Throughout the winter holidays each level is sporting some seasonal decorations, from gifts of weaponry under trees to NPC outfits. Cosmetic present boxes are also dropping for a limited time.
Unlike past years where certain maps had a separate decorated version, PEI is using a new "redirector" feature that changes the map for the duration of the event. This allows saves to transfer, and for the map to be replayed in subsequent years.
Fog Density:
Historically height fog and distance fog have been configured separately, and were optional. Creators can now enforce fog from a thin morning mist to a thick soup.
Vendor Currencies:
NPCs trading for experience does not exactly make a ton of sense.
Originally the idea with the Liberator was a somewhat socialist mix of "helping out the community builds experience" and redeeming favor for items. Starting with P.Riso however, NPCs can instead trade for arbitrary "currency" items whether that be the Canadian ones, or a custom set.
Boxes and bundles label ambiguous item types in the description.
Skins list attachments and other details in their description.
Descriptions of items can be searched in-game.
Items can be sorted by factors such as rarity and name.
Searches match multiple tokens e.g. "mask warloc" will find the "Warlock Mask".
Respecting the Geneva Conventions:
Unturned has been unwittingly misusing the Red Cross symbol in-game, which has now been corrected. The Red Cross is a humanitarian organization, and preserving the meaning of the symbol is important to protecting their personnel and patients.
Affected in-game assets include the healthbar, ambulances and medical tents which have been converted to hospital H's. If you find other uses in-game please let me know.
Quality of Life:
Pressing the Up and Down arrow keys in chat cycles through previously sent messages. This is intended to make it easier to send repeat commands.
Maps in the Singleplayer menu have links to browse internet servers running that level. For maps with complex names this should make it easier to find matching servers.
The minimum level of detail (LOD) screen size has been doubled, and player models maximum draw distance matches structures. Raising the minimum LOD seeks to prevent players from being seen before structures are drawn in. Likewise the maximum distance can no longer be raised separately.
Official proper documentation for server hosting has begun, and is linked from the Servers menu.
Resolution Overrides:
To help avoid miscellaneous issues that occasionally arrise related to resolution, several overrides have been added.
If Unity command-line resolution is specified the game will not try to override it.
In-game resolutions are overridden if -w #, -h #, -width # or -height # are specified on the command-line because those are often suggested.
When UI scale is misconfigured it can be fixed up with -ui_scale # on the command-line, or in the Preferences.json file.
New Gameplay Options:
Allow_Per_Character_Saves is enabled by default, but can be disabled to prevent multiple characters per account from being used to store items offline.
Group_Player_List can be disabled to hide group alliances from the in-game player list.
Friendly_Fire allows groupmates to damage each other when enabled.
Modded Content:
Vehicle Physics Profiles:
Increased control over vehicle settings can now be done in bulk with this new asset type. In particular most of the vanilla vehicles have been changed to front-wheel-drive for stability.
One of the goals introducing profiles is to improve the handling of vanilla wheeled vehicles. Feel free to experiment with the default profiles, and propose changes to them.
Several new scripts have been added to the built-in package. These allow custom interactable objects to run extra commands now, and for chat messages to control objects similar to the Russia easter egg quest.
Custom interactable objects can use navmesh cuts. Refer to the aircraft carrier door in the example package.
Body mesh replacements can hide hair and beard.
Hair_Override option for hats, glasses or masks to use hair material.
Maps on the workshop can specify the "Custom Game" category.
Infinite_Ammo and Infinite_Quality options for sentry guns.
Subdirectories of the Sandbox directory are treated as workshop folders for testing.
Workshop menu links to the newer documentation site.
Salvage_Duration_Multiplier for individual buildable items.
Min_Spawn_Placement and Max_Spawn_Placement for trains.
Hint message popup NPC reward type.
Door and window slots are somewhat supported on vehicles.
Kills_Tree NPC condition type.
Guns support in-world Ammo_Counter text component.
Allow_Collision_While_Animating option for doors to restore old behavior.
Reload Command:
When tuning assets in singleplayer the "/reload" chat command can be used to quickly reload changes to a single file. It accepts a GUID or a specific directory path to reload. For example /reload a gun asset and then equipping the gun will use the new values.
Consumeable Changes:
Bleeding_Modifier can be set to None, Cut or Heal.
Bones_Modifier can be set to None, Heal or Break.
Oxygen is settable and can be positive or negative.
Hallucination and stamina are replicated when using healing items on other players.
NPC rewards can be triggered with Quest_Rewards # and Quest_Reward_#_X.
Items can be granted with Item_Reward_Spawn_ID #, Min_Item_Rewards # and Max_Item_Rewards #.
Weapon Changes:
Player_Damage_Bleeding can be set to Default, Always, Never or Heal.
Player_Damage_Bones can be set to None, Always or Heal.
Player_Damage_Food, Player_Damage_Water, Player_Damage_Virus and Player_Damage_Hallucination have been added.
Level Editor Searches:
Search fields support multiple tokens, and masterbundle filter e.g. "mb:france".
Vanilla death menu can be disabled by EPluginWidgetFlags.ShowDeathMenu.
onAnyFlagUpdated event for quest progress tracking.
onRelayVoice event for custom voice channels.
sendUIEffectImageURL allows dynamic images to be loaded from a web address.
sendPluginJumpMultiplier override jump height.
onPlayerAllowedToDamagePlayer overrides friendly fire behavior.
Admin base editor events for auditing or permissions.
-NoDefaultLog command-line flag to prevent X.log file creation.
setLogFilePath can replace log file location while running.
Barricade and structure instance IDs are persisted after restart.
Tire tool onModifyTireRequested event.
Fixes:
Editor:
Fixed pasting scale not working properly when in global coordinate system.
Fixed applying weights in spawn table editor.
Fixed flying while GUI has focus. There is a related issue with right-clicking a button and dragging off, but that will be resolved in a future Unity update.
Fixed reloading assets in-game loading the server versions of vehicles.
Exploits:
Fixed peeking upward through ceilings while crouched. Now the camera gets pushed downward.
Fixed using mannequin pose change to push self upward.
Fixed rapidly swapping clothes to lag server. This is now rate-limited.
Fixed walking on precision charges.
Fixed deleting groups with multiple admins allowing max members to be bypassed.
Fixed item pickup to respect line-of-sight test.
Fixed landscape heightmaps to be included in level hash.
Fixed teleporting while in vehicle to force out of vehicle.
Multiplayer:
Fixed potential cause of losing connection after dieing in a vehicle crash discarding inputs.
Fixed several potential mismatch issues when building RPC table.
Fixed handling of integers over big endian connections.
Fixed several potential causes of barricade and structure desync issues, and added related warnings.
Fixed serverside movement pausing if teleported onto a ladder.
General:
Fixed rest gesture not resetting upon entering a vehicle turret.
Fixed hostile animals fleeing from noise alerts rather than investigating.
Fixed exiting vehicle when exit distance was slightly too near a wall.
Fixed vehicle exit ground test to consider vehicles, and allow up/down points.
Fixed clicking suicide button while already dead not re-opening death menu.
Fixed zombies falling out of the map to get teleported to a valid spawnpoint.
Fixed zombies not being killed by death barriers built into objects.
Fixed running GUI code during unused layout event.
Fixed item and character UI previews on MacOS.
Fixed Dragonfang and Hell's Fury ammo descriptions. [Thanks Jean]
We hope you enjoyed these postcards from the new map! California is now available in-game, and is the first return to the United States mainland since Washington in 2015.
To host a server running the map add its workshop ID (1905768396) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to California in Commands.dat.
This project was created by clue and Renaxon with special thanks to Letgalian and Vilespring. If you'd like to support them consider checking out the Journalist and Mercenary bundles on the Stockpile:
Miscellaneous Changes:
Added California Journalist and Mercenary bundles to Stockpile.
Organized editor tools, mod hooks and project settings into Project package.
Documented project setup and example assets: Getting Started
Included berries, ambient audio and road textures in ExampleAssets package.
Fixed drag-selecting multiple items in admin building editor.
Text Contrast Preferences: Settings for outlines vs shadows on text have been added to the Preferences.json file. They are split into text with colorful backdrops like the game world and map, and text with inconspicuous black/white backdrops. Values are "Default", "Outline" or "Shadow".
Door Collision: Animated colliders on doors, hatches, shutters, etc are now disabled while playing the animation until nobody is overlapping them. This is a more drastic approach aiming to prevent remaining physics exploits involving doors.
-ValidateAssets Improvements: More checks have been added, and miscellaneous core content has received fixes. Key warnings have been documented here: Read
Should_Delete_At_Zero_Quality: New option for useable items. Intended for disposable melee weapons that break after a certain amount of usage, but compatible with all equippable items. Can be set to true, defaults to false.
Misc:
Mask, glasses, and hat mythical effects are horizontally centered.
Target (yellow) arena circle is animated on map overlay.
Fixes:
Projectiles like rockets and grenades no longer collide with world borders or collision volumes.
Character mesh override restores 1st person mesh for viewmodel after dequipping.
Grizzly magazine alignment was changed to match Zone Defender skin.
Skin names which did not match the item name were synchronized e.g. Crusader Blade skin was changed to Crusader Katana.
Carpat cosmetic texture compression was corrected.
Vehicles with default rigidbody and wheel collider mass are slightly increased if Wheel_Collider_Mass_Override is not set.
Zombie difficulty asset stun thresholds are saved from devkit.
Teleporting to obstructed map markers uses the highest available position.
Invalid quests without details or assets are excluded from quest list display.
Monolith object uses gravel physical material like other boulders.
Zeus hair normals are smoothed like the base hair.
Doors can be placed in House_12 porch doorway.
Attachments with missing models will not be spawned, and warnings are logged during loading.
If individual asset version is higher than master bundle version it will be used instead.
Materials with standard shader and transparent render mode have keywords set similar to fade mode. Previously only fade render mode had keywords adjusted.
HWID includes several other factors, as a concern with deviceUniqueId was raised.
Autumn leaves coat the ground, the smell of pumpkin spice lingers in the air, and literal green zombies are stampeding around breaking car physics, stacking on each others heads and eating solid objects... it must be Halloween!
Until November 1st the event is active:
Decorations have been added to some towns on all of the official maps, and the Liberator dress-up party has returned.
Halloween Gift Presents containing costumes and skins are dropping.
Several community-created items have been accepted to the Stockpile. In particular the Warlock and Obsidian Knight bundles are quite appropriately themed!
Enjoy your Halloween, and happy trick-or-treating!
Edit: The 2019 Steam Halloween Sale is now live, and for the first time Unturned item bundles are discounted in the Stockpile! Browse Discounts Here
Unity 2018.4 LTS:
Unturned has upgraded from 2017.4 to 2018.4. This change should be mostly behind-the-scenes, but I'll be keeping two eyes out for the bug reports. Some of the direct benefits include:
Nested prefabs for modders, significantly speeding up asset development
Headless dedicated server optimizations and performance improvements.
Significantly improved .NET / mono stability, and stability in general.
Terrain rendering CPU optimizations via instancing.
For more details on the update: Read More Here In the future this will allow us to update the outdated post-process effects, and take advantage of the scriptable render pipeline for superior performance.
Miscellaneous Changes:
Added -ValidateAssets command-line option, and moved some of the slower asset checks behind this flag.
Asset checks for missing meshes are now more thorough for more asset types.
Multiple workshop maps can be specifically highlighted at a time now.
Reworked logging systems, in particular benefiting servers. All information is in the Client.log or Server_XYZ.log files now.
Fixed item drop exception for misconfigured animals.
Lighting material values are cached before changing.
Disabled unused Unity player loop subsystems.
Object visibility updates are only checked while changing zones.
Text outlines are only used on colorful backgrounds, and other text now has shadows instead.
Fixed featured item labels to only show during new time window.
Updated all vanilla terrain shaders to take advantage of instancing, and corrected some specular lighting issues.
Fixed small values in some attachments being ignored.
Sort-of workaround for GUI color problem on MacOS.
Improved material and shader fixup process for older asset bundles.
Stripped a variety of code that should not be in the game itself.
Mute game volume on loading screen. There were some annoying noises depending where the loading camera was.
Updated from SplatPrototypes to TerrainLayers API.
Replaced usage of WWW with UnityWebRequest.
Prevent duplicate asset bundle loading in the pending master bundle list.
Danaby2, creator of several wildly different maps such as the wild-west Canyon Arena, has now released his latest creation: Dango
This map is set on a series of flying islands inspired by Japan, and intended to be played as a multiplayer deathmatch. It features a suite of insane new weapons like a fish launcher which fires backwards, and is definitely worth a visit in-game.
