All effect, dialogue, quest, and vendor references support guids.
Asphyxiating status icon while in non-breathable area.
Max Boss Zombies per-navmesh option.
Per-dialogue-message option to change NPC face.
Changed:
Removed devkit editor and its related unused systems.
Moved decal visibility into regular editor visibility tab.
Partially upgraded Nodes editor similar to Volumes and re-categorized devkit spawnpoint as node.
Moved devkit object material overrides into Objects editor.
Item Equip sound is redirectable with EquipAudioClip option.
Server logs when client requests graceful disconnect.
Slightly improved "spy" capture performance.
Fixed:
Several exploits to remove grass and terrain materials.
Twised start of road mesh with "ignore terrain" enabled.
Another bug with planar reflections with multiple water volumes.
Leaking foliage cuts when floors were destroyed.
Pressing rotate item while not dragging item still playing audio.
Lockpicks, tires, and batteries being removed if another player enters vehicle while using.
Round scale to -1 or +1 if nearly equal to help reduce slight misalignments between objects.
Round rotation angles if nearly axis aligned to help reduce slight misalignments between objects. For example 89.99 rounds to 90.
Adjustments to Kuwait letterman shoes, bubble pipe, and mask. [Thanks Animatic!]
Notes:
Most effect and NPC features did not yet support guids, instead relying on the old 16-bit ids. Now anywhere that a 16-bit effect or NPC asset id is used can also support guid instead. New and future content should use guids where possible to avoid asset id conflicts. Going through all of the related code was a rather large change, so there might be some unexpected side effects that need fixing in a patch.
Merging the last few features from the devkit into the regular editor is a big step toward improving the experience for mappers. The focus of editor updates can finally shift from fixing the "devkit vs legacy" mess to new tools, features, QoL, etc.
Oxygen volumes for deep caves or special underwater plants.
Accepted Demon of Greed, Pirate Captain, and Demon Hunter outfits from the Curated Workshop.
Changed:
Raised minimum Grass quality from Off to Low.
Grass is now streamed from a worker thread which reduces the CPU performance impact.
Improved performance of screenshot capture with supersampling enabled.
Improved logging of kicks for transport failure.
Fixed:
Sentry gun shooting while paused.
Lobby screen breaking if plugin set description to invalid base64 string.
32-bit Windows (again):
Several updates ago in 3.22.14.0 support for 32-bit Windows officially ended. This was not well communicated in game however because unless the archived 32-bit compatibility branch was installed it was combining the older build with the most recent shared/common files. In order to make this smoother for the meantime the 32-bit Windows version will stay up-to-date, but can only play singleplayer (not multiplayer), and shows an explanation on the main menu. Opting-in to the archived 32-bit compatibility branch allows hosting and playing multiplayer on the older version.
Command-line "-FallbackGizmos" option to use 3D line renderers instead.
InventoryAudio option for drag/drop item sounds.
Procedurally_Animate_Inertia bool option for equipable items.
Zoom_Using_Eyes bool option for gun sights.
Equipable_Movement_Speed_Multiplier option for equipable items and gun attachments.
Aiming_Movement_Speed_Multiplier and Aiming_Recoil_Multiplier options for guns and gun attachments.
Attack_Interval option for animals (measured in seconds).
Support for server plugin setting item hotkeys.
Support for server plugin enabling voice chat while dead.
Command-line "-FrameRateLimit" option which overrides the menu option.
Command-line "-FarClipDistance" option for players who want to try reducing max draw distance below minimum.
Changed:
Recoil and spread are doubled while using third-person perspective.
Improved tactical laser visibility through scopes.
Increased default text field length from 16 to 100.
Reduced bullet casing bounce volume.
Separated water surface visibility in editor from volume visibility option.
Animal damage considers player armor.
Include workshop file name in asset mismatch kick message if different.
Fixed:
Server description corruption with line break inside multi-byte codepoint.
Precision loss when repeatedly dragging transform back and forth.
Crafted guns with state transfer will use default firemode.
White surface when water volume loads with planar reflection disabled.
Using fertilizer on fully-grown crops.
