Blog Feed en Thu, 22 Aug 2019 06:50 CEST is a Hurtworld servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Dev Update 159 Thu, 22 Aug 2019 06:50 CEST
Hi Hurtworldians!

In this weeks dev update we go detail about the next patch and early access release and check out the new upcoming hand held rocket launcher.

Check out the full update here:]]>
Hotfix Is Now Live Tue, 20 Aug 2019 00:00 CEST

Hi Hurtworldians!

Tonight we have a small but important hotfix that should fix trapdoors being exploited to get into rocks along with some additional fixes.

As usual the best way to help us get bugs under control is to send us reproduction videos to

Credit for finally getting the hatch bugs fixed goes to onStyle

Detection measures are still in place, exploiting of new bugs that arise will result in hardware bans for your whole team. Don't risk it.

Change Log
  • Fixed hatch race condition that could be used to push into rocks
  • Fixed emotes being used to enable equipment while inside vehicles
  • Fixed player map markers spamming errors
  • Temporarily disabled tether bow to investigate possible exploits
  • Further extended inside rock detection and reporting mechanism

Update Is Live Thu, 01 Aug 2019 18:05 CEST

Hi Hurtworldians!

In tonight's update we have our first watercraft named the "Barra", sure to get those afraid of flying to and from the islands with far less stress.

Our second major feature is expanding our map with 2 new town types Factory and Bandit Village.

We also have a range of bug fixes and some background performance updates.

This patch forces wipe on all servers. Happy hunting.

Change Log
  • Added Barra power boat
  • Refactored how loot drops during a helicopter crash. Now the mozzy corpse will collect all loot including player gear drops, amber claim and mozzy storage. Items will be dispensed on dissasembly. Death markers will only
  • [MAP]Added 2 new town: Factory and Bandit Village replacing a bunch of duplicate towns
  • [MAP]Added NoBuilds back to the roads
  • [MAP]Added piers around the coast
  • [MAP]Patched a few Death Holes
  • [MAP]Fixed broken loot frenzy for jungle town events
  • Improved loot frenzy tier one loot
  • Fixed broken loot table in bandril
  • Improved protocol security
  • Reduced explosion audible distance
  • Fixed a bunch of sounds with the wrong falloff config (eg: pistol reload)
  • Fixed new animals having wrong name
  • Can no longer store heavy blocks in furnace
  • Fabricator should refund the correct item when wrenched now
  • GPU Queue should now have an effect again. Keep in mind it does affect latency and will make gunplay harder
  • Fixed description of item namer
  • Fixed totems drawing in front of walls sometimes
  • [SDK]Made map scaledown on build a configurable setting in level config
  • Added small iron door, small iron floor, iron triangle floor
  • Fixed protect all amber context menu not working if you had the exact amount
  • Fixed protect not being greyed out if you couldn't afford it
  • Fixed town events not showing up if you are already in the town when it starts
  • Fixed deep ocean biome freezing you regardless of if you were in water, now in boats and choppers you can keep mild gear on

Dev Update 158 Thu, 11 Jul 2019 12:35 CEST

Hi Hurtworldians!

In this weeks dev update we check out a new town event, our first watercraft the Barra and detail the next content patch.

Check out the full update here:]]>
Patch/Wipe Is Live Fri, 05 Jul 2019 10:08 CEST

Hi Hurtworldians,

This patch focuses on server and client stability and performance. There is still a lot of work to do, more performance updates coming in next patch.

Official servers will wipe with this patch. Wipe is optional for community servers.

Next wipe will go back to our Thursday night 2 week schedule for each timezone and will be accurate in the server browser and will kick off automatically.

As per usual, servers slow to update can still be accessed by switching to the oldversion branch on steam.

Change Log
  • Improved handling of Mozzy to be more predictable
  • Added profiling diagnostic info to help locate rendering bottlenecks
  • Reduced VRAM usage on lower end machines
  • Changed allocation of Items back to use pooled structures to reduce server spikes
  • Fixed issue with lod colliders popping in for towns
  • Fixed various build bounds issues with construction prefabs
  • Fixed crash caused by too many audio sources
  • Improved creature animation lodding
Hotfix Is Live Tue, 25 Jun 2019 19:30 CEST

Hi Hurtworldians!

Tonight we have a small hotfix to improve helicopter flying on servers under heavy load.

