New unified interaction system for items, tools, and machines.
Ability to carry resources in hands.
Context-sensitive actions (place, interact, drop).
Dedicated equip/unequip slots (hands).
Quest system is now data-driven.
Dynamic quest objectives reacting to player actions.
Quest arrow guiding you to the right location.
Dev/testers can now skip to specific quests.
Clearer, contextual prompts for interactions.
Upgraded raycast/selection logic (better target picking).
Smoother transitions when picking up, dropping, equipping.
Third-person targeting now uses camera, not character body.
Doors animate more naturally with consistent speed.
Quest HUD redesigned (clearer titles, progress, indicators).
Save/load system now preserves quest state.
General performance improvements.
Carried items couldn’t be dropped → now works.
Prompts no longer remain stuck on screen.
Interaction input is ignored while in menus.
Held objects dropping below floor → fixed.
Ownership/physics issues when detaching objects.
Quest saves no longer reset to the first objective.
Quest arrows no longer point to the wrong location.
Old per-item interaction system.
Previous “Use” logic (menus now open cleanly via player intent).
Random pop-ups when looking at objects.
Hardcoded quest system.
Only one quest active at a time (side quests later).
Performance optimizations for quest arrows still in progress.