the correct scale.<br \/>\nFixed the descriptions for Azure Logs, Azure Trunks, Crystalwood Logs, and Crystalwood Trunks.<br \/>\nWild Wisteria Sapling descriptions now specify they yield Goldenwood instead of Darkwood.<br \/>\nRemoved references to non-existent item descriptions.<\/p>\n<p>Block Rendering Fixes<\/p>\n<p>Rotated blocks will now render correctly.<br \/>\nMulti-axis rotations will now be composed correctly.<br \/>\nOres that extrude into another chunk will now render correctly.<br \/>\nPipe Corners will now render correctly.<br \/>\nYellow Mushroom Mycelium will now render correctly once placed.<br \/>\nThe bottom of Grass blocks will now render correctly.<br \/>\nGrass textures will now render correctly when being broken.<br \/>\nFixed an issue where UVs were not properly computed for blocks with custom models.<br \/>\nGray Build Pipe and Gray Build Pipe &#8211; Corner will now render more gray.<br \/>\nGray Clay &#8211; Smooth will no longer occasionally render as cyan.<\/p>\n<p>Block Rotation &amp; Rendering Fixes<\/p>\n<p>Fixed a number of issues relating to multi-axis block rotation.<br \/>\nBlocks with Variant rotations set will now flip correctly.<br \/>\nBlock rotation previews will now rotate correctly when using the \u2018R\u2019 hotkey.<br \/>\nCreative Tool previews will now rotate and render correctly.<br \/>\nRotating blocks will now preserve UV rotation, preventing textures from rendering incorrectly.<\/p>\n<p>Prop Fixes<\/p>\n<p>Fixed an issue with Props that could result in inconsistent output.<br \/>\nFixed the Rotator Prop rotating individual blocks incorrectly.<br \/>\nFixed Prefab Prop filler block defect affecting hit boxes of blocks such as doors.<br \/>\nFixed Prefab Prop not placing entities.<br \/>\nFixed Queue Prop defect where it places all the child Props.<\/p>\n<p>Lighting &amp; Emission Fixes<\/p>\n<p>Fixed a crash that could occur with chunk lighting.<br \/>\nWhite Build Lightsource now emits light when placed.<br \/>\nWinter Lights will no longer emit light when turned off.<br \/>\nWinter Wreath will no longer emit light when turned off.<\/p>\n<p>World &amp; Block Fixes<\/p>\n<p>Fixed a crash that could occur when a crafting recipe\u2019s primary output was empty.<br \/>\nFixed a crash that could occur on the world thread when a client sent a negative ViewRadius value.<br \/>\nImplemented changes to prevent a number of ways that concurrent writes could happen with reads from backups.<br \/>\nFixed an issue where reconnecting to the same server caused a \u2018Player removed from world!\u2019 error.<br \/>\nAttempting to teleport via the world map without having permission to do so will no longer kick the player from the server.<br \/>\nTeleporters will no longer hijack or delete Warps that were not associated with them.<br \/>\nFixed spawn-point rotation handling.<br \/>\nFixed a number of bugs that would prevent trees from transitioning into their next growth stage.<br \/>\nWorkbenches may now be upgraded multiple times without needing to close and reopen the UI.<br \/>\nPlayers will now receive an error message when attempting to claim a bed that has already been claimed.<br \/>\nFixed 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.<br \/>\nThe 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.<br \/>\nThe Wall Poster and Small Wall Poster now have placement rules requiring them to be placed against solid blocks.<br \/>\nThe Kweebec Wardrobe placement rules now match those of other wardrobes.<br \/>\nThe Feran Platform placement rules now match those of other platforms.<br \/>\nLost Civilization Bed now requires six blocks of support, like other beds of that size.<br \/>\nScarecrow hitboxes have been reduced in size to prevent them from breaking when crops grow.<br \/>\nStandardized the hitboxes of Orchids.<br \/>\nLanterns now require a tool or fist to break.<br \/>\nCoffins that have been opened now require a tool or fist to break.<br \/>\nFurnaces will no longer expel their contents and move away upon being sprayed by a Watering Can.<br \/>\nOre will no longer occasionally attempt a daring escape upwards through neighbouring blocks when freed. It now drops politely, as intended.<br \/>\nRedwood blocks will now drop the correct items when broken.<br \/>\nSandylion now drops White Petals rather than Red Petals when broken.<br \/>\nShale Gravel and Marble Gravel can now be crafted at Farmer\u2019s Workbench.