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 Dummy h2 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... Update NotesDec 2, 2016 - Community AnnouncementsUpdate Notes: Additions: Added Earpiece. Added devkit save window. Added devkit object inspector. Added devkit asset browser. Added base functionality to devkit selection/transform tool. Added devkit undo/redo transactions window. Added per-server instance maps/bundles folders for limited server hosts. Improvements: Updated to Unity 5.5.0f3. Tweaks: Tweaked BattlEye ban alerts to show in chat. Tweaked transparent object sorting to change based on water and camera position. Tweaked scoped recoil reduction lower. Fixes: Fixed potential issue when checking for Gold ownership with Steam. Fixed exiting editor window while dragging or resizing. Fixed not to render motion vectors for intersect highlight materials. Added terminal argument and key/value parsers to cover all C# built-in types. Cleaned up field/property delta undo/redo code and performance. Cleaned up translation metadata reading. Cleaned up key/value file reading/writing code. BattlEye: This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up! If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules become more stable I'll likely open up to signing popular ones so that they are compatible with BattlEye. Devkit: Everything is slowly coming together! Probably the biggest inheritance chain "ItemGunAsset" is now converted to use these new systems, so you can modify/create guns in the inspector without going through the files - however it's unpolished, messy looking and not very easy yet. The plan is also to make specific tools for some types for example a dialogue tree editor (wish I had that when working on the Liberator!) The Ace is the only item currently using the new format, so any bugs with it are probably down to a conversion issue. I'd suggest checking the tool out, but don't rely on it yet. Unturned will load the new .asset files over the .dat files, but your existing .dat files are preserved so if conversion goes wrong you can delete the generated .asset file. I'm very pleased to see the improvements between the old and new selection/transform tool so far, I feel like it shows I've learned a lot along the way. The old one uses a bunch of hacks to apply the transformations, whereas the new one properly does the math. You can also snap when dragging on a plane with the new one, while the old one would lock it to the 3D grid. When rotating it's now based on your mouse movement along the circle tangent, even when the circle plane is perpendicular to your viewpoint. There's also a visualization of your snapping intervals and console commands to adjust the handle sensitivity and size on your screen. Unity Update: The most visible change in this upgrade should be that those cases on huge maps where the shadows could flicker should hopefully be toned down or gone thanks to their new higher-prec... Update NotesNov 25, 2016 - Community AnnouncementsUpdate Notes: Additions: Added Walkie Talkie. Added ability to pop out editor windows and keep in fullscreen. Added new upgraded translation system. Added basic visuals for selection and terrain brush tools. Added new undo/redo system to the devkit. Accepted 9 new curated workshop items. Improvements: Improved editor to save default window layout and menu for saving/loading. Improved debug lines intersecting objects to darken and checkerboard. Tweaks: Tweaked command line to forward terminal commands. Tweaked Steam messages to print in Steam terminal category. Tweaked terminal messages to be included in .log files. Fixes: Fixed to render editor handles after image effects. Fixed binding terminal to mouse buttons. Fixed valid caliber range. Fixed ambiguous Gold error message. Fixed resetting rain after joining arena server. Fixed viewport rendertexture scaling. BattlEye Anti-Cheat: Another week and we're up to ~7,400 confirmed cheaters banned! Radio: Right now the Walkie Talkie broadcasts on all frequencies, but in the future selecting a specific frequency and listening for radio through car stereo or placeable radio are on the roadmap. Devkit: I made quite a bit more progress on the editor revamp this week in a lot of different areas, the most visibly different being that you can load up a level with the new editor now and check out the terrain/selection tool visuals (press R to resize brush for now - much nicer than UI slider) and the movement is better suited for big maps (scroll wheel to change speed) as well as features like panning. My goals for next week are to work on cleaning up these features, adding the new input system (mainly for controller support) and starting to make the editor functional with the asset editor, saving/loading and some basic level editing. There were a lot of frustrated comments last week concerning this new focus on improvements, and while some of these improvements aren't as much fun to work on as for example new content I really do believe it's the right thing to do to make the game so much better for the future. As you saw with