Fixed not showing amount in hint with one remaining item.
Fixed despawn label typo.
Fixed not immediately removing admin visual when unadmined.
Fixed crafting pitchfork.
Fixed not taking into account 2nd border in map UI.
Fixed tooltips showing up underneath inventory selection/drag.
Fixed override glasses mythic hook point.
Item Asset Upgrades:
You can now use rich text in your item descriptions, and add more context actions. Right now blueprint actions are supported in the following format:
Actions 1 Action_0_Type Blueprint Action_0_Blueprints 1 Action_0_Blueprint_0 [Index] Action_0_Blueprint_0_Link [Present if the blueprint should be linked to.] Action_0_Text [Button Name] Action_0_Tooltip [Button Tooltip] Action_0_Key [If no name/tooltip, use this translation key e.g. Repair]
If no actions are available the game will automatically add some for repairing, refilling and salvaging.
Analytics:
Last week I mentioned Unity 5's new analytics system, so here's the data gathered so far!
Performance:
Note: One source of error in this table is that running with vsync enabled caps the max framerate to monitor refresh rate which is usually 60.
Map
Average Min (Hz)
Average Max (Hz)
Average Average (Hz)
PEI
12.5
60.5
40
Washington
12
59.5
38.5
Yukon
15.5
64
42
Workshop
12.5
60.5
40.5
Lifespan:
Map
Average Lifespan (s)
PEI
400
Washington
415
Yukon
420
Workshop
410
Death Causes:
Map
#1
#2
#3
#4
#5
PEI
Gun (35%)
Zombie (26.1%)
Suicide (8.6%)
Bleeding (9.1%)
Exploding Car (4.7%)
Washington
Gun (37.3%)
Zombie (24.1%)
Bleeding (9.3%)
Suicide (8.4%)
Exploding Car (4.7%)
Yukon
Zombie (37.5%)
Gun (17.9%)
Suicide (11.7%)
Bleeding (8.1%)
Freezing (4.2%)
Workshop
Gun (39.5%)
Zombie (19.8%)
Suicide (9.6%)
Bleeding (8.1%)
Exploding Car (5.5%)
Screenshot of analytics site death cause pie graph:
Fixed not showing amount in hint with one remaining item.
Fixed despawn label typo.
Fixed not immediately removing admin visual when unadmined.
Fixed crafting pitchfork.
Fixed not taking into account 2nd border in map UI.
Fixed tooltips showing up underneath inventory selection/drag.
Fixed override glasses mythic hook point.
Item Asset Upgrades:
You can now use rich text in your item descriptions, and add more context actions. Right now blueprint actions are supported in the following format:
Actions 1 Action_0_Type Blueprint Action_0_Blueprints 1 Action_0_Blueprint_0 [Index] Action_0_Blueprint_0_Link [Present if the blueprint should be linked to.] Action_0_Text [Button Name] Action_0_Tooltip [Button Tooltip] Action_0_Key [If no name/tooltip, use this translation key e.g. Repair]
If no actions are available the game will automatically add some for repairing, refilling and salvaging.
Analytics:
Last week I mentioned Unity 5's new analytics system, so here's the data gathered so far!
Performance:
Note: One source of error in this table is that running with vsync enabled caps the max framerate to monitor refresh rate which is usually 60.
Map
Average Min (Hz)
Average Max (Hz)
Average Average (Hz)
PEI
12.5
60.5
40
Washington
12
59.5
38.5
Yukon
15.5
64
42
Workshop
12.5
60.5
40.5
Lifespan:
Map
Average Lifespan (s)
PEI
400
Washington
415
Yukon
420
Workshop
410
Death Causes:
Map
#1
#2
#3
#4
#5
PEI
Gun (35%)
Zombie (26.1%)
Suicide (8.6%)
Bleeding (9.1%)
Exploding Car (4.7%)
Washington
Gun (37.3%)
Zombie (24.1%)
Bleeding (9.3%)
Suicide (8.4%)
Exploding Car (4.7%)
Yukon
Zombie (37.5%)
Gun (17.9%)
Suicide (11.7%)
Bleeding (8.1%)
Freezing (4.2%)
Workshop
Gun (39.5%)
Zombie (19.8%)
Suicide (9.6%)
Bleeding (8.1%)
Exploding Car (5.5%)
Screenshot of analytics site death cause pie graph:
Added gameplay config to singleplayer menu and servers.
