Full notes
Full Churn Vector update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- Fixes
- Maps
Happy 2025 agents!
This update (ontop of a bunch of bugfixes) includes a major change to how jiggle physics works under the hood which should hopefully result in a performance boost for anyone on lower end hardware.
Added the finished icon artwork for the Maned Wolf and Muscle Dragon!
Fixed issue where occlusion culling caused flickering. Solved by making the camera snap instantly to near obstacles rather than slowly lerp.
Fixed issue with NPCs trying to run away and failing to sample the navmesh. This should prevent NPCs from preferring to panic in place.
Fixed issue where NPCs might try to open a door that was already opened on Tower due to misplaced navmesh links.
Fixed issue where getting tazed on Tower caused a softlock.
Vastly improved performance of jiggle physics.
Jiggle physics no longer solves if the renderer it represents is occluded or not on-screen.
Jiggle physics no longer solves if the renderer is over 20 meters away. It's noticeable, but the performance gain is significant.
Modding Update
- MODDINGFixed issue where perfectly valid penetrator data was considered invalid. Making it difficult to create unique penetrators.
- MODDINGFixed issue where prefabs with penetrators would get modified during OnValidate, causing Unity errors and warnings.
We've also continued updating the modding documentation in the Churn Vector SDK! All of the pages relevant to importing a custom character are now finished and the map making guide has had its FAQ section expanded on.
Source
Changelog.gg summarizes and formats this update. How we read updates.
