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3.23.1.0 Update Notes

Changelog:


Added
  • Option to use custom sized crosshair rather than size calculated from spread.
  • "-DisableLightLODs" command-line flag. Not recommended.
  • Delete_After_Filling_Target [bool] option for fuel items.
  • SalvageItem [guid] option for placeable items when picked up below 100% health.
  • Min_Items_Dropped_On_Destroy, Max_Items_Dropped_On_Destroy, and Item_Dropped_On_Destroy options for placeable items.
  • Terrain_Test_Height option for housing floors, defaults to 10. (max height above terrain)
  • Destroy_Clothing_Colliders [bool] option for clothes, Destroy_Attachment_Colliders [bool] option for attachments, and Destroy_Item_Colliders [bool] option for items. Defaults to true. Previously only root colliders were destroyed, but in this update child colliders are destroyed as well following low performance reports of mods with complex colliders on item prefabs. These options exists for mods which relied on child colliders (not recommended).
  • Scale_Aim_Animation_Speed [bool] option for guns. If true, Aim_Start and Aim_Stop animations are scaled according to aim duration. Defaults to true.
  • Laser_Color option for tactical laser.
  • Main menu links to support site and preview branch changelog.
Changed
  • Zombies block player movement again. (finally!)
  • Stereo tracks list allow songs not installed on the server.
  • Holiday condition supports Not_Equal comparison.
  • Adjusted wording of pause menu respawn button.
  • Support multiple workshop file IDs in AssetBundleCustomData.
  • Log state of player in queue during transport failure.
  • Better logging for custom modules to aid troubleshooting.
  • Updated missing object and tree kicks to newer asset integrity used by foliage.
Fixed
  • Prevent viewmodel springs exploding at very low framerates.
  • Case where logging exception could throw another exception.
  • Stuck if EffectSpawner component was triggered while loading level.
  • Nodes editor unable to select empty named locations in IMGUI mode.
  • Fishing rod collision detection error logged when bobber started floating.
  • Clamp server Timeout_Queue_Seconds lower than client timeout.
  • Not tracking kill counter progress when quitting rather than exiting to menu.
  • Copy/pasting scale in volumes editor.
  • Vanilla ban command IP ban was using old net transport code.
  • Objects with visibility conditions using quest GUID.
  • Disable vehicle exhaust when all particle systems are finished.
  • Incorrectly smooth normals on edge of Hangar #1 roof.
  • Discolored wall in Mechanic #2 back room.
  • Holding salvage key not resetting on death.
  • Disable anonymous WAN IP check when joining through LAN server list.
  • Weapons applying bleed/bone/food/water/virus/hallucination damage in safezone.
  • Prevent attaching roofs to top of ramparts.
  • Match mannequin placement arrow direction to other barricades like signs.
  • Mannequin pose button getting out of sync with actual pose when rate limited.
  • Server ignores using vehicle horn if audio clip is missing, can override with Has_Horn true.
  • Blowing yourself up no longer counts as a kill stat.
  • Prevent bed placement inside kill volume.
Patch #1:


Changed
  • Only validate level objects asset integrity prior to legacy ID fallback.
Patch #2:


Fixed
  • Ban command fix was actually broken (sigh), used wrong player's IP. [Thanks Darkane!]
Behind the scenes:


I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved!

Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email.

This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update.

3.22.21.0 Update Notes



A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy.

[previewyoutube][/previewyoutube]
Watch the A6 Polaris Trailer Here

To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.



For the next two weeks a variety of exclusive new free items will be dropping:



This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:



A6 Polaris Map Mystery Box A6 Polaris Map Bundle

Other links:

ID List & Crafting Guide Troubleshooting & Modding Info Bug Reports YouTube Playlist Credits

Patch #1


Fixed:
  • Kill counters and ragdoll effects on detonator skin.
Patch #2


Changed:
  • Minor engine patch from 2020.3.38f1 to 2020.3.43f1. Edit: rolled back with patch #3 because of some new crashes. This was the only change in the .3 patch.
  • Adjust sorting and red warning on server list for listings with large ping discrepancy.
Fixed:
  • Water volume sea level checkbox using wrong value.
  • Server log entry about lod group additional data.
  • Potential cause of rubble error while loading server.
  • Loading screen stuck if loading asset bundles async and sync at the same time.

3.22.20.0 Update Notes

A6 Polaris Teaser:




Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday!

