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3.20.12.0 Update Notes

Overview:


This update makes the new Steam Networking transport layer mentioned in the previous two posts the default. For most players it should offer superior performance and stability.

If you host your own server and experience bugs with this change please report the issues, and for the meantime you can revert to the old Steam Networking by including "-NetTransport=SteamNetworking" in your server command-line arguments.

Update Notes:


Miscellaneous:
  • Steam Networking Sockets are now default.
  • All colliders on destroyed structures are moved to the debris layer.
  • Added LODGroupAdditionalData component which can be used to disable LOD bias per-LODGroup.
Fixes:
  • Fixed decimal scope zoom values defaulting to zero.
  • Fixed per-gun shell casing effects for sentry guns.
  • Fixed placing rotated item from ground into equipment slot.
  • Fixed attachment of pooled audio sources.
  • Fixed vehicle exit not account for teleport vertical offset.
  • Fixed building items on terrain inside hole.
  • Fixed holiday restricted objects with conditions.
  • Fixed taillights not turning back on after exiting water.
  • Fixed prevent entering build mode while in first person view.
  • Fixed completing multi-item condition in singleplayer.

3.20.11.0 Update Notes

Overview:


This update is mostly behind-the-scenes preparation for making Steam Networking V2 the default. There is a fix on the Steam client beta for the dedicated server certificate expiry for any hosts using the beta.

Update Notes:


Added:
  • Craftable Steam inventory tools for removing kill counters and ragdoll modifiers.
  • Per-player audio source pool combined into a global pool. Most one-off audio like zombie growls use this now as well, and it saves some performance by skipping sounds that would not be heard.
  • Command-line flag to allow Steam Networking Sockets connection without authentication. [-SNS_AllowWithoutAuth]
Changed:
  • Character mythical toggle disables ragdoll effects for stealth.
  • Client SteamNetworkingSockets waits for authentication availability before connecting.
  • Teleporting to named locations uses a nearby location rather than the highest point.
  • Log when server connection to Steam fails, e.g. when logon token is expired.
  • Catch exceptions during command execution to protect against startup command issues in the future.
Fixed:
  • Owner command in startup commands list.
  • Updating amount when switching vendors with different currency types.
  • Components using IMGUI disable layout pass.
  • Destroyed vehicles not appearing burnt after re-joining server.
  • Rocket no longer consumes a bot player slot.
Unity 2019 LTS Beta:


The game has been updated from Unity 2018 LTS to 2019 LTS on the "unity-2019" Steam beta branch. There are still a few bugs to sort out, but it takes advantage of several new performance optimizations if you are curious to test it.

3.20.10.0 Update Notes

Update Notes:


The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs.

In order to narrow down bugs with the rewrite this update still defaults to the old Steam network, but contains a huge number of changes to the game-level netcode to support the transport refactor. If there are big issues with the update it will be rolled back, but it has been stable in beta so far.

Where possible, backwards compatibility with plugins has been maintained, but plugins doing unsupported things like modifying the network buffers will need to be fixed. This is an unfortunate side effect, however this rewrite is important for future netcode improvements.

If you host your own server and are feeling adventurous, you can try out the new Steam Networking V2 by including "-NetTransport=SteamNetworkingSockets" in your server command-line arguments.

3.20.9.0 Update Notes

Update Notes:


