Full notes
Full Toaster Arena update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Balance
- Gameplay
- Compatibility
- UI and audio
- Performance
Toaster Arena changes
Welcome back toasters!
Additions
Added Toaster Head Cosmetic
Added Arial Armor
Sliding into enemies can now ragdoll them (SP-Only)
Enemies can now be grabbed as a body shield if they are on a ragdoll state (SP-Only)
Experimental PS4 and PS5 controller compatibility work by (Mr-milky-way)
Added ability to throw AI characters with a grenade attached to them (SP-Only)
Added Shockwave effect for weapons
Added some new busy animations for characters
Added New body check animations for NPC SP characters
Added Red weapon skin for Havoc rifle
Added Strider Hover Bike Vehicle
Added Splash screen startup level
Added UI for loading builder levels
Added MI_Wood1 material
Added MI_Wood2 material
Added MI_floor6 material
Added footstep sounds for walking on wood surfaces
Additions-Builder
Added Strider Hoverbike vehicle spawn object
Changes
Play dead action has been changed to a toggle
Added body rotations if player characters are in ragdoll mode during a first person perspective
Updated player placed barricades to be taller
Tweaks to how body shield throw feature works
Merchant and fisherman can no longer be ragdolled
Tons of CPU optimizations to vehicles
Jailed players are now permanently remembered by the server
Updated vehicle test level
Updated player ragdolls to be smoother on players
Tweaks to async loading UI and Icon baker UI to use a global holder
Added ability for characters to stand on top of other player characters or vehicles with proper replication settings
Updated Icon Baker UI
Updated Tower map lighting and background
Tweaked player turn in place system to use local coordinates for the legs (Fixes issues of player legs lagging behind on moving platforms
Added an integer clamp to chips (This is to prevent players from reaching an integer overflow value on chips)
Weapon Changes
Updated projectile collision radius to be slightly bigger for player hits
Plasma weapons gain increased damage based on heat percentage
Plasma weapons now lock themselves after overheating
Manually venting weapons before they overheat will now cool them faster
Added some small UI indicators to signal if energy weapons are overheated or manually vented
Bug Fixes
Fixed jazz fusion song not looping
Fixed the bug where you could dupe money on max bet by (Mr-milky-way)
Shored up older fixes and prevented the locking of the machine when you don't have any money by (Mr-milky-way)
Fixed bug that would teleport player characters if they ragdolled while tactical sprinting was active
Clients will now wait for a custom map to load before spawning
Fixed characters being on a fall state after exiting ragdoll mode
Fixed TDM outlines now showing for drivers of a locally controlled vehicle on clients
Fixed bug that would break quick melee if the player got ragdolled while holding a hostage
Fixed weapon tracers having wrong locations for remote players
Fixed team outlines showing for drivers on local player controlled vehicles
Fixed bug that would cause player weapons to become huge
Fixed server bans not working
Fixed vehicle teams not resetting after drivers or gunners leave it
Fixed stingray cannon exit point
Fixed UI identification logic for vehicles and being on vehicle cannons
Fixed issue with switching weapons while using a melee block causing player arms due to the game trying to load missing animations
Fixed score board not showing bot kills
Fixed bug that allowed players to grab or execute other players behind them as long as the camera looked at them
Fixed bug that allowed players to melee hit characters behind them during third-person (kept the sphere traces for close melee hit)
Fixed Execution and body-shield code using world rotations for checks instead of forward vectors
Fixed bug that breaks characters that are being held as a body-shield if they get pushed with a melee weapons
Fixed bug that allowed players to reset god killer fire delay by just re selecting the same weapon
Fixed broken ping calculations for players (They still aren't a 100 % accurate and work more as an approximation)
Fixed geometry hole on hazard armor hips visible when performing a tactical sprint
Fixed bug that allowed players to bet more chips than what they had on slot machines if their ping was low
Fixed some issues with UDS volumes not working on insertion
Fixed bug that allowed hosts third person body to stay stuck in place if they spam the play dead key
Removals
Temp removal for snow effects on characters, vehicles and weapons due to performance costs
Notes
Player jump packs may get temporarily stuck on the world if a player dies or switches teams
Our patrons
Evey single ounce of support helps this project move forwards. https://patreon.com/ToasterArena?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink
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Source
Changelog.gg summarizes and formats this update. How we read updates.
