## What changed
- **DLSS** — now functions properly with visible and performance changes when switching between different modes
- **Weapon blur** — no longer detaches from weapons when aiming down sights
- **Liquid containers** — milk and vegetable oil can now be placed in fridges
- **Clothes painting** — painting system now works; the "Clear paint" option functions as intended
- **Workbench** — no longer gets destroyed when repairing sharp tools or weapons
- **Soy sauce item** — gray mesh no longer appears on ground when picked up; liquid colors now match their icon colors
- **Fuel transfer** — gas lanterns can now transfer fuel to vehicles or other bottles
- **SKS clip** — can now be dragged and dropped to the ground
- **SKS reload** — extra bolt sound removed during reloading
- **Improvised flashlight** — positioning on rifles corrected
- **Barber menu** — character face no longer blurs when Depth of Field is enabled
- **'#ShowFlagLocations true' command** — displays correct command message instead of wrong command
- **Quiver dirtiness** — now displays at intended levels instead of appearing excessively dirty
- **Vehicle damage immunity** — explosives and collisions no longer damage vehicles when damage is disabled in server settings
- **Weapon cleaning** — uses only one rag instead of consuming entire stack
- **Cannabis bud** — now has defined uses
- **Player base locations** — no longer logged in game client
- **Explosion deaths** — character no longer loses all clothes after dying to explosions
- **Well decontamination crash** — client no longer crashes when nearby players decontaminate items
- **Isopropyl alcohol** — use count now decreases when dis
First up - DLSS now works properly, and you can now see appropriate visual and performance changes when shifting through different modes. One related issue that was also fixed is the weapon blur that would detach from weapons when aiming down the sights.
There was an issue where you weren't able to put liquid containers with consumables such as milk or vegetable oil in the fridge.
Also, we fixed an issue where clothes painting was not working at all, even though the context menu showed the option to ''Clear paint'' and the use count is reduced accordingly.
We fixed an issue where the workbench would get destroyed when repairing a sharp tool or weapon.
There was also a small visual issue where the Soy sauce item would leave a gray mesh on the ground when taken in hands. While on this topic, there was also a bug where the color of the soy sauce liquid, as well as other liquids, was not the same as the color of the liquid in its icon. Now, they all show their true colors!
We fixed a bug where you were unable to transfer fuel from a gas lantern to a vehicle or another bottle.
There was also an issue where you were unable to drag and drop an SKS clip to the ground. It is a thing of the past now. While on the topic of the SKS, there was a weird issue where an extra bolt sound could be heard when reloading a bullet. We also found that the improvised flashlight was incorrectly positioned on the rifle, which was fixed, as well.
Also, there was an issue where the character's face was blurred in the Barber edit menu when the Depth of Field graphic setting is turned on.
We've also received reports that the '#ShowFlagLocations true' command would generate the message for a completely different command. That was fixed as well.
There was an issue with the dirtiness level of the quivers where they appeared... way too dirty. The issue was fixed, and dirtiness on quivers is now displayed as intended.
We fixed an issue where vehicles would take damage from explosive bolts and arrows even though vehicle damage would be disabled in the server's custom zone settings. There was also a similar issue where vehicles would take collision damage when ramming into base building elements even with vehicle damage turned off completely.
There was a bug where cleaning a weapon would use a whole stack of rags instead of just one. That is fixed now.
We found an exploit where the source of the issue was the fact that fish bait crafting would scale with fish weight, which would allow players to obtain more uses from heavier fish. Each use can be converted into one bait, meaning larger fish yield disproportionately high amounts of bait. This creates an exploit where players can farm large fish, convert them into excessive amounts of bait, and then sell the bait for profit. No more!
There was also an exploit involving blast caps where, with advanced demolition skills, the material requirement to craft "Blast caps" is very low. You can buy all materials at the trader's to craft the blast caps, and sell them and make more profit than you have invested.
We fixed a bug in which the cannabis bud didn't have uses.
We have restored the missing world-spawned Lathe Machine and Drill Presses which were unintentionally destroyed due to a previous bug. Please note that this should only affect original world-spawned entities, not player-built ones.
