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 Dummy h2 Update NotesApr 28, 2017 - Community AnnouncementsUpdate 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: Update NotesApr 21, 2017 - Community Announcements3.18.8.1 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 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. 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. Update NotesApr 13, 2017 - Community AnnouncementsGroups 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. Update NotesApr 12, 2017 - Community AnnouncementsLobbies: Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game. Matchmaking: To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps. Groups: Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members. Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros of the old system like managing huge groups across multiple servers. If you have suggestions on how to merge the two systems post your ideas; right now I'm considering bringing back Steam groups as a default group when you first join the server with lobbies overriding that, and then the ability in-game to leave or rejoin your Steam group. Update Notes: Additions: Added April 2017 Workshop Crate #2 Added Lobbies. Added Matchmaking. Added revamped in-game group system. Accepted 2 new outfits to the Stockpile. Updates: Updated BattlEye. Tweaks: Tweaked NEW labels and Steam status to be translatable. Fixes: Fixed potential for dropped chat messages. Fixed loading into third person only servers. Fixed hangar #2 doorway height. Update NotesApr 1, 2017 - Community AnnouncementsUpdate Notes: Additions: Added stereo. Added playtime drop skins for all melee weapons. Added option to disable featured workshop item section. Added moon buggy. Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config. Improvements: Transplanted PEI and surrounding waters to another planet for a change of scenery. Tweaks: Tweaked more food items to cause hallucinations in line with their real life counterparts. Fixes: Fixed devkit browsers to reset scrollbar when refreshed. Fixed naming of skin creator secondary folders. Fixed several objects showing up black. Fixed coastguard window collision. Stereo: For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs. Update NotesMar 24, 2017 - Community AnnouncementsUpdate Notes: Additions: Added popular workshop item display to main menu news. Added ability to spawn level objects from the asset browser and modify them in the devkit. Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option. Added new upgraded visibility groups options to devkit. Improvements: Improved skin acceptor tool. Improved images in news to expand/contract when clicked. Improved RAM usage. Updates: Updated BattlEye. Fixes: Fixed timing related duplication bug with a few item types. Fixed getting stuck in corner of windmill. Fixed closing doors into vehicles. Fixed incorrectly formatted secondary skin outputs. Featured Workshop Slot: The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve. Devkit Objects: If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in the map config. I'd recommend making a backup first though because this is still probably a bit wonky. If you're using the new landscape features this will speed up iteration significantly rather than swapping between the editors, and the new selection tool is far superior even in its unfinished state. Skin Tools: While not publicly useful I did put a couple more days this week into improving the skin accepting tools, so future stockpile waves/crates will be much faster to setup on my end. Update NotesMar 18, 2017 - Community AnnouncementsSkin Tools: You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game. Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly. Update Notes: Additions: Added skin creator wizard to devkit. Added skin acceptor wizard to devkit. Added picket sign to Extras/Bundles/Items/Barricades folder. Tweaks: Tweaked to prevent viewing chart/GPS while blindfolded. Tweaked blindfolds to show over cosmetic glasses. Tweaked several Hawaii spawns/loot balance slightly. Fixes: Fixed vehicles stuttering while falling on server. Fixed missing lobby in PEI/Washington arenas. Fixed to prevent entering vehicles attached to skycrane. Fixed placing buildables through small gaps. Fixed to include flag template in sources. Fixed several exploits in caves on Hawaii. Update NotesMar 11, 2017 - Community AnnouncementsUpdate Notes: Additions: Added blindfold. Added a few more caves to Hawaii and large cavern. Added workshop upload wizard to devkit. Added automatic serverside workshop downloads. Added more foliage details to Hawaii. Added maple and pine beams to Hawaii. Added coastguard mega zombie. Tweaks: Tweaked coastguard spawns. Fixes: Fixed potential problem causing rockets to explode early. Fixed no lighting mode to work more nicely with water. Fixed not broadcasting player position while rubberbanding. Fixed industrial pipe grate serverside collision. Fixed hospital fortification slots. Fixed airlock serverside collision. Fixed fences serverside collision. Fixed Hawaii waterpark duplicate water. Workshop Changes: Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import. Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going through properly at the moment. I've asked Valve about this and will hopefully get it corrected soon - but for the moment it probably doesn't work. Patch NotesFeb 24, 2017 - Community AnnouncementsPatch Notes: Additions: Added several minor Hawaii ranger/military/coastguard locations. Added an underwater facility to the deadzone. Fixes: Fixed visibility groups affecting volumes on server. Fixed possible object loading mismatch problem. Fixed placing buildables as passenger. Fixed potential problem when vehicles load inside lava. Fixed looking around with infinite sensitivity. Fixed missing space in haiku stairs name. Fixed two stuck spots in cave under farm. Fixed war boat serverside crash. Fixed some colliders on the seaplane. Fixed Hawaii ladder behaviour on servers. Fixed incorrectly rotated Hawaii hospital slots. Fixed Hawaii fences to be destructible. Fixed collision on HawaiiPlatform_Cap. Fixed ladder height on all towers. Fixed shed placement at the track. Fixed all garden fence heights. Fixed vehicle spawn above the facility. Fixed vehicle spawns to use newer table system. Fixed multiple entries to the research facility. Game Developers' Conference: I'll be away all next week in San Francisco for GDC, so there won't be an update. With these fixes the game should hopefully be relatively stable however. If you're in the area/attending GDC and would like to meet up let me know! Update NotesFeb 21, 2017 - Community AnnouncementsUpdate Notes: Additions: Added hang gliders. Added war boat, skipper and scrounger vehicles. Added deadzone to Hawaii. Added option to preferences to disable bloom lens dirt. Improvements: Improved volcano area on Hawaii. Improved to log asset capitalization differences to errors. Tweaks: Tweaked hovercraft skirt, turn radius. Tweaked seaplane bumper size. Fixes: Fixed placing storage on drowned vehicles about to despawn. Fixed to properly cleanup buildables on vehicle when despawned. Fixed chart baking and updated Hawaii chart. Fixed closing editor pause menu. Fixed possible bug with devkit dropdowns. Fixed saving kill volume configuration. Fixed naming of several Hawaii objects breaking Linux servers. Fixed placing barricades on a few vehicles. Fixed seaplane tail colliders and removed halos. Fixed coaster seats 3 and 4 to face forward. Fixed colliders and headlight/taillight on fishing boat. Fixed mismatched materials on serveral vehicles. Fixed colliders and incorrect seats in fire truck. Fixed fishing boat boyancy alignment. Fixed hospital vehicle collision and hospital building fortification slots. Fixed spruance fortification slots. Fixed cruiseliner glass transparency. Fixed Industrial_Pipe_Gate serverside collision. Fixed tree stump materials and hitboxes. Fixed lighting on seaweed objects. Fixed clipping on Haiku railings. Fixed ship repair bay fortification slots. Fixed floating phones. Fixed floating/sunken trees and through cave ceilings. Fixed a player spawn underneath the map. Fixed some large terrain holes. Fixed volcano kill volumes to affect vehicles. Fixed helipad at hospital. Fixed objects appearing through facility walls. Fixed floating tables at the memorial. Fixed hang glider spawns. Fixed missing ranger spawns. Fixed coastguard spawns to use newer systems. Fixed audio in dark ambiance caves. Update NotesFeb 18, 2017 - Community AnnouncementsHawaii Map: Hawaii is Unturned's first Curated map and now available in-game! It's been built from the ground up by the following community workshop creators: Justin "Gamez2much" Morton Terran "Spyjack" Orion Alex "Rainz2much" Stoyanov Amanda "Mooki2much" Hubler If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box! View Hawaii Map Mystery Box We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu. Here's the launch post on their team's blog: Hawaii is here! Screenshot Contest: Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules uploaded to Steam with the Screenshot key sorting through the highest upvoted posts and picking winners each week. Update Notes: Additions: Added Hawaii Map. Added Mysterious Papertrail quest for Commander Laurence. Added all maple structures to structure example package. Improvements: Improved screenshot key to upload to Steam, tag location and tag players. Fixes: Fixed placing storage on burning vehicles. Fixed loading .asset files from map folders. Fixed loading .content from maps and workshop. Fixed double closing open menus. Fixed baking navmeshes on maps using new terrain. Update NotesFeb 10, 2017 - Community AnnouncementsScreenshot Contest: Edit: There's been an overwhelming number of submissions, so many so that the e-mail server has been up and down! I've started accepting winners, but it's too many for me to individually parse through. The contest will continue through the next update with more info on a better submission process then. Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item! Requirements: Game running at 1920x1080 resolution Disable HUD - press the home key by default Turn up graphics to ultra for the screenshot Use the screenshot key for 2x resolution - press the insert key by default. The output image will be saved as "Screenshot.png" in your Unturned folder No post-processing mods/image editing Update Notes: Additions: Added keybind to take a 2x resolution screenshot. Added swimming trunks to beach spawns. Added credits screen to main pause menu. Added animated lava object. Tweaks: Tweaked vehicles with inconsistent numbers of physical and visual wheels to have invincible tires temporarily. Fixes: Fixed a foliage related performance regression. Fixed equipping newly dropped/exchanged items. Fixed non-physical tires appearing dead on client. Fixed unable to use batteries/tires while in safezone. Fixed potential incorrect "not playing on this server" kick. Fixed equipped gear icon showing on display items. Fixed a contradiction in the Russia Mystery Box description. Fixed trees with mismatched client/server collision. Update NotesFeb 4, 2017 - Community AnnouncementsVehicle Changes: All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations. Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations. Update Notes: Additions: Added Vehicle Battery. Added battery charge required to use headlights/sirens/horn. Added ability to steal vehicle battery to disable ignition. Added Car Tire. Added ability for weapons and caltrops to damage car tires. Added Use_Water_Height_Transparent_Sort flag for transparent objects above/below water. Added death cause option to kill volumes. Finished most of the Hawaii cosmetics/skins. Improvements: Improved loading screens to pick random image from and map /Screenshots folder. Improved server info screen to show gamemode. Tweaks: Tweaked "passive" NPC pose to keep gun in safety. Fixes: Fixed closing doors/gates on self. Fixed red racecar wrong color. Fixed copying kill volumes. Update NotesJan 27, 2017 - Community AnnouncementsUpdate Notes: Additions: Added mesh/tree/object painting brush to foliage tool. Added sea level water volume option to disable puddles underneath. Added water volume type option for dirty/salty/clean refills. Added option to preview affected coordinates to landscape tool. Added foliage volume options to block specific foliage types. Improvements: Improved landscape tool to use inspector and support config undo/redo. Improved to cull large water volume surfaces as multiple tiles. Improved multiple/single enum inspector, added InspectableEnum attribute. Updated to Steamworks 1.39. Updated to Unity 5.5.1f1. Tweaks: Tweaked equipped Steam items to show a gear icon. Tweaked to ignore econ ticket until fixed. Fixes: Fixed several missing example object bundles. Fixed potential problem loading game mode. Fixed level to save objects by GUID. Foliage Brush: You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collection. Update NotesJan 20, 2017 - Community AnnouncementsEdit for Econ Ticket Failure: Valve have confirmed they're working on fixing it for the next Steam update, however there isn't a solid release date for that yet. In the meantime a temporary workaround is to dequip your skins and cosmetics. Update Notes: Additions: Added water volumes to devkit. Added selection tool options menu. Added tooltips to devkit. Added kill volumes to devkit. Added basis for gamemode mods. Improvements: Improved PEI materials/boulders to more closely match reality. Improved devkit to save editor position/rotation. Improved devkit to allow dragging/dropping type references. Tweaks: Tweaked devkit loading window to show editable levels list. Fixes: Fixed spamming swap thirdperson shoulder next to wall to see through it for a frame. Fixed creating empty assets without hash. Fixed stuck reloading assets when pressing insert. Fixed gaps in castle_1 turrets. Fixed calling card iron sights name. Fixed to include new trees in examples folder. Fixed canned ham 2nd LOD color. Water Changes: It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple check whether you were above/below it, so in the transition process a few features might behave strangely but should be easy fixes. You can disable the old flat water completely in your map's config file. Note that multiple water volumes with reflections enabled will kill your performance. Curated Workshop Changes: Going forward skin designs (e.g. Hypertech) that have been included in the stockpile won't be considered for inclusion in workshop crates, and vice versa. Preferably workshop crate skins will be more creative and varied similar to those in previous mystery boxes. Update NotesJan 13, 2017 - Community