May 26, 2023
Unturned - SDGNelson
Changelog

Added
  • New animated hitmarkers and option to use non-animated style.
  • Accurate range markers on vanilla scopes.
  • Craftable Progress Pride flag jersey and pin available during Pride Month event.
  • Transparency option for crosshair, hitmarker, and critical hitmarker colors.
  • Accepted Artist, Hooligan, and Lime Tracksuit bundles into Stockpile.
  • Multi-threaded asset loading with additional information on the loading screen.
  • SpotLight_Enabled option for melee, tactical, and headlamp items.
  • Allow_Lobby_Groups server config option.
Changed
  • Windows dedicated server intercepts quit handler to save+shutdown when closed.
  • Replaced Ballistic_Drop gun property with Bullet_Gravity_Multiplier.
  • Removed Recoil_Aim gun property.
  • Searching crafting list by name can show results without any available items.
  • Redact certain hate speech regardless of profanity filter setting.
  • Stop inspect and equip audio clips when the item is dequipped.
  • Removed peripheral integrations. (e.g. long-disabled Discord integration and RGB keyboard integration)
  • Replaced 2D cosmetic icons with 3D preview icons.
  • Your own bullet impact audio is slightly audible regardless of distance to provide more hit feedback.
Fixed
  • Track kills on weapons with Shared_Skin_Lookup_ID. [Thanks NickSkunk!]
  • Phantox Timberwolf albedo and emission textures flipped. [Thanks Semidvista!]
  • Prevent resetting gun's fire delay by clicking again. [Thanks DerEnte!]
  • Enable HUD during red flinch overlay similar to flashbangs. [Thanks Renaxon!]
  • Miscolored roll bar on colored offroaders. [Thanks Alex!]
  • Sentry gun spread/misses not properly using aim direction. [Thanks PiggySvK!]
  • Clamp terrain cut brush radius to work around an engine crash. [Thanks DanielWillett!]
  • Terrain material brush pixel average mode not working. [Thanks DanielWillett!]
  • NPC passive pose resetting when unloaded. [Thanks Toothy Deerryte!]
  • Items in nearby inventory incorrectly removed when a non-visible item is removed. [Thanks Joko!]
  • Using lobby to bypass group member limit. [Thanks Semidvista!]
  • Potential exploit to load assemblies from assets. [Thanks CyberAndrii!]
  • Sync pending visibility changes when baking navmesh. [Thanks Toothy Deerryte!]
  • Arrow tracers getting immediately destroyed. [Thanks Toothy Deerryte!]
  • Ignore asset paths less than 2 characters as a workaround for material palette assets missing closing list bracket.
  • Not applying framerate and vsync limits at startup.
  • Fail loading of animal assets missing required game objects.
Scope Distance Markers

This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.



Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference.

Modders can update custom scopes to use these new features, for more details:

Sight Distance Marker Documentation

Asset Loading

The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.



Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles.

The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped.

Closing Windows Server

Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake.

Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.



Patch #1

Fixed
  • Unable to select repair item blueprint. [Thanks Rattle189 and Renaxon!]
  • Per-server manual workshop folder not working due to extra '/' in path. [Thanks baranmod!]
  • Holographic reticule not visible with transparent critical hitmarker.
  • Some hardcoded audio references not working.
  • Not loading hitmarker style preference (oops).
Patch #2

Added
  • Blueprint_#_Searchable (bool) option for debug items to hide from search results.
Changed
  • Server reorganizes assets after loading to keep ID override order consistent with client.
Fixed
  • Incorrectly matching closest master bundle in file hierarchy when folders had same prefix.
  • Parse unrecognized escape sequence as '\' and log message about '/' for file paths.
With the addition of multi-threading asset loading the server no longer loaded assets in a consistent order, so the ID override order used by clients wasn't matching the server anymore. To fix this the server now uses the same asset remapping system as the client. Note however that content manually installed on the server is inserted before all other assets to reduce conflicts because it is otherwise not loaded on the client.

File paths specified in modded assets using single backslashes broke in the update because there was a fix to parse escaped newlines in unquoted strings. As a workaround unrecognized escape sequences are now parsed as-before and logged. Converting them to forward slashes is recommended because paths starting with lowercase T or lowercase N are being parsed as tab and newline respectively.
Apr 14, 2023
Unturned - SDGNelson
Changelog

Changed
  • Rewrote .dat/.asset parsing and made distinction between "v1" and "v2" assets irrelevant.
  • Removed April Fools' terrain materials because they were widely reported as annoying.
  • Temporarily ban players kicked by BattlEye for 60 seconds. [Thanks Alex!]
Fixed
  • Potential workaround for reaching audio channel limit while loading. [Thanks Animatic!]
  • Infinite loop if animated NPC dialogue was missing a closing angle bracket. [Thanks NSTM and Dug!]
  • Blowtorch LOD1 incorrect UVs. [Thanks ItsRodrigoAl!]
  • Respawn button disabled label out of sync. [Thanks ItsRodrigoAl!]
  • Outdoors skill description missing increased drops. [Thanks P9nda!]
  • Shared_Skin_Lookup_ID not working with ragdoll effect or kill counter. [Thanks NickSkunk!]
Asset Parsing Rewrite

Previously there were separate code paths and file formats for older and newer assets. This has been rewritten into a unified code path and unified file format. It doesn't sound particularly exciting, but there will be a variety of future benefits, and in the meantime:
  • Modding is a bit easier without the separation between "v1" and "v2" assets, and now with better error messages.
  • Parsing asset files is a bit faster. Rather than copying the entire file in memory multiple times it is parsed+hashed as it is read.
  • Cleaned up significant "technical debt".
  • All of the new code is unit-tested to help avoid accidental bugs.
View Merged v1/v2 Asset Documentation
View Data File Format Documentation

New Modding Documentation Site

Molt has recently finished upgrading all of the documentation for a dedicated Unturned docs website. It is still a work-in-progress, but already has a much better UX / UI, built-in search functionality, offline downloads, and the option to switch between release (stable) and preview (latest) documentation. The new docs are written in reStructuredText, built with Sphinx, and hosted by Read the Docs.

View Documentation Site



Patch #1

Fixed
  • Lasers and night vision not parsing color blue channel. [Thanks DiFFoZ and DanielWillett!]

Patch #2

Minor important update. Released 2023-05-04.
Unturned - SDGNelson
Edit on April 2nd: although this map is real and playable, it was created as an April Fools' joke by Renaxon, danaby2, Animatic, clue, and Timo987 in only 4 days! All the thanks goes to them for this fun event. Who knows, perhaps the feedback from this project will be useful for an actual curated map in the future?



Antarctica- the newest map by Renaxon, danaby2, Animatic, clue and Timo987, has released.
... The final frontier in terms of tough, legitimately survival based mechanics is ready to be explored and conquered.
Featuring every single item in the game, every single crafting recipe, and all the hardcore classic methods of survival you've come to love.

A seriously harsh, desolate, and uncharacteristically detailed landmass, Antarctica is an Insane sized map- 4x bigger than the Russia map, and 16x bigger than the Yukon.

Included in Antarctica, is the most detailed depiction of wilderness Unturned has ever seen. You'll want to watch your back for packs of this fierce land's defenders.

Also included, is a revised radiation and immunity system. Due to a severely changed world, the air on Antarctica is toxic. Maybe a smarter survivor out there could help find a cure...

Now, stop reading, and get going.
It can't explore itself.


Watch the Antarctica Trailer Here

To host a server running the map add its workshop file ID (2954631626) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Antarctica" (without quotes) in Commands.dat.
Mar 31, 2023
Unturned - SDGNelson
Changelog:

Added
  • Compare workshop file timestamps when joining server instead of asset bundle hashes.
  • LogMemoryUsage command for server owners to get a high-level view of what exists on the server.
Fixed
  • Tracked quest title in HUD too short for some non-English characters. [Thanks nemukopic!]
  • Pegasus Empire skin incorrect attachment color. [Thanks Yadaven!]
Mar 24, 2023
Unturned - SDGNelson
Changelog:

Added
  • Gameplay config for third-person recoil and spread multipliers.
Changed
  • Holding primary/secondary input will start item action as soon as possible.
  • Allow bulk-reassigning material index/palette in editor.
Fixed
  • Ambient audio never playing if audio channel limit was reached during load.
  • Exception when loading culling volumes on dedicated server.
  • Garbage generated on server when filtering relevant connections for RPCs.
  • Placeholder partial fix for spamming shoot inputs, however rate of fire is still lower than full auto.
  • Item drops falling through narrow gaps when using raycast rather than spherecast. [Thanks Ghosticollis!]
  • Vertical alignment of Masterkey when aiming. [Thanks MediumPlayer!]
  • Remove warning for objects with legacy ID now that it is unused. [Thanks LocoCZ!]
  • Valentines quest condition was applied to wrong secret admirer note dialogue. [Thanks GG_Gabr!]
  • Miscellaneous Washington visual fixes. [Thanks AdamDN and Firecynical!]
  • Missing distance check for barricade/structure salvage. [Thanks Ghosticollis!]
  • Zombie detection radius while prone was too low for the newer collision. [Thanks JimmyDeluxe0 and Ms.Yawhaw!]
Third-Person Recoil and Spread Configurable:

When the third-person recoil and spread debuffs were added there was a lot of debate about making them configurable versus keeping the game experience more consistent between servers. The configurability argument is that the game should be as moddable as possible to encourage creativity and enable players to do whatever they find most fun, whereas the consistency argument is that it is confusing and disorienting to run into wildly different movement, gunplay, difficulty, etc. on every server.

2x recoil and spread in third-person is the intended vanilla experience. By requiring it for a while it became the consistent baseline, preventing reactionary servers from immediately disabling the change. (Unlike the movement changes which many servers immediately reverted.) Now that it has been the default, servers can choose to customize and raise and lower the multipliers as they see fit.

Was this a good approach? We will see where it might make sense with future gameplay changes.
Mar 3, 2023
Unturned - SDGNelson
Changelog:

Added
  • Arid Scout and Tourist cosmetic bundles.
  • Always_Spawn_Full [bool] option for fuel items.
  • Affected_By_Agriculture_Skill [bool] option for farmable items.
Changed
  • Teleporting causes a complete culling volume update immediately rather than time-slicing.
  • Limit max horde beacon item drops to 256. Previously a misconfigured drops multiplier could overwhelm the game.
  • Prevent using single quote ' and double quote " when stricter built-in name filter is enabled.
  • Support NPC hint reward in multiplayer.
Fixed
  • Discard loaded barricades if type has changed to avoid savedata compatibility problems. [Thanks Jdance-Media and joeymisfit!]
  • Exclude uninitialized objects from level save, for example volume components inside Unity prefabs.
  • Rubble hit collider can be any depth, not just direct children.
  • Exception/kick when walking into a just-destroyed vehicle. [Thanks warren39 and DiFFoZ!]
  • Barricades on surface of vehicle not working with child explosion armor multiplier. [Thanks Molt!]
  • Flickering textures on atlassed meshes with original UVs exactly at 0.0 or 1.0. [Thanks AdamDN!]
Patch #1:

Fixed
  • Slightly increased texture atlas UV padding for larger textures.
Arid Update:

The developers of Arid have added two new locations, new items, vehicles, quests, and improvements to the progression, balance, performance, and more!



To host a server running the map add its workshop file ID (2683620106) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Arid in Commands.dat.

This project was created by Renaxon, dug, danaby2, and clue. If you enjoy the map and would like to support them, consider checking out the new Scout and Tourist bundles on the Stockpile:
Arid Scout Bundle
Arid Tourist Bundle
Feb 17, 2023
Unturned - SDGNelson
Changelog:

Added
  • Option to use the classic crosshair shape.
  • "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
  • Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
  • Exclude_From_Culling_Volumes [bool] option for objects.
  • Exclude_From_Level_Batching [bool] option for objects and trees.
  • "-DisableCullingVolumes" command-line flag. Not recommended.
  • "-UseLevelBatching=true/false" command-line option.
  • Valentine's day holiday condition for secret admirer note quest on Liberator.
  • Per-location option to hide from map UI.
Changed
  • Improved and re-enabled batching of level objects and trees.
  • Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
  • Use same collision height (2 meters) for all zombie types.
  • Slightly increase zombie vertical attack range by 0.1 meter.
  • Slide while standing on zombie's/animal's head.
  • Allow masks to work as underwater breathing apparatus with backpack.
  • Semi-auto repairing melee items play an impact sound.
  • Terrain tool weight target option can be used with auto foundation option.
Fixed
  • Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
  • Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
  • Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
  • Transparent pixels in supersampled screenshots. [Thanks Tiway!]
  • Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
  • Animal collider not getting disabled on server. [Thanks surv0013!]
  • Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
  • Extremely small network positions off by one. [Thanks Gamingtoday093!]
  • Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
  • Interior culling size of several objects.
  • Loading screen not appearing between clicking exit and reaching the main menu.
  • Legacy airdrop/location node conversion not assigning instance ID.
Patch #1:

Fixed
  • Holiday object collision not disabled on server. [Thanks AdamDN!]
Batching performance improvements:

This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false

For more information there are two new articles intended for map developers:

Level Batching
Manual Object Culling

Jan 27, 2023
Unturned - SDGNelson
Changelog:

Added
  • Option to use custom sized crosshair rather than size calculated from spread.
  • "-DisableLightLODs" command-line flag. Not recommended.
  • Delete_After_Filling_Target [bool] option for fuel items.
  • SalvageItem [guid] option for placeable items when picked up below 100% health.
  • Min_Items_Dropped_On_Destroy, Max_Items_Dropped_On_Destroy, and Item_Dropped_On_Destroy options for placeable items.
  • Terrain_Test_Height option for housing floors, defaults to 10. (max height above terrain)
  • Destroy_Clothing_Colliders [bool] option for clothes, Destroy_Attachment_Colliders [bool] option for attachments, and Destroy_Item_Colliders [bool] option for items. Defaults to true. Previously only root colliders were destroyed, but in this update child colliders are destroyed as well following low performance reports of mods with complex colliders on item prefabs. These options exists for mods which relied on child colliders (not recommended).
  • Scale_Aim_Animation_Speed [bool] option for guns. If true, Aim_Start and Aim_Stop animations are scaled according to aim duration. Defaults to true.
  • Laser_Color option for tactical laser.
  • Main menu links to support site and preview branch changelog.
Changed
  • Zombies block player movement again. (finally!)
  • Stereo tracks list allow songs not installed on the server.
  • Holiday condition supports Not_Equal comparison.
  • Adjusted wording of pause menu respawn button.
  • Support multiple workshop file IDs in AssetBundleCustomData.
  • Log state of player in queue during transport failure.
  • Better logging for custom modules to aid troubleshooting.
  • Updated missing object and tree kicks to newer asset integrity used by foliage.
Fixed
  • Prevent viewmodel springs exploding at very low framerates.
  • Case where logging exception could throw another exception.
  • Stuck if EffectSpawner component was triggered while loading level.
  • Nodes editor unable to select empty named locations in IMGUI mode.
  • Fishing rod collision detection error logged when bobber started floating.
  • Clamp server Timeout_Queue_Seconds lower than client timeout.
  • Not tracking kill counter progress when quitting rather than exiting to menu.
  • Copy/pasting scale in volumes editor.
  • Vanilla ban command IP ban was using old net transport code.
  • Objects with visibility conditions using quest GUID.
  • Disable vehicle exhaust when all particle systems are finished.
  • Incorrectly smooth normals on edge of Hangar #1 roof.
  • Discolored wall in Mechanic #2 back room.
  • Holding salvage key not resetting on death.
  • Disable anonymous WAN IP check when joining through LAN server list.
  • Weapons applying bleed/bone/food/water/virus/hallucination damage in safezone.
  • Prevent attaching roofs to top of ramparts.
  • Match mannequin placement arrow direction to other barricades like signs.
  • Mannequin pose button getting out of sync with actual pose when rate limited.
  • Server ignores using vehicle horn if audio clip is missing, can override with Has_Horn true.
  • Blowing yourself up no longer counts as a kill stat.
  • Prevent bed placement inside kill volume.
Patch #1:

Changed
  • Only validate level objects asset integrity prior to legacy ID fallback.
Patch #2:

Fixed
  • Ban command fix was actually broken (sigh), used wrong player's IP. [Thanks Darkane!]
Behind the scenes:

I consider myself fortunate to have such a helpful community where many players are willing to help others on Steam Discussions, Discord, the subreddit, the forum, etc. I've always offered direct email support, but I don't think I could have kept up if it weren't for all the questions being answered and issues being solved by members of the community. Many thanks and a big shoutout to everyone involved!

Over the past couple years I've noticed the volume of support emails rising, perhaps from the higher number of players. This has gradually increased the amount of time required, and reduced time for development. In order to both improve the support process and free up time for gamedev the New Support Website was my main focus earlier this month. There are some issues and questions that come up repeatedly, so my goal is to provide official articles and guides that go more in-depth than I could over email. My hope is these will be easier to find, more helpful, and serve as a resource for community helpers too! For anything not covered, there is a new user-friendly ticket form replacing the old email.