There was an unfortunate issue where all player base locations were shown in the game client's log. That was removed, and it no longer shows their locations.
We also fixed an issue where the character would lose all of their clothes after dying in an explosion.
We fixed an issue where the client would crash when another player would decontaminate items at a well nearby.
There was an issue where Isopropyl alcohol's use count doesn't decrease after using it to disinfect Rags, which is now successfully fixed.
There was an issue where explosions from Sentry grenades deal no damage, which is now a thing of the past.
There was a stray sound effect which could be heard when eating food. It is removed now.
Shotgun slug ammo had a problem where it would deal inconsistent damage. It now deals intended damage.
There was an issue where the "weight per consume" of pills isn't defined, causing the player consume the whole item in a single use.
There was a weird issue where the game window would lose focus after pressing Tab and would cause the player to stop moving and the PC cursor to appear. That's no longer happening.
We also fixed an issue with the SKS where you were unable to fully reload the rifle if you fired only one bullet. That is also fixed.
There was a small issue with the Vampyr scope where the ocular lens cover would not cover the entire screen. This was changed, and now it covers more screen space.
We fixed a bug where you were unable to refuel the Improvised flamethrower. The 'Add fuel' interaction was clickable but it did nothing. Not anymore!
We also fixed a bug where the hair would appear too reflective and would not look right.
To top it off - we also fixed an issue where food cooked before the update showed no nutrient value after the update. It now appears as it should!
## What changed
### Bug Fixes
- **Liquid containers with consumables** — can now be placed in fridges (milk, vegetable oil, etc.)
- **Clothes painting** — context menu option now works correctly instead of reducing use count without applying paint
- **Workbench durability** — no longer gets destroyed when repairing sharp tools or weapons
- **Soy sauce item** — no longer leaves gray mesh on ground when picked up; liquid color now matches icon color for all liquids
- **Gas lantern fuel transfer** — can now transfer fuel to vehicles or other bottles
- **SKS clip** — can now be dragged and dropped to the ground; removed extra bolt sound during reload; fixed improvised flashlight positioning on rifle
- **SKS reload** — can now fully reload after firing only one bullet
- **Character face in Barber menu** — no longer blurred when Depth of Field setting is enabled
- **'#ShowFlagLocations true' command** — now displays correct message instead of different command's message
- **Quiver dirtiness display** — now shows intended dirtiness level instead of appearing too dirty
- **Vehicle damage immunity** — vehicles no longer take damage from explosive bolts/arrows or collision damage when vehicle damage is disabled in server settings
- **Weapon cleaning** — now uses one rag instead of entire stack
- **Cannabis bud** — restored missing uses
- **Clothes after explosion death** — character no longer loses all clothes when killed by explosion
- **Client crash at wells** — fixed crash when nearby player decontaminates items
- **Isopropyl alcohol** — use count now decreases properly when disinfecting rags
- **Sentry grenades** — explosions now deal damage as intended
- **Eating food sound** —
There was an issue where you weren't able to put liquid containers with consumables such as milk or vegetable oil in the fridge.
Also, we fixed an issue where clothes painting was not working at all, even though the context menu showed the option to ''Clear paint'' and the use count is reduced accordingly.
We fixed an issue where the workbench would get destroyed when repairing a sharp tool or weapon.
There was also a small visual issue where the Soy sauce item would leave a gray mesh on the ground when taken in hands. While on this topic, there was also a bug where the color of the soy sauce liquid, as well as other liquids, was not the same as the color of the liquid in its icon. Now, they all show their true colors!
We fixed a bug where you were unable to transfer fuel from a gas lantern to a vehicle or another bottle.
There was also an issue where you were unable to drag and drop an SKS clip to the ground. It is a thing of the past now. While on the topic of the SKS, there was a weird issue where an extra bolt sound could be heard when reloading a bullet. We also found that the improvised flashlight was incorrectly positioned on the rifle, which was fixed, as well.
Also, there was an issue where the character's face was blurred in the Barber edit menu when the Depth of Field graphic setting is turned on.
We've also received reports that the '#ShowFlagLocations true' command would generate the message for a completely different command. That was fixed as well.
There was an issue with the dirtiness level of the quivers where they appeared... way too dirty. The issue was fixed, and dirtiness on quivers is now displayed as intended.
We fixed an issue where vehicles would take damage from explosive bolts and arrows even though vehicle damage would be disabled in the server's custom zone settings. There was also a similar issue where vehicles would take collision damage when ramming into base building elements even with vehicle damage turned off completely.
There was a bug where cleaning a weapon would use a whole stack of rags instead of just one. That is fixed now.
There was also an exploit involving blast caps where, with advanced demolition skills, the material requirement to craft "Blast caps" is very low. You can buy all materials at the trader's to craft the blast caps, and sell them and make more profit than you have invested.
We fixed a bug in which the cannabis bud didn't have uses.
We have restored the missing world-spawned Lathe Machine and Drill Presses which were unintentionally destroyed due to a previous bug. Please note that this should only affect original world-spawned entities, not player-built ones.
There was an unfortunate issue where all player base locations were shown in the game client's log. That was removed, and it no longer shows their locations.
We also fixed an issue where the character would lose all of their clothes after dying in an explosion.
We fixed an issue where the client would crash when another player would decontaminate items at a well nearby.
There was an issue where Isopropyl alcohol's use count doesn't decrease after using it to disinfect Rags, which is now successfully fixed.
There was an issue where explosions from Sentry grenades deal no damage, which is now a thing of the past.
There was a stray sound effect which could be heard when eating food. It is removed now.
Shotgun slug ammo had a problem where it would deal inconsistent damage. It now deals intended damage.
There was an issue where the "weight per consume" of pills isn't defined, causing the player consume the whole item in a single use.
There was a weird issue where the game window would lose focus after pressing Tab and would cause the player to stop moving and the PC cursor to appear. That's no longer happening.
We also fixed an issue with the SKS where you were unable to fully reload the rifle if you fired only one bullet. That is also fixed.
There was a small issue with the Vampyr scope where the ocular lens cover would not cover the entire screen. This was changed, and now it covers more screen space.
We fixed a bug where you were unable to refuel the Improvised flamethrower. The 'Add fuel' interaction was clickable but it did nothing. Not anymore!
We also fixed a bug where the hair would appear too reflective and would not look right.
To top it off - we also fixed an issue where food cooked before the update showed no nutrient value after the update. It now appears as it should!
First up - DLSS now works properly, and you can now see appropriate visual and performance changes when shifting through different modes. One related issue that was also fixed is the weapon blur that would detach from weapons when aiming down the sights.
We found an exploit where the source of the issue was the fact that fish bait crafting would scale with fish weight, which would allow players to obtain more uses from heavier fish. Each use can be converted into one bait, meaning larger fish yield disproportionately high amounts of bait. This creates an exploit where players can farm large fish, convert them into excessive amounts of bait, and then sell the bait for profit. No more!
## What changed
**Police Stabproof Vest** — inventory icon updated to better reflect in-game appearance
**Clothing durability system** — items below 20% durability now display a persistent bad quality icon, preventing repair beyond 50% and blocking exploit chains that combined repairs with crafting
**Menu scrolling speed** — increased across all menus
**Secret bunker loot** — significantly buffed to include the most powerful explosives and firearms in the game
**Crafted items** — now auto-merge with identical items in nearby inventory
**Cannabis and tobacco crafting** — reduced the amount required to craft joints and rolled tobacco
**Context menu** — now opens at bottom right of cursor and reduced in size by 15%
**Base building lamps** — removed pickup option from context menu
**Male prisoners** — can no longer equip high heel shoes
**Quick access slots** — can now assign multiple identical items or assign one item to multiple slots; holstered items can be placed in quick access
**Apply Skin interaction** — streamlined with dedicated submenu
**ESC key behavior** — now closes only open widgets instead of going directly to pause menu
**Network object logging** — added feature under Features -> Misc -> EnableNetworkObjectsLog for diagnosing network leaks on servers
**Flares** — no longer stackable and limited to finite uses per flare
**Vehicle damage in custom zones** — now properly blocked by zone settings, which have been expanded with additional subsettings
**Wind sound while driving** — made more subtle and less prevalent
**Weapon disassembly** — added sound effect
**Brick base building floors** — footstep sound adjusted to match solid, cemented brick surface with firmer and quieter audio
**Violation Manager** — updated to better detect cheating behavior
**Floating
We updated the inventory icon for the Police Stabproof Vest to better reflect its visuals when placed on the prisoner.
We have added a small element within clothing icons indicating that the item becomes of bad quality if it falls below 20% durability, meaning that it cannot be repaired beyond 50%. There were exploits where players could have 20% durability pants, repair them to 50%, and then craft a Twitch Drop pants item which you can then repair to 100% durability. Now, that bad quality icon is persistent on that clothing item, which will prevent that item from ever getting above 50% durability.
The scrolling speed within menus has been increased.
The loot in the secret bunkers has been significantly buffed! We have found that the secret bunkers were not worth the effort, as the loot you would receive would not provide enough incentive in terms of valuable items. Now, you will be able to acquire the most powerful explosives and firearms in the game!
Items created via crafting now auto-merge with identical items in the vicinity.
Want to take the edge off? Now you don’t have to worry about using too much of your weed to get high in-game. We reduced the amount of cannabis required to craft a joint and the amount of tobacco required to craft rolled tobacco.
Context menu now opens on the bottom right of your cursor, and it has also been reduced in size by 15%.
Base building lamps no longer have the option to be picked up in the context menu.
Male prisoners can no longer equip the high heel shoes clothing item.
We have implemented the ability to assign multiple items of the same class to quick access slots and to assign a single item to multiple QA slots. For instance, now you can place a single apple on multiple quick access slots or multiple apples onto multiple slots. Holstered items can now also be placed into the quick access slots.
The context menu has been streamlined for the ‘Apply Skin’ interaction. The interaction now has its own submenu that shows available options when you hover over it.
The dildo arrow icon is now pointing the right way. As if there is a right or a wrong way…
The Magnifying Glass icon in the Details section was too zoomed in and had a visible cut on the side, so we made it look crisp again.
Items assigned to both Quick Access and Holster slots tend to be forgotten from Quick Access after relogging. This issue has now been resolved, and your designated items are not going to disappear from those slots after relogging.
The placed base building blueprint widget had multiple UI visual issues, which have now been fixed, including properly aligning the title and removing an unnecessary outline from the widget.
Fixed an issue where an invisible cursor would persist on the screen after exiting the ATM via the ESC button, causing the player to get stuck. Now it’s resolved, and after exiting the ATM, the cursor disappears, and movement is restored normally.
Fixed an issue where item icons would morph when dragging and dropping them into the hands slot.
Tired of pressing ESC for it to automatically close all the widgets and go straight to opening the pause menu? Won’t happen anymore. Pressing ESC now closes just the widgets that are open, and you will have to press ESC again if you want to go to the pause menu.
We also added a feature for logging current network objects, which you can find in Features -> Misc -> EnableNetworkObjectsLog and in the serversettings.ini file under scum.EnableNetworkObjectLogging=False. Enabling this setting may slightly reduce server performance, but it is useful for diagnosing network object leaks that some servers are experiencing. Unless such a leak is expected or being investigated, it is recommended to keep this setting disabled.
Fixed an issue where it would be possible to ignite flares unlimited times. Now flares are not stackable and have a limited number of uses.
Remember how some players would ram into your car in PvE and destroy it even though the Vehicle Damage server setting was set to Block? That can’t happen anymore, as vehicle damage is now properly blocked by the custom zone settings, which are now actually expanded and divided into more subsettings that can be individually modified and which you can view below:
Fixed an issue where the shotgun would fail to malfunction properly, allowing players to load more shells and continue firing immediately.
Fixed an issue where it would be possible to place locks on houses, containers, and buildings located inside Points of Interest. This allowed players to restrict access to world-owned structures that are not intended to be claimable and stop loot from spawning inside.
Fixed an issue where players could bypass the visibility and awareness limitations of tear gas and smoke grenades by relogging. This has been resolved, and smoke and tear gas visual and sound effects now persist correctly after relogging while the effect is still active.
This one is surely going to be one of the more popular ones. The wind sound while driving a vehicle will be made more subtle and will not be as prevalent as before.
We have added a sound effect for weapon disassembly.
Walking on a brick base building floor used to have incorrect sound, so we matched the sound to the visual appearance of a solid, cemented brick surface, which now has a firmer and quieter footstep sound.
The Violation Manager has received additional updates to better detect cheating behavior. Not going into specifics here for obvious reasons.
Fixed multiple floating map assets such as tables, chairs, and loungers that are now connected to the ground.
There were places in the stone mine POI where rain would fall through concrete structures. Those are now a thing of the past.
There was an issue where the keycard was not visible when placed on the asphalt in some specific areas. It has been fixed now.
We fixed the issue where interior walls of the Weapons Factory in Z1 sector would not be visible from a greater distance.
Fixed an issue where it would be possible to float in the air at a specific building in the D1 sector in Gorica.
There was a rogue chair in sector B4 which wouldn’t allow you to rest on it. The chair fell in line and now you will be able to rest in it!
There was a bug where players would spawn inside a wall after resting on a specific bed in the WW2 bunker after relogging. This has now been fixed, and the character will spawn safely inside the bunker without intersecting bunker geometry. Additionally, we fixed an issue where unnecessary collisions would occur at the roof entrance of certain WW2 bunkers.
Fixed an issue where players could get inside a map border wall at a specific location.
Fixed multiple level design issues like floating stones, trees, and other vegetation in multiple sectors.
There was a garage in A2 sector which shined bright in the dark despite having no light source. It is dark now as it should be.
Don’t like getting rained on while inside the building? We completely understand. So we fixed an issue where it would rain inside a specific building in D4.
Players can no longer jump through glass in Z1, as they used to be able to.
Fixed an issue where the item would incorrectly spawn above the box without proper alignment to the ground or supporting surface in the C0 Radiation Zone. Also fixed a misplaced spawner item clipping through the wall at C2.
There was an issue where players were unable to place items on the ground in areas with wires on the floor. It has been fixed now.
Apricot seed bag has now been removed completely and it does not spawn anymore.
Chests and wardrobes are now included in the base building destruction logs.
Fixed an issue where the quantity and weight of soy sauce were displayed incorrectly when added as an ingredient in the Cooking tab.
Fixed an issue where puppets couldn’t vault through windows and open doors in Sandbox mode, even when server settings allowed it. This occurred at Sector B4 in a specific house in Preko and at B2 Seaside Gas Station. The issue has now been resolved. You have one more reason to be scared! While on the topic of vaulting and door-opening puppets, they are now able to do the same with the vaultable BB elements and BB doors.
Fixed an issue where the salt bag could not be fully unpacked at once. That’s no longer an issue, so no need to be salty about it.
Improved the description for the Santa Pants and Santa Hat clothing items,
Fixed inconsistent name capitalization for some Base Building elements in the storage menu. All Base Building storage items now use consistent capitalization. Additionally, we fixed minor grammatical errors in some of the chests' descriptions.
Fixed an issue where Rag Gloves could be crafted using only one Rag Strip and would incorrectly yield 2 Rag Strips when cut.
Items in the radiation zone do not cause instant death of the player when picked up from the vicinity anymore.
The Goat_Skull_Hat_01 doesn’t clip through Gas_Mask_01 anymore!
There was an issue where shovel kills would not count as blunt tool kills to eliminate puppets in the T1_AR_Kill_PuppetsBlunt quest. Now, this issue is resolved and shovel kills indeed count toward the blunt kill requirement for the quest.
Absinthe, Whiskey, Tequila, Majestic Bear Vodka, Kicmovaca, and Isopropyl alcohol do not weigh more after pouring them into another container like a Canteen, as was the case before. But you might feel like you gained some weight after drinking them…
There was issue where enemies would spawn in high-threat zones, such as the Police Station, directly in front of you while you were lockpicking, has been resolved. Enemies will no longer spawn within your line of sight while you are lockpicking.
