Unturned - SDGNelson
3.18.8.1 Patch Information:

In this patch I reverted the Unity 5.5->5.6 upgrade due to numerous issues and reduced performance. All the other changes and performance improvements from 3.18.8.0 are still in effect.

Update Notes:

Additions:
  • Added radio frequency option to groups menu.
  • Added planar reflection quality setting.
  • Added tile draw distance option to instanced foliage mesh assets.
  • Added options for max ping and queue/game timeout to server config.
  • Added placard signs. [IDs 1467-1470]
Improvements:
  • Improved holographic sights to stay centered.
  • Improved scope off performance and scaling.
  • Improved ocean reflection performance.
  • Improved mp position compression to work with taller maps.
Updates:
  • Updated to Unity 5.6
Tweaks:
  • Tweaked to cap aspect ratio at 21:9
  • Tweaked stereo audio range lower.
  • Tweaked small pebbles tile draw distance lower.
Fixes:
  • Fixed server asking itself for quest info.
  • Fixed using asset/type browsers outside of editor.
  • Fixed an exploit with NPC vendors.
  • Fixed tourist hat mythical hook.
  • Fixed moonbuggy misconfigured seats.
Tutorials:

This week I also uploaded two new video tutorials:

Creating Custom Songs
Uploading Skins to the Curated Workshop

Unity 5.6:

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.
Unturned - SDGNelson
Groups Changes:

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.

Update Notes:

Additions:
  • Added features to use Steam group alongside in-game groups.
  • Added Allow_Dynamic_Groups option to Gameplay config.
Fixes:
  • Fixed missing salvage interaction after changing group.
  • Fixed opening quests rather than players list by default.
  • Fixed blue knight top compression.
  • Fixed queen's guard outfit compression.
  • Fixed swashbuckler outfit compression.
Unturned - SDGNelson
Lobbies:

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.

Matchmaking:

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.

Groups:

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.

Update Notes:

Additions:
  • Added April 2017 Workshop Crate #2
  • Added Lobbies.
  • Added Matchmaking.
  • Added revamped in-game group system.
  • Accepted 2 new outfits to the Stockpile.
Updates:
  • Updated BattlEye.
Tweaks:
  • Tweaked NEW labels and Steam status to be translatable.
Fixes:
  • Fixed potential for dropped chat messages.
  • Fixed loading into third person only servers.
  • Fixed hangar #2 doorway height.
Unturned - SDGNelson
Update Notes:

Additions:
  • Added stereo. [ID 1466]
  • Added playtime drop skins for all melee weapons.
  • 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.
Improvements:
  • Transplanted PEI and surrounding waters to another planet for a change of scenery.
Tweaks:
  • Tweaked more food items to cause hallucinations in line with their real life counterparts.
Fixes:
  • 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.
Stereo:

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.
Unturned - SDGNelson
Update Notes:

Additions:
  • Added popular workshop item display to main menu news.
  • Added ability to spawn level objects from the asset browser and modify them in the devkit.
  • Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option.
  • Added new upgraded visibility groups options to devkit.
Improvements:
  • Improved skin acceptor tool.
  • Improved images in news to expand/contract when clicked.
  • Improved RAM usage.
Updates:
  • Updated BattlEye.
Fixes:
  • Fixed timing related duplication bug with a few item types.
  • Fixed getting stuck in corner of windmill.
  • Fixed closing doors into vehicles.
  • Fixed incorrectly formatted secondary skin outputs.
Featured Workshop Slot:

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.

Devkit Objects:



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.

Skin Tools:

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.
Unturned - SDGNelson
Skin Tools:

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.

