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Steam News31 July 201411y ago

Update 2.2.2

Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on t

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Hello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. Porting everything is going really well and I've been learning a ton about optimization and better network security. Right now most of the progress is in code, but here's an example of just how much better optimized the models can get: I'll also be creating multiple LODs of every model when it gets to that stage which will really help. One code related thing I'm excited about is that saving is swapped over from the registry to Steam cloud for clients and save files for servers. This means multiple characters and save slots! Since I can't really show too much while the main effort is in coding, I probably won't make the next update post until there's something visual for you. (Maybe even a preview branch for you to test?) I'll do my best to explain what I did each day on my Twitter, however. And finally here's the actual patch notes: Additions: -Added some extra fail safes that may fix the damage bug experienced on large servers. Tweaks: -Removed barbs from electric fences to explain why the power needs to be on. Fixes: -Fixed a few more obnoxious exploits. -Fixed not being able to harvest on the current "dedicated" servers. -Fixed windows saying that the game always had a possible update. Thanks for reading!

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  • Performance
fixedHello! In case you don't know, right now Unturned is going through a massive overhaul for optimizations, dedicated servers on the steam server list, VAC, workshop and overall better networking which isn't currently on the public branch. Porting everything is going really well and I've been learning a ton about optimization and better network security. Right now most of the progress is in code, but here's an example of just how much better optimized the models can get: I'll also be creating multiple LODs of every model when it gets to that stage which will really help. One code related thing I'm excited about is that saving is swapped over from the registry to Steam cloud for clients and save files for servers. This means multiple characters and save slots! Since I can't really show too much while the main effort is in coding, I probably won't make the next update post until there's something visual for you. (Maybe even a preview branch for you to test?) I'll do my best to explain what I did each day on my Twitter , however. And finally here's the actual patch notes: Additions: -Added some extra fail safes that may fix the damage bug experienced on large servers. Tweaks: -Removed barbs from electric fences to explain why the power needs to be on. Fixes: -Fixed a few more obnoxious exploits. -Fixed not being able to harvest on the current "dedicated" servers. -Fixed windows saying that the game always had a possible update. Thanks for reading!

Source

Steam News / 31 July 2014

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