<br \/>\nOrange Clay Cobble &#8211; Stairs and Raw Clay Brick &#8211; Stairs can no longer be crafted at a Builder\u2019s Workbench.<br \/>\nHalf slabs no longer cause an unexpected delay when placed.<br \/>\nLarger prefabs will now spawn on more level ground to prevent floating structures.<br \/>\nRemoved a floating block from the Forgotten Temple.<br \/>\nBronze, Copper, Gold, and Zinc Pipe &#8211; Large Corner blocks will now be rotated correctly when placed.<br \/>\nWinter Garland no longer incorrectly displays an interact option.<br \/>\nModern Cloth Roof Corner blocks will no longer appear inverted.<br \/>\nLighting no longer applies incorrectly to blocks with tint masks.<br \/>\nDark Temple Wardrobe has had its block breaking particles changed for better visibility.<br \/>\nNew Exploration worlds generated by the portal in the Crossroads will now be named correctly.<\/p>\n<p>Entity hitboxes now correctly match the model when rotated with the Entity Tool.<br \/>\nFixed an issue where block entities could not be pitched or rolled.<br \/>\nFixed an issue where block entities sometimes wouldn&#8217;t render correctly when loaded with the Entity Tool.<br \/>\nEntities that the Entity Tool interacts with will no longer despawn.<br \/>\nReloading an asset pack will no longer cause all item and block entities to be reset to 1.0 scaling.<br \/>\nChanging collision hitboxes of entities with the Entity Tool no longer requires you to switch to the none option first.<br \/>\nItem entities placed by the Entity Tool will show the pickup hint interaction again.<br \/>\nItem entities placed with the Entity Tool can no longer be picked up by walking over them.<br \/>\nUpdated the Entity Tool legend to remove an incorrect hotkey.<\/p>\n<p>Node Editor, Asset Editor &amp; Asset Pack Fixes<\/p>\n<p>Fixed a crash that could occur when pasting numbers into the Asset Editor.<br \/>\nFixed an exception that could occur when unregistering asset packs that do not have the NPC folder.<br \/>\nAsset packs may now be deleted from the Editor UI.<br \/>\nFixed an issue with the serialization of generic nodes with the Node Editor.<br \/>\nThe Node Editor will no longer add incorrect metadata causing validation failures.<br \/>\nFixed an issue causing models and cubes to render incorrectly within the Asset Editor.<br \/>\nFixed an issue where \u2018Missing Required Mods\u2019 could be displayed incorrectly.<\/p>\n<p>Command Fixes<\/p>\n<p>Fixed an exception error that would occur with the \u2018\/pedit\u2019 command if the previous world was the Creative Hub.<br \/>\nThe \u2018\/spawn\u2019 command will now spawn entities at the correct height.<br \/>\nThe \u2018\/undo\u2019 command will now correctly return the selection box to its previous location.<br \/>\nThe \u2018\/replace\u2019 command will now mask non-empty blocks by default when no \u2018from\u2019 value is given.<br \/>\nThe \u2018\/submerge\u2019 command can now unsubmerge blocks.<br \/>\nThe \u2018\/gmask load\u2019 command will now work correctly when loading a mask preset.<br \/>\nThe \u2018pos1\/pos2\u2019 commands will no longer incorrectly move selection boxes.<\/p>\n<p>The Paste Tool will now only paste one prefab if the right mouse button is held down.<br \/>\nNon-solid blocks such as leaves can now be targeted again after using the Paste Tool.<br \/>\nFixed the \u2018\/viewport\u2019 command for selection regions.<\/p>\n<p>Further Modding &amp; Creative Fixes<\/p>\n<p>Fixed a crash that could occur when sprinting in Creative Mode with a speed multiplier of zero.<br \/>\nFixed a crash that could occur when updating versions with Creative Tools.<br \/>\nFixed a crash that could occur when hot-reloading asset packs.<br \/>\nFixed a crash that could occur when pressing specific hot keys with the Selection Tool.<br \/>\nFixed a crash that could occur with empty blocksets.<br \/>\nFixed an issue relating to the \u2018missing or invalid manifest.json\u2019 error that could occur with JAR-based plugin asset packs.<br \/>\nFixed map overflows that could be caused with Creative Tools.<br \/>\nReconnecting after going through a portal will now take players to the last world visited, instead of the Crossroads.<br \/>\nCreative Hub instances will now be deleted when leaving the instance.<br \/>\nCreative Worlds will now adhere to the world creation settings.<br \/>\nThe Fly Camera can once again only be activated in Creative Mode.<br \/>\nCopying 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.<br \/>\nUndoing a pasted spawn marker now properly removes any NPCs they spawned.<br \/>\nEntities spawned via the Spawn Entity menu will now spawn at the specific scale value set.<br \/>\nFixed arbitrary rotation of entity selections with no blocks in them.<br \/>\nFixed rotation gimbal not working correctly with roll.<br \/>\nPrefab .lpf files from zip assets will now load correctly.<br \/>\nBuilder Tools will now correctly be able to select the targeted material when the brush dimensions are at even values.<br \/>\nLeft-clicking with Builder Tools other than the Paint Tool will no longer set the selected material to Air.<br \/>\nThe Tint Tool\u2019s opacity setting will now act like opacity rather than transparency.<br \/>\nChanged density minimums for the Decoration Brush to be 0.<br \/>\nEmpty blocks, which don\u2019t have collisions, may now be configured to affect movement.<br \/>\nFixed an issue relating to the Weighted Material Provider producing non-deterministic random output.<br \/>\nFixed an issue relating to the Density Prop bounds causing output to be cut off in some situations.<br \/>\nFixed the Rotator Density producing broken output.<br \/>\nFixed ListPositionProvider corruption when used as a child of ScalerPositionProvider or OffsetPositionProvider.<br \/>\nFixed DistanceToBiomeEdgeDensity context not being passed to gradient nodes when using the TerrainDensity in the biome\u2019s MaterialProvider.<br \/>\nFixed an issue in WorldGen V2 preventing multiple Assigned PropDistributions from being chained.<br \/>\nFixed the TriangularGrid2d PositionProvider in WorldGen V2 so positions are no longer dropped at chunk boundaries, restoring expected output for Props and PositionCellNoise cells.<br \/>\nFixed the PositionsPinch and Twist Density nodes creating artifacts when overlapping in WorldGen V2.<br \/>\nFixed entity placement and rotation in the Prefab Prop in WorldGen V2, addressing cases where entities would fail to place or be misaligned when their Prop was rotated.<br \/>\nFixed several issues that could occur when hot-reloading assets in the HytaleGenerator\/Props, HytaleGenerator\/PropDistributions, HytaleGenerator\/PositionProviders, and HytaleGenerator\/WorldStructures folders.<br \/>\nThe \u2018Pause Time\u2019 checkbox in the Creative Mode Quick Settings will now be toggleable. Note that this pauses the client\u2019s local time and does not control the world server time.<br \/>\nThe \u2018Show Tool Notifications\u2019 Creative Mode Quick Setting will now show notifications correctly.<br \/>\nThe Machinima Tool\u2019s playback speed field will no longer immediately resnap back to 60.<br \/>\nGamemode 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.<br \/>\nPreviews will no longer render incorrectly for fluids.<br \/>\nAdded a fallback for model animations if none are available elsewhere.<br \/>\nFixed the hotbar container not correctly initializing with an index of 0.<br \/>\nFixed a number of community-reported issues related to lang key and UI errors.<br \/>\nFixed a number of notifications for Creative Tools.<\/p>\n<p>UI &amp; Display Fixes<\/p>\n<p>Fixed a crash when changing worlds while interacting with the world map.<br \/>\nFixed a crash when selecting the \u2018Return to Crossroads\u2019 button in Creative Play.<br \/>\nFixed a crash that could be caused by an invalid change in ActionInventory.<br \/>\nFixed a crash that could occur when running a command without arguments.<br \/>\nFixed a crash that could occur when particular messages are received from the server.<br \/>\nFixed a crash that could occur with the Back button.<br \/>\nFixed a crash that could occur with mousewheel navigation.<br \/>\nFixed a crash that could occur when drawing progress bars.<br \/>\nFixed a crash that could occur on the Main Menu.<br \/>\nFixed a crash that could occur within the Bug Reporting interface.<br \/>\nFixed a crash that could occur with map markers.<br \/>\nFixed a memory leak in the Loading Screen UI.<br \/>\nFixed a memory leak related to certain UI elements.<br \/>\nRemoved per-frame allocations in interaction tick and entity UI animations to improve performance.<br \/>\nFixed an issue where the game could stutter when entering the audio menu in singleplayer.<br \/>\nFixed an issue that could result in the Backpack and its upgrades becoming permanently locked.