Noticed how your character’s arms would go crazy while rowing on a Barba Boat or the Dinghy? Yeah, we know. Thankfully, the animation desynchronization issue that caused this atrocity has been detected and fixed, so there’s no way to view that nightmare fuel ever again.
We fixed an issue where car wrecks would not contain any loot in some garages.
When driving the SideCar bike in first person at speed, it was possible to see through the character’s body model while looking backwards. Now the camera is properly aligned, and this issue does not occur anymore.
Fixed an issue where engaging sentries from a distance would cause them to repeatedly call in hordes and dropships after being dealt with. Sentries now correctly call for reinforcements only once before entering cooldown.
Fixed an issue where the trader Sell tab UI did not visually include attached weapon items in the selected sale list, making it appear as though only the base weapon was being sold, even though attachments were correctly included in the final sale value.
Ever heard of floating chests? No, us neither. So we fixed an issue where some chests would remain levitating after the storage shelf beneath them was destroyed.
Fixed an issue where armed NPCs could detect and shoot the player through the tower at the radio station in C2 even without having line of sight.
The Tommy Gun had a 50% lower fame requirement than other SMGs. It has now been set to the same as others.
While on the topic of scopes, there was an issue where the night vision scope would get destroyed when turned on. This one is a thing of the past now!
We added the missing supported ammo type to the Improvised Minigun Turret crafting description. The recipe now correctly lists both 7.62x54mmR rounds and 7.62x39mm ammunition as compatible ammo types.
Fixed an issue where the ADS sight with a VH2 CT would become transparent while shooting.
You can no longer see the black border in ADS appearing around the scope lens on the M82 scope, Improvised Scope, P223 scope, SpektralDR scope, and ACOG scope.
Kar98k Bayonet trader price was lower than other bayonets, so it has been adjusted to match the prices of other bayonets.
Fixed an issue where ammunition would randomly disappear from magazines, as reported by the community since the March 20th hotfix.
There was a bug where if you selected cash as a preferred payment method while on the service lift, it would give you back the money on your card when you sell something. That is no longer the case and it has been fixed.
There was an issue while playing in Sandbox mode where the character would get stuck in a wheel-holding animation after relogging back into the game.
There was a bug where clothes placed on the ground before it started raining would not get wet. Additionally, we have found that items that were wet and that were placed on the ground for too long would stop drying after a certain percentage, but would continue when the player would interact with the item. We’re pleased to inform you that both these issues were fixed and that both drying and getting wet in these instances works appropriately.
Also, there was a bug where players were unable to receive quest rewards if their mobile phone was turned off. Now, you receive the rewards regardless of whether the mobile phone is on or off.
There was an issue where using the #spawnitem command for ammo would spawn a single bullet instead of a full stack. It is fixed now.
There were a lot of instances where the Military Mask item would clip with other face masks and it wouldn’t look good. Now, we have adjusted the morph for the Military Mask and clipping should no longer be an issue.
There was a misplaced puppet spawner somewhere in Ugljan, where puppets would spawn floating in the air. It is fixed now.
Fixed an issue where the female character’s legs would become invisible while wearing HH_Boots_01 with Pantyhose_01, Ghillie_Suit_Pants, and all variants of Shorts_Pants except Shorts_Pants_01_01 and Shorts_Pants_01_10. Additionally, fixed the bug where both female and male characters' legs would become invisible when wearing any variant of Short Pants.
Fixed an issue where chests would lose their custom paint after leaving render range or when removed from a vehicle’s inventory.
Fixed an issue where equipping Over The Knee Boots with any of the Twitch Drop pants items makes the legs invisible on the female character.
Fixed an issue where it would be impossible to interact with the lamp upgrade blueprint after the server restart.
Fixed an issue where melee-armed NPCs could deal damage to the player despite the server setting blocking it in custom zones.
Fixed an issue where placing a flag near a bunker could interfere with Base Building mechanics, affecting puppet and loot spawns inside the bunker.
Fixed an issue where vehicle tires would disappear when removing them while prone.
Pants that used to dry much more slowly than the rest of your equipment are now drying at a normal rate.