the Hawaii teaser on Tuesday, even with me focused on features (which will benefit the Hawaii map too in this case) there's still awesome content on the way! Translations: I've written a replacement for the localization system which is now in place for the new editor, and will be phased in over time. It solves the main issues with the old system: Can be changed at runtime i.e. menu option to swap languages. (Right now "language" terminal command) Defaults to Steam language, falls back to English, saves the most recently used non-English setting to Steam cloud. Assets will no longer have individual translation files, rather one main file per-language per-project. For example in the future all gun names could be easily translated. File format is structured and much nicer, should be straightforward to add a translation editor in the future. Tokens are versioned so that translators can be ale...Postcard from HawaiiNov 23, 2016 - Community AnnouncementsToday I was checking my inbox when I came across this postcard from the community modding team who helped work on the Russia map! We're trying something a bit different this time - everything in Hawaii so far has been made by Rain, Spyjack, Mooki2much and Gamez2Much. I'll be involved for the last stretch making sure everything fits the artstyle, but other than that the project is being led by G2M! The plan is for the map to come out once they feel it's ready for community playtesting, and they'll be able to release updates/refinements based on feedback. Their team has put together some screenshots and teasers of what they're working on, so if you're okay with a few slight spoilers you can read them here: View Full Letter If you're working on a similar community project and would like to find more information about getting it considered for an official update check out the guide here: Workshop: Official Content3.17.6.0 Update Notes:Nov 18, 2016 - Community AnnouncementsBattlEye Anti-Cheat: One week in and BattlEye has permanently banned approximately ~3,700 confirmed cheaters! BattlEye's been hard at work on improved custom detection features for Unturned and there's been a lot of progress on flat out blocking most current cheats. You can check if a cheater you suspected is BattlEye banned by the "Game Ban" visible on their Steam profile. Also note that if you skipped the BattlEye install step you can still run Install_BattlEye.bat in your Unturned/BattlEye folder to set it up! Roadmap: You might have noticed the last couple updates have been more focused on improvements than new content, and that's the direction I'd like to really go in for the next bit: upgrading/rewriting existing features, better graphics, expanding gameplay depth and as an indirect result improving performance. The first thing I think needs an overhaul is the editor: if you've played 3.0 for a while you know it's essentially the same as 2 years ago when it first launched. The goal is to make it extensible, streamline mod creation, give creators more control and add new tools to open up to higher quality future content - for example the next official map I create. I do realize the editor changes aren't going to be particularly interesting for anyone who doesn't use it, so going forward I'll add some fun new content with each editor update as well. Not to mention that the next community update map is coming along well, more info on that very soon. From the editor upgrade I'd then like to start on revamping gameplay features e.g. repairing individual parts of vehicles like shot out tires, making item color a property of the item so that you can dye clothes or paint your bases, adding electrical wiring and power consumption, etc. There's a huge variety of updates to-do here, for the full list check out the Trello page: View Roadmap Update Notes: Admittedly this is a boring update, as mentioned above in the future I'm going to try and better balance fun/new content with important improvements. If you press the terminal key you can see some of the editor features I started like window docking, partitioning, tabs, context menus, etc although a lot of what I worked on this week isn't visible yet. The inspector might already be slightly useful - you can double-click an asset file in the asset browser to view all of its properties/fields. Additions: Added basics of new editor internals and windows. Improvements: Improved resolving circular module dependencies. Tweaks: Tweaked assets to generate GUID when loaded. Fixes: Fixed sending icon/news web requests in offline client. Fixed loading BattlEye libraries on Linux. Fixed scope draw distance and arena border depth. Fixed backwards BattlEye IP/port information. Fixed clientside BattlEye restart messages. Fixed a few reflection issues when loading modules. Fixed loading some server filter settings. Fixed missing bullet/damage ray aggressor distance label. Asset GUIDs: Right now with many mods installe... Update NotesNov 11, 2016 - Community AnnouncementsBattlEye Anti-Cheat: Bastian and I have been back and forth about integrating it for absolutely ages, and today I'm very happy to