There was an issue where if a server stopped receiving packets from a player for any reason, the current input controls would be kept until the packets start coming in again. This logic works well when running through a field on foot, but holding full left stick when flying a Mozzy for half a second too long means eating explosions.

While we will continue to work on server performance this month to solve the interruptions for good, for now, input controls will revert to neutral with throttle down so you don't drop out of the sky or flip over when packets are lost.

We are aware of a few other issues like Fridges not working right now and will have more fixes in the coming week.

Happy hunting!]]>
Hotfix Is Live Wed, 19 Jun 2019 12:26 CEST

Hi Hurtworldians,

We just pushed out a quick server only hotfix for some creature spawn issues and missing Airdrops.

Yeti's and Clay were the worst affected and should be fixed now.

No client update required.

Happy Hunting!]]>
Island Hopper Update Is Live Tue, 18 Jun 2019 18:42 CEST

Hi Hurtworldians!

Tonight we have the long awaited Island Hopper content update which brings a ton of things that have been in the works for a long time.

Biggest features include the expansion of Nullius to include various exotic islands some of which can be claimed fought over and claimed, others with challenging farming routes and big rewards. To make room for the islands, we have scaled down the main island of Nullius by 25%, we think this improves the feel of the map a ton also, making it much more tightly packed. Less running more gunning.

The Mozzy helicopter now has some serious teeth with the addition of hornet rocket pods coming in 3 flavours: Mining, Combat and Raiding rockets. Rapidly speed up your farming routes by sniping resource nodes with mining rockets or blast away your enemies bases with the mega powerful (and expensive) raiding rockets.

Expect to see some unfamiliar faces on the islands as we roll out 6! new creatures with new loot and combat mechanics. Be careful... these guys are made to be a very tough challenge to even experienced players.

In the meantime we've also added a ton of bug fixes and quality of life updates. See the change log for full details.

This patch requires a wipe on all servers. As we are wiping on a Tuesday we will extend this wipe cycle until the 4th of July.

Happy hunting amigos!

Change Log
  • Added many new islands to Nullius map
  • Scaled mailand nullius down by 25%
  • Added Skoogler Creature
  • Re-added Antor hive with Antor Creatures
  • Added Bandril Creature
  • Re-added thornling Creature
  • Added Sabra creatire
  • Added Rafaga creature
  • Added Rocket pods attachment for Mozzy
  • Added 3 types of rockets (Mining, Combat and Raiding)
  • Added Iron Door
  • Added Iron Garage Door
  • Added Iron Floor
  • Added new teir of workbench: Fabricator
  • Added new metal Galvanite
  • Added Galvanite Pickaxe
  • Rebalanced how campfires work to not overheat you as much
  • Updated lighting in green biome
  • Added SAM sites around the map that fire at any occupied Mozzy where the pilot doesn't own the cell its in
  • Reduced the restrictions on territory control points heavily. Lockout is disabled, anything can now be built on them including beds and machines. Lastly nobuild surrounding them has been removed (might need to tweak this)
  • Extended territory control ownership system on islands to claim the entire island (and control of the SAM sites), he who controls the territory controls the whole island.
New Extended Gameplay Trailer Tue, 18 Jun 2019 14:56 CEST

Hi Hurtworldians!

We just dropped a new extended cut trailer for the Island Hopper Update with a much more in depth look at all the gameplay features new and old in the Hurtworld universe!
Please spread the love and share it around <3

Patch is on its way, just putting the final touches on it now. ETA: 1 hour]]>
Dev Update 157 Fri, 14 Jun 2019 06:34 CEST

Hi Hurtworldians!

In this weeks dev update we check out a bunch of the new things going into Tuesdays patch including the new SAM sites, new metal type, and preview a few of the new islands.

Check out the full update here:]]>
Dev Update 156 Mon, 27 May 2019 17:51 CEST

Hi Hurtworldians!

In this weeks update we have a ton of info on the upcoming patch and our release to exit early access. This is going to be a big one: Islands, New Creatures, Rocket Pods... unfortunately due to unforeseen circumstances we've had to cancel this weeks patch and roll it into the big one on the 18th of June.

Check out the full post for details:]]>
Hotfix Is Live And Official Servers Have Wiped Thu, 16 May 2019 10:11 CEST

Hey Hurtworldians,

We've got another hotfix patch to go along with tonight's wipe.
This patch stabilizes the tether system so we no longer have to break tethers when pushed past a force limit. We now also allow multiple players to be connected to the same tether network so they can setup tug of war style situations.

