My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with the old system for the moment. Here's hoping Unity will add support for getting/setting the navmesh at some point in the future!
Note there's still a bug with canvas sort override in this version of Unity, so while dragging/dropping items in the Devkit still works you won't be able to see them.
You can now set your character's main group from the survivor screen which uses the Steam groups system. When joining a server it will automatically place you into your Steam group, or a group with the friends from your lobby if you're in a lobby. From there you can choose to form/join groups using the new dynamic group features, or rejoin your Steam group using a persistent invite at the top of the queue.
For servers which rely on groups for teams or don't want players able to manually join/leave groups (e.g. using a plugin that automatically places you into a group) you can set Allow_Dynamic_Groups in the Gameplay config file to false. This will keep the player in whichever Steam group they have selected or the group your code/mods set PlayerID.Group to.
Added features to use Steam group alongside in-game groups.
Added Allow_Dynamic_Groups option to Gameplay config.
Fixed missing salvage interaction after changing group.
Fixed opening quests rather than players list by default.
Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game.
To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps.
Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members.
Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group.
Added April 2017 Workshop Crate #2
Added revamped in-game group system.
Accepted 2 new outfits to the Stockpile.
Tweaked NEW labels and Steam status to be translatable.
Added option to disable featured workshop item section.
Added moon buggy. [ID 139]
Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config.
Transplanted PEI and surrounding waters to another planet for a change of scenery.
Tweaked more food items to cause hallucinations in line with their real life counterparts.
Fixed devkit browsers to reset scrollbar when refreshed.
Fixed naming of skin creator secondary folders.
Fixed several objects showing up black.
Fixed coastguard window collision.
For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs.
The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve.
If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state.
While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end.
You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.
Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly.
Added skin creator wizard to devkit.
Added skin acceptor wizard to devkit.
Added picket sign to Extras/Bundles/Items/Barricades folder.
Tweaked to prevent viewing chart/GPS while blindfolded.
Tweaked blindfolds to show over cosmetic glasses.
Tweaked several Hawaii spawns/loot balance slightly.
Fixed vehicles stuttering while falling on server.
Fixed missing lobby in PEI/Washington arenas.
Fixed to prevent entering vehicles attached to skycrane.
Added a few more caves to Hawaii and large cavern.
Added workshop upload wizard to devkit.
Added automatic serverside workshop downloads.
Added more foliage details to Hawaii.
Added maple and pine beams to Hawaii.
Added coastguard mega zombie.
Tweaked coastguard spawns.
Fixed potential problem causing rockets to explode early.
Fixed no lighting mode to work more nicely with water.
Fixed not broadcasting player position while rubberbanding.
Fixed industrial pipe grate serverside collision.
Fixed hospital fortification slots.
Fixed airlock serverside collision.
Fixed fences serverside collision.
Fixed Hawaii waterpark duplicate water.
Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import.
Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work.
Added several minor Hawaii ranger/military/coastguard locations.
Added an underwater facility to the deadzone.
Fixed visibility groups affecting volumes on server.
Fixed possible object loading mismatch problem.
Fixed placing buildables as passenger.
Fixed potential problem when vehicles load inside lava.
Fixed looking around with infinite sensitivity.
Fixed missing space in haiku stairs name.
Fixed two stuck spots in cave under farm.
Fixed war boat serverside crash.
Fixed some colliders on the seaplane.
Fixed Hawaii ladder behaviour on servers.
Fixed incorrectly rotated Hawaii hospital slots.
Fixed Hawaii fences to be destructible.
Fixed collision on HawaiiPlatform_Cap.
Fixed ladder height on all towers.
Fixed shed placement at the track.
Fixed all garden fence heights.
Fixed vehicle spawn above the facility.
Fixed vehicle spawns to use newer table system.
Fixed multiple entries to the research facility.
Game Developers' Conference:
I'll be away all next week in San Francisco for GDC, so there won't be an update. With these fixes the game should hopefully be relatively stable however. If you're in the area/attending GDC and would like to meet up let me know!
We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu.
Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules uploaded to Steam with the Screenshot key [default Insert] sorting through the highest upvoted posts and picking winners each week.
Added Hawaii Map.
Added Mysterious Papertrail quest for Commander Laurence.
Added all maple structures to structure example package.
Improved screenshot key to upload to Steam, tag location and tag players.