Miscreated: Experimental Server · published
Screen-Center Targeting
The "Get ..." interaction prompt now reads from the rendering camera through screen center, so the highlighted target is the item your crosshair is actually on rather than whichever entity is nearest to your player. Items
without physics colliders (most loot) are still considered through an entity proximity pass bounded by the line-of-sight raycast, so loot is included without picking through walls. The default mode picks the entity
whose center is closest to the view line within a small cone, which reliably selects small items even when they sit on top of or right next to large ones. If no target is found, the system falls back to the legacy
proximity scorer so large hollow entities (gatehouses, walls with interiors) remain targetable.
Hover Highlight
Lootable items under the crosshair now show a soft blue silhouette outline so you can see exactly which item the interaction will affect. The outline is rendered through the deferred silhouette pipeline and clears
automatically on target change or release. The highlight can be toggled with g_hoverHighlight (1=on by default, 0=off) and recolored with g_hoverHighlightR/G/B/A in 0..1 components; the default soft blue is (0.3, 0.6, 1.0,
0.7). All five settings are exposed to clients via .cfg file modification.
Stability
Many stability and crash fixes. See the full patch notes online.