<br \/>\nFixed an issue preventing name changes from being applied on servers.<br \/>\nFixed an issue preventing numbers from being entered into specific fields.<br \/>\nFixed an issue that could occur when reloading languages whilst ability items are held.<br \/>\nFixed double-click false positives that could occur when rapidly clicking across different buttons.<br \/>\nFixed an issue where the builder tool legend pages would sometimes not update.<br \/>\nFixed a number of inconsistencies with the Prefab load menu.<br \/>\nThe Bug Reporting interface will now correctly count the number of attached files.<br \/>\nThe top navigation bar will now display when accessing the Settings from the Main Menu.<br \/>\nFishing Traps now prompt the player to inspect them, rather than harvest them.<br \/>\nNon-craftable items will no longer display their item IDs in Adventure Mode.<br \/>\nThe UI will no longer suggest that you can tame the corpse of a creature that has just been killed. Sorry, necromancers.<br \/>\nWhen a player joins a portal world, the folder name will no longer be included in the message.<br \/>\nScreen fade effects that occur during world transfers will now continue if the player is kicked from the server during the effect.<br \/>\nThe UI will now correctly pluralize months and years.<br \/>\nThe Stamina bar will no longer sometimes appear to empty when swapping to Creative Mode.<br \/>\nNPC speakers will no longer display as \u2018Unknown\u2019 within the Voice HUD.<br \/>\nThe cursor-locator overlay will no longer display in parts of the Creative Inventory where no item is present.<br \/>\nCompass marker names will no longer be cropped.<br \/>\nMap markers now have consistent name size and offset.<br \/>\nAvatars with taller or wider customization options will now fully render on the Main Menu.<br \/>\nItem previews within workbenches will now render with the correct texture.<br \/>\nBuilder Tool tooltips will now use the correct background.<br \/>\nFixed an issue that could cause the third person camera to temporarily render at the wrong position when the player\u2019s position was adjusted.<br \/>\nFixed some clipping issues that could occur when the language is set to Chinese.<br \/>\nGrass plants will no longer render with dark shading at their base when viewed at a distance.<br \/>\nWeapon VFX trails will now be positioned correctly.<br \/>\nWhen a player dies mid-attack, their weapon will no longer continuously display trail\/slash effects.<\/p>\n<p>Audio Fixes<\/p>\n<p>Fixed an issue where toggling voice chat could disconnect players.<br \/>\nVoice chat will now play from the listener\u2019s position if the speaker\u2019s position is null.<br \/>\nSwimming closer to or further away from others will now affect the volume of voice chat.<br \/>\nSound events will now wait for the player to exist within the world before playing.<br \/>\nUI and SFX will now play at the correct volume when the audio output mode is set to Headphone Stereo.<br \/>\nVolume settings will now be applied to the Selection Tool.<br \/>\nThe sounds that are played upon taking damage and upon dying will no longer overlap.<\/p>\n<p>Other Fixes<\/p>\n<p>Fixed a crash that could occur with item containers.<br \/>\nFixed a crash that could occur when types were set to be null.<br \/>\nFixed a crash that could occur with invalid player references.<br \/>\nFixed a crash that could occur if no SettingAsset JSON was found.<br \/>\nFixed an issue that could occur when saving backups.<br \/>\nFixed a number of additional crashes.<br \/>\nFixed a number of typographical errors.<\/p>\n<p>PRE-RELEASE PART 9<\/p>\n<p>HudManager#getCustomHud() and HudManager#setCustomHud(PlayerRef, CustomUIHud) have been removed. Plugins must migrate to the keyed API (#getCustomHud(key), #addCustomHud(PlayerRef, CustomUIHud)). Additionally:<br \/>\nCustomUIHud#DEFAULT_KEY has been removed.<br \/>\nThe single-argument CustomUIHud(PlayerRef) constructor has been removed.<br \/>\nCustomUIHud now exposes an #onRemove() lifecycle hook that subclasses should override to clean up when the HUD layer is torn down.<\/p>\n<p>BlockEntity#addForce, Velocity#addForce, MotionController#addForce, and Role#addForce have all been renamed to #addVelocity. Role#forceVelocity has been renamed to #setVelocity. MotionController#getForce has been renamed to #getExternalVelocity.<\/p>\n<p>PRE-RELEASE PART 8<\/p>\n<p>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.  <\/p>\n<p>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.  <\/p>\n<p>ServerVersion on plugins and asset packs is no longer a dated string (YYYY.MM.DD-). Packs with the old format load as wildcard with a log warning. Authors should declare a range such as &gt;=0.5.0 &lt;0.6.0 or ^0.5.0. Note: &gt;=0.5.0 does not match 0.5.0-pre.3.<\/p>\n<p>PRE-RELEASE PART 7<\/p>\n<p>RunCommandEffect (trigger volume effect) and CommandInteraction (item interaction) have been removed, along with PermissionBypassSender and the bypassCommandPermissions field on MacroCommandBuilder \/ MacroCommandBase.<br \/>\nDamageResistances 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.<br \/>\nEmote assets gain a HideItemInHand field. If you author custom emotes that should hide the held item during play, set this on the emote asset.<br \/>\nGameplayConfig.Plugin.PortalOrigin.MaxConcurrentFragments is a new config field (default unchanged from the previous hardcoded value). Server operators who want to raise or lower the portal-origin fragment cap can now do so without a code change.<br \/>\nMacroCommand 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.<br \/>\nBuilderTools 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.<\/p>\n<p>PRE-RELEASE PART 6<\/p>\n<p>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.<br \/>\nInteractionContext#getOwningEntity has been annotated @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.<br \/>\nCollisionResult#getCollisionEntities has changed from holding Entity objects to holding entity refs.<br \/>\nEntityContactData#assign now takes an entity ref instead of an Entity object.<br \/>\nPlayer#notifyPickupItem is now a static method.<\/p>\n<p>PRE-RELEASE UPDATE 5<\/p>\n<p>SwitchActiveSlotEvent has been renamed to InventoryActiveSlotRequestEvent<br \/>\nInventoryChangeEvent has been moved from com.hypixel.hytale.server.core.inventory to com.hypixel.hytale.server.core.event.events.ecs.<br \/>\nInventoryUtils#setActiveHotbarSlot, #setActiveUtilitySlot, and #setActiveToolSlot helper methods have been removed. Use #setActiveSlot(byte, Ref, ComponentAccessor) or #setActiveSlot(byte, Holder, ComponentAccessor) directly on the respective ActiveSlotInventoryComponent subtype instead.<br \/>\nApplyEntityEffectEffect and RemoveEntityEffectEffect have been merged into a single EntityEffectEffect class with a Mode enum (APPLY \/ REMOVE). If you were registering or referencing either of the old classes, update to use EntityEffectEffect with the appropriate mode.<br \/>\nEntitySpawnPage no longer adds a HeadRotation component to block entities during spawn or preview. If you were reading HeadRotation from a block entity expecting it to be present, it will no longer be set.<br \/>\nPlaceBlockInteraction#TEMP_MAX_ADVENTURE_PLACEMENT_RANGE_SQUARED has been removed in favor of the centralized InteractionValidation#getPlayerInteractionDistanceSq logic. If you were referencing this constant for distance checks, use InteractionValidation instead.<br \/>\nBiomeAsset#setBiomeName and BiomeAsset#copy have been removed.<br \/>\nBasicWorldStructureAsset#setDefaultBiomeId and BasicWorldStructureAsset#copy have been removed<br \/>\nAssetPackUtil#exportAsset signature has changed. The method now accepts a String name and a BsonDocument asset instead of a typed asset instance. If you were calling this method with a typed asset, serialize it to BsonDocument first.<br \/>\nBuilderState#extendFace has been renamed to #extendOrShrinkFace. The radiusAllowed and blockId parameters have been replaced with extrudeWidth, extrudeLength, and a BlockPattern. A boolean shrink, filterMode, strategy, undoGroupSize, and isHoldDown parameter have also been added. The min and max region bounds parameters have been removed.<br \/>\nBsonUtil#readFromBinaryStream(ByteBuf) and BsonUtil#writeToBinaryStream(ByteBuf, BsonDocument) have been removed.<br \/>\nBsonUtil#writeNumber and BsonUtil#readNumber has been moved to MemorySegmentUtil.<\/p>\n<p>PRE-RELEASE UPDATE 4<\/p>\n<p>SpawnDeployableAtHitLocationInteraction Deployer entity source changed from the spawned projectile to the player. If you were explicitly reading DeployableComponent#getOwnerUUID() and comparing it against a projectile UUID, you will need to update that comparison to compare against the player UUID instead.