[previewyoutube][/previewyoutube]

Changelog:


Added:
  • Spread_Angle_Degrees gun option replacing Spread_Hip.
  • Aim_In_Duration gun option. Old hardcoded default was 0.2 seconds. Vanilla guns have been tweaked +/- 50ms on average.
  • Aim_Duration_Multiplier gun attachment option. Large vanilla magazines reduce aiming speed.
  • Damage_Falloff_Max_Range option for falloff to finish closer than the total max range.
  • Plugin option to hide center dot and disable reputation change notification.
  • Separate messaging and auto-shutdown for update rollbacks.
  • Is_Music bool option for effect asset used in ambiance volumes.
  • Support for warning if there is a large discrepancy between server listing and actual in-game ping.
Changed:
  • Crosshair follows recoil similar to laser and better represents actual spread.
  • Prevent joining servers without GSLT over the internet. LAN servers are unaffected.
  • Trees can override their appearance on the 2D chart similar to objects.
  • Item condition supports comparison other than >=.
  • Improved how viewmodel camera is automatically aligned with gun sights.
  • Pressing enter in IP field shows loopback/LAN info, and with a ":port" moves port to the port field.
Fixed:
  • Gun spread is finally circular rather than square.
  • Clear volume selection when changing tool.
  • Selecting quests in quest list when a quest asset was missing.
  • Foliage tool performance while not painting with large brush.
  • Potential nodes editor bug with IMGUI mode.
  • Volume solid visualization visible in satellite capture.
  • Collision at rear of destroyed ural object.
  • Alignment of volumes tab and objects list.
  • Not timing out when server did not respond to join request.
Patch #1:


Fixed:
  • Crosshair not fading out when opening menus.
  • Animator component used by mods/plugins re-enabled.
  • Main menu stuck when resolving invalid hostname.
Server Changes:


Edit: this first change has been disabled following feedback. If you would like to find non-P2W servers the best option is to use the "None" or "Non-Gameplay" Monetization filters in the server list.
Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players.

Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission.

3.22.19.0 Update Notes

Changelog:


Added:
  • All effect, dialogue, quest, and vendor references support guids.
  • Asphyxiating status icon while in non-breathable area.
  • Max Boss Zombies per-navmesh option.
  • Per-dialogue-message option to change NPC face.
Changed:
  • Removed devkit editor and its related unused systems.
  • Moved decal visibility into regular editor visibility tab.
  • Partially upgraded Nodes editor similar to Volumes and re-categorized devkit spawnpoint as node.
  • Moved devkit object material overrides into Objects editor.
  • Item Equip sound is redirectable with EquipAudioClip option.
  • Server logs when client requests graceful disconnect.
  • Slightly improved "spy" capture performance.
Fixed:
  • Several exploits to remove grass and terrain materials.
  • Twised start of road mesh with "ignore terrain" enabled.
  • Another bug with planar reflections with multiple water volumes.
  • Leaking foliage cuts when floors were destroyed.
  • Pressing rotate item while not dragging item still playing audio.
  • Lockpicks, tires, and batteries being removed if another player enters vehicle while using.
  • Round scale to -1 or +1 if nearly equal to help reduce slight misalignments between objects.
  • Round rotation angles if nearly axis aligned to help reduce slight misalignments between objects. For example 89.99 rounds to 90.
  • Adjustments to Kuwait letterman shoes, bubble pipe, and mask. [Thanks Animatic!]
Notes:


Most effect and NPC features did not yet support guids, instead relying on the old 16-bit ids. Now anywhere that a 16-bit effect or NPC asset id is used can also support guid instead. New and future content should use guids where possible to avoid asset id conflicts. Going through all of the related code was a rather large change, so there might be some unexpected side effects that need fixing in a patch.

Merging the last few features from the devkit into the regular editor is a big step toward improving the experience for mappers. The focus of editor updates can finally shift from fixing the "devkit vs legacy" mess to new tools, features, QoL, etc.

3.22.18.0 Update Notes

Changelog:


Added:
  • Oxygen volumes for deep caves or special underwater plants.
  • Accepted Demon of Greed, Pirate Captain, and Demon Hunter outfits from the Curated Workshop.
Changed:
  • Raised minimum Grass quality from Off to Low.
  • Grass is now streamed from a worker thread which reduces the CPU performance impact.
  • Improved performance of screenshot capture with supersampling enabled.
  • Improved logging of kicks for transport failure.
Fixed:
  • Sentry gun shooting while paused.
  • Lobby screen breaking if plugin set description to invalid base64 string.
32-bit Windows (again):


Several updates ago in 3.22.14.0 support for 32-bit Windows officially ended. This was not well communicated in game however because unless the archived 32-bit compatibility branch was installed it was combining the older build with the most recent shared/common files. In order to make this smoother for the meantime the 32-bit Windows version will stay up-to-date, but can only play singleplayer (not multiplayer), and shows an explanation on the main menu. Opting-in to the archived 32-bit compatibility branch allows hosting and playing multiplayer on the older version.