May 12, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Top Gun quest for Andy on the Liberator.
  • Added Fighter Jet. [ID 140]
  • Added Fighter Pilot Outfit. [IDs 1472-1474]
  • Added assets for waterfalls, simple example in Devtest4.
  • Added effect volumes to devkit for placing particle effects.
  • Added lock handles option to selection tool.
  • Added ability to spawn objects/types by E hotkey in devkit.
  • Added search fields to landscape and foliage filtered browsers.
Improvements:
  • Improved to run execute.config from cloud folder as well.
Tweaks:
  • Tweaked graphics draw distance to affect decal draw distance.
Fixes:
  • Fixed a performance problem with debug visualization in devkit.
  • Fixed devkit save window checkboxes.
  • Fixed some bugs with pilot weaponry in multiplayer.
  • Fixed decal visibility group visible option.
  • Fixed copying decal selection in devkit.
  • Fixed discolored corner of Diner #3 window.
Map Progress:

I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!

One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it:
Link
May 12, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Top Gun quest for Andy on the Liberator.
  • Added Fighter Jet. [ID 140]
  • Added Fighter Pilot Outfit. [IDs 1472-1474]
  • Added assets for waterfalls, simple example in Devtest4.
  • Added effect volumes to devkit for placing particle effects.
  • Added lock handles option to selection tool.
  • Added ability to spawn objects/types by E hotkey in devkit.
  • Added search fields to landscape and foliage filtered browsers.
Improvements:
  • Improved to run execute.config from cloud folder as well.
Tweaks:
  • Tweaked graphics draw distance to affect decal draw distance.
Fixes:
  • Fixed a performance problem with debug visualization in devkit.
  • Fixed devkit save window checkboxes.
  • Fixed some bugs with pilot weaponry in multiplayer.
  • Fixed decal visibility group visible option.
  • Fixed copying decal selection in devkit.
  • Fixed discolored corner of Diner #3 window.
Map Progress:

I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!

One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it:
Link
Unturned - SDGNelson
Map Progress:

This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting.

If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines.

My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types.

Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again!

The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on.

Update Notes:

Additions:
  • Added zombie difficulty assets.
  • Added shift-# hotkeys for devkit tools.
  • Added quaternion inspector to devkit.
  • Added transform copy/paste ctrl-b/n hotkeys to dekvit.
  • Added selection mask option to selection tool.
  • Added object browser to devkit.
Improvements:
  • Improved houses to have randomized colors.
  • Improved devkit to save tool configurations.
  • Improved visibility groups panel layout.
Tweaks:
  • Tweaked carepackage fall speed slightly slower.
Fixes:
  • Fixed misaligned save/load button labels in devkit.
  • Fixed quest objects not showing up after loading in.
  • Fixed imported workshop skins emissive maps.
  • Fixed using flares to destroy rotors in PvE.
Unturned - SDGNelson
Map Progress:

This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting.

If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines.

My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types.

Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again!

The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on.

Update Notes:

Additions:
  • Added zombie difficulty assets.
  • Added shift-# hotkeys for devkit tools.
  • Added quaternion inspector to devkit.
  • Added transform copy/paste ctrl-b/n hotkeys to dekvit.
  • Added selection mask option to selection tool.
  • Added object browser to devkit.
Improvements:
  • Improved houses to have randomized colors.
  • Improved devkit to save tool configurations.
  • Improved visibility groups panel layout.
Tweaks:
  • Tweaked carepackage fall speed slightly slower.
Fixes:
  • Fixed misaligned save/load button labels in devkit.
  • Fixed quest objects not showing up after loading in.
  • Fixed imported workshop skins emissive maps.
  • Fixed using flares to destroy rotors in PvE.
Apr 28, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added support for shooting turret from pilot seat.
Fixes:
  • Fixed some cases where neck could get stuck.
  • Fixed exploit using crops to push camera through wall.
  • Fixed off scope reticule scaling.
  • Fixed several buildables showing flat white.
  • Fixed potential problem corrupting long text on signs.
  • Fixed popping some vehicles' wheels off.
  • Fixed turning off vehicle exhaust after death.
Next Official Map:

This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out!

It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:

Apr 28, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added support for shooting turret from pilot seat.
Fixes:
  • Fixed some cases where neck could get stuck.
  • Fixed exploit using crops to push camera through wall.
  • Fixed off scope reticule scaling.
  • Fixed several buildables showing flat white.
  • Fixed potential problem corrupting long text on signs.
  • Fixed popping some vehicles' wheels off.
  • Fixed turning off vehicle exhaust after death.
Next Official Map:

This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out!

It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:

Apr 21, 2017
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.
Apr 21, 2017
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.
Apr 13, 2017
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.
Apr 13, 2017
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.
...