<br \/>\nLivingEntity#isEquipmentNetworkOutdated() related logic has been removed in favor of SyncEquipmentSystem which will detect equipment changes automatically<br \/>\nAbstractCommand#setPermissionGroup(GameMode) has been deprecated and marked for removal, use AbstractCommand#setPermissionGroups(String&#8230;) instead.<br \/>\nAssetModule#registerPack now requires providing a PackSource instead of a boolean parameter<br \/>\nPluginBase#setup0(), #start0(), #shutdown0() methods marked as final<br \/>\nPlayerMouseButtonEvent and PlayerMouseMotionEvent #getTargetEntity() method has been renamed to #getTargetEntityRef() and now returns the target entity reference<\/p>\n<p>PRE-RELEASE UPDATE 3<\/p>\n<p>InteractionManager constructor no longer accepts a LivingEntity parameter<br \/>\nOperation#tick and Operation#simulateTick no longer accept a LivingEntity parameter<br \/>\nMarked Inventory#getActiveHotbarItem(), getUtilityItem(), getActiveHotbarSlot(), getActiveUtilitySlot() and moveItem() for removal, their equivalents are on the individual InventoryComponent sub-components or in the new InventoryUtils class<br \/>\nThe Music field on AmbienceFX JSON configs has been deprecated in favor of the new MusicContainer reference field. Legacy Music definitions are auto-migrated at runtime but should be transitioned to MusicContainer assets as this gives much more flexibility and provides many new features<br \/>\nA new MusicContainer asset type has been added under Server\/Audio\/MusicContainers\/ with four subtypes: SingleTrack, Random, Sequence, and Horizontal<\/p>\n<p>PRE-RELEASE UPDATE 1 &amp; 2<\/p>\n<p>Player no longer implements CommandSender and PermissionHolder, use PlayerRef instead<br \/>\ncom.hypixel.hytale.math.matrix.Matrix4d has been removed in favor of org.joml.Matrix4d<br \/>\nDeprecated ShutdownReason#withMessage(String) method has been removed in favor of ShutdownReason#withMessage(Message)<br \/>\nRenamed CommandSender#getDisplayName() to CommandSender#getUsername()<br \/>\nUniverse#getPlayers() now returns a Collection type instead of List<br \/>\nHudManager#setCustomHud has been deprecated in favor of HudManager#addCustomHud\/HudManager#removeCustomHud with string key and z-order support<\/p>\n<p>With the rapid progress we&#8217;ve been making over the past few weeks, the foundation is getting stronger, which means more and more of us can focus on new content for the future of the game. Now that more of us are working on Chapter 1, there&#8217;s a lot of exciting things coming up. We&#8217;ll be sure to share more in the coming weeks and months!<\/p>\n<p>Make sure to tag us on <a href=\"https:\/\/x.com\/Hytale\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">X\/Twitter<\/a> with #Hytale when you build something with the Trigger Volume Tool. We genuinely think this tool is going to be one of the easiest ways for new people to get into modding, anyone can learn it, and we expect to see guides and tutorials pop up quickly. Spend a day with it and you&#8217;ll be making adventure maps, mini-games, and a lot more. It&#8217;s going to be a lot of fun.<\/p>\n<p>And if you hit issues, file them through the <a href=\"https:\/\/hytale.com\/suggestions\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">feedback form<\/a> or the in-game bug report. The next pre-release window will open soon!<\/p>\n<p>To download a .ZIP of the media in this post,<br \/>\n<a href=\"https:\/\/cdn.hytale.com\/3b23450f-abcc-446d-afb9-e6b9243c3988-Hytale-Update_5_Assets.zip\" target=\"_blank\" rel=\"noopener noreferrer nofollow\">click here!<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"Update 5 is out! Headlining the release is the new Trigger Volume Tool for scripting encounters in-game without&hellip;\n","protected":false},"author":2,"featured_media":696262,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[64,63,105],"class_list":["post-696261","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-au","tag-australia","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts\/696261","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/comments?post=696261"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/posts\/696261\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/media\/696262"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/media?parent=696261"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/categories?post=696261"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/au\/wp-json\/wp\/v2\/tags?post=696261"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}