3.20.7.0 Update Notes

 [previewyoutube=AFuCXBU2Onk;full][/previewyoutube] Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it. The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items. To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:  [previewyoutube=r1MoMdTk6Dc;full][/previewyoutube] Watch the Elver Map Trailer Here Watch the Elver Item Showcase Here

Update Notes:

Additions:
  • Elver Mystery Box and Elver Item Bundle are now available on the Stockpile.
  • Elver event and exclusive theme items drops are active until July 31st.
  • Plugin UI formatting and event compatibility with TMP input fields and TMPUGUI texts.
Changes:
  • Lucky Coins, Sky Lantern, Blossoming, Decked Out, Crystal Shards, Soul Shattered, and Enchanted mythical effects are available in the crafting pool.
  • Default TMP fonts fallback to Noto Sans CJK by Google.
  • Temporarily disabled clientside workshop restriction validation until we have a better way to identify hosts.
Fixes:
  • Moved an out of bounds boulder on Washington.
  • Fixed LOD fallbacks for skins with override meshes.
  • Fixed APC steering tire visuals.
  • Fixed impact grenades not exploding upon hitting vehicles.
  • Fixed using rest gesture from invalid stances.
  • Fixed door overlap test bounds. They were twice as big as they should have been.
  • Fixed yet another issue with crafting ingredients marked critical.
  • Fixed slightly floating fence in Stratford on PEI.
  • Fixed showing nickname on map with spectator overlay.
  • Fixed battery charging while fuel is empty.
  • Fixed disconnect button timer showing while dead.

3.20.8.0 Update Notes

Update Notes:

Additions:
  • Skin sharing between items with the same model using "Shared_Skin_Lookup_ID". Elver variants of melee weapons use this to share skins with the base game items.
  • New Steam Friends enhanced rich presence. Details from the "View Game Info" panel were made compatible with the new friends list to show who is playing together, in-game, in-editor, etc.
  • FallDamageOverride, TimerEventHook, and ActivationEventHook for mods. More information was posted to the documentation site.
  • Validate_EconInfo_Hash and Validate_MasterBundle_Hashes settings in server config. These control the hashing changes explained below.
Changes:
  • Server verifies hashes of all loaded master bundles during connection. This prevents clients from connecting with out-of-date or modified master bundles, but can be disabled with the Validate_MasterBundle_Hashes setting.
  • Server tests dialogue tree to double-check player has access to vendor. Previously if that vendor existed on the server it could be opened through other NPCs.
  • Econ hash is validated with server. This prevents clients from locally exploiting other players visibility, but can disabled with the Validate_EconInfo_Hash setting.
  • Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests.
  • Each frame one transparent propeller is updated to sort properly with water. Previously air vehicles crashed into water would be sorted wrong depending on the distance from the center of the water tile.
  • Replaced vehicle exit capsule overlap by finding the vehicle center by largest volume. The capsule overlap had bad side effects like upside-down vehicle falling back to spawn points.
  • Quest object interactions are no longer predicted on client.
  • Trees no longer respawn while a player or barricade is on the stump.
  • Embedded YouTube videos are now removed from the in-game text so they can be used in announcements.
Fixes:
  • Magazine reload speed modifier applying to detach rather than attach.
  • Catch exceptions while loading asset files. Some files did not get deleted properly for some players causing them to get stuck loading, so this should not happen anymore.
  • Prevent using voffset tags on signs. It could be abused to draw text in the sky.
  • Losing track of original mesh when repeatedly changing car paintjob.
  • Harvested bushes being invisible until respawning when returning to an area.
  • Minimum time between sentry gun shots fired. Certain guns were firing one shot per frame.
  • Pressing UI hotkeys on the same frame. (e.g. crafting and attachments menu)

Elver:

Due to its overwhelmingly positive reception the Elver auto-install period has been extended indefinitely, essentially making it a permanent map. The map developers have been doing Friday updates, so keep an eye out for their improvements! Free Elver-themed items are no longer dropping, and are now only available by trade or through the marketplace.