AnnouncementsWorkshop Crate #1: The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items! To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however. Translation Editor: For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before: Misses list shows all translation references that failed to find their text, and gives you the option to add the missing text. Delta list displays every english token that either doesn't exist in your loaded translation, or has been updated/changed since you last translated it alongside their english counterpart for comparison. Tree editor groups all tokens in english or your translation language from any official and mod namespaces installed to quickly modify text, and will update version numbers for translators to find changed tokens. Note that only the newer features are currently using the upgraded translation system, and that you can still manually modify translation files in the Unturned/Translations folder. Update Notes: Additions: Added January 2017 Workshop Crate #1. Added translation editor to devkit. Added feedback link to singleplayer maps menu. Improvements: Improved road normals to match terrain normals. Updated to Unity 5.5.0p4. Tweaks: Removed Arms Shipment Mystery Box from drops. Fixes: Fixed roads to shine more naturally at oblique angles. Fixed bedroll placement restrictions to help prevent some exploits. Update NotesJan 5, 2017 - Community AnnouncementsUpdate Notes: Additions: Added Scalar to airdrops. Added vehicle perspective option which limits third person to vehicles only. Improvements: Improved singleplayer menu to categorize map types. Tweaks: Cleaned up after festive event. Fixes: Fixed precision building mode sometimes getting scrambled when moving large numbers of objects between tiles. Fixed to remove grass under bases again. Fixed to pad character buildable obstruction bounds slightly. Fixed sticky grenade getting stuck midair immediately after throw. Fixed new foliage wind off on low setting. Fixed unable to toggle lasers/lights in safezone. Fixed new candycane skins' descriptions. Bullet-proofed many custom asset/content related features. Wednesday Update: We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule. Workshop Crate Upcoming: Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these up in the next couple weeks looking for a wide variety of gun skins and potentially a few cosmetics. Update NotesDec 23, 2016 - Community AnnouncementsSteam Awards 2016: Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins! Edit: Voting for this award has now closed. Congratulations to the developers of Euro Truck Simulator 2 for winning the award! Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games! Update Notes: Additions: Upgraded all official maps to use the new landscape and foliage features. Added wizard to help convert existing terrain to the new systems. Added miscellaneous features required for the upgrade to the foliage editors and devkit. Added graphics option to draw foliage when aiming scope or binoculars. Added alert to the main menu when BattleEye is not running. Wrapped up presents under trees on Festive Russia map. Accepted a few more festive themed curated workshop skins. Improvements: Updated to Unity 5.5.0p3. Tweaks: Tweaked new tree roots/stumps to look nicer on hills. Fixes: Fixed placing doors/gates/shutters that open/close into a wall. Fixed foliage bounds getting reset to origin. (caused it only to stream in when looking at origin) Fixed edgecase incorrect foliage tiles passed into landscape foliage bake. Fixed undo/redo transactions with >1 depth. Fixed Pine_06 and Birch_03 using wrong shaders. Fixed House_1 using wrong fortification slots. Fixed to split in-game update notes paragraph meshes. Fixed old trees using new tree hitboxes but not new tree trunk scale. Fixed wrong name shown in some cases when cursor hovering over object. Fixed a problem with the NPCs object filter. Fixed projectile launchers to check for nearby surfaces similar to grenades. Fixed a lighting related crash when loading very very old maps. Foliage Upgrade: All of the official maps have been converted! Check out the shoreline of Russia and the overhangs especially, I'm really happy with how it looks now. For a full rundown of the benefits of these improvements check out the Foliage section of last week's post. Note that the old Ultra grass setting is about equivalent to somewhere between the new Medium/High settings, so you might want to tune it down. Enabling the scoped foliage option can also be expensive because it requires loading and drawing 2x as much grass. If your GPU doesn't support instancing Unturned will show a warning next to the grass setting to let you know you probably don't want to enable it, although my guess is that if you were in that case you probably didn't have it enabled in the first place. Update NotesDec 16, 2016 - Community AnnouncementsEdit regarding unable to open Steam overlay: The improved BattlEye security this update has made it harder for cheaters to break into the game, but it's also had the unexpected side effect of blocking the Steam overlay due to the order in which Unity starts up the game. Unfortunately this means it can't be fixed from within Unturned itself in a patch, but we've come up with a few ideas and hope to have it working properly again for the next update. Edit: This has been fixed in the patch. Festive Update: Russia has frozen over for the winter! It's cold enough that a swim is an easy way to freeze yourself, but on land you should be fine - aside from the restricted visibility! The Festive Gift Present is also dropping again with some new skins and elf outfit, although at a 50% chance rather than the usual 100% because the event is longer than previously. A few curated workshop items were accepted this week, but there will be another wave next week so get yours in as soon as possible if you're working on a holiday themed item! Update Notes: Additions: Added Festive Russia map. Added Festive Gift Present to drops with some new items inside. Added 10x higher detail versions of every tree model and option to enable them. Added graphics option for wind quality, low being the old windy foliage option. Added rewritten higher performance/quality grass/foliage system, more info below. Accepted a few festive themed curated workshop skins. Improvements: BattlEye security update. (for all BattlEye protected games) Tweaks: Tweaked several large boulders to have landmark LODs. Temporarily disabled ambient occlusion in forward render mode. Fixes: Fixed items in storage getting dropping in the wrong spot when an attached vehicle was destroyed. Fixed standing inside door when placed. Fixed unable to interact with mannequins. Fixed dropping window tabs into the wrong slot. Fixed loading BattlEye from non-ANSI paths. Fixed another animation issue with left-handed driving. Fixed connect screen missing gold message. Fixed mixed-up insanimus grizzly IDs. Fixed 4th terrain mask sampling 3rd. Fixed slightly incorrect landscape splatmap to world coordinates. Fixed a splatmap brush blending issue, added normalize button for repair. Trees: TL;DR: Try out "New Trees - Blending Off" with wind quality "Low" and see if your computer can handle it! You might remember a bit over a year ago I experimented with some alternate appearances for the trees which got everyone excited, but this week I actually upgraded every single tree and got them into the game! There are two graphics options related to these: tree quality and wind quality. Legacy tree quality will use the original models. Blending off uses the new models, but with sharp transitions between LODs, whereas blending on smoothly grows out tree details as you get closer at a significant performance cost. Changing tree quality requires a game restart to take effect. Using the old tree models will still use the new tre... Update NotesDec 9, 2016 - Community AnnouncementsEdit for There was a very confusing bug in multiplayer after the update came out where your character would bounce up/down while playing on a server, so I reverted the update while hunting it down. Unfortunately I didn't run into it while testing because of an option I had enabled on my server. It turned out that due to the bayonet fix the input packet was getting corrupted such that the server thought you were holding the jump key, so your player was rubberbanding to match the server's bunnyhops! :) Update Notes: Additions: Added rewritten/upgraded landscape system, new tools and holes support. Added Devtest4 map. Added basic type browser/content browser. Added terrain quality graphics option. Improvements: Improved snow and ice to glitter in the sunlight and added option to disable. Improved landscape and nature objects to use triplanar mapping and added option to disable. Improved rain puddles not to form under main sea level. Tweaks: Tweaked snowflake particle lighting to be more visible. Tweaked traps not to count as PvP deaths. Fixes: Fixed server incorrectly rejecting bayonet hits. Fixed to prevent specular highlights on foliage and terrain aside from rain. Fixed standing inside door while closing to use it as an elevator. Fixed new item format not loading name, fixed crafting search on items without names. Fixed (re-exported) note assetbundles to update materials. Fixed Stockpile button linking to New section when there aren't new items. Fixed left-handed driving viewmodel. Fixed clouds to render a bit further away. Cleaned up devkit layout loading/saving. Cleaned up devkit window inheritance chain. Landscape: This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out: Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it. Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted. Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot. I've also really improved the sculpt...
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