Added rain, map option to enable/disable and command to adjust it.
Added military fragmentation magazine. [ID 1200]
Added military nightvision scope. [ID 1201]
Added rifle storage racks. [IDs 1202-1204]
Added trophy cases. [IDs 1205-1207]
Added rain barrel. [ID 1208]
Added tips on the loading screens.
Added ability to ctrl-click cosmetics/skins to quickly equip/dequip.
Added analytics for framerate, death cause and customization.
Added ability to create anonymous characters.
Added ability to give health regen for zombies/animals.
Accepted 4 new Curated Workshop items to the Stockpile.
Improvements:
Improved transform/plane handles in editor to swap sides based on camera position.
Improved buildable to use gameplay config values for armor instead.
Improved menu to work with clicking on character to dequip cosmetics.
Improved weighting of weather transitions.
Improved server to save current time.
Tweaks:
Tweaked farms to take 9-10 in-game days to grow without rain.
Tweaked salt water to damage canteens/bottles.
Tweaked characters to default with non-persona name.
Tweaked shadowstalker rails to deal explosive damage.
Tweaked military tracer magazine appearance.
Tweaked mega zombies/bears/wolves to regen health.
Tweaked debug command to show ticks per second.
Tweaked mega zombie to have longer vertical reach.
Tweaked tracer magazines to decrease spread slightly.
Fixes:
Fixed missing paths from exits of bunker and compound.
Fixed singleplayer loading screen type.
Fixed tilde key name formatting.
Fixed unacceptably low number of pirate ship wrecks.
Fixed vision/headlamp glasses to show over cosmetic glasses.
Fixed spelling of cove.
Fixed receiving initial full moon state from server.
Fixed zombie loot drops while hyper.
Fixed launching with incorrect settings in VR.
Fixed hyper zombies always using beacon radius.
Fixed using mega zombie tables during horde beacon.
Fixed case where beacon could blow up too early.
Fixed APC passenger exit distance.
Gameplay Config:
The values previously controlled by the gamemode [e.g. easy, hard] are now available for you to choose! Clicking the "Advanced" button on the singleplayer menu will take you to the configuration screen where you can adjust everything. This uses reflection which means it will be straightforward to add more options in the future, and is shared with the server. You can manually modify these values in "Config.json" found in your server folder, or set it up with the tool in the menu and copy it over from the singleplayer worlds folder.
Rain:
You can configure the frequency and duration of rainstorms with the Rain command. Remember that you can type "help rain" to get some info on how it works! Note however that the changes won't be able to apply until the next rain cycle. You can start/stop the current rain cycle with the Storm command.
To enable rain for your custom map you'll need to copy over the latest Ambience.unity3d and tick the "can rain" checkbox under lighting in the editor.
Analytics:
Unity recently added built-in analytics support, so I hooked up a few events in Unturned:
Death Cause
Framerate Min/Max/Avg
Customization Choices
Once a bit of this data is recorded I'll hopefully be able to upload it somewhere so you can see! Should be interesting to get an idea of what specialities are often used, how players die the most and what the average framerate is.
Added gameplay config to singleplayer menu and servers.
Added rain, map option to enable/disable and command to adjust it.
Added military fragmentation magazine. [ID 1200]
Added military nightvision scope. [ID 1201]
Added rifle storage racks. [IDs 1202-1204]
Added trophy cases. [IDs 1205-1207]
Added rain barrel. [ID 1208]
Added tips on the loading screens.
Added ability to ctrl-click cosmetics/skins to quickly equip/dequip.
Added analytics for framerate, death cause and customization.
Added ability to create anonymous characters.
Added ability to give health regen for zombies/animals.
