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A Carr Update

Ahoy there me hearty!
What, why is this update vaguely pirate-themed? Because it's fun to say "car" with an extra 'r', that's why!

I left my offroader parked in the Pirate Cove for 5 minutes and some scallywag vandalized it with magenta paint. As a navy man, that is, a man who likes the color navy (not to be confused with a pirate's enemy, the navy), it was a clear choice how to restore ol' reliable:


Oh right, the update! Well, vehicles with 4+ wheels - like cars and trucks - should behave a fair bit more reasonably now! With new suspension and a somewhat more realistic engine system they handle much better, though this is hard to show with a picture so here's me kicking up sand on the beach:


It's hopefully worth giving them a try in-game! Note, however, that two-wheeler vehicles like bikes and snowmobiles are still rather questionable (to say the least) and haven't been addressed by this update yet.


Can you spot a green-skinned player in this screenshot? If you can, you may need to get your eyes checked because I took the screenshot in singleplayer mode.

That said, it can be challenging to spot players online whose skin color perfectly matches the terrain. In an experment to protect against this, we're requiring players' skin color not to be too similar to the terrain before they join a PEI, Washington, or Russia server.

o7 to our O.G. double-R Unturned pirate, yarrrr! (He's not dead or anything, I just felt he deserved acknowledgement considering the piracy here.)

3.24.4.0 Changelog


Added
  • Vehicle spraypaint items. [IDs 1840-1866]
  • Audio Menu with new Game Volume slider separate from Master Volume and Voice Volume.
  • Options for adjusting volume and limiting framerate while alt-tabbing.
  • Preliminary engine RPM and automatic gearbox systems for vanilla cars.
  • Tire kickup particle effects on vanilla physics materials.
  • New wheel models that properly match suspension, steering angle, and speed for vanilla cars.
  • Support for item names in vanilla /give command and vehicle names in /vehicle command.
  • Kick for skin color too similar to terrain color. Enabled on PEI, Washington, and Russia.
  • Enable_Terrain_Color_Kick server config and TerrainColors level asset property.
  • Per-item-type options for Has_Durability tuning.
  • Spread_Midair and Recoil_Midair gun properties.
  • Invulnerable [true/false] property for attachments. Enables Invulnerable property on the gun.
  • Shared_Skin_Apply_Visuals item property.
  • Per-deadzone damage and radiation control.
  • FilterDegradationRateMultiplier mask item property. Multiplier for per-deadzone radiation intensity.
  • Redirector asset type for replacing one asset with another.
  • VehicleRedirector asset type specifically for consolidating vehicle color variants.
  • OnExploded event for VehicleEventHook.
  • -LogVehicleWheelConfigurations command-line flag to assist in converting to new wheel system.
Changed
  • Changing directions while driving is more responsive by automatically braking until velocity changes direction.
  • Third-person camera rotates independently of vehicle.
  • Converted barricade and structure rotations to use quaternions rather than euler angles.
  • Perform host bookmark GET request without protocol specified if address contains forward slash.
  • Consolidated all vanilla vehicle LOD groups so wheels don't disappear so soon.
  • Merged vanilla vehicle color variants into paintable base vehicles.
  • Respawn affected vehicles when reloading assets.
  • Physics material names are replicated using a string table now that tires use them.
  • Vehicles should no longer require a legacy ID for anything.
  • Similarly, spawn table legacy IDs should be mostly optional except for references by legacy systems.
  • Updated example assets and project packages.
Fixed
  • Laser/light/rangefinder attachments now only affect damage and firerate when enabled. [Thanks danaby2!]
  • Aprix bandit shirt and pants overriding elf ears color. [Thanks Armstrong!]
  • NPC support EquipablePrefab override. [Thanks NSTM!]
  • Boss_Spirit zombie type missing bullet resistance. [Thanks Molt!]
  • Focus camera mode drifting away from focal point if spinning. [Thanks diddlyono!]
  • Hide attachments without name in otherwise unsupported slot from item description. [Thanks Happy12222!]
  • A few small visual bugs on Russia. [Thanks Happy12222 and Williriano!]
  • Maybe fix some visual issues with mythical effects. [Thanks ai-kana!]
  • Escalation Bionic Spine and Spirit Signs adjustments. [Thanks dug!]
  • Adjusted a few vehicle names including renaming Russian APC to Vodyanov.
  • Duplicating NPC reward volume not preserving asset reference.
Special thanks to Big-Raider, Der Ente, Diddlyono, elsultaan, Flodo, Molt, Renaxon, Senior-S, WWTC, and YOUALLWA2 for their help resolving a variety of issues while this update was on the preview branch!

3.24.4.1 Changelog


Added
  • Vehicle paint color preview when buying a vehicle from an NPC vendor.
  • NPC vendor asset property to override vehicle's paint color.
  • More helper functions for plugin devs updating for vehicle paint changes.
Fixed
  • Has_Durability backwards compatibility not working when overridden by level config. [Thanks NSTM!]
  • Out of date info in reload, give, and vehicle help text. [Thanks Molt!]
  • Exception with LDM /v command handling vehicle redirector asset. [Thanks ItsRodrigoAl!]
  • Missing non-repairable wheels on vehicles with new wheels added like APC. [Thanks Pete!]
  • Wheel model tread direction. [Thanks LocoCZ!]
Behind the Scenes


If you're interested in the thought process behind this update, you might find this blog post interesting. It explains why and in what order some vehicle changes were worked on:

A Carr Update - Notes from the Preview Branch

For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation:

Vehicle Wheel Configurations Vehicle Engine RPM and Gears Vehicle Paint Vehicle Engine Audio Vehicle Redirector Asset Vehicle Paint Tool Tire Motion Effects Redirector Asset Terrain Color Rules

3.24.3.3 Patch Notes

BattlEye needed this client update released as soon as possible, so it's the only change in this tiny patch.

3.24.3.1 Patch Notes

Changelog


Added
  • Add_Default_Actions item property. Defaults to true when no actions are specified.
  • Buildable_Placement_Rule vehicle property. Replaces vehicle Supports_Mobile_Buildables property.
Fixed
  • Russia keycard door progress for players who follow a friend into the room. [Thanks SkeJ!]
  • Replacing vehicle battery using the wrong guid. [Thanks NSTM!]
  • Headlamp not overriding Priority_Over_Cosmetic. [Thanks Zombs-R-Cute!]
  • Duplicate automatic repair/salvage blueprint actions. [Thanks TeemoCell!]
  • Default new terrain tiles to Fallback_Green material. [Thanks Jdance!]
  • Map credits list cut off in some cases without enough height. [Thanks WWTC!]
  • Push forward rendering decal out from surface 2 mm.
  • Exception when logging out inside ambiance volume.
  • Potential cause of out-of-sync NPC date/time counter.
Edit: Released a .2 patch to fix an exception related to effect cleanup. My apologies for any inconvenience! I'm still not actually sure *why* this exception arose after the .1 patch rather than the 3.24.3.0 update, so if you ran into it in .1 and know why I'd love to hear about it.

3.24.3.0 Update Notes

Welcome to Escalation


Featuring a myriad of new gameplay mechanics, systems, unique items, and more, Escalation raises the bar for Unturned.

Escalation's arsenal is designed to feel great between immersive animations, precise attention to detail, and high-quality sound design. A great deal of focus went into weapon balance to ensure that each gunfight feels fair.

You may come across certain objects that can be shot or blown up. When set off, these objects can cause considerable harm to any unfortunate souls caught in their wake.

Strike Calls are powerful, single-use offensive weapons. They can be utilized with the assistance of an LTLM (Laser Target Locator Module) to cause considerable damage at a targeted location.

Base building is designed to be easy to understand but also has a great depth of functionality and detailing. Complex structures are available to those who choose to make them. A variety of decorations allow any survivor to decorate their base however they like.

[previewyoutube][/previewyoutube]
Watch the Escalation Trailer Here

To host a server running the map add its workshop file ID (3251926587) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Escalation" (without quotes) in Commands.dat.



For the next two weeks, as part of the map's release event, you can craft a random new limited item from Menu > Survivors > Inventory > Crafting.



This project was created by dug, NSTM, Renaxon, and Witness Protection. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile:

Escalation Map Mystery Box Escalation Map Bundle Escalation Mythical Singularity Aura (available during release event)

Other links:

Bug Reports Feedback ID List

Changelog


Added
  • Escalation Mystery Box, Map Bundle, and Singularity Aura.
  • Escalation Steam achievements and Hush Up achievement item.
  • Escalation cosmetic items craftable during release event.
  • Jaded Weapon Kit new ragdoll effect available in crafting and bonus items.
Changed
  • Moved Spread_Hip conversion logging to separate -LogGunSpreadConversion command-line flag.
Fixed
  • Quite a few LOD group issues with core assets, now found by asset validation.
  • Backwards +/- symbol for scope sway description. [Thanks WWTC!]