say BattlEye starts a trial run in Unturned! Because of how Unturned cheats work it should be able to completely block them, meaning all servers running BattlEye should become almost cheater free! The trial run will last a month where we'll be making sure it's effective, fixing any issues related to it and getting an idea of the average traffic to BattlEye's backend servers. Note that pricing is dependant on player population, so fair warning: it might become a Gold Server only feature. Most of my time this week went into debugging Unturned BattlEye so there's not much new content, but as a result I'm relatively confident it's stable. Serverside modules/plugins should be compatible, but if you want you can disable BattlEye on your server by setting BattlEye_Secure to false in Config.json. Clientside modules, however, require that you select the alternative launch option in Steam "Play without BattlEye" because clientside modules can be used as cheats. Note: You might need to restart Steam to get the new launch options! If you accidentally cancel the BattlEye installation or want to uninstall/reinstall it you can run Install_BattlEye.bat or Uninstall_BattlEye.bat in the Unturned/BattlEye folder. Update Notes: Additions: Added BattlEye Anti-Cheat. Added new input/output/command window. Added option for player to displace grass, useful when sniping prone. Added toggle to Modules menu to initialize/shutdown code and disable loading. Tweaks: Tweaked +secure/+insecure startup to instead use +internetserver, moved VAC toggle to Config.json server section beside BattlEye toggle. Tweaked Log command to take 4th argument to display BattlEye info. Fixes: Fixed Nightvision Scope to have separate skybox reflections. Fixed parking lot lines visible through apartment floor in Moscow. Fixed unexpected configs crashing stuck loading workshop assets. Fixed fog on forward rendering heightblend terrain add pass. Fixed selection outlines not showing up in forward mode. Fixed Masterkey skins applying to Hawkhound in-game. Fixed inspecting Blowtorch/Chainsaw while using. Fixed respawning on obstructed bedrolls. Fixed sun/moon/stars intersecting terrain. Fixed unnecessary windy foliage keyword. Fixed Mad Scientist Top missing front of gloves. Terminal: To start experimenting with the Unity 5 UI system I added a terminal window which can be opened by pressing Tilde . Let me know what you think of this graphics style! Right now the only thing it's really useful for is requesting serverside BattlEye logs with sv.request_battleye_logs, but in the future I want to move all commands/input/output into it. For example, "give eagle" would do this nice popup filtering item names that start with "eagle". Update NotesNov 4, 2016 - Community AnnouncementsEdit for Patch: Aside from fixes this patch also adds an option to enable/disable Skybox Reflections, unfortunately this is lower performance compared to the previous method, but that didn't work outside the editor. With these updates changing so many core features I think we'll start using the preview branch again soon to avoid breaking the public version. Update Notes: Additions: Added nifty new inventions available from Doc Ernie. Added settings for chromatic aberration, film grain, TAA and screenspace reflections. Added settings to disable anisotropic filtering. Added Coalition rank and quest achievements. Added config option for Ray_Aggressor_Distance, now default 8 rather than 4. Added skins for Hawkhound, Schofield and Masterkey. Added first step of Modules feature. Improvements: Improved rain to form puddles and ripple on the ground. Improved postprocessing to use new official Unity shaders. Improved explosions to leave scorch marks in deferred render mode. Updated to Unity 5.4.2p3 from 5.4.0p4. Tweaks: Tweaked unboxing to show warning if unknown item is opened. Tweaked aircraft carrier to have a basic navmesh. Fixes: Fixed buildables to better fit incorrectly placed slots. Fixed quest interactable clientside prediction issues. Fixed Hawkhound_8, Sportshot_10 and Viper_25 to be skinable. Fixed bayonet working clientside while reloading. Fixed mk2 scope off quality. Modules: This week I've started taking the first steps toward a modding API for Unturned! It's going to take a while to refactor, clean up and document everything, but when it's done there'll be the potential for all kinds of awesome mods that would've been impossible before. In the meantime the biggest change is in relation to RocketMod. Sven, the creator of RocketMod, has been doing an amazing job opening Unturned's serverside up to plugins the past couple years with a wrapper that takes care of all the nitty-gritty, and this week we converted Rocket to use this Modules feature - although this week is a transition period so the main version will still use a patched assembly. This is great if you're a server owner using Rocket because installing is as simple as copying Rocket to the Modules folder, you can still play the game normally with Rocket installed and if nothing breaks you won't necessarily need to download the new version of Rocket after