Washington note showing empty line of text.
Recoil Changes:
The skill ceiling of first-person aiming has been raised by adding secondary recoil away from the center of the screen. Holographic sights and tactical lasers are the best indicator for this because they always point exactly where the shot will go. i.e., if the gun has zero spread and the laser has recoiled above the crosshair then the bullet will hit exactly where the laser marks. Third-person recoil and spread have been doubled to encourage the use of first-person aiming.
Object and vehicle overrides fallback to client prefab if server prefab does not exist.
Clouds not visible with OpenGL.
Multiplayer Workshop File Order:
In multiplayer the client now rebuilds the list of known assets according to the workshop file order specified by the server. This fixes a variety of issues like crafting recipes from mods not available on the server showing as crafting options, and ensures that mods which override each other are applied in the same order for all players.
Walls and pillars can be snapped above and below existing walls.
"The Bridge Where It Rains" music by staswalle on Washington loading screen.
Screenshot resolution multiplier and supersampling option. For example supersampling with a 4x multiplier at 1920x1080 will produce a 15360x8640 screenshot downsampled to 7680x4320.*
New editor for "devkit" volumes in the regular level editor.
Game now handles Steam overlay screenshot requests.
Screenshots no longer overwrite each other and can appear on the startup loading screen.
Fixed:
Vanilla pre-placed blood decals are not loaded if blood splatters are disabled.
Human animation template leg roll.
Potential problem with per-level version kick, log when unable to parse version.
Housing ramp blocking pillar and wall placement two floors below.
Holiday items visible in stylized chart capture.
Effect spawn position when forageable bushes are destroyed.
Roads that should have been curved on Germany.
Spot where the road was partially covered by the terrain on Germany.
All of the road guardrails on the Germany map to face inwards rather than outwards.
Removed some boulders that were located under the map terrain on Russia.
Incorrect materials being used out-of-bounds on Russia.
Typo for the ragdroll removal tool where the item name was misspelled.
Icon dimensions of many cosmetics to improve the quality of their high-res icons.
Downward Building:
Houses can finally be extended downward! This is especially useful for bridging gaps like roads and rivers, or repairing foundations after a raid.
Volumes Editor:
All of the "devkit" volumes have been moved into the regular editor, and are easier to shape with the new box move and box resize tools. Subsequent updates will convert older volume types like safezones to this tool, and add other shapes like spheres.
The Bridge Where It Rains:
Washington is the second map to receive theme music by staswalle! You can hear it on the loading screen, boombox item, or his YouTube channel here:
Special thanks to Tyler "MoltonMontro" for the map and icon tweaks and fixes!
Playtime item drops have been disabled, but may return for special events like map releases. It was not very exciting to receive the older items, and I want to eliminate any item drop farming if it exists.
This will be the final version with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players.
*Current supersampling implementation is a mediocre placeholder until I add supersampling as an in-game anti-aliasing option. It will be faster once that is taken care of.
Patch #1:
Fixed:
All weapons being treated as having bladeID 0.
Preserve old scale pivot snapping behavior.
Kill volumes not killing.
Patch #2:
Added:
Option to disable custom screenshots on loading screen.
Fixed:
Kuwait achievement names in item descriptions.
Fists able to damage objects with blade restriction.
Volumes editor using incorrect snapping values.
Decimal number fields getting reset when manually typing decimal point.
Animated objects without Clip.prefab not animating on server. (Always Animate culling type)
I am happy to celebrate another great year in the Unturned community! We first launched into Early Access on Steam in 2014: eight years ago today. Thank you to everyone for your longtime support and encouragement as the game continues to grow and (hopefully) improve! I consider myself incredibly fortunate and lucky to be able to focus on this project full-time for so long.
Changelog:
Added:
Housing Planner tool for quickly placing structures. [ID 1764]
Notification on main menu when an update is available.
Server option to shutdown for auto-detected game updates. (Finally, eh?)
Server option to shutdown for scheduled maintenance at a fixed time.
Grow_SpawnTable (guid) option for crops.
Copy to Clipboard button for error message.