3.24.2.0 Update Notes

Changelog


Added
  • Server bookmarks as an alternative to Steam's Favorites list.
  • Option for whether group member name tags fade out near crosshair.
  • "-ScrollViewSensitivity" command-line value.
  • Rewards_List_Asset reward type which can reference a RewardsList asset or spawn table.
  • NPC Rewards Volume which grants a RewardsList asset.
  • Zombie kills condition LevelTableOverride option to spawn specific zombies.
  • NPC "cutscene mode" reward type which hides viewmodel and prevents shooting weapons.
  • NPC player stamina condition and reward types.
  • Spread_Swimming and Recoil_Swimming multipliers for guns.
  • Support for plugins to verify players on custom backends using Steam web API.
Changed
  • Firerate offset can be applied to all attachment types and supports negative values.
  • Show a tiny dot on map when player avatar images are turned off.
  • Default Allow_Per_Character_Saves to off in multiplayer.
  • Separated experience loss on death from skill loss. Default to retaining skill levels but losing 50% of XP.
Fixed
  • Bad positioning of Frying Pan kill counter. [Thanks Arturbraun1408!]
  • Russia militia spawns containing Viper rather than Viper Magazine. [Thanks RadicalBeetle and babybillygaming!]
  • Anastasia door symbol stuck in place. [Thanks analizin!]
  • Problems related to deleting group while in exit queue. [Thanks sunnamed434!]
  • Equipment stuck in busy state after attempting to fire gun with invalid magazine. [Thanks DerpyHoowes!]
  • Progress Pride Pin too far to the side. [Thanks Unkn0wn_Gh0st!]
  • Previous fix to -SkipAssets doing the opposite of intended. Oof. [Thanks rube200!]
  • Buildable transform out of sync if edit was cancelled on client. [Thanks StilauGamer!]
  • Setting invalid render mode in config file to make terrain invisible. [Thanks FORTI!]
  • Missing default text formatting for base NPC reward. [Thanks LocoCZ!]
  • Quest screen scrollbar not taking UI scale into consideration. [Thanks Spebby!]
  • Ammo per shot, bullet damage multiplier, and spread multiplier sentry gun inconsistencies. [Thanks MoltonMontro!]
  • Explosive bullets not detonating in sentry guns. [Thanks Renaxon!]
  • Default Priority_Over_Cosmetic behavior was backwards. [Thanks Waryth!]
  • Vehicle turret keeping previously equipped item's quality. [Thanks Renaxon!]
  • Out-of-bounds exception with chat text repeat. [Thanks Lion4K!]
  • Misplaced lamp on Russia. [Thanks WilliamB0rum!]
  • Catch exceptions when formatting NPC condition/reward text. [Thanks sunnamed434!]
  • Names of a few locations on Russia. [Thanks DerpyHoowes!]
  • Positive oxygen modifier incorrectly listed as stamina in item descriptions. [Thanks Toothy Deerryte!]
  • Dango headband circle z-fighting when far from origin. [Thanks Jdance!]
  • NPC dialogue animated text when first character is '
  • Changing weapons before rechambering animation finishes. [Thanks Spebby!]
  • Rain barrel item collider oriented along wrong axis. [Thanks WWTC!]
  • Sneaky bug of doors stuck with colliders off if destroyed while animating. [Thanks Gamingtoday093!]
  • Some dumb mistakes on the preview branch. [Thanks DiFFoZ!]
  • Compression artifacts on Kuwait pajama tops and detective top. [Thanks Animatic!]
Server Bookmarks


One downside of the favorites server list is that if the host address or port changes, there can be a long delay before Steam internally updates the listing. This update adds a new "BookmarkHost" property to the server's Config.json file to help work around this issue (among others).

If the server has a GSLT and BookmarkHost is set to a DNS record (e.g., "myunturnedserver.example.com"), a Bookmark button will appear on the server info screen and in-game pause menu. The bookmark saves a few details about the server, such as the name, description, and thumbnail. It can then be quickly rejoined from the Bookmarks menu without refreshing the server list.

For more advanced usage, the BookmarkHost property can be set to a web API URL starting with https://. In this case, the client will initiate a GET request. The response can include an address or DNS name, along with an optional query port override. This allows the address and port to change without affecting bookmarks. Servers using Fake IPs can then keep the randomly assigned address and port in sync with a custom backend. Pandahut has already implemented this on their servers and has graciously offered to share their implementation. We will update this post with a link to it when it's ready.