Accepted 4 new Curated Workshop items to the Stockpile.
Improvements:
Improved transform/plane handles in editor to swap sides based on camera position.
Improved buildable to use gameplay config values for armor instead.
Improved menu to work with clicking on character to dequip cosmetics.
Improved weighting of weather transitions.
Improved server to save current time.
Tweaks:
Tweaked farms to take 9-10 in-game days to grow without rain.
Tweaked salt water to damage canteens/bottles.
Tweaked characters to default with non-persona name.
Tweaked shadowstalker rails to deal explosive damage.
Tweaked military tracer magazine appearance.
Tweaked mega zombies/bears/wolves to regen health.
Tweaked debug command to show ticks per second.
Tweaked mega zombie to have longer vertical reach.
Tweaked tracer magazines to decrease spread slightly.
Fixes:
Fixed missing paths from exits of bunker and compound.
Fixed singleplayer loading screen type.
Fixed tilde key name formatting.
Fixed unacceptably low number of pirate ship wrecks.
Fixed vision/headlamp glasses to show over cosmetic glasses.
Fixed spelling of cove.
Fixed receiving initial full moon state from server.
Fixed zombie loot drops while hyper.
Fixed launching with incorrect settings in VR.
Fixed hyper zombies always using beacon radius.
Fixed using mega zombie tables during horde beacon.
Fixed case where beacon could blow up too early.
Fixed APC passenger exit distance.
Gameplay Config:
The values previously controlled by the gamemode [e.g. easy, hard] are now available for you to choose! Clicking the "Advanced" button on the singleplayer menu will take you to the configuration screen where you can adjust everything. This uses reflection which means it will be straightforward to add more options in the future, and is shared with the server. You can manually modify these values in "Config.json" found in your server folder, or set it up with the tool in the menu and copy it over from the singleplayer worlds folder.
Rain:
You can configure the frequency and duration of rainstorms with the Rain command. Remember that you can type "help rain" to get some info on how it works! Note however that the changes won't be able to apply until the next rain cycle. You can start/stop the current rain cycle with the Storm command.
To enable rain for your custom map you'll need to copy over the latest Ambience.unity3d and tick the "can rain" checkbox under lighting in the editor.
Analytics:
Unity recently added built-in analytics support, so I hooked up a few events in Unturned:
Death Cause
Framerate Min/Max/Avg
Customization Choices
Once a bit of this data is recorded I'll hopefully be able to upload it somewhere so you can see! Should be interesting to get an idea of what specialities are often used, how players die the most and what the average framerate is.
Added roomscale VR support! [/list]
[b]Fixes:[/b]
[list]
[*]Fixed tracer orientation on client.
[*]Fixed showing lower than 640x480 resolutions.
[*]Fixed claims check on vehicle on server.
[*]Fixed motion blur not turning off.
[*]Fixed picking up items turning off handcuffs.
[*]Fixed boulder uses concrete material instead of gravel.
[*]Fixed metal resource collision to match visual better.
[*]Fixed a gap in the metal resource mesh.
[*]Fixed showing disabled HUD after unscoping.
[*]Fixed direction sign and berry visibility.
[/list]
[h1]Roomscale VR Support:[/h1]
The main focus this week was getting the VR support ready.
For more details check out last week's post [url=http://steamcommunity.com/games/304930/announcements/detail/890956252763963635]here[/url], but today we have a short video demo:
https://youtu.be/6JemlC6Mc9o
If you'd like to see the full original video prior to commentary it can be found [url=https://youtu.be/Q0NEAc3vzoA]here[/url].
What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual[/list]Fixes:
Fixed tracer orientation on client.
Fixed showing lower than 640x480 resolutions.
Fixed claims check on vehicle on server.
Fixed motion blur not turning off.
Fixed picking up items turning off handcuffs.
Fixed boulder uses concrete material instead of gravel.
Fixed metal resource collision to match visual better.
Fixed a gap in the metal resource mesh.
Fixed showing disabled HUD after unscoping.
Fixed direction sign and berry visibility.