Official servers have been wiped, for community servers this wipe is optional.

As always is currently live on the 'oldversion' branch so you can use this to play on community servers that haven't updated yet.


  • Improved stability of tether system, tethers no longer have a force limit that can break them
  • Multiple players can now be connected to the same tether network
  • Improved the vehicle 'is entry safe' check for unsafe seats (fixes Kanga entering a state where entering it will instantly cause a crash)
  • Lengthened raid drill audio falloff (now matches legacy distances)
Dev Update 155 Mon, 06 May 2019 09:03 CEST

Hi Hurtworldians!

In this weeks dev update we go into detail about the next content patch focusing on bringing all our new creatures to life as well as a first look at strapping mounted weapons to the Mozzy!

Check out the full update here:]]>
Hotfix Is Live and Official Servers Have Wiped Thu, 02 May 2019 09:54 CEST
Hey Hurtworldians,

We've got a hotfix to go along with tonights wipe that fixes up a few map issues and fixes a Roach bug used to peek through walls along with a few other fixes.

Due to map changes this patch enforces a wipe.

As always you can use the 'oldversion' beta branch to stay on and play on community servers that haven't installed the update yet.


  • Improved several icon poses
  • Muzzle flash position for zero silencer fixed
  • Reduced MAC10 pvp and pve damage (20 -> 15)
  • Fixed broken ladders in hangar towns
  • Fixed broken heavy crafters in hangar/servo wars towns
  • Fixed inaccessible Kanga jump puzzles
  • Added camo mask patterns to Dappler and Vista reddot sights
  • Fixed using the Roach to peek through bases, Roach rear seat entry can now be blocked by other geometry and has its own connected passenger simulation so rear seat passenger can be knocked off
Patch Is Live! Thu, 18 Apr 2019 11:08 CEST

Hi Hurtworldians!

Tonight we have a content patch for yall that introduces new water mechanics and some new inland water features in the lead up to our island hopping update. We also have the newest member of our weapon arsenal the MAC10 which should melt people up close and becomes even more badass with the rare gangster stock. You'll also find 2 new kickass town events as we work through replacing duplicate towns. Lastly there's a bunch of quality of life changes like finally fixing buggy fall damage when wedged between 2 objects.

Last weeks experiment of timelocked servers will be disabled for now, we will re-evaluate how this affects the game and will likely experiment with it more in future to cater to all players.

This patch requires a wipe on all servers.

Happy Hunting.

Full Changelog
  • Added Mac10 gun and attachments to game
  • Added 2 new town events in start biome
  • Added swimming and oxygen mechanics as well as 'wet' binary effect
  • Updated graphics for sunscreen and poison sac
  • Fixed a race condition allowing door colliders to briefly penetrate players
  • Fixed many objects having the wrong material config (wrong impact particles + footstep sounds)
  • Updated Nullius map adding inland water features + fixing overpowered base locations
  • Added ultra basic water shader for potato mode
  • Fixed a spot where you could get stuck in the 'Servo Wars' town event
  • Fixed an issue where players would incorrectly receive fall damage when wedged between 2 unwalkable surfaces
  • Improved muzzle flash positions on guns
  • Fixed owrong icon poses
  • Removed most invisible cats to test performance improvement
  • Fixed first person blending issues between hipfire and aimed poses
  • [SDK] The clan registration window can now receive and display custom errors from server through ClanManager.RPCClanCreationError()
  • [SDK] GiveItemTrigger works correctly again, a simple example has been configured inside the level template
Patch Is Live - Content Delayed! Thu, 11 Apr 2019 11:27 CEST

Hi Hurtworldians,

Unfortunately we have had to postpone the content patch until next Thursday due to some last minute serious issues with the Unity 2018 upgrade. Having dropped support for DX9, we had hoped that even min spec machines would have no trouble running under DX11.

After distributing a test build to a few players we found a bunch of shader compilation / rendering issues that are more work than we can handle for today. We also didn't see the performance benefits we had hoped on lower end machines.

Given the circumstances we have decided to roll back to Unity 5.6 to ensure we maintain support for the bare minimum spec machines and continue to offer decent performance on total potato machines.

Unfortunately migrating the content from this patch will take a few more days, to be released next Thursday.

We've done our best to migrate the crucial quality of life fixes like name plates disappearing to this patch.