We removed the Microwave from the spawn item admin command because it would not spawn.
We've renamed the Deluxe DLC, so the server setting caption "Enable Digital Deluxe Starter Pack" is now named "Enable Deluxe Survival Pack"
We have added the option for battery-to-battery charging for cars! Make sure that both your cars (or just car batteries) are near each other, click on both, and pick the option to charge the empty car battery.
We’ve added informative text popups for all interactions that can be disabled for some gameplay reason. Remember the ‘Eat’ interaction being disabled because you have a mask on? Now, when you press on ‘Eat’, you will be prompted to remove your mask so you can successfully complete that interaction. This is mostly aimed towards new players to help them understand why some actions cannot be conducted. You can find the full list of interactions and their respective text popups here .
There was an issue where M82 scope and suppressor variants would inherit weapon camo or color and keep it after removal until attached to another weapon or after relogging. Now, these M82 attachment variants no longer inherit the weapon camo or color they are attached to.
We added a global base element decay rate to server settings, as well as decay rate configuration for custom zones. You can find it in Features -> Base Building -> Base elements decay rate multiplier or in the serversettings.ini file as scum.BaseElementsDecayRateMultiplier=1.000000. This setting multiplies the default rate of base decay (672h). Setting ''0'' will disable decay. Anything greater than ''1'' will have a faster decay, while anything fewer than ''1'' will have slower decay.
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## What changed
- **Chest and Wardrobe custom names** — custom names now persist when leaving rendering range instead of reverting to default
- **Item contamination** — fixed infinite irradiation bug by capping contamination levels so items can be properly decontaminated
- **Server violation manager** — updated
- **Cooking UI crash** — fixed server crash when double-clicking the grab button while holding an item
- **Squad emblem flag, T-banner, and camo net** — fixed completely black appearance
- **Scope black borders** — removed black borders on **POSP**, **Spektral**, **ACOG**, and **M82A1** scopes when equipped on **SVD**, **Mosin Nagant**, **VHS2**, **UMP45**, **VSS**, and **AS Val**
- **Base building item reskinning** — reskinning now works in Sandbox mode
- **#SpawnArmedNPC command** — DespawnLifetime timer now persists after server restart
- **Improvised Wooden Chest icon** — fixed incorrect apple icon in Sandbox vicinity UI
- **Premium Electric Ceiling Lamp skin** — can now be applied when upgrading from **Asian Electric Ceiling Lamp**
- **B4 sector ground material** — fixed improper physical material causing vehicle tire clipping
## Overall
Multiple quality-of-life and stability fixes address item persistence, contamination systems, UI bugs, weapon scope rendering, base building, and map terrain issues across Sandbox and multiplayer modes.
First up - we fixed an issue where Chests and Wardrobes revert to their default name after renaming them and leaving their rendering range! Now, the custom names that you give to them persist.
There was an issue where items would get infinitely irradiated, which made them impossible to decontaminate. Now, we've set a cap for item contamination, and items can now be decontaminated as intended.
We've also updated the server violation manager.
We fixed a server crash which occurred when double-clicking the grab button in the cooking UI while already having an item in hands.
We also fixed an issue where squad emblem flag, T-banner and camo net were completely black
We also found black borders on the POSP, Spektral, ACOG, and M82A1 scopes when equipped on the SVD, Mosin Nagant, VHS2, UMP45, VSS and AS Val. They're gone now.
We fixed an issue where reskinning of the base building items while playing in Sandbox would simply not work.
Fixed an issue where the DespawnLifetime timer on #SpawnArmedNPC command would not be saved on a server restart. Now, when the server restarts, the command will persist.
Fixed the issue where, in the vicinity UI while playing in Sandbox mode, the icon for the Improvised Wooden Chest would show an apple instead of the chest.
Fixed an issue where the Premium Electric Ceiling Lamp skin could not be applied when upgrading from the Asian Electric Ceiling Lamp due to the upgrade blueprint not being properly exposed.
There was also an issue where the physical material of the ground was not set properly on several places in the B4 sector, which resulted in vehicle tires slowly falling through the ground. That's also fixed.