each update. Graphics: There are quite a few new graphics options in this update, so I thought it might be helpful to write out exactly what they do so you can make an informed decision on whether to turn them on/off: Chromatic Aberration: Slightly separates the RGB color channels near the edges of your screen, it doesn't have much of a performance impact and is more of a personal preference. Film Grain: Can help with color banding (for example when you see rings around a light), barely noticeable and doesn't have a big performance impact. Blast Marks: In deferred render mode a black spherical decal will be left after an exp... Update NotesOct 28, 2016 - Community AnnouncementsHalloween: In celebration of Halloween until the next update you will now get dropped Halloween Gift Presents filled with free costumes, and can visit the Liberator to find the crew all dressed up! The biggest wave yet of mostly spooky curated workshop items was also accepted and now available on the Stockpile if you'd like to take a look: View Stockpile The most exciting bit for last however: there's a new secret achievement to solve, much more complex than the first! In my opinion it's a lot fairer (no localchat puzzle), so no hints this time! Update Notes: Additions: Added Mk. II achievement/puzzle/easter egg. Added new items to Halloween Gift Present. Accepted a ton of new curated workshop items. Improvements: Decorated the Liberator for Halloween. Tweaks: Tweaked galley to sell snack food items. Fixes: Fixed bug preventing binding keys to mouse buttons 4-7. Fixed chamber door decal material. Fixed missing space in scout dialogue. Fixed using bayonet while sprinting. Fixed some issues with fog in deferred mode. Fixed satellite terrain capture in deferred mode. Fixed decals swapping modes when reloading area. Fixed terrain reflection to only use basemap. Fixed radiation splat decal deferred emission. Update NotesOct 21, 2016 - Community AnnouncementsEdit for Patch: To help the lower spec computers I've brought back the option to use forward rendering, but it's not recommended. Decal objects will be converted to a flat plane when swapping between modes. Update Notes: Additions: Added traitor uncovering questline. Added lightningstrike boss zombie quest for Ensign Cliff. Added groundpounder boss zombie quest for Peter. Added flamethrower boss zombie quest for Norbert. Added config options to include boss zombies in spawns. Added ability to track a quest in the HUD. Added Industrial Gas Can. Added NPC/dialogue/quest/vendor documentation to workshop documentation. Added deferred decal support and converted many decal-like objects to use it. Improvements: Improved aggressive actions to mark entire group. Tweaks: Tweaked player buttons to link to Steam profile. Tweaked armory to sell rangefinder instead of detonator. Fixes: Fixed a variety of bugs with the bayonet. Fixed to allow scaling NPCs. Fixed using mannequin while using item. Fixed nightvision glow after toggling cosmetics. Fixed missing ceiling collision in one of Mooki's houses. Deferred Decals: It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping out for the planar reflections soon since I want to support arbitrary water placement). Decals are great because there's no gap between the old flat geometry and the surface, and they can "wrap" around curved faces. For modders to allow decals to show on your models you will need to set the least significant bit in the stencil buffer to 1, or use the StandardDecalable shader found in Unturned/Bundles/Sources/Examples. I decided on making the decalable feature opt-in rather than opt-out because objects that shouldn't get decals receiving them look far stranger than not. Update NotesOct 7, 2016 - Community AnnouncementsUpdate Notes: Additions: Added Lieutenant Oswald in charge of scouting the area. Added Doc Ernie blueprint unlocks/dialogue. Added Mechanic's engine repair quest. Added Medic's research recovery quest. Added Ensign Franklin to buy replacement uniforms from. Added Nautical Nuisance quest for Rusty. Added assorted filler NPCs with dialogue. Added Quadbarrel. Added Bayonet. Improvements: Improved missing a shot/swing that travelled within 4 meters of a player to mark you as an aggressor if not under attack. Improved using lockpick/detonator/grenade to mark you as an aggressor if not under attack. Improved vendor menu to show how many of a buyable item you already have. Tweaks: Tweaked to show warning message when building in safezone. Tweaked quest menu to better expand vertically and added return button. Tweaked gunshot audio rolloff to make more sense. Tweaked quest interactables to play effect when used. Tweaked scaled buildables in editor to reset when deselected to avoid confusion. Fixes: Fixed using carjack/lockpick in safezone. Fixed to allow suicide in non-arena safezones. Fixed cleaning up last chat icon. Fixed vendor item description applying rich text in wrong order. Fixed fertilizer applying before animation. Fixed using ladders to cancel animations. Fixed Russia map pizza/doughnut stores using wrong spawn tables. Fixed nearby item