3.20.7.0 Update Notes

 Elver provides a unique experience not just through a fictional setting, but also by changing the way the game is played. Survivors must scavenge the entire map to construct horde beacons and gas masks for a chance at the highest tier equipment, or sell gear at the NPC safezone in exchange for currency to buy it. The only lootable location on the map, the city of Elver, is surrounded by a dense forest dedicated for base building. Zombies are a threat across the entire city. Keep an eye out for any TVs with static: they mark the presence of hidden ranger crates containing unique weapons and items. To host a server running the map add its workshop file ID (2136497468) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to Elver in Commands.dat. This project was created by danaby2 and Renaxon. If you enjoy the map and would like to support them, consider checking out the Elver Mystery Box or Elver Bundle on the Stockpile:  Watch the Elver Map Trailer Here Watch the Elver Item Showcase Here

Update Notes:

Additions:
  • Elver Mystery Box and Elver Item Bundle are now available on the Stockpile.
  • Elver event and exclusive theme items drops are active until July 31st.
  • Plugin UI formatting and event compatibility with TMP input fields and TMPUGUI texts.
Changes:
  • Lucky Coins, Sky Lantern, Blossoming, Decked Out, Crystal Shards, Soul Shattered, and Enchanted mythical effects are available in the crafting pool.
  • Default TMP fonts fallback to Noto Sans CJK by Google.
  • Temporarily disabled clientside workshop restriction validation until we have a better way to identify hosts.
Fixes:
  • Moved an out of bounds boulder on Washington.
  • Fixed LOD fallbacks for skins with override meshes.
  • Fixed APC steering tire visuals.
  • Fixed impact grenades not exploding upon hitting vehicles.
  • Fixed using rest gesture from invalid stances.
  • Fixed door overlap test bounds. They were twice as big as they should have been.
  • Fixed yet another issue with crafting ingredients marked critical.
  • Fixed slightly floating fence in Stratford on PEI.
  • Fixed showing nickname on map with spectator overlay.
  • Fixed battery charging while fuel is empty.
  • Fixed disconnect button timer showing while dead.

3.20.6.0 Update Notes

Elver:

Watch the trailer for danaby2 and Renaxon's upcoming curated map "Elver" releasing next Friday!

Update Notes:

Vehicle Building: Several settings have been added to Config.json for limiting the size of vehicle bases:
  • Allow_Item_Placement_On_Vehicle (true / false)
  • Allow_Trap_Placement_On_Vehicle (true / false)
  • Max_Item_Distance_From_Hull (meters)
  • Max_Trap_Distance_From_Hull (meters)
In particular, the trap settings are intended to help prevent roaming walls of death. Emissive Materials: Following the recent Unity upgrade and post-processing upgrade, the bloom threshold has been raised to only affect pixels with >1 emission. This prevents bloom from interfering with bright surfaces like beaches. The emission colors on a few hundred materials have been adjusted to match, and especially the bloom on fire looks nicer. If any materials were missed or look odd feel free to report them as a bug and they will be adjusted. Rocket: Servers using old versions of Rocket will now be required to update to a newer version. There was a warning about this in the server console in the previous update, but now it is mandatory. This is important because there are fixes for legacy Rocket issues like multithreading exceptions and teleportation exploits. General Additions:
  • Added Quest_Boss_Respawn_Interval (seconds) option to help prevent abusing quests to farm boss tier loot.
  • Added flags for plugins to disable life meters and status icons.
  • Added EffectSpawner component for Unity event hooks to invoke.
  • Added Rubble_Reward_Probability [0, 1] for destructible objects.
  • Added collection tags to Steam items.
General Changes:
  • Upgraded vanilla flag, placard and sign items to use Unity's newer "TextMesh Pro" replacement for text meshes. This looks nicer and offers better performance.
  • Per-level server config overrides only apply if the server is using the default value.
  • Tools like carjacks and lockpicks can be used by admins in safezones for cleanup.
  • Item placement preview materials are two-sided, and no longer red/green. Some items had one-sided faces, and the red/green was bad players with deuteranopia.
  • Attached barricades ignore vehicle colliders regardless of name. Previously only colliders named "Clip" or "Block" were ignored.
  • Workshop submission menu tries to check for write permissions.
  • Potentially save time during startup by only checking official guns, melee and beans for skins.
  • Expanded navmesh at the mine on the Russia map so zombies from the Northern entrance can reach the soul crystal.
  • Exiting vehicles tests whether seat capsule is overlapping world. Should prevent wedging the tops of short vehicles like bikes into ramps to exit upwards.
  • Links to box items are not shown in regions where they cannot be opened.
  • Line break markup is formatted in item descriptions.
  • IOBS spawns the interactable effect for Effect, Effect_On and Effect_Off transforms if present.
  • Featured workshop item is slotted below unseen announcements in the news feed.
General Fixes:
  • Fixed entering vehicles through player collision volumes.
  • Fixed disabling interaction highlight when salvaging a barricade attached to a vehicle.
  • Fixed movement and vehicle mispredictions related to the underground whitelists.
  • Fixed placing barricade attachment being one frame late. This caused barricades placed on moving vehicles to sometimes get left behind.
  • Fixed barricades placed on doors not attaching to vehicles.
  • Fixed missing Bistro #1 and House #11 window slots.
  • Fixed failed parsing of graphics command-line values throwing an exception.
  • Fixed nailgun maximum starting ammo.
  • Fixed ammo and repair blueprints not respecting critical supplies.
  • Fixed potential issue with lobbies.
  • Fixed punching when transitioning between swimming and jumping.
  • Fixed changing weapon slots while driving interfering with physics.
  • Fixed re-acquiring "The One That Got Away" quest after abandoning it.
  • Fixed zombie fire breath sound attenuation.
  • Fixed cancelling turret usage when vehicle dies.
  • Fixed missiles disappearing on client when shot while moving backwards.
  • Fixed treating relay server IPs as remote player IPs.
  • Fixed fire and acid weapons dealing damage on PvE servers.
  • Fixed Use_Airdrops config only applying to survival mode.
Visual Fixes:
  • Fixed refreshing hotbar icons when item state changes.
  • Fixed item hotkeyed to 0 showing as 10.
  • Fixed not resetting atmospheric fog when returning to main menu.
  • Fixed atmospheric fog influence on sun rays and aurora borealis.
  • Fixed layout of large images in the menu news feed.
  • Fixed a misplaced parking line in St. Petersburg.
  • Fixed brightness of stars.

3.20.5.0 Update Notes

Overview:

This update brings improvements to all aspects of the game from fixes to features. Highlights include:
  • Post-processing effects have been upgraded for performance, quality, and fixes. In particular the first-person viewmodel skins now benefit from ambient occlusion and bloom.
  • Valid underground spaces have been manually designated, so players out-of-bounds are automatically teleported back into the map. Along with fixes to miscellaneous physics exploits this ought to put a stop to underground glitch bases.
  • Many new toys for creators from the basis of custom weather events (e.g. sandstorms) to replacing the vanilla crafting recipes in total conversions.

Update Notes:

Gameplay Changes:
  • Added Non-Headshot Armor Multiplier to zombie config for difficulty or headshot-only modes.
  • Added Bypass_Buildable_Mobility to gameplay config which allows sentry guns and beds on vehicles.
  • Allow_Instakill_Headshots player config applies to zombies when Weapons_Use_Player_Damage is enabled.
  • Passengers cannot repair their vehicle unless per-vehicle Can_Repair_While_Seated is enabled.
  • Oil pumpjacks and fuel tanks can hold more gasoline.
  • Cannot build on vehicles with occupied seats.
Miscellaneous Changes:
  • Accepted several new skin submissions from the curated workshop. View
  • Added confirmation button to menu notifications replacing the dismissal timer.
  • Added underground whitelist volumes that teleport out-of-bounds players back above the terrain.
  • Added timeout when loading map is finished and waiting for server to accept connection.
  • Replaced client-side Steam inventory quantity consolidation with automatic server-side stacking.
  • Anonymous name is shown rather than groupmate nickname while in streamer mode.
  • Upgraded from Unity's post process stack v1 to v2.
  • Zombies stuck during horde beacon are teleported to a valid spawn point.
  • Reworked third-person camera to use sphere sweeps (rather than raycasts) when testing for obstructions.
  • Master bundle hashes are included in game asset hashes to prevent overriding with modified versions. Edit: temporarily disabled.
  • Structures disable LOD group culling to prevent entities from being seen inside bases.
  • Moved asset bundles into per-platform depots to reduce download sizes.
Server Hosting:
  • Added support for Steam game server login tokens. Docs
  • Warn about old versions of RocketMod during server startup. Newer versions have important fixes. Docs
  • Linux ServerHelper.sh script defaults to steamcmd's steamclient.so if available.
  • "+connect" command-line argument properly works with non-standard ports. (Only used 27015-27030 range before.)
  • Added -OfflineOnly command-line flag for dedicated servers that disables requests to internet. In LAN mode it skips the Steam backend connection and uses locally cached workshop items. There will need to be some netcode reworking before purely offline multiplayer is fully supported.
Custom Modding:
  • Added ability for song assets to use master bundle references and legacy localization. Docs
  • Added Valid_Speed_Up and Valid_Speed_Down for vehicles to override sanity checks. (meters per second)
  • Added Relevant_Distance setting to effect assets. Players within this radius will be sent the effect in multiplayer.
  • Added support for multiple blade IDs per weapon.
  • Added Allow_Horde_Beacon setting to zombie difficulty assets.
  • Added Can_Player_Equip setting to items useful for sentry-only weapons.
  • Added Gunshot_Rolloff_Distance setting to guns and Gunshot_Rolloff_Distance_Multiplier to silencers.
  • Added Attack_Anim_Variants, Eat_Anim_Variants, Glance_Anim_Variants and Startle_Anim_Variants settings for animals.
  • Added ClientTextChatMessenger and ServerTextChatMessenger components for mods. Docs
  • Vehicles missing seat transforms spawn defaults and log a warning.
  • Tidied up Dying Light content for mods and added Volatiles to zombie difficulty asset.
  • Added Rarity_Type_Label to inventory localization for switching type-rarity order.
  • Added default localization for kill quest conditions.
Level Editing:
  • Added basic support for custom weather events. Each map can have an unlimited number of custom weather types that trigger events and effects. Docs