Option to make terrain holes visible for finding gaps.
Terrain material icon in asset list.
Changed:
Housing item placement is easier now that connections betweem then are tracked.
Roof placement requires two pillars rather than a pillar at each corner.
Shooting/attacking stops clientside if no inbound traffic has been received for 2 seconds.
Updated barricade placement on vehicle to use netids rather than index.
Temporarily buffed brick-material housing items from 800 to 1650 HP.
Fixed:
Many exploits for stacking housing items in the same slot.
Explosion damage respects zombie armor.
Terrain editor per-"pixel" smoothing mode near edges.
Whitespace-only player names with name filter disabled.
Reverted post processing version to work around TAA transparent field of view bug.
Some terrain hole gaps on Germany.
Wrong material on circular table barricade LOD1.
Housing Planner:
The Housing Planner lets you quickly place housing items without waiting for animations, and pick them back up much faster. It can crafted from a GPS and Rangefinder, or found as an uncommon drop at construction sites.
There are a variety of housing-related rewrites in this update which are part of a first step towards better base building. Future work in this area will include building downward, claim flags automatically covering the entire connected house, replacing the crafting system, and more!
Server Auto Restart:
Two features have been added to the server Config.json file in this update to make server maintenance without plugins easier:
Scheduled Maintenance:
Restarting approximately once per 24 hours is recommended for the meantime because most of the older code still uses 32-bit floating point time. While this is gradually being improved an option to schedule shutdown has been added.
Enable_Scheduled_Shutdown: if true the server will shutdown at the specified time.
Scheduled_Shutdown_Time: local time the server will shutdown.
Scheduled_Shutdown_Warnings: list of times before the shutdown to notify players. For example 30:00 will broadcast in chat 30 minutes before the shutdown.
Checking for Updates:
Finally! The server can monitor for updates and restart when one is detected.
Enable_Update_Shutdown: if true the server will monitor for updates.
Update_Steam_Beta_Name: defaults to "public", but can be set to "preview" for servers running on the preview branch.
Update_Shutdown_Warnings: after an update is detected the server will wait for the longest of these durations to notify players before shutdown. For example if the longest time is 2:30 the server will broadcast in chat 2 minutes and 30 seconds before the shutdown.
Practical Application:
These options are most useful in conjunction with a script that updates and restarts the server in a loop. For example this Windows .bat script can be placed in the steamcmd folder to infinitely update and restart the server:
@echo off
rem @ suppresses echo command from being echoed, and then disables echoing in this script.
rem This is a label for use with "goto". The script will return to this label to update and restart the server.
:loop
rem %~dp0 expands to the path to this script's directory, allowing it to be called from a different working directory.
rem The "/wait" option pauses our script until steamcmd is finished.
rem Start steamcmd, download latest version of Unturned Dedicated Server, then close cleanly.
echo Updating...
start "" /wait "%~dp0steamcmd.exe" +login anonymous +app_update 1110390 +quit
echo Finished update! Launching server...
start "" /wait "%~dp0steamapps\common\U3DS\Unturned.exe" -batchmode -nographics +InternetServer/MyServer
echo Server has exited. Restarting after timeout...
echo:
echo Press CTRL+C and then Y during this timeout to cancel restart.
timeout 10
rem Return to the "loop" label to update and restart the server.
goto loop
Windows 32-bit Deprecation:
This will be one of the last updates with 32-bit Windows support. According to the Steam hardware survey 32-bit Windows is approximately 0.22% of players. The final update with 32-bit Windows support will be sometime in early August, and will also remain permanently available on a Steam beta branch for anyone returning to the game on a 32-bit PC.
Kuwait's final update is here! The monuments on Boubyan Island have finally charged up to power the main obelisk. Play today to discover (and promptly escape) the outlands.
To host a server running the map add its workshop file ID (2483365750) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Kuwait in Commands.dat.
Two challenging new achievements with free rare items have been added in a final questline:
For the next two weeks a variety of exclusive new free items will be dropping:
This project was created by Animatic and NSTM. If you enjoy the map and would like to support them, consider checking out their Kuwait-themed bundles on the Stockpile:
We have collaborated with Makeship to bring the Biohazard Zombie to life in the form of a limited-edition collectible plush toy!