Mystery Box Changes:
As you may well know, it's been about two years since the last mystery box was added. Given the controversy around random items we focused instead on individually purchasable item bundles, however the older mystery boxes are still in high demand. To try and offer the best of both worlds, the new Dango Map Mystery Box is different from past boxes:
Collection of all items is available for purchase on the Stockpile, not just from the box.
Each item has an equal probability of being unboxed, and can be hovered over to see the percent chance.
Boxes have a 10% chance of dropping an additional bonus item e.g. kill counter.
Dango box is available on the Stockpile, and does not require a key.
Going forward version numbers will follow a 3.{year}.{update}.{patch} pattern. In the past updates were split between "major" and "minor", but this lead to huge skips in version numbers when releasing several maps in a row. Unturned had been following the previous scheme for slightly more than 5 years, so this style was experimented with for map versions and Unturned II prior to commiting to it.
Workshop:
Files used by a server can be subscribed or unsubscribed from the sever info screen. Subscribing will keep the files up-to-date and save time joining the server.
Subscribed files can be enabled or disabled from in-game without uninstalling them. This menu is linked from the singleplayer workshop maps list, and the in-game workshop menu. Changes take effect the next time the game is started.
General Improvements:
Included example server scripts on Windows and Linux.
Added ability to skip unboxing animation with Esc key.
Mouse-over items in mystery boxes to see individual probability.
Halloween and Festive menus, as well as promo menus as async loaded.
Rainbow jersey item was added to playtime drops.
Musical mythical effect minor adjustments.
Adjusted trophy skin gold/silver appearance.
Clarify refresh categories on server list.
Threaded console is no longer the default on Linux.
Modding:
Has_Global_Electricity in level Config.json. All level config properties have now been documented in the U3-Docs repository.
Strings with >255 length are now replicated for custom UIs.
Level can override dropship model, see DefaultLevel.asset file.
EffectUI command can be used from server console.
All attachments can affect ballistic damage, not just magazines.
Allow_Manual_Drop item option.
Zombie difficulty assets can override stun values.
Marker text can be overridden by plugins.
Fixes:
Several issues with loading objects at the world border on "insane" map sizes were fixed.
Discoloration on top of Metal Bench #1 has been corrected.
Viewmodels and enemy models now properly work with >4 LODs, and game objects are found from the LODGroup renderers list.
Yukon sea level is disabled.
Beta invite is no longer marked as consumable.
Client locally marks box as used when repeatedly opening boxes.
Secondary weapon slot takes priority over primary when picking up items.
Workshop update config accepts rich text and should not be clobbered.
Case where kick/ban/shutdown might not have been sent was potentially fixed.
Recent Events:
MoltonMontro, a friendly and helpful guy you may have met in the community over the past few years, is now working with SDG in an official capacity. He's going to be helping out with a variety of projects like curated map quality control and community blog posts, as well as behind-the-scenes work he's been helping with for some time like maintaining the wiki and forum servers.
Documentation for 3.0's modding features is now available from a main repository, and will be expanded over time for new features and write-ups on older features. This includes both plugins and assets. Most recently the level config properties have been documented. See Here
Edit: The .1 patch fixed an issue with LODs on a few items (e.g. dragonfang and bayonet) that was preventing them from being used due to the viewmodel changes. Canyon Arena has also been moved to the workshop, but is automatically subscribed in order to avoid breaking any dependent maps.
Last week the France map team released a sizable patch with a variety of interesting balance changes e.g. new scrap item for Focus weaponry. For more details: Read Here
Maps:
When searching for a particular map, the server list will only show servers running the same version as you have installed. The map filter has also been replaced with a text map name filter which allows searching for maps not installed locally. If a local map is detected (by prefix) the search will use that full name.
Improvements to how curated maps are featured in-game. Rio's release was not as clearly communicated, so the map has been re-featured.
Workshop maps feedback button links to discussion board.
Hosting:
Dedicated server monitors for updates while hosting a workshop map. By default the server will notify players that it is shutting down for an update, but this can be configured in WorkshopDownloadConfig.json or overridden by plugins.
Auto workshop downloads now try to use cached installs aggressively. Steam does cache auto-installed items for a period, but still prefers to re-download them. Now the game looks for the "Needs Update" flag, and if not detected, will skip re-downloading. The goal here is to improve join times for servers with large numbers of auto-download content, but if problematic, subscribing will keep the content up-to-date.