This update was primarily focused on catching up with some backlogged fixes and improvements. I'm not quite finished catching up yet, but wanted to get the ready-to-go stuff released considering it has been a while since the last update.
Dec 16, 2022
Unturned - SDGNelson


A medium+ sized map set in northern Eurasia featuring high location density, a wider progression system with less reliance on RNG, plenty of unique experiences via quests, over 600 items, and an awesome looking bridge (two, in fact). With its fast paced design (inspired by Elver & Washington) and informative item descriptions, it's easy for anyone to pick up, learn and enjoy.


Watch the A6 Polaris Trailer Here

To host a server running the map add its workshop file ID (2898548949) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "A6 Polaris" (without quotes) in Commands.dat.



For the next two weeks a variety of exclusive new free items will be dropping:



This project was created by danaby2, Renaxon and LVOmega. If you enjoy the map and would like to support them, consider checking out the box or bundle on the Stockpile:



A6 Polaris Map Mystery Box
A6 Polaris Map Bundle

Other links:

ID List & Crafting Guide
Troubleshooting & Modding Info
Bug Reports
YouTube Playlist
Credits

Patch #1

Fixed:
  • Kill counters and ragdoll effects on detonator skin.
Patch #2

Changed:
  • Minor engine patch from 2020.3.38f1 to 2020.3.43f1. Edit: rolled back with patch #3 because of some new crashes. This was the only change in the .3 patch.
  • Adjust sorting and red warning on server list for listings with large ping discrepancy.
Fixed:
  • Water volume sea level checkbox using wrong value.
  • Server log entry about lod group additional data.
  • Potential cause of rubble error while loading server.
  • Loading screen stuck if loading asset bundles async and sync at the same time.
Unturned - SDGNelson
A6 Polaris Teaser:



Watch the trailer for danaby2's upcoming curated map "A6 Polaris" releasing next Friday!



Changelog:

Added:
  • Spread_Angle_Degrees gun option replacing Spread_Hip.
  • Aim_In_Duration gun option. Old hardcoded default was 0.2 seconds. Vanilla guns have been tweaked +/- 50ms on average.
  • Aim_Duration_Multiplier gun attachment option. Large vanilla magazines reduce aiming speed.
  • Damage_Falloff_Max_Range option for falloff to finish closer than the total max range.
  • Plugin option to hide center dot and disable reputation change notification.
  • Separate messaging and auto-shutdown for update rollbacks.
  • Is_Music bool option for effect asset used in ambiance volumes.
  • Support for warning if there is a large discrepancy between server listing and actual in-game ping.
Changed:
  • Crosshair follows recoil similar to laser and better represents actual spread.
  • Prevent joining servers without GSLT over the internet. LAN servers are unaffected.
  • Trees can override their appearance on the 2D chart similar to objects.
  • Item condition supports comparison other than >=.
  • Improved how viewmodel camera is automatically aligned with gun sights.
  • Pressing enter in IP field shows loopback/LAN info, and with a ":port" moves port to the port field.
Fixed:
  • Gun spread is finally circular rather than square.
  • Clear volume selection when changing tool.
  • Selecting quests in quest list when a quest asset was missing.
  • Foliage tool performance while not painting with large brush.
  • Potential nodes editor bug with IMGUI mode.
  • Volume solid visualization visible in satellite capture.
  • Collision at rear of destroyed ural object.
  • Alignment of volumes tab and objects list.
  • Not timing out when server did not respond to join request.
Patch #1:

Fixed:
  • Crosshair not fading out when opening menus.
  • Animator component used by mods/plugins re-enabled.
  • Main menu stuck when resolving invalid hostname.
Server Changes:

Edit: this first change has been disabled following feedback. If you would like to find non-P2W servers the best option is to use the "None" or "Non-Gameplay" Monetization filters in the server list.
Refreshing the Internet server list without a name filter will only show non-monetized and non-gameplay-monetization servers now. As a reminder: servers selling gameplay advantages should not categorize themselves as non-monetized / non-gameplay-monetization. Examples of gameplay advantages include weapons, vehicles, experience, admin commands, progression skips, etc. The goal is to help promote discoverability of non-pay-to-win (P2W) servers for new players.

Last year setting a Game Server Login Token (GSLT) became a requirement for listing on the Internet server list. This has now become a requirement for direct connection as well. The goal is to help with moderation of servers re-uploading other creators' workshop files without permission.
...