obstruction to ignore triggers. NPCs: In the next NPC update I'll be working on a quest tracking feature so you can view quest goals outside of the info screen, the traitor uncovering/rescue questline, looking into "bossbattle" zombies e.g. go to a specific area to defeat electric megazombie and putting up documentation on all the NPC features. For mod creators I forgot to mention in the last post: You can press the End key in the appearance menu to copy your character details to the clipboard for creating NPCs, and the same in-game to view all active flags and values. There's also a "Flag" command to set a key/value for testing. Bit of a heads up: for the first time in I can't even remember how long there won't be any sort of update next week - I'll be away at the "Steam Dev Days" conference! Update NotesSep 30, 2016 - Community AnnouncementsNPCs: This week I improved and expanded a lot of the NPC features, added the ability to have objects tied to quests e.g. fixing the map's radio towers, added the Liberator/new objects to Russia and got started filling it with characters/quests. If you do visit the Liberator there are several interesting quests, but be warned it feels very empty without all the dialogue complete/missing characters. Going forward I'll be adding the rest of the core quests/dialogue, of which I have some ideas I'm pretty excited about like uncovering a traitor and solving a murder mystery. Then the side characters will come in to fill things out (for example the guards will instruct to visit the Captain when you come aboard, address you by your rank and keep a close eye on low rep players). I also want to give the Scientist character some unique rewards to research as you help out to reward trying different quests, so you'll come to him after doing a few quests and get a blueprint for maybe a bayonet or 4 barrel shotgun. If you want to get started with NPCs in your own map you can check through the official content for examples, although there are 3 currently unused condition types: Skillset, Kills_Zombie and Kills_Horde and 1 unused reward type: Item_Random (takes a spawn table ID). All of the character, dialogue, vendor and quest files are in the Unturned/Bundles/NPCs folder, and don't require Unity to modify or create new ones. Update Notes: Additions: Added Liberator aircraft carrier with a few NPCs to Russia. Added NPCs, dialogue and vendor systems. Added quests system and menu next to in-game playerlist. Added reputation system and paragon/villain achievements. Improvements: Improved explosives to store/display killer. Improved in-game playerlist to show links between groups. Tweaks: Tweaked military wall texture to more closely match old one. Tweaked Washington military base entrances. Fixes: Fixed unable to select buildables in editor in some cases. Fixed problems with server loading vehicles inside bases. Fixed halos on carepackage/dropship. Fixed Russia boulder mining XP. Fixed hitmarkers on dead resources. Fixed forest ural lod_1 material. Fixed sometimes able to overlap structures. NPCs Progress ReportSep 23, 2016 - Community AnnouncementsThis week I've been working on the backend/functionality for NPCs and I'm quite happy about the amount of progress so far! Characters are created with a new object type where you specify all the clothes, gear, equipped items, hair, etc you want them to have and then can be placed in the level editor. They have plenty of unique idle animations, look around, inspect their items and will look at you when you're standing next to them or talking to them so they aren't static like most objects! You then create a Dialogue which will be opened when the character is spoken to. The dialogue contains a list of potential messages for the NPC to say, and a list of clickable responses which chain together more dialogues. The text is animated and can have pauses inserted for emotional moments, although it can be skipped with F or disabled entirely in the options menu: Now here's where it gets interesting: Every message and response is optionally given a list of Conditions and Rewards. Conditions limit when something can happen for example the player has to have the Police skillset, or their reputation has to be less than -20, or they need a special access pass item they were given from a quest. To give you a lot of options with this there's a Flags system which is stored per-player and can track information for you like the player's karma with a group, whether they said something to someone or how many times they performed an action. Most NPCs will use this in one way or another, but the biggest I have planned is to allow you to rank up through the Coalition as you do more quests to help out. Rewards then allow you to give the player items/experience/reputation and/or set these flags which can then be checked by conditions. The Quests system is built on top of these Conditions/Rewards, and can be given to the player as a reward. There is a new list in the information tab which shows all of your quests and lets you inspect them to check your progress: NPCs can also run stores which