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.
Edit: There's been an overwhelming number of submissions, so many so that the e-mail server has been up and down! I've started accepting winners, but it's too many for me to individually parse through. The contest will continue through the next update with more info on a better submission process then.
Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item!
Game running at 1920x1080 resolution
Disable HUD - press the home key by default
Turn up graphics to ultra for the screenshot
Use the screenshot key for 2x resolution - press the insert key by default. The output image will be saved as "Screenshot.png" in your Unturned folder
No post-processing mods/image editing
Added keybind to take a 2x resolution screenshot. [Default Insert]
Added swimming trunks to beach spawns.
Added credits screen to main pause menu.
Added animated lava object.
Tweaked vehicles with inconsistent numbers of physical and visual wheels to have invincible tires temporarily.
Fixed a foliage related performance regression.
Fixed equipping newly dropped/exchanged items.
Fixed non-physical tires appearing dead on client.
Fixed unable to use batteries/tires while in safezone.
Fixed potential incorrect "not playing on this server" kick.
Fixed equipped gear icon showing on display items.
Fixed a contradiction in the Russia Mystery Box description.
Fixed trees with mismatched client/server collision.
All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations.
Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations.
Added Vehicle Battery. [ID 1450]
Added battery charge required to use headlights/sirens/horn.
Added ability to steal vehicle battery to disable ignition.
Added Car Tire. [ID 1451]
Added ability for weapons and caltrops to damage car tires.
Added Use_Water_Height_Transparent_Sort flag for transparent objects above/below water.
Added death cause option to kill volumes.
Finished most of the Hawaii cosmetics/skins.
Improved loading screens to pick random image from and map /Screenshots folder.
You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collection.
Valve have confirmed they're working on fixing it for the next Steam update, however there isn't a solid release date for that yet. In the meantime a temporary workaround is to dequip your skins and cosmetics.
Added water volumes to devkit. [Demos in Devtest4]
Added selection tool options menu.
Added tooltips to devkit.
Added kill volumes to devkit.
Added basis for gamemode mods.
Improved PEI materials/boulders to more closely match reality.
Improved devkit to save editor position/rotation.
Improved devkit to allow dragging/dropping type references.
Tweaked devkit loading window to show editable levels list.
Fixed spamming swap thirdperson shoulder next to wall to see through it for a frame.
Fixed creating empty assets without hash.
Fixed stuck reloading assets when pressing insert.
Fixed gaps in castle_1 turrets.
Fixed calling card iron sights name.
Fixed to include new trees in examples folder.
Fixed canned ham 2nd LOD color.
It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple check whether you were above/below it, so in the transition process a few features might behave strangely but should be easy fixes. You can disable the old flat water completely in your map's config file. Note that multiple water volumes with reflections enabled will kill your performance.
Curated Workshop Changes:
Going forward skin designs (e.g. Hypertech) that have been included in the stockpile won't be considered for inclusion in workshop crates, and vice versa. Preferably workshop crate skins will be more creative and varied similar to those in previous mystery boxes.
The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items!
To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however.
For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before:
Misses list shows all translation references that failed to find their text, and gives you the option to add the missing text.
Delta list displays every english token that either doesn't exist in your loaded translation, or has been updated/changed since you last translated it alongside their english counterpart for comparison.
Tree editor groups all tokens in english or your translation language from any official and mod namespaces installed to quickly modify text, and will update version numbers for translators to find changed tokens.
Note that only the newer features are currently using the upgraded translation system, and that you can still manually modify translation files in the Unturned/Translations folder.
Added January 2017 Workshop Crate #1.
Added translation editor to devkit.
Added feedback link to singleplayer maps menu.
Improved road normals to match terrain normals. [Does this look better?]
Updated to Unity 5.5.0p4.
Removed Arms Shipment Mystery Box from drops.
Fixed roads to shine more naturally at oblique angles.
Fixed bedroll placement restrictions to help prevent some exploits.
Added vehicle perspective option which limits third person to vehicles only.
Improved singleplayer menu to categorize map types. [Hawaii and other upcoming community-created updates will belong to the Curated category.]
Cleaned up after festive event.
Fixed precision building mode sometimes getting scrambled when moving large numbers of objects between tiles.
Fixed to remove grass under bases again. [Forgot to add this feature to the new system last week!]
Fixed to pad character buildable obstruction bounds slightly.
Fixed sticky grenade getting stuck midair immediately after throw.
Fixed new foliage wind off on low setting.
Fixed unable to toggle lasers/lights in safezone.
Fixed new candycane skins' descriptions.
Bullet-proofed many custom asset/content related features.
We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule.
Workshop Crate Upcoming:
Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these up in the next couple weeks looking for a wide variety of gun skins and potentially a few cosmetics.
Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins!
Edit: Voting for this award has now closed. Congratulations to the developers of Euro Truck Simulator 2 for winning the award!
Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games!
Upgraded all official maps to use the new landscape and foliage features.
Added wizard to help convert existing terrain to the new systems.
Added miscellaneous features required for the upgrade to the foliage editors and devkit.
Added graphics option to draw foliage when aiming scope or binoculars.
Added alert to the main menu when BattleEye is not running.
Wrapped up presents under trees on Festive Russia map.
Accepted a few more festive themed curated workshop skins.
Updated to Unity 5.5.0p3.
Tweaked new tree roots/stumps to look nicer on hills.
Fixed placing doors/gates/shutters that open/close into a wall.
Fixed foliage bounds getting reset to origin. (caused it only to stream in when looking at origin)
Fixed edgecase incorrect foliage tiles passed into landscape foliage bake.
Fixed undo/redo transactions with >1 depth.
Fixed Pine_06 and Birch_03 using wrong shaders.
Fixed House_1 using wrong fortification slots.
Fixed to split in-game update notes paragraph meshes. [last one hit 65k vertices]
Fixed old trees using new tree hitboxes but not new tree trunk scale.
Fixed wrong name shown in some cases when cursor hovering over object.
Fixed a problem with the NPCs object filter.
Fixed projectile launchers to check for nearby surfaces similar to grenades.
Fixed a lighting related crash when loading very very old maps.
All of the official maps have been converted! Check out the shoreline of Russia and the overhangs especially, I'm really happy with how it looks now. For a full rundown of the benefits of these improvements check out the Foliage section of last week's post.
Note that the old Ultra grass setting is about equivalent to somewhere between the new Medium/High settings, so you might want to tune it down. Enabling the scoped foliage option can also be expensive because it requires loading and drawing 2x as much grass.
If your GPU doesn't support instancing Unturned will show a warning next to the grass setting to let you know you probably don't want to enable it, although my guess is that if you were in that case you probably didn't have it enabled in the first place.