Roomscale VR Support:
The main focus this week was getting the VR support ready. For more details check out last week's post here, but today we have a short video demo:https://youtu.be/6JemlC6Mc9oIf you'd like to see the full original video prior to commentary it can be found here.What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual.
Added roomscale VR support! [/list]
[b]Fixes:[/b]
[list]
[*]Fixed tracer orientation on client.
[*]Fixed showing lower than 640x480 resolutions.
[*]Fixed claims check on vehicle on server.
[*]Fixed motion blur not turning off.
[*]Fixed picking up items turning off handcuffs.
[*]Fixed boulder uses concrete material instead of gravel.
[*]Fixed metal resource collision to match visual better.
[*]Fixed a gap in the metal resource mesh.
[*]Fixed showing disabled HUD after unscoping.
[*]Fixed direction sign and berry visibility.
[/list]
[h1]Roomscale VR Support:[/h1]
The main focus this week was getting the VR support ready.
For more details check out last week's post [url=http://steamcommunity.com/games/304930/announcements/detail/890956252763963635]here[/url], but today we have a short video demo:
https://youtu.be/6JemlC6Mc9o
If you'd like to see the full original video prior to commentary it can be found [url=https://youtu.be/Q0NEAc3vzoA]here[/url].
What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual[/list]Fixes:
Fixed tracer orientation on client.
Fixed showing lower than 640x480 resolutions.
Fixed claims check on vehicle on server.
Fixed motion blur not turning off.
Fixed picking up items turning off handcuffs.
Fixed boulder uses concrete material instead of gravel.
Fixed metal resource collision to match visual better.
Fixed a gap in the metal resource mesh.
Fixed showing disabled HUD after unscoping.
Fixed direction sign and berry visibility.
Roomscale VR Support:
The main focus this week was getting the VR support ready. For more details check out last week's post here, but today we have a short video demo:https://youtu.be/6JemlC6Mc9oIf you'd like to see the full original video prior to commentary it can be found here.What do you think of the VR editor? If you give it a try let me know, I'd love to try and improve it! As for the next update don't worry, 3.14.9.0 will be normal with new features/content as usual.
Added armor command to adjust buildable damage multipliers.
Added "Bypass_Hash_Verification" asset flag for server owners.
Added separate keybind for inspecting item.
Improvements:
Improved player lights to attract AI.
Improved region performance while moving between areas.
Tweaks:
Tweaked traps to take more damage from impacts.
Tweaked enclosed vehicles to provide cover from snow.
Tweaked horde beacon difficulty harder.
Tweaked restaurant food name.
Tweaked viper to accept military barrels.
Fixes:
Fixed lock foreground tint.
Fixed objects closing after loading.
Fixed horde not respawning in singleplayer.
Fixed DX11 basemap lighting issue.
Fixed nails in explosive blueprints.
Fixed to not be able to craft scythe.
Fixed some crashes when missing assets.
Fixed perf spikes when dragging objects.
Fixed unable to quick equip on client.
Handcuffs:
You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds.
Roomscale VR Support:
Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun.
Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode.
Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like!
Added armor command to adjust buildable damage multipliers.
Added "Bypass_Hash_Verification" asset flag for server owners.
Added separate keybind for inspecting item.
Improvements:
Improved player lights to attract AI.
Improved region performance while moving between areas.
Tweaks:
Tweaked traps to take more damage from impacts.
Tweaked enclosed vehicles to provide cover from snow.
Tweaked horde beacon difficulty harder.
Tweaked restaurant food name.
Tweaked viper to accept military barrels.
Fixes:
Fixed lock foreground tint.
Fixed objects closing after loading.
Fixed horde not respawning in singleplayer.
Fixed DX11 basemap lighting issue.
Fixed nails in explosive blueprints.
Fixed to not be able to craft scythe.
Fixed some crashes when missing assets.
Fixed perf spikes when dragging objects.
Fixed unable to quick equip on client.
Handcuffs:
You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds.
Roomscale VR Support:
Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun.
Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode.
Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like!