As a consolation, we've decided to use this opportunity to try a new feature we've been toying with for a while:

Time Locked Servers
Keeping a Hurtworld server competitive is a difficult thing when all players have different amounts of time to allocate to the game. Players who can roll around at 5am raiding people and collecting event loot have a big advantage and somewhat bypass the intended population of the server.

We design the balance for servers with >50% people in them, this is impossible to achieve 24 hours a day.

To work towards solving this we came up with running specific servers time locked to specific hours of the day. For example, Russia #1 will open at 4pm and close at 2 am Moscow time giving players from that region a reasonable chance to be able to play for most of the time that the server is running.

We will be experimenting with different time configurations so we cater to all players. This will not necessarily be a permanent thing, just something to test this week while we finish off the content patch. Let us know what you think in the comments!

Full Change Log:
  • Added timelock feature for servers that are only open during specific times of the day. This is a new feature we will be testing on official servers. This should make it feasible that regular people can be online for close to 100% of a servers uptime and be more competetive with players who can play all night. This should also reduce the chance of offline raids as there is a good chance most clans will have someone online during peak times.
    Usage: timelock <starthour:0-24> <endhour:0-24> (Must be the first command in your autoexec.cfg, cannot be changed at runtime, relies on autorestart when a server shuts down from your OS start script)
  • Fixed a bug causing player nameplates to disappear
  • Fixed some item serialization bugs + added extra debug messages to help find problems
  • Added a new right click menu option to amber that will protect all your protectable items
  • Fixed footsteps on metal surfaces using the grass footstep sound
  • Removed door sounds until we fix them to be consistent
  • Item descriptions now display on item tooltips
  • Frozen steaks (cooked and raw) are now stackable
  • Removed territory C4 from town loot crates
  • Removed FR18 Probos Tip from town loot crates
  • Added extra Shotgun Shell recipe that uses Shaped Ultranium instead of Shaped Mondinium
  • Added descriptions to weather effect tooltips
Dev Update 154 Tue, 09 Apr 2019 10:31 CEST

Hi Hurtworldians,

In this weeks dev update, we check out the new water mechanics, new Mac10 SMG, new town event grey boxes and new in depth trailer progress.

New content patch dropping this Thursday 5pm Melbourne time yall

Check out the full update here:]]>
Hotfix Is Live and Official Servers Have Wiped Thu, 28 Mar 2019 07:07 CET
Hey Hurtworldians,

Along with the official server wipes (optional for community servers) we're rolling out a hotfix patch to fix a regression in the recycler that crept in with the last hotfix. Recycler returns should now be correct for all items.

As always the 'oldversion' branch is pointing at the version so you can continue to play on community servers that haven't updated yet.

Hope to see you out there!

  • Fixed recycler returning too few materials for several items
Hotfix Is Live! Mon, 25 Mar 2019 14:45 CET
Hey Hurtworldians,

We've got another hotfix patch for you tonight to fix up how the tether system interacts with emotes and also fixing how the recycler calculates returned materials for items that are crafted in stacks.

As always the 'oldversion' branch is hosting the last patch ( so you can continue to play on community servers that haven't updated yet.


  • Being tethered now cancels any active emotes
  • The recycler now correctly accounts for recipes that output a stack of items (Fixes Landcrab mines and others having incorrect recycling returns)
Hotfix Is Live and Official Servers Have Wiped Thu, 14 Mar 2019 11:09 CET

Hey Hurtworldians,

Just a quick hotfix patch for you tonight to settle down some of the more serious tether bugs whilst we work on a more comprehensive fix as part of our Unity 2018 upgrade.

Tethers will now snap when exceeding their new force limit which should prevent vehicles flying off at crazy directions when the tether finds itself trying to enforce an impossible to fit constraint.

Additionally EAC should now work correctly for all platforms.

Have fun!

  • Tethers now break when exceeding their force limit
  • All vehicle types are now destroyed when failing their 'out of bounds' check
  • Fixed a null reference issue in the crash system
  • EAC should now load correctly on Mac and Linux clients

Dev Blog 153 Tue, 05 Mar 2019 15:05 CET
Hi Hurtworldians!

In this detailed dev update, we outline details of the next big content patch as well as a roadmap for the near future of development. Highly recommended read if you're interested in the future of Hurtworld!

