The Belgium community map team has prepared a large update, so the featured duration has been extended to June 15th.
Update Notes:
Additions:
Added Belgium Poacher outfit as well as several curated workshop skins to the Stockpile.
Added "Manage Subscriptions" button to workshop play menu.
Added Allow_Placement_On_Vehicle true/false barricade option, defaults to false for beds and sentries.
Added Sentry_Freeform build type.
Added onCraftingRequested event.
Added Vulnerable_To_Fists true/false and Vulnerable_To_All_Melee_Weapons true/false options for resources.
Improvements:
Improved retired maps list to have icons, view on workshop and sub/unsub buttons.
Tweaks:
Hawaii has been retired to the workshop. Maps which use Hawaii content can add the Hawaii Assets workshop item as a dependency, and now players can auto-subscribe to the map plus its dependencies through the in-game curated maps list.
Re-exported All_Shaders example package.
Included Pumpjack example package.
Fixes:
Fixed replicating plugin text/visibility RPCs.
Fixed applying ragdoll effect to arrow explosions.
Fixed zombie clothing when a shirt/pants texture is missing.
Fixed a couple bugs related to Should_Drop_On_Death.
Created by Ben "Paladin" Hoefer, Ethan "Cyllek" Brookman, Nathan "Wolf_Maniac" Zwerka and Nicolas "Putin3D" Arisi with thanks to Nolan "Azz", Husky and Noobyfish, Belgium is newly released for exploration! This map features modernized yet medieval cities, beautiful vistas and boating through active waterways.
If you'd like to support this team in their creation of future maps you can check out the Belgium item bundles on the Stockpile here: Belgian Infantry Lil' EBR Acid Trooper Revenue from map items and bundles are split 50% to the map team, 30% to Steam and 20% to Unturned.
Change Notes:
Additions:
Added Belgium to curated maps list until May 5th.
Added Belgian Infantry, Lil' EBR and Acid Trooper item bundles to Stockpile.
Tweaks:
Tweaked unity logs to be written to UnityDebug_*.log in logs folder rather than appdata so that they are easier to find.
Fixes:
Fixed horrible voice audio when using walkie talkie after relay change. Was caused by code using Stop() rather than Pause()! Sigh.
Fixed some issues registering installed workshop content while Steam is in offline mode.
Fixed Retrowave skins emission, and fixed accept process not enabling _EMISSION keyword.
Fixed Hawaii Red Scrounger missing collision on rear half.
Accepted several limited-time skins to the Stockpile.
Added Child_Explosion_Armor_Multiplier to vehicle assets and server vehicle config. When an explosion is obstructed by buildables attached to a vehicle, the damage is multiplied by these values. Prior to this update the equivelant value was 0%. Now the default for individual vehicles is 20% (0.2) and 100% (1) in server config, so an explosion blocked by armor plating on a vehicle will deal 20% of the explosion damage to the vehicle itself.
Added onDamageTireRequested event.
Added CollisionEventHook to ModHooks.
Improvements:
Improved voice data to be relayed through server. More details below.
Improved Stockpile Bundles to show preview images of all contained items.
Tweaks:
Tweaked menu warning to show missing vehicle and buildable.
Tweaked seeds to no longer absorb explosive damage!
Fixes:
Fixed level hash to include lighting nodes, preventing editor enabling light underground.
Fixed shooting while walking into underwater not dequipping immediately.
Fixed landscape tile seams when using pixel average smooth tool.
Fixed connecting to IPs with whitespace in front/back.
Fixed crediting player stats for explosive kills.
Fixed ragdoll effects attached to rocket launchers.
Fixed rockets going the wrong direction in multiplayer when aiming at rubble.
Mythic Crafting:
Bet nobody saw this coming! Details:
Skin is randomly selected from all weapon skins including drops, crates, and stockpile items, but excluding unique trophy skins. This means you can get skins that have never had mythical versions before. Chance / weighting of each item are equal.
Mythic effect is selected from weapon-compatible set, and all effects have an equal chance of being selected. Technically these are different from the "Mythic" tag because they use a newer Steam feature, so they show as "Particle" tags in the inventory.
Crafting requires x1,000 salvaged materials. This is an insane amount, and might be tweaked in the future. Some of the goals of mythic crafting are to improve the long-term value of your items, keep existing mythics valuable, and incentive sinking large quantities of items out of the economy, so it had to be a large amount. One factor is that inevitably bots will buy up all the 3 cent items for ~$30 per crafted mythic.
Voice Relay:
Previously voice chat was sent from the speaker to the appropriate players using Steam's P2P network, however this had the downside of opening clients to voice packet spam, likely abused by cheats. Now this data is validated through the dedicated server, and plugins can set allowVoiceChat to enable/disable voice for specific players.
Greece:
Greece has now been retired to the Steam Workshop, and can be downloaded here:
Added Zero Kelvin Weapon Kit craftable with 50 salvaged materials.
Tweaks:
Tweaked farms to be plantable anywhere when Ignore_Soil_Restrictions is flagged.
Tweaked XZ border movement restrictions to only apply within terrain bounds.
Tweaked vehicle entry to check line-of-sight between player and their seat.
Tweaked vanilla teleport command to prevent teleporting to a player inside a vehicle.
Tweaked teleport helper functions to check for available space.
Fixes:
Fixed makeshift vehicles disrespecting the buildable request event.
Fixed a particular tree on Hawaii using incorrect shader.
Fixed France Heavy Crossbow rope shader.
Fixed highlight outlines on Mac.
Fixed running devkit upgrade tool on devkit objects.
Fixed farm updateState if asset type was changed.
Fixed setting terrain textures on headless Linux server.
Misc Info:
Was surprised at the number of questions about using the ragdoll effects following the last update (particularly for freezing), so I implemented the Zero Kelvin kit right away. The bronze, silver and gold effects will still be used for contests, and if you're planning on running an Unturned community contest let me know and maybe we can use them as rewards too!
The latest and greatest arena map from Danaby2, Renaxon and SirAdy Unleashed, Canyon Arena, is now available in-game! It features an entirely new setting with era-appropriate items and weapons.
If you'd like to support this team in their creation of future maps you can check out the new bundles on the Stockpile here: Cowboy Bundle Bounty-Hunter Bundle
Update Notes:
Additions:
Added Canyon Arena map.
Added support for guns jamming. More details below.
Added support for battery-only vehicles. [Battery_Powered flag]
Added config options to disable individual UI elements. See Destruction map for an example.
Added ability for serverside plugins to set visibility of UI elements. [sendUIEffectVisibility]
Added ability for serverside plugins to assign workzone and spectator overlay permissions.
Improvements:
Improved vehicle exit logic to fallback to a safe spawnpoint when the vehicle's doors and roof are obstructed, rather than trying to find a nearby empty location which was often abused to teleport through walls.
Improved cosmetics/skins menu to show how many crafting materials you get from scrapping an item.
Tweaks:
Tweaked Matamorez scoped recoil to require more skill hitting repeated shots.
Renamed "Can" to "Metal Can" to make it easier to search for.
Tweaked plate glass to be unsalvageable.
Fixes:
Fixed majority of physics-overlap-pushing-player issues.
Fixed loading multiple root *.content files with the same name.
Fixed handling unexpected number of terrain textures when loading.
Fixed an edge case when writing large savedata files.
Fixed loading options file after disabling gold upgrade.
Fixed a few cases where ammo was not deleted during crafting.
Fixed accessing storage after being teleported away.
Fixed Ace bullets not aligned with barrel.
Fixed small number of France objects using incorrect shaders.
Fixed incorrect anti-aliasing in menu inspect camera.
Fixed devkit viewport in forward rendering mode.
Fixed minor details on RULA Maplestrike and Mime's Knife.
Fixed reassociating barricades mounted to vehicles after vehicle asset is deleted.
Gun Jamming:
Gun assets can include the "Can_Ever_Jam" flag to enable jamming. Guns start to have a chance of jamming once their quality % drops below "Jam_Quality_Threshold" which is a value between zero and one. Once they reach 0% quality they will have a "Jam_Max_Chance" chance of jamming on each shot. Chances of jamming are blended between 0% and "Jam_Max_Chance" based on the gun's quality percentage. The "ChamberJammed" AudioClip is played when a jam occurs, as well as the animation "UnjamChamber" if present. Cobra_Jam [1521] is included as an example.
TL;DR Workshop items will need some time to update, but the game should be more stable.
Explanation:
For a while Unturned has been using version 5.5 of the Unity engine (from 2016), but it's come time to upgrade. In recent years Unity has made stability a higher priority, and have been updating a "long term support" LTS version. The game is now upgraded to this 2017.4 LTS version.
While not particularly glamorous, some of the primary motivations are:
Taking advantage of newer optimizations in the engine.
Removing workarounds for old unity bugs which will help improve performance.
Supporting the Metal graphics API for Macs now that Apple has deprecated OpenGL.
Fixing many longstanding issues and crashes, and continuing to get the LTS fixes going forward.
The downside is that workshop content will need to be upgraded to this new Unity version as well. I don't take this lightly, this engine transition has been in the works on and off since early 2018 and I don't want it to be painful for devs, so I've worked to make is as easy as possible detailed below.
If you want to continue playing some workshop mods that haven't been updated yet, you can opt-into the previous version (3.27.2.1) from Unturned > Properties > Betas > unity-5.5. This older version will remain available indefinitely similar to the antique and classic branches.
Workshop Devs:
For mappers:
Maps with a /Bundles folder will be detected by the game as requiring an engine update, but other maps without custom content are unaffected.
For translators:
Translations and localization are not affected by the engine update.
For content creators:
Good news: there's a new tool to make bulk-exporting the .unity3d asset bundles much faster. I've updated all of the vanilla content to use this new system so I had to go through it as well, and Vilespring was kind enough to update all of the France bundles.
I've written up a guide which explains in-depth how to transition your content from 5.5 to 2017.4 LTS. Feel free to post questions and I'll update it accordingly!
The LTS version experimentally supports .NET 4.6 which seems to be working correctly in vanilla and rocketmod plugins, but this may be rolled back if unfixable issues related to it pop up.
3.28.0.1 Patch:
Incredibly, the majority of issues in the initial update were caused by the use of decimal points vs commas. Due to a change in how .NET read fractional numbers, all of them were set to 0 for players in cultures that use commas! Reverting this should have fixed the water, icons, gun stats, etc.