Edit: the campaign has concluded after being successfully funded! Thank you to everyone for your interest and support, we are looking forward to sending them out in September!
Base Game Changelog:
Added:
"Projection Ratio Coefficient" option for "Focal Length" sensitivity scaling.
Terrain editor hotkeys to switch active tab.
Changed:
Updated Unity from 2019.4.38f1 to 2020.3.34f1.
Always load english text as fallback.
Vanilla ban command also bans player HWID.
Fixed:
Replaced placeholder equipment rate limit fix by converting item hash to the newer asset integrity system.
Boombox volume slider triggering rate limit kick.
Explain kick when server per-platform assetbundle hash is out of date.
Vertical alignment of font color setting.
Text field character limit in IMGUI mode.
Patch #1:
We have gotten reports that many players are experiencing BattlEye issues on Mac. Unfortunately the cause is still a mystery because I have not been able to reproduce it on my test Mac, and there still seem to be lots of Mac players online BattlEye protected servers. We are working with BattlEye to narrow down and patch as soon as possible.
This patch only fixes a few mistakes in the vanilla HWID ban support.
Patch #2:
New version of BattlEye macOS and Linux clients, and speculative fix for the failed to load BattlEye kick on macOS.
Alt hotkey to remove baked foliage with paint brush.
"Disable" option for sensitivity scaling mode.
Terrain material editor filter for only in-use materials.
Terrain material and foliage editor name filters.
Kick threshold for significantly exceeding per-RPC rate limits.
Changed:
Separated terrain editor brush strength value for each tool.
Assetbundle hash is included in asset integrity check.
Fixed:
Warn if vendor vehicle spawnpoint is unset.
Missing vendor and reward spawnpoint for vehicle uses player position as fallback.
Picking up items while climbing.
Invalid item conditions on tracked quest breaking UI.
Fists use melee damage multiplier.
Terrain undo/redo interfering with other undo/redos.
Patch #1:
Sorry to say that there were two embarrasing mistakes made in the initial release of this update:
Firstly, the 2020 LTS beta was accidentally set live rather than the actual update. The reason this happened is that my automatic release process was using the newest upload rather than the upload from the preview branch. In order to ensure this never happens again the automatic release will now specifically use the preview branch version rather than the newest version, and a confirmation dialog to double-check.
Secondly, players were getting kicked for exceeding rate limits when equipping a kit. This highlighted a flaw in the equipment system from back when integrity checks were first added to equipped items. For the meantime I have increased the equipment rate limits significantly as a temporary workaround, but for the next major update I will properly resolve this flaw. If you experience other incorrect rate limit kicks please let me know and I will get them fixed, and as a temporary measure it is also possible to raise the Rate_Limit_Kick_Threshold in Config.json.
Details:
Client-invokable RPCs already have rate limits intended to prevent wasting server processing time. There was no penalty for repeatedly hitting these rate limits however, so time could still be wasted ignoring requests. There is now a Rate_Limit_Kick_Threshold option: if the same rate limit is hit this many times within the cooldown window the client will be kicked. For example a value of 5 means the client will be kicked the 5th time it is called within the same cooldown window. The default is 10.
The server checks both individual asset integrity and Unity assetbundle integrity to prevent cheaters from modifying their files to gain an advantage. Previously it was possible to bypass this by loading a different assetbundle on a per-asset basis, for example by adding a legacy ".unity3d" assetbundle to a vanilla vehicle. Individual asset integrity checks now include the assetbundle hash as well which prevents this exploit as long as the multi-platform ".hash" file is available for the server.
Unity 2020 Preview:
Unturned is currently using Unity 2019 LTS. Upgrading to 2020 LTS seems to be stable now and fully backwards compatible with existing content. If you would like to give it a try it is on the "unity-2020" beta branch, though there are still some known issues to fix next week. Assuming there are no unexpected surprises *fingers crossed* it should be in the next update.