Check out the full update here:]]>
Hotfix Is Live! Tue, 05 Mar 2019 09:24 CET
Hi Hurtworldians,

Tonight's hotfix aims to increase the stability of interactions around tethers and should make things run a little smoother.

Change Log
  • Fixed the force position and visuals not matching up on tethers
  • Added a min tether length to prevent flying feedback loop on short tethers on vehicles
  • Fixed a bug where getting forced into a vehicle (or crash vehicle aka tether) would fail and kill you instantly and leave you in an invalid state
  • Fixed not being able to be tethered while holding a heavy slot item
Hotfix Is Live! Fri, 01 Mar 2019 11:51 CET

Hey Hurtworldians,

We're releasing a small hotfix to take care of some issues with the latest patch and reduce false positives in our DDoS protection system. Whilst this patch doesn't make any changes to the tether system yet we realize there are still several bugs and strange behaviours around tethering and will be working on sorting those out next week.

As always the 'oldversion' beta branch is hosting so you can continue to play on community servers before they update

  • Improved DDoS flood detection to reduce false positives
  • Fixed incorrect hitbox setup on land crab mines
  • Removed player collisions with poison traps (they still get triggered, this is just about restricting movement)
  • Tokars now drop poison sacs correctly
  • Improved camera positioning for crash 'vehicle'
Patch Is Live! Thu, 28 Feb 2019 15:49 CET

Hi Hurtworldians!

Tonight we have our first content patch since the V2 launch. This patch brings the first of the physics toys that should expand ways of interacting with objects out in the world.

Tether System
This introduces a range of new gameplay opportunities beginning with a way to interact with your enemies in a non lethal way. The first attack with the tether bow will force a hit player into a bound state (similar to falling off a bike) and allow the shooter to drag them around at their leisure. The bound player can be freed by another player cutting the line or the attacker switching weapons from the tether bow.

Although this sounds overpowered in a PVP situation, we've made the bow projectile speed very low, making it quite hard to hit anyone with, while consuming expensive arrows. In any scenario where you can capture someone using this weapon, you would likely been able to kill them easily with a cheaper weapon.

The bound player always has the option to suicide using the console (F1->kill), which means the worst case scenario you die. In some cases your attackers will set you free or even enrich your gameplay experience by forcing you into slavery of some kind.

Once you have a single target tethered, you can bind it to another object by hitting a second "tetherable" physical object. At this point this can include other players or vehicles. There is no limit to the amount of objects that can be tethered together, however the weight will add up the more you want to lift / drag, make sure there is sufficient pulling power to toe your chain of victims across the map.

More pulling forces are better than one in cases you want to lift something heavy, combining multiple vehicles towing / lifting will increase your pulling power.

While we've been busy working on stabilizing the servers against DDOS attacks and garbage collection spikes, our art team have been heavily expanding our gear cosmetics to replace a bunch of placeholder gear with more application specific looks as well as tons of hats and masks to ensure no two players look the same.

All the traps from legacy have had a revamp and been brought into V2 along with all new fake sleepers, fake loot crates and fake air drops to bait your opponents into ambushes or just kill them outright.

All this with a ton of bug fixes and improvements. See the changelog for a breakdown.

Happy hunting

Change Log
  • Added new tethering system and tether bow item for tying players and vehicles together with rope
  • Added several new vanity items (these items have no gameplay stats and are visual only)
  • Added new 'Rebel' gear set replacing several items from the heat protection progression
  • The combat helmet has been converted into a vanity item
  • Added fake sleeper traps, these will explode when destroyed
  • Added fake airdrop trap, these will call in an airdrop when placed, the cargo crate from this airdrop will explode when interacted with
  • Landcrab mines, medusa vines and poison traps are returning from legacy
  • Poison trap overhauled so it no longer destroys itself when triggered, instead it will need to be disassembled with a machine wrench
  • Crosshair hit markers are now activated by the server rather than being client predicted (seeing a non-blue hit marker should now always be a reliable hit)
  • Succulent plants and sunscreen are returning from legacy
  • Inactive item transitions now also have a progress bar so falloff progress can be tracked
  • Added irradiated owrong seeds as a new item transition from owrong seeds
  • Plugged up several rock cave base locations in Nullius
  • Fixed regressions in balance changes (Mozzy insurance cost and pistol rate of fire are now fixed again)
  • Fixed machines not being irradiated properly
  • Fixed TimedEffectZones trying to affect destroyed entities
  • Fixed a potential null reference exception in MapComponentMarker
  • Fixed Mozzys not consuming fuel properly
Hotfix Is Live! Fri, 22 Feb 2019 06:28 CET

Hey Hurtworldians,

Just a quick hotfix for this afternoon to update our EasyAntiCheat integration, all saves are still compatible and no wipes are required.