Threaded console is now the default, but the older console can be enabled with -LegacyConsole command-line flag. This may conflict with Rocketmod's console on Linux until updated, however the hope is to improve vanilla dedicated server support.
Plugins:
Hashed player hardware ID is available server-side for use banning. Cheaters will obviously use fake HWIDs, but it's another tool in the administrative tool belt.
Server relay can immediately redirect. If there is a negative player response to this feature it will be adjusted or disabled.
Modding:
Made Mannequins moddable and exported an example package.
Guns with fire delay can include "FireDelay" sound played at input.
Slot type "Any" for useables that can be equipped in primary, secondary, or inventory.
Can_Aim_During_Sprint option for guns.
Allow_Magazine_Change gun option similar to Hook_X options.
Should_Fill_After_Detach option for magazines. This effectively provides infinite ammo, with the trade-off of choosing the time to reload.
Visible_On_Ragdoll option for large clothes.
Fixes:
Vehicles now respawn up to max instances when multiple are destroyed simultaneously.
Disconnect if server workshop usage does not match advertised usage.
Travel to South America with Rio, now available in-game! It features iconic destinations such as the redeemer statue, and has future updates planned. For more details check out the map's workshop page: Read Here
You can also install the map from in-game by navigating to Play > Singleplayer > Curated and clicking subscribe, or searching for "Rio de Janeiro" on the server list. After Steam finishes downloading the map, Unturned will detect it and install the map without needing to restart.
Going forward curated maps are being distributed through the workshop - more details in the previous 3.30.5.0 update notes. This Rio section is at the bottom of the update notes because at the time of writing the map is featured prominently at the top of the main menu.
If you're reading this from the in-game menu within a week or two of the update coming out then you can see that Rio is featured above!
In order to reduce load times and keep the installation size reasonable, curated maps have typically been transitioned to the workshop after several months. This was problematic for a variety of reasons however, such as suddenly having to subscribe to the map in order to keep its assets, or for hosts needing to switch the server to the workshop version.
With the recent improvements to the game's workshop integration (e.g. auto-detecting workshop dependencies, installing while in-game), my hope is that taking this featured article approach will improve all aspects of the curated maps system:
Creators have full control over their article and can patch / update the map without waiting for me to release a main game update. This was one of the reasons for adding per-map version numbers.
Maps will not get moved to the workshop after an arbitrary period.
If you're not interested in the map you can click the "Dismiss" button in the top-right to hide it and return to the trending workshop items. Note that the curated articles are shown for a specific number of days before going back to the default.
If you have any feedback on these changes please share!
Update Notes:
Added onEnterVehicleRequested, onExitVehicleRequested and onSwapSeatRequested events.
Added gun attachment change request events.
Added onConsumeRequested and onConsumePerformed events.
NPC Event reward delegate passes instigating player.
Fixed id/name upgrade log spam related to devkit objects.
Fixed landscape tile basemap distance during satellite capture.
Included All_Tool_Items unity package in examples.
Popular and featured workshop item articles can now be dismissed. If the carousel is empty then the next-most popular item is used.
Featured workshop item subscription can be managed from the title menu.
Workshop subscriptions changed while in-game are detected and update the maps list.
Server Workshop Improvements:
Moved WorkshopDownloadIDs.json into WorkshopDownloadConfig.json. Server now caches query results and will retry when query fails.
Whitelist/blacklist download restrictions are now enforced during connection.
Quality of Life:
Flashbangs can no longer be used in safezones or around friendly sentry guns.
Teleport command and NPC teleport rewards now report when destination was obstructed.
Oxygen now persists between logins to prevent resetting it at high altitudes.
Stockpile new label is now dismissed when the button is clicked.
Map Creation:
Added support for per-level tips, enabled by setting "Tips" to a number in Config.json, and then adding Tip_0, Tip_1, Tip_# to localization file.
Added level Allow_Skills and Allow_Information config.
Added Prevent_Building_Near_Spawnpoint_Radius to level config (default 16.0).
Asset Creation:
Custom objects can specify Add_Kill_Triggers true to cause Triggers children with name "Kill" to kill players.
Added Can_Use_Underwater true/false for equipable items which defaults to false for primaries.
Plugin Development:
Added questCompleted event for plugins.
