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3.21.28.0 Update Notes

Changelog:


Changed:
  • Server kick for exceeding ping threshold is better explained.
Fixed:
  • Grass_2 and Grass_3 using wrong physics material.
  • Revert enabling character overlap recovery due to multiplayer exploits.
  • Prevent newlines and tabs in server listing short description.
  • Do not drop berries when attacking berry bush.

3.21.27.0 Update Notes

Changelog:


Added:
  • MinRadius option for zombie kill quests.
Changed:
  • Updated barricades attached to vehicles to use newer netid system.
  • Updated engine to Unity 2019.4.30f1. This version fixes the multi-display startup crash.
Fixed:
  • Mistake in hood triangulation of Armored Offroader.
  • Catch exceptions from onTakeItemRequested and OnGestureChanged events.
  • Zombies and animals not using their own armor multipliers when Weapons_Use_Player_Damage was enabled.
  • Light from world muzzle flash affecting viewmodel and vice versa.
  • Potential cause of issues if player lost connection at transport layer without notifying game.
  • Blimp exit position outside bounds.

3.21.26.0 Update Notes

Changelog:


Added:
  • Pooling (recycling) for barricades and structures to improve multiplayer performance.
  • Accepted several curated workshop skins.
Changed:
  • Replaced profanity filter with Steam text filter for performance reasons. The old naive filter can be re-enabled with the "-NoSteamTextFiltering" command-line flag.
  • Improved clothing CPU and RAM usage. Previously the textures were combined on the CPU rather than a shader. Custom clothing can now disable the CPU readable flag, and is no longer limited to 128x128.
Fixed:
  • Fishing catch timer not getting randomized.
  • Grid snapping when dragging on plane.
  • Use vehicle exit position when saving passenger position.
  • Slight discoloration on plush item face.
  • Include Level.hierarchy file in level hash.
Barricade and Structure Changes:


This update expands on the base-building optimizations from the 3.21.24.0 update by pooling barricades/structures that have been previously loaded. Rather than destroying these items when an area is unloaded they are now recycled (pooled) and reused in the next loaded area. Many changes and optimizations were made to the code for each barricade type (e.g., generators, mannequins, signs) in order to take advantage of this performance improvement, so there will probably be some unusual bugs to track down.

Modded barricades/structures with custom logic may need editing before they become compatible with pooling. To work around this, pooling can be disabled per-item by adding the line "Eligible_For_Pooling false" to their .dat file.

Read about the motivations and priorities behind this rewrite here.

Patch #1:


Fixed:
  • Claim flags not changing owner properly.

3.21.25.0 Update Notes

Changelog:


Added:
  • Support for different item prefab to spawn when equipped.
  • Custom event component for equipped gun.
  • "-DisableSteamCloudRead" command-line flag.
Fixed:
  • Missing arena circle visual.
  • OnInspectingUseable event not getting called on server.
  • Water blocking item interaction.
  • Terrain and road hits getting incorrectly rejected.
  • ApplyDefaultSkills getting called even after loading skills.
  • Potential problem with moving buildables between regions.
Patch #1:


Fixed:
  • Unable to forage berry bushes.

3.21.24.0 Update Notes

Changelog:


Added:
  • UI button to send chat message.
  • Experience modifier for consumeable items.
  • Level option to disable faster admin salvage duration.
  • Support for deferring RPCs when target object does not exist yet.
  • Ireland visited achievement.
Changed:
  • Support rich text in object notes.
  • Plugin change UI text RPC looks for input field components.
  • Clipboard hotkey copies server details.
  • NPC global events are replicated to all clients.
  • Time-slice item, barricade, and structure loading in multiplayer.
Fixed:
  • Slightly misaligned train tunnel on Russia map.
  • Verify integrity of client vehicle physics profile on server.
  • Kill counter position on paddle.
Barricade and Structure Changes:


Rather than freezing for several seconds when loading or unloading large bases in multiplayer, the work is now spread over multiple frames at a slightly lower framerate. This is hopefully better, but certainly not perfect yet. These improvements depended on the netcode rewrites from earlier this year, and likewise further improvements will depend on this update. For more technical details:

Read about the motivations and priorities behind this rewrite

Big thanks to PandahutMiku for extensive help testing and providing feedback on these changes!

Server Monetization Rule Addition:


There was a minor addition to the server monetization rules: "Fictitious and deceptive pricing is not allowed. For example, lying that a discount is nearly expired, or pretending the price is discounted when it has never been at full price. We would strongly advise following Steam's discounting rules to help avoid breaking any real-world laws."

Unlike the previous rules there was no prolonged advanced warning period because this seems like an obvious rule that should not have needed explicitly stating.