As always will be hosted on the 'oldversion' beta branch so you can continue to play on community servers that have not updated yet.]]>
Hotfix Is Live! Wed, 20 Feb 2019 10:23 CET

Hi Hurtworldians!

Hotfix is now live. Tonight's hotfix furthers our push in the war against DDOS attacks. While the attacks keep getting smarter and adapting to our network protocols, we believe we are patching out the last of the holes that allow targeted attacks to effectively bring down servers.

This patch adds a new layer that allows the game process to pass IP addresses to the operating system to implement firewall filtering and free up the Hurtworld main thread from dealing with malicious packets.

Server owners will find a new / handle_ddos_ip.bat in the server builds that will be called with an IP address as a parameter whenever the server process detects excessive data from a specific IP address. It is up to each server owner to configure this script to block the IP permanently / temporarily and will change greatly depending on OS configuration. Another powerful use for this would be calling out to your ISP's hardware firewall API and blocking the IPs from there (I know OVH supports this).

We are currently working on an IPSet/IPTables implementation example for linux servers that we will push out in the next couple days. In the meantime competent server admins should be able to work filtering out.]]>
Dev Update 152 Fri, 15 Feb 2019 13:32 CET

Hi Hurtworldians!

In this weeks dev update we check out some new gear, outline our plans for the next patch and unveil the flagship feature of our first V2 content patch which we're really excited about: Physics Tethers

Check out the full update here:]]>
Hotfix Is Live and Official Servers Have Wiped Fri, 15 Feb 2019 11:04 CET
Hey Hurtworldians,

We've delayed the major content patch until the next wipe (28th Feb, more info on this in our next devblog coming very soon) but have got a hotfix patch with some important bugfixes for you instead.

Official servers are also wiping with this patch but community servers can make their own decision as saves are still compatible.
As always the 'oldversion' beta branch is hosting so you can continue to play on community servers until they update.

Full Changelog
    • Improved camera collision detection again to stop players peeking into bases
    • Fixed construction placement validation volumes on several construction pieces
    • Fixed some layout issues in clan UI
    • Added an extra player volume to sleepers so construction validation checks against them are identical to players
    • Items with durability can no longer be recycled
    • Halved Beretta 9mm Pistol fire rate
    • Fixed players occasionally respawning at vehicles instead of their chosen respawn point
    • Added a vertical offset to crash vehicle camera to stop it colliding with the ground when rolling (makes camera much smoother when crashing)
    • Fixed ammo UI being cutoff for some languages
    • Fixed Mozzy claiming not consuming the amber cost
    • Fixed Mozzy sounds playing at incorrect times
    Hotfix Is Live! Mon, 11 Feb 2019 10:51 CET

    Hi Hurtworldians,

    After a fair bit of chaos over the weekend where all our official servers were hit by a coordinated DDOS attack specifically designed to exploit a vulnerability in the network middle-ware we use, all official servers are back online and immune to the weekends attacks.

    All servers should be in the same state they were at the start of the attacks yesterday with no decay or amber consumption from stakes.

    We apologise for the downtime, and we are pretty confident that this vulnerability is now fixed and should make our official and community servers much more robust.

    Thanks for hanging in there with us.

    Change Log:
    • Big improvements to targeted DDOS attack protection
    • Fixed Emote crouch bypassing stand up check and being used to get into rocks
    Hotfix Is Live! Wed, 06 Feb 2019 10:58 CET

    Hi Hurtworldians,

    Tonight we have another critical but unexciting iterative hotfix patch to further work on server performance. This patch focuses heavily on runtime memory allocations reducing garbage collector spikes. This should take a lot of pressure off full servers, hopefully reducing the "rewind/backwards" lag spikes that are causing our receive buffers to cap out and lose packets. Not 100% there yet, we will keep iterating over the week.

    Change Log:
    • Permanent fix for OSX crash from network API bypass
    • Item invalidation / creation no longer allocates a ton of serverside allocations
    • Removed a ton of redundant map marker network objects
    • Ported object event subscriptions away from delegates to reduce allocations
    • Reduced max CPU usage of weather systems and spawn director