1. Unturned
  2. News
  3. 3.25.10.0 Update Notes

3.25.10.0 Update Notes

Engine Update
[p]We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include:[/p]
  • [p]New SMAA anti-aliasing option as an alternative to TAA or FXAA.[/p]
  • [p]Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance.[/p]
  • [p]Taking advantage of some new performance optimizations.[/p]
[p]We'll be keeping a close eye on bug reports, as this kind of update has many side-effects.[/p][p][/p]
Full Changelog
[p][/p][h2]Quality of Life[/h2]
  • [p]Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.)[/p]
  • [p]Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.)[/p]
  • [p]Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence![/p]
  • [p]Reworked water transition into sky to avoid revealing topography of underwater terrain.[/p]
[p][/p][h2]Character Customization[/h2]
  • [p]Added beard color option separate from hair color. NPCs and cosmetics can use this, too.[/p]
  • [p]Many cosmetics covering the lower face use your preferred beard color.[/p]
  • [p]Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.)[/p]
[p][/p][h2]Servers[/h2][p]Edit to clarify: if you are hosting a server using RocketMod, please update to the latest version (either bundled with the game or merging into your fork), as it includes a fix to assembly loading needed for the engine update![/p]
  • [p]LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!)[/p]
  • [p]Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation.[/p]
  • [p]Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!)[/p]
  • [p]Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!)[/p]
[p][/p][h2]Audio[/h2][p]3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility.[/p]
  • [p]Added "Enable Doppler Effect" component to bypass disabling doppler effect.[/p]
  • [p]Enabled doppler effect on vanilla emergency vehicle sirens.[/p]
[p][/p][h2]Localization[/h2]
  • [p]Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key.[/p]
  • [p]NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled.[/p]
  • [p]Updated a few cases where translation fallback to default was unsupported. (Such as item names.)[/p]
  • [p]Fixed Covert achievement description spelling mistake. (Thanks Zeenotzed5!)[/p]
  • [p]Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!)[/p]
[p][/p][h2]Level Editing[/h2]
  • [p]Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance.[/p]
  • [p]Levels can adjust default config per-difficulty (easy/normal/hard).[/p]
  • [p]Added option for per-navmesh vs per-zombie-table difficulty asset prioritization.[/p]
  • [p]Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update.[/p]
  • [p]Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!)[/p]
  • [p]Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!)[/p]
  • [p]Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!)[/p]
[p][/p][h2]NPC Modding[/h2]
  • [p]Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction.[/p]
  • [p]Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it.[/p]
  • [p]Added ability to respawn and kill zombies from NPC logic.[/p]
  • [p]Added "/RunRewardList" command for testing NPC reward list assets.[/p]
[p][/p][h2]Unity Mod Hooks[/h2]
  • [p]Added Vehicle Gearshift Event Hook for gear number changes.[/p]
  • [p]Added Vehicle Health Event Hook for testing current health.[/p]
  • [p]Vehicle Event Hook now exposes events for all replicated properties.[/p]
  • [p]Added "Damage Collision" component for damaging (rather than killing) on contact.[/p]
[p][/p][h2]Miscellaneous Modding[/h2]
  • [p]Added support for ammo to override rocket/grenade launcher projectile.[/p]
  • [p]Added support for low-quality lockpicks that fail to unlock the vehicle.[/p]
  • [p]Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.)[/p]
  • [p]Gun items with auto description off can opt-in to listing attachments.[/p]
  • [p]Added storage Default_Contained_Items list.[/p]
  • [p]Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental)[/p]
  • [p]Added sentry options to bypass PvE, react to attacks, and adjust sweep timing.[/p]
  • [p]Added barricade incoming ranged damage falloff multipliers.[/p]
  • [p]Improved context for master bundle reference error messages.[/p]
[p][/p][h2]Miscellaneous Fixes[/h2]
  • [p]Moved Vanguard vest mythical effect forward so it's less obstructed. (Thanks ZHR!)[/p]
  • [p]Regression parsing (x, y) and (x, y, z) vectors from dat. (Thanks Sultan!)[/p]
  • [p]Crash reloading gun with more than 255 magazines. (Thanks CatzTimes!)[/p]
  • [p]IsOverride key missing from spawns editor round-trip. (Thanks WW-TC!)[/p]
  • [p]Inconsistency playing inventory audio when quick-moving item to/from storage. (Thanks WW-TC!)[/p]
  • [p]Inconsistent bounds checks placing barricades on vehicles in multiplayer. (Thanks Eismeister!)[/p]
  • [p]Fix rubble respawn all sections not working properly. (Thanks Xylemo!)[/p]
  • [p]Oversized invite icon in lobbies menu. (Thanks Jdance!)[/p]
  • [p]Misaligned mythical effects on Pool Cue. (Thanks TrueNinjafrog and dr4c0ottv!)[/p]
  • [p]Animals without physics material default to vanilla flesh material.[/p]
  • [p]Gun Delete_Empty_Magazines behaving differently for non-projectile weapons.[/p]
  • [p]Cinematic mode respects FarClipDistance command-line override.[/p]
  • [p]Simplify instigator tracking for nested rockets/grenades.[/p]
  • [p]Unable to interact with destructible object fuel/water tanks.[/p]
  • [p]Error writing singleplayer config on first load of a fresh install.[/p]
[p][/p][h2]3.25.10.1 Patch[/h2]
  • [p]Fixed server-side warning when removing siren audio. (Thanks to many reporters!)[/p]
  • [p]Fixed zombies kills-in-area condition spawning too many zombies. (Thanks CatzTimes!)[/p]
  • [p]Fixed Rhino Bluntforce skin broken metallic map. (Thanks TSB!)[/p]
[p][/p][p]Special thanks to all of the players who tried out this update on the preview branch and helped report bugs![/p]