Added updateReplicatedState barricade function for plugins.
Added helper functions for plugins to easily spawn replicated buildables.
Added onPerformingAid and onPerformedAid events to UseableConsumeable for plugins. Individual stats are best compared by using both, as theys always occur in pairs.
Disabled many missing asset related errors when -SkipAssets is enabled.
Replaced serversideSetPluginModal with EPluginWidgetFlags granting more control of UI.
Tidied up some of the damage events by moving parameters into structs, and tracking the damage instigator.
Game Config:
Added gameplay config for disabling structure, barricade and vehicle zombie targeting.
Added Use_Airdrops to gameplay config.
Added Enable_Kick_Input_Spam and Enable_Kick_Input_Timeout config.
Server Console:
Hosts can now specify -NoWin32Console on the command line to prevent the Windows server from manually allocating/freeing a console window.
Separated Windows-specific console input/output from shared console code, and allowed plugins to override IO handling by implementing ICommandInputOutput and calling setIOHandler. When using a custom handler you can specify -NoDefaultConsole on the command line.
Fixes:
Fixed Paddle repair blueprint.
Fixed clothes not respecting Should_Drop_On_Death option.
Vehicles in safezones now properly ignore all damage.
Fixed not loading per-map .content files from workshop during connection.
Fixed log files not sharing read access.
Fixed several plugin network events not wrapped in try-catch blocks.
Fixed cancelling pending exchange notification.
Fixed Spread_Aim between 0.8 and 1 visually increasing crosshair size.
Miscellaneous:
Menu notification system which was added back in 2017 but never used now supports timed windows and dismissing it, so today it links to the Short Film Contest voting stages. I expect we'll see it again for future community events.
Added two bundles created by the Candyland workshop map team.
Accepted several new curated workshop skins to the Stockpile.
Quality of Life:
Pause menu can be opened from death screen.
Freecam and legacy editor camera speed can be adjusted.
Version mismatch disconnects show the server's version.
Cosmetics inventory automatically merges crafting material stacks.
Player icons are shown on map while using spectator freecam.
Servers:
Anonymous dedicated server is now available separately from the game client as AppID 1110390. It contains the 64-bit Windows and Linux headless servers, and strips many client-only files to optimize download times and disk space.
Dedicated server auto-downloads child workshop items from collections and dependencies.
Added gameplay config option to retain primary/secondary equipment after death.
Scam or inappropriate servers can now be blacklisted by regex.
Loading:
Improved startup time by deferring some loading to the first time you enter each map. You can disable this with the "-NoDeferAssets" command-line option. For the moment this applies to vehicles and level objects because most assets are known by map load time.
Display master bundle mounting progress.
Show name of downloading workshop item if known.
Level Editing:
Added per-level version numbers so that workshop maps can be updated smoothly.
Added "Weather_Override" to level's Config.json which can be set to "Rain" or "Snow"
Added "Use_Vanilla_Bubbles" true/false option to Level.config for disabling underwater bubbles.
Added "_Auto_Equip" true/false option for NPC item rewards.
Added "Should_Delete_After_Use" true/false option for consumeable items.
Added "Can_Steal_Battery" true/false option for vehicles.
Added "Projectile_Damage_Multiplier", "Projectile_Blast_Radius_Multiplier" and "Projectile_Launch_Force_Multiplier" for projectile ammo.
Added "Ammo_Per_Shot" and "Fire_Delay_Seconds" numeric options for guns.
Replaced gun Delete_Empty_Magazines flag with Should_Delete_Empty_Magazines true/false which now overrides action item mode.
Plugin Development:
Added DamageTool zombieDamaged and animalDamaged events.
Added "-SkipAssets" command-line flag. Useful for quickly iterating on server-side code.
Added onSiphonVehicleRequested event.
Tweaked onCraftingRequested to be easier to use as onCraftBlueprintRequested.
Tweaks:
Arena wall more visually appealing.
Vehicles cannot be siphoned while locked.
Projectile impacts ensure hit is not child of owner.
Fixes:
Fixed item hotbar when client is missing an item asset.
Fixed Greece not referencing Hawaii as a dependency.
Fixed requesting vehicles on server exceeding max packet size.
Fixed GameSense integration had not been enabled on build machine. "-GameSense" command-line option can be used to enable it. Note that only health, ammo, barrel quality and firemode are currently supported.