Update Notes:

Additions:
  • Added skin creator wizard to devkit.
  • Added skin acceptor wizard to devkit.
  • Added picket sign to Extras/Bundles/Items/Barricades folder.
Tweaks:
  • Tweaked to prevent viewing chart/GPS while blindfolded.
  • Tweaked blindfolds to show over cosmetic glasses.
  • Tweaked several Hawaii spawns/loot balance slightly.
Fixes:
  • Fixed vehicles stuttering while falling on server.
  • Fixed missing lobby in PEI/Washington arenas.
  • Fixed to prevent entering vehicles attached to skycrane.
  • Fixed placing buildables through small gaps.
  • Fixed to include flag template in sources.
  • Fixed several exploits in caves on Hawaii.
Unturned - SDGNelson
Update Notes:

Additions:
  • Added blindfold. [ID 1464]
  • 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.
Tweaks:
  • Tweaked coastguard spawns.
Fixes:
  • 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.
Workshop Changes:

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.
Community Announcements - SDGNelson
Patch Notes:

Additions:
  • Added several minor Hawaii ranger/military/coastguard locations.
  • Added an underwater facility to the deadzone.
Fixes:
  • 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!
Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added hang gliders.
  • Added war boat, skipper and scrounger vehicles.
  • Added deadzone to Hawaii.
  • Added option to preferences to disable bloom lens dirt.
Improvements:
  • Improved volcano area on Hawaii.
  • Improved to log asset capitalization differences to errors.
Tweaks:
  • Tweaked hovercraft skirt, turn radius.
  • Tweaked seaplane bumper size.
Fixes:
  • Fixed placing storage on drowned vehicles about to despawn.
  • Fixed to properly cleanup buildables on vehicle when despawned.
  • Fixed chart baking and updated Hawaii chart.
  • Fixed closing editor pause menu.
  • Fixed possible bug with devkit dropdowns.
  • Fixed saving kill volume configuration.
  • Fixed naming of several Hawaii objects breaking Linux servers.
  • Fixed placing barricades on a few vehicles.
  • Fixed seaplane tail colliders and removed halos.
  • Fixed coaster seats 3 and 4 to face forward.
  • Fixed colliders and headlight/taillight on fishing boat.
  • Fixed mismatched materials on serveral vehicles.
  • Fixed colliders and incorrect seats in fire truck.
  • Fixed fishing boat boyancy alignment.
  • Fixed hospital vehicle collision and hospital building fortification slots.
  • Fixed spruance fortification slots.
  • Fixed cruiseliner glass transparency.
  • Fixed Industrial_Pipe_Gate serverside collision.
  • Fixed tree stump materials and hitboxes.
  • Fixed lighting on seaweed objects.
  • Fixed clipping on Haiku railings.
  • Fixed ship repair bay fortification slots.
  • Fixed floating phones.
  • Fixed floating/sunken trees and through cave ceilings.
  • Fixed a player spawn underneath the map.
  • Fixed some large terrain holes.
  • Fixed volcano kill volumes to affect vehicles.
  • Fixed helipad at hospital.
  • Fixed objects appearing through facility walls.
  • Fixed floating tables at the memorial.
  • Fixed hang glider spawns.
  • Fixed missing ranger spawns.
  • Fixed coastguard spawns to use newer systems.
  • Fixed audio in dark ambiance caves.
Community Announcements - SDGNelson
Hawaii Map:



Hawaii is Unturned's first Curated map and now available in-game!
It's been built from the ground up by the following community workshop creators:

Justin "Gamez2much" Morton
Terran "Spyjack" Orion
Alex "Rainz2much" Stoyanov
Amanda "Mooki2much" Hubler

If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box!

View Hawaii Map Mystery Box

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.

Here's the launch post on their team's blog: Hawaii is here!

Screenshot Contest:

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.

Update Notes:

Additions:
  • Added Hawaii Map.
  • Added Mysterious Papertrail quest for Commander Laurence.
  • Added all maple structures to structure example package.
Improvements:
  • Improved screenshot key to upload to Steam, tag location and tag players.
Fixes:
  • Fixed placing storage on burning vehicles.
  • Fixed loading .asset files from map folders.
  • Fixed loading .content from maps and workshop.
  • Fixed double closing open menus.
  • Fixed baking navmeshes on maps using new terrain.
...

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