In this update4
Full notes
Full Unturned update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Maps
- Server
- Fixes
Changelog:
Added
Option to use the classic crosshair shape.
"Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.
Instantiated_Item_Name_Override and Instantiated_Attachment_Name_Override options to simplify workarounds for animation component.
Exclude_From_Culling_Volumes [bool] option for objects.
Exclude_From_Level_Batching [bool] option for objects and trees.
"-DisableCullingVolumes" command-line flag. Not recommended.
"-UseLevelBatching=true/false" command-line option.
Valentine's day holiday condition for secret admirer note quest on Liberator.
Per-location option to hide from map UI.
Changed
Improved and re-enabled batching of level objects and trees.
Assets with duplicate guid are now skipped during registration rather than assigning a new guid.
Use same collision height (2 meters) for all zombie types.
Slightly increase zombie vertical attack range by 0.1 meter.
Slide while standing on zombie's/animal's head.
Allow masks to work as underwater breathing apparatus with backpack.
Semi-auto repairing melee items play an impact sound.
Terrain tool weight target option can be used with auto foundation option.
Fixed
Stereo not *playing* the tracks not installed on the server, rendering the change in the previous update pointless. [Thanks Timmy!]
Teleport animals that fall out of the map to a valid spawnpoint. [Thanks Toothy Deerryte!]
Pooled effects getting prematurely destroyed. [Thanks Gamingtoday093!]
Transparent pixels in supersampled screenshots. [Thanks Tiway!]
Some inconsistent skin/cosmetic emissive intensity values. [Thanks diddlyono!]
Animal collider not getting disabled on server. [Thanks surv0013!]
Misaligned UVs on player/zombie ragdoll neck. [Thanks Toothy Deerryte!]
Extremely small network positions off by one. [Thanks Gamingtoday093!]
Some inconsistencies when enabling/disabling crosshair. [Thanks KarmaWSYD!]
Interior culling size of several objects.
Loading screen not appearing between clicking exit and reaching the main menu.
Legacy airdrop/location node conversion not assigning instance ID.
Patch #1:
Fixed
Holiday object collision not disabled on server. [Thanks AdamDN!]
Batching performance improvements:
This update should bring a noticeable performