Rewrote network messaging code. See details below.
Moved Washington Arena out of the core install into an optional workshop file.
Updated Alpha Valley and Washington to use road splines.
Client compares workshop file timestamp similarly to server change from the last update.
Blacklisted servers cannot be joined.
Fixed:
Blending out weather after set to none.
Elver radio backpack light mirroring on left-handed characters.
Helicopters and blimps use configured engine pitch.
Include terrain materials in level hash.
Spending NPC currency while currency condition is active.
Network Messaging Changes:
Following the network packing rewrite from earlier this month the code responsible for low-level network messages like the queue, authentication, BattlEye, etc has been rewritten. These systems are now more performant, resilient, and sets the foundation for the next step: game netcode improvements.
Important notice for plugin developers: the next set of network changes will remove support for RPC onTriggerSend and onTriggerReceive. If your plugins are using them please discuss here and we will find an alternative: Issue Tracker
Patch #1:
Older plugins manually sending RPCs were causing players to get kicked because of an oversight when changing some messaging constants. For the common case these older values are remapped to the new ones now, however recompiling with the 3.21.8.0 or 3.21.8.1 update is recommended. Note that manually sending RPCs is not officially supported.
Fixed:
Last eight gameplay config using wrong values on client because it was off by one bit.
Punches not invoking Rocket backwards compatibility event.
This marks the final major expansion of the Elver map: a mind-bending endgame questline that greatly surpasses the Russia Mk. II easter egg. Elver has received hundreds of quality additions since its initial release such as fortifiable bunkers scattered throughout the forests, so now is a great time to come back and check out the newest version.
To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat.
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Map Mystery Box II or Elver Map Bundle II on the Stockpile:
Added Elver Bundle II, Elver Box II, new free items, and new mythicals.
Updated PEI to use road splines.
Moved PEI Arena out of the core install into an optional workshop file.
Server compares local workshop file timestamp to query timestamp.
Increased network position precision for structures.
Fixed custom weather stat modifier time scale.
Fixed voffset and sprite tags in player names.
Update Notifications:
If you would like to be notified of Unturned Steam updates on Twitter or Facebook, accounts have been created. Twitter @UnturnedOnSteam Facebook Page
In order to make it easier for server owners to get notified of updates a Discord web hook and RSS feed have been created. Read details in the documentation here.
The main goal for Unturned this year is to rewrite the netcode, and this update lays the foundation for that by rewriting the code for converting game data (e.g. position, rotation) to and from bytes sent over the network. Client and server performance should be slightly improved by this replacement, and since packing is done at the bit level rather than byte level now more data can be sent with less bandwidth. This is only the beginning however!
Update Notes:
Added:
Weather_Status and Weather_Blend_Alpha condition types for NPCs.
Per-level custom weather scheduling and multipliers in server config.
Override_Vertical_Field_Of_View setting in preferences file.
Support for bulk replacing objects in the level editor.
Changed:
Names containing newlines are now kicked regardless of whether name filter is enabled.
Consolidated several duplicate audio clips.
Fixed:
Save after subscribing to fix re-subscribing after startup crash.
Exception using secondary attack on same input that primary attack destroyed the item.
Gap between rock and terrain in the Washington map SE corner.
Blowtorch and bow item icon bounds.
Short section of Hawaii cave missing darkness.
Floating fern near Unyielding HQ on Hawaii.
Warning when blueprints had the same inputs/outputs but different tools.
Metal garage placement not using metal sound.
Opening boombox song URL. (broke during UI update whoops)
Projectile launcher magazine modifiers not applying when magazine was deleted.
Potential cause of respawning at vehicle when entering on the same frame.
My apologies for leaving the blowtorch and bow icons broken over the past week. Since it turned out to be the only bug introduced in the update I decided to hold off until today rather than require everyone to update again.
Small update to fix two exploits reported over the past week.
Gameplay:
Use dragged item rotation when swapping items. Previously only items that fit directly in the other item's spot could be swapped.
Increased trophy case storage height from 2 to 3. Allows the Hell's Fury to be displayed.
Precision charges can be converted into regular charges.
Increased maximum number of concurrent sounds from 32 to 64. Helpful for guns with high fire rate.
Prioritize local player's gunshot audio over other guns.
Fixed:
uGUI components are pooled now rather than the wrapper classes which should prevent old owners from modifying them, and make it easier to catch any remaining cases.
Map properly defaults to fully zoomed out again.
Client unable to connect to servers using system net transport.
Exploits:
Include per-level Config.json in file integrity test. Several editor settings like the option to disable global water intended for levels using water volumes were being exploited.
Fixed potential exploit opening feedback, song, and plugin links with overlay disabled.
Fixed small gap in Germany cave near the seed vault.
Support for switching between the older (IMGUI) and newer (uGUI) HUD implementations has been added. This is intended for players experiencing visual artifacts and flickering with uGUI until an engine fix is available, or if you really prefer the old one. Note that some menus like crafting and the inventory behave slightly differently between the two. If you would like to use the old HUD:
1. Right-click Unturned in your Steam library 2. Click "Properties..." 3. Click "Select Launch Options..." 4. Add "-Glazier=IMGUI" without quotes
Command-line option (-Glazier=IMGUI) to use IMGUI rather than uGUI.
Button on server info screen to view workshop item details.
Kick messages for the different lost position in queue reasons.
Negative color option for UIs which used red.
Noto Sans Thai font for Thai players.
Changed:
Improved scaling of in-game map menu at higher resolutions.
Moved first-person light source (e.g. headlamp) to camera position.
Fixed:
Scroll wheel handling while mouse is over inventory grid.
Crawling prone underwater into a slanted surface entering swimming stance.
Exception when chat message was received while loading.
Unable to reload assets after exiting level editor.
Async image downloads dirtying pooled images.
Async item icon capture dirtying pooled images.
Exception when alt-tabbing while re-joining singleplayer.
Delay when rapidly selecting items in inventory.
Edit: a bug with cooldowns when changing stances was introduced in the update. Previously there was a 0.75 second cooldown on standing up, i.e. you could go prone, stand up and then go prone again before hitting the cooldown. After the update this cooldown was accidentally applied when going prone/crouching as well. In the patch this has been fixed, the cooldown has been decreased to 0.5 seconds, and the server-side handling of crouch/prone inputs was improved to feel more responsive.
This update aims to address the feedback following the patches to the HUD update last week.
One of the major points was text legibility. In large part because the softer shadows could make it appear blurry. The shadowing has been revised, and much of the UI has been adjusted to only use them where necessary, for example on colored text and against colorful backdrops where the contrast is needed. Otherwise menus have been reworked to contrast with the text without shadows, and colored text usage has been reduced in favor of other indicators like disabling buttons.
Performance was another big concern, so there have been a lot of optimizations to the UIs that were causing hitches. As an example opening a storage locker with hundreds of items in IMGUI could spawn all of the UIs in a single frame because there was no overhead, whereas with uGUI there is a lot of setup required - to mitigate this there are a certain number of item UIs created per frame now, and all of the components needed (e.g. images, text, buttons) are recycled between usage (pooled) to reduce the setup time - this extends to all the UIs in the game.
Throughout the winter holidays each level is sporting some seasonal decorations. In particular PEI is temporarily covered in snow. Gifts containing high-tier weaponry can be found under christmas trees on official maps, and the NPCs have donned their santa hats.
Changelog:
Added:
Per-storage horizontal inventory scrollbar.
Light theme only color preference for rarity backdrops.
Option for custom text shadow color.
Accepted a few new skins from the curated workshop.
Changed:
Revised text coloring and contrast throughout UI.
Improved scaling of inventory grid sprites.
Optimized creating and destroying basic UI elements by pooling them.
Optimized initialization of UI components before reparenting them.
Improved performance opening large storage by time-slicing the item UI creation.
Improved nearby inventory performance by time-slicing the refresh.
Text chat entry field uses color preference rather than admin/gold colors.
Loading screen bar uses foreground color preference rather than difficulty color.
Fixed:
Hide menus off-screen for a single frame when they are enabled to hide uGUI activation artifacts.
Second line of Chinese text in chat being truncated.
Right-clicking outside item popup box now closes the popup.
Several straggling hotkeys triggering while typing in text fields.
Plugin UIs visible while finishing loading.
Pooled UI list using cached viewport height causing a hitch after big data change.
Exception in UI when picking up destroyed items.
Hitch after death caused by skills menu refresh.
Exception updating item icon after item was destroyed.
Potential negative explosion damage multiplier.
Right-click highlight for buttons.
Removing entries from spawn tables editor.
Vertical offset of drowning status icon.
Buildable attachment to train carriages.
Pressing escape to cancel pending chat message.
Swapping items of different slot types within grid.