buy/sell specific items for XP points: Note: This menu especially still needs a bit of work Another main thing I did this week was bring back the reputation system. It's now determined by who the aggressor was: if you attacked first your rep will decrease and vice versa. You can also boost your rep by healing other players. Reputation is shown in the chat, playerlist and when looking directly at someone, and is titled/color coded as their score gets larger. Unfortunately it's tricky to determine whether a kill was offensive/defensive, so if this doesn't work out very well it can easily be adjusted more similarly to 2.0. The r... Update NotesSep 16, 2016 - Community AnnouncementsUpdate Notes: Additions: Added Soulcrystal achievement/puzzle/easter egg. Added ability to place buildables in the level editor. Added precision in-game building for camera mode. Added Ramp Walls. Added config options for hint and full server descriptions. Accepted several new curated workshop items. Improvements: Improved stairs/ramps not to have top edges so they are more useful. Tweaks: Tweaked server description to use sign formatting and " " for newlines. Fixes: Fixed firstperson gun/melee to create matching world lights. Fixed chandeliers and ornate street lights using light halos. Fixed hyper zombies to use emissive textures for eyes. Fixed exposed holes in undersides of several bridges on Russia. Fixed paintballgun barrel spawning instead of Russian beret. Fixed refreshing players in server info screen. Fixed to force dequip discarded items when resizing inventory. Fixed syncing saved shipping containers open state when connecting. Fixed holstered weapons when dragging directly from nearby items. Fixed duping items with item display storage. Fixed mannequin obstruction bounding box. Fixed decaying buildables that were placed in the future. Buildables: To help make the world feel more alive you can now place buildables from the level editor! This opens up several options such as fortifying a location for part of a map's story, while still keeping it available to destroy and build a custom base. While building in-game if you have the camera tools available you can now use the editor tools to get precise snapping and alignment just right, and work on creations that would usually be blocked. Pro tip: use Ctrl+B and Ctrl+N to copy paste positions/rotations to perfectly line up items like kitchen counters. NPCs: Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content. Update NotesSep 9, 2016 - Community AnnouncementsUpdate Notes: Additions: Added graphics option to enable SMAA. Added ability to pose/mirror mannequins. Added ability to delete cosmetics/skins. Accepted a few new curated workshop items. Improvements: Updated from Unity 5.2.5f1 to 5.4.0p4. Improved every single light to use emissive textures rather than halos. Improved server info to list names of workshop files installed. Improved server info screen to show config changes. Improved nightvision glow to enable/disable. Improved taclaser/rangefinder to work in 3rd person. Tweaks: Tweaked horde beacon zombie health to not scale up as much. Tweaked several more items to be scrapable. Tweaked zombies to gradually wander to where they came from when pulled. Fixes: Fixed siphoning/refilling exploded vehicles. Fixed incorrectly placed window slots in mansion_0. Fixed profanity filter to cover server name/description. Fixed a potential exploit with group IDs when joining server. Fixed server info screen and in some cases drops not closing all menus. Fixed server disabling all resources. Fixed to completely prevent placing items that intersect a character. Fixed to dequip item if obstruction check fails serverside. Fixed invisible face_0 when refreshing character. Fixed dropship missing engine audio. Fixed a few possible issues with effect cleanup. Fixed looping bullet impact particles. Fixed arena mode returning duplicate effects to the pool. Unity Upgrade: The biggest timesink this week was getting everything working again with the new version of Unity, and for the most part it's all fixed up as far as I can tell, but there are a few important changes for mod creators: Asset bundle system has been changed, and the official tool in Bundles/Sources/Tools has been adjusted accordingly. Due to a change with shaders in asset bundles any older materials exported with previous versions of Unity will be converted by Unturned to the Standard shader when imported. New bundles you create should now include the line "Asset_Bundle_Version 2" in your .dat file to disable this conversion. Light halos are broken in this 5.4 patch, but don't look very good and I'd been meaning to replace them anyway. I went through every single light in the game and converted them to use emissive textures instead of the halos, and would recommend you do the same. Each case where a halo might have been used was updated in the examples folder along with the documentation. 5.4 complains about the negative boxcolliders with the flipped left-handed hitbox, but still works fine and can't really be changed at this point, so I disabled the normal output_log.txt and instead messages/exceptions are now appended to Logs.txt and LogsPrev.txt. This also means that errors can still be grabbed if the game was restarted, and are easier to find on Mac/Linux. VR level editor got pretty borked by the upgrade as well - with 5.4 it seems the assumption is that a game is either VR enabled/disabled so it's not very happy swapping at runtime, for the mean time... Update NotesSep 2, 2016 - Community AnnouncementsUpdate Notes: Additions: Added new server info screen when connecting. Added ability to rotate items in display storage. Added graphics options to enable/disable ragdolls and debris. Added config options for remaining gamemode differences. Added craftable sandwiches for all meats/fishes. Added Mannequins. Added Plaques. Improvements: Improved performance of several core systems. Tweaks: Tweaked medium/small engines to use the old audio. Fixes: Fixed potential cause of storage stuck in "busy" state. Fixed wind rapidly changing direction. Fixed detect radius multiplier to apply to all alerts. Fixed amount of ammo in Matamorez Box. Fixed repairing fishing rods rather than scrapping. Fixed dropped clothing losing metadata. Fixed placement of several bridges on Russia. Fixed several easily abused spots in tank train tunnel. Server Info: Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file. Config: Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in the zombies section. There's also a new feature to prevent repairing higher tier weapons. Performance: The most notable optimizations are many repeatedly created elements now getting pooled/reused, and much more aggressive automatic batching (some mods might need to tweak their texture wrap settings due to this), but several other features were improved as well. From here the next step I hope to take is upgrading to a more up-to-date version of Unity, although this is made tricky because of a physics change between 5.2 and 5.3 affecting many of Unturned's features.Unturned: inside the popular free survival simAug 29, 2016 - PC GamerSURVIVOR SERIES In survivor series we drop in on some of PC gaming's most interesting survival games. Today, Holly Nielsen investigates the popular free zombie survival game, Unturned. Unturned is a sandbox zombie survival sim. Looking at it scrolling through Steam, it seems like any other Minecraft clone. What makes Unturned interesting is its popularity. With over 219,000 reviews on Steam, 92% of which are positive, and a huge player base it s become an odd sensation. What you can t help but notice first is the way it looks. A bit like Minecraft drawn on Microsoft Paint; it s not going to win any awards for graphical prowess. Every now and again I saw a moment and got a glimpse of an odd kind of beauty in its chunky primary colours. For the most part however, you have to ignore the strange cuboid potatoes and basic houses. The controls are equally clumsy. I found myself pressing buttons multiple times to get the desired result, and fiddling with sliders and switches on the menus that seemed to do nothing. The UI and inventory system are not intuitive. You ll need great eyesight to make out the tiny writing informing you about equipment you collect. It felt unnecessarily cluttered which led to confusion as to where things were meant to go and how stuff was equipped. It s like the game is trying to make up for the simple graphics with a complex menu, which does not work. The survival elements of the game are the same as a dozen of its predecessors. There s nothing truly original here, it has borrowed big parts from games like DayZ. However, although not original, it is all still serviceable. There are a number of things you need to keep an eye on health, stamina, hunger, thirst etc. You eat what you can salvage or grow, you drink what water you can find (preferably not dirty) and you try not to be mauled too severely by zombies. The maps are littered with settlements that hide the best loot, however, zombies tend to congregate there. There are four main maps in single player with varying sizes and difficulties based on the environment. PEI, best for beginners; zombie-heavy Washington; the freezing Yukon best for experienced players; and the recently-added huge and varied Russia. Although the differences in environment are mainly found in the colouring, little touches such as a zombie in a restaurant dressed as a chef or a lumberjack zombie in Yukon made me smile. The ability to craft items and build shelter enable you to create a stable home-base, but you have to be prepared to defend your lowly homestead. Sneaking up on a zombie can lead to deadly attacks. While many people unfamiliar with survival games may be put off with the pressure and hours of sneaking about before you get a weapon or dog food to eat, Unturned is far more accessible than the likes of DayZ. After an hour in single player you ll probably have a decent weapon, a backpack full of supplies and maybe even a vehicle to zoom about in. Unturned isn t as stressful as other survival ...
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