  • Added Override_Atmospheric_Fog setting to ambiance volume.
  • Added CraftingBlacklistAsset which can be used per-level to restrict available crafting recipes. Docs
  • Made Ground Upgrade Wizard easier by timeslicing the upgrade and defaulting to grass.
Plugin Development:
  • Added -ConstNetEvents command-line flag to debug whether plugins are writing to the network buffers.
  • Added Provider.onCommenceShutdown, Provider.onBattlEyeKick, Provider.onRejectingPlayer, PlayerLife.onPlayerDied, PlayerQuests.onGroupChanged and UseableGun.onProjectileSpawned events for plugins.
  • All RPCs have individually tuned rate limits to reduce abuse of macro spam. Previously most RPCs shared a common limit.
  • Tidied up effect spawning user code with EffectManager.spawnEffect method that wraps sendEffect.
  • Images used by plugin UIs are cached, and plugins can force a refresh.
Miscellaneous Fixes:
  • Fixed destroying the rock wall on Hawaii. The collider bounds are considered for explosion obstruction tests now.
  • Fixed gap in floor collision of drivable golf cart.
  • Fixed missing barricade subclasses (e.g. traps, storage, generators) in the level editor.
  • Fixed login stance test to use newer hasHeightClearance code path.
  • Fixed delayed attack inputs on server being handled as different types (e.g. shoot as punch) by tagging client expected usage.
  • Potential fix for vehicle death issue by kicking player out before plugin callbacks.
  • Fixed null reference exception if plugin UI asset was missing.
  • Fixed some potential null reference exceptions when exiting vehicle or swapping seats.
  • Fixed older gun damage multiplier not applying to barrel attachments.
  • Fixed damaging trees or resources with nested colliders.
  • Prevent baking foliage while not in editor.
  • Fixed checked move to only ignore initially overlapping colliders.
  • Fixed accidentally shooting when dropping an item into the equipped slot with the mouse.
  • Fixed equipping item when dragging into equipment slot with mouse in multiplayer.
  • Fixed accidentally turning on headlights to drain battery of vehicles without headlights.
  • Fixed makeshift vehicles missing placement bounds and throwing an exception.
  • Fixed clamping turret yaw for driver.
  • Fixed sending inventory RPCs twice in some cases. In particular this was causing issues with multiplayer loadouts.
  • Fixed returning to main menu wasting time during shutdown.
  • Fixed vehicles burning fuel after removing the battery.
  • Fixed plugins setting stance directly rather than testing stance is allowed.
  • Fixed locally predicting removal of Steam tool target item.
Exploit Fixes:
  • Fixed infinitely removing tires using a socketwrench in the safezone.
  • Fixed checking for object obstructions when loading into singleplayer.
  • Fixed zombies losing track of players when leaving bounds vertically. Helicopters were being used to lift zombies out of range of horde beacons.
  • Fixed an undiscovered potential RPC exploit with trees.
  • Fixed glitching through ground underneath Germany ADC hangar.
  • Defer enabling character rigidbody forces until the frame after respawn to maybe fix some vehicle issues.
  • Converted industrial Dock #2 from mesh collider to box colliders to fix overlap exploits.
  • Fixed fishing rod bobber not using continuous collision detection. With the right angle it could be launched through the ground to fish anywhere on the map.
  • Fixed stance transition and obstruction tests to include player clipping. This was abuseable in some places to escape the map border.
  • Fixed foraging resources missing a distance check.
Visual Fixes:
  • Fixed Devil's Bane LOD1 to use the correct material.
  • Fixed nickname showing in spectator overlay for players in other groups.
  • Fixed paintball gun ammo model becoming visible early when reloading from empty.
  • Fixed updating viewmodel offset when sight attachment changes while aiming in multiplayer.
  • Fixed scope, character and item render texture color banding in low light.
  • Fixed transparency fov locking when changing anti-aliasing setting.
  • Fixed Lucky Coins mythical effect in first-person view.
  • Fixed bonesport compound bow inverted spikes.

Dying Light x Unturned

The Global Relief Effort (GRE) as seen in Dying Light are airdropping humanitarian aid:  Strategically placed blue garbage bags absorb fall damage:  Players of Dying Light on Steam will receive a skin of the infamous Korek Machete 2.0:  Rumor has it that Volatile mutations are forming in the darkness:  Links: Watch the YouTube trailer for Dying Light's in-game event featuring Unturned content. Read the corresponding article in the Dying Light community hub. Participate in the global zombie-slaying challenge for rewards, and claim the free Unturned weapons pack! Browse the Steam page for the crossover promotion.

3.20.3.2 Patch Notes

Patch Notes:

Misc:
  • Chat_Always_Use_Rich_Text added to server config allowing servers with plugins to force vanilla messages to use rich text formatting.
  • onThrowableSpawned event in UseableThrowable for custom throwable items.
  • Included care package, blast door and flag in example assets package.
Fixes:
  • Corrected orientation of Dango mythical effects and dragon tails.
  • Prevented exiting vehicle downward through ground in some cases.
  • Vehicles and players loaded above the sky limit are clamped back below.
  • Allow walking out of an object if initially overlapping. For example standing on a stump when the tree respawned was getting players stuck.
  • Throwable items default to continuous collision detection. This is to prevent fast-moving projectiles from passing through the terrain.
  • Changing gun attachments and firemodes are rate-limited.
  • Consumeable items support warming other players.
  • Inactive UI components are eligible for buttons and text formatting for server plugin UIs.
  • Cardinal directions in compass were off by 5 degrees.

3.20.3.0 Update Notes

Update Notes:

General:
  • Graphics menu has more thorough explanations and performance warnings.
  • If server rejects an admin edit the changes are rolled back on the client.
  • Tooltips support rich text and have better contrast.
  • Unboxing is disabled in Belgium and the Netherlands similar to Valve games.
  • Item type in bundle descriptions matches type label.
  • Maps can link to update notes for future curated map updates.
Modding:
  • Newly created devkit maps default to foliage storage v2.
  • Custom airdrop models can be overridden per-level.
  • Example package contains project settings and a few more objects. Including the "ProjectSettings.asset" ensures color space is Linear.
  • Objects can specify Causes_Fall_Damage False to prevent fall damage.
Servers:
  • RocketMod is included with the dedicated server install.
  • BattlEye messages and kicks are logged.
  • Zombie spawn chances internally use weights similar to item spawns.
  • Several barricade functions ensure they are only called from the game thread.
Fixes:
  • Fixed performance of the skybox reflection option.
  • Fixed stitching heightmap corners when using the smooth tool.
  • Fixed file sharing of a few systems when running multiple servers on the same map.
  • Fixed admin and level editor box-selection with UI scale.
  • Fixed road material on LOD1 of the Germany dam.

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