Added:
  • Support for rebinding the equipment hotbar keys. This may be helpful for players with a broken number key.
  • Destroyed_Vehicle_Default [962] spawn table separated from metal boulders, allowing them to be overridden separately.
  • Button to reset server list filters when results are empty. Useful if the filters are too specific.
  • Support for external link buttons on songs and rich text in titles.
  • Different gun hitmarkers for zombies with high bullet resistance.
  • Per-water-quality values for canteens and non-water stats.
  • Support for passenger seats in train cars.
  • Quantity field in salvage/delete stacked item menu.
  • "-HostPlayerLimit" command-line parameter for hosting providers.
  • Windows shortcut links for the Unity appdata folder.
Changed:
  • Explosion damage falloff calculation uses closest point rather than center.
  • Actual tree colliders are used for respawn overlap test rather than a simple radius overlap.
  • Slightly reduced scale of Moai Head mask.
  • Reduced scale of kill counter items, and updated them to TMP.
  • Increased rain and snow fog density.
  • Included physics settings (collision layer matrix) in example package.
  • Non-admins can carjack and repair tires of their own vehicles in safezones.
  • Friendly sentry guns target players holding socket wrenches, and no longer target walkie talkie users.
  • Players get half a second of damage immunity after respawn.
  • Warn if parsing misc JSON config files fails.
  • Show both version numbers in version mismatch messages.
  • Imported UMarine skin updates by CD.
  • Cannot build while seated because head can pass through walls in some vehicles.
  • Skycrane ignores collision between itself and attached vehicles.
Fixed:
  • Raw beef had cooked material, and cooked beef had raw material.
  • Updating map details on server info screen when map is not installed.
  • Client incorrectly sending stance changes.
  • Repair vehicle passenger check not working properly on server.
  • Using explosives to destroy holiday trees out of season.
  • Starting climbing ladder while handcuffed.
  • Opening menus while fishing rod charge overlay is visible.
  • Catching fish on land with the right timing.
  • Infinite loop when selling more than 255 items.
  • Power bug with custom oil drills missing an animation.
  • Server getting stuck if mod contains an infinitely looping crafting recipe.
  • Nearby items list not finding items that rolled between grid cells.
  • Note quest objects had non-trigger colliders.
  • Placing makeshift vehicle upward into ceiling.
  • Rocket logging duplicate console output.
  • Potential fix for sudden angle change the frame after closing inventory on Mac.
  • Stepped sun blending as fog changes.
  • Backend time offset not getting set properly.
  • Objects getting stuck in editor when move between regions was interrupted by flying/copy/paste/delete/etc.
  • Loading infinite/NaN UI scale value.
  • Inconsistencies with newly placed electric items at grid cell borders.
  • Ammo count in description of equipped gun.
  • Default formatting of singleplayer config without a display name.
  • Slightly misaligned markings on road props.
  • Achievements from NPCs were not unlocking properly in multiplayer.
(Beta) Transport Layer Netcode Rewrite:


The "network transport layer" is responsible for carrying data between your client and the server. Ever since 3.0 began development it was hardcoded to use Steam Networking V1, but is now being rewritten to support alternatives like the New Steam Networking V2, and generic sockets for offline LANs. If you are a plugin developer or interested in trying out the beta, read more here: GitHub Issue

3.20.8.0 Update Notes

Update Notes:


Additions:
  • Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items.
  • New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc.
  • FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site.
  • Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below.
Changes:
  • Server verifies hashes of all loaded master bundles during connection. This prevents clients from connecting with out-of-date or modified master bundles, but can be disabled with the Validate_MasterBundle_Hashes setting.
  • Server tests dialogue tree to double-check player has access to vendor. Previously if that vendor existed on the server it could be opened through other NPCs.
  • Econ hash is validated with server. This prevents clients from locally exploiting other players visibility, but can disabled with the Validate_EconInfo_Hash setting.
  • Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests.
  • Each frame one transparent propeller is updated to sort properly with water. Previously air vehicles crashed into water would be sorted wrong depending on the distance from the center of the water tile.
  • Replaced vehicle exit capsule overlap by finding the vehicle center by largest volume. The capsule overlap had bad side effects like upside-down vehicle falling back to spawn points.
  • Quest object interactions are no longer predicted on client.
  • Trees no longer respawn while a player or barricade is on the stump.
  • Embedded YouTube videos are now removed from the in-game text so they can be used in announcements.
Fixes:
  • Magazine reload speed modifier applying to detach rather than attach.
  • Catch exceptions while loading asset files. Some files did not get deleted properly for some players causing them to get stuck loading, so this should not happen anymore.
  • Prevent using voffset tags on signs. It could be abused to draw text in the sky.
  • Losing track of original mesh when repeatedly changing car paintjob.
  • Harvested bushes being invisible until respawning when returning to an area.
  • Minimum time between sentry gun shots fired. Certain guns were firing one shot per frame.
  • Pressing UI hotkeys on the same frame. (e.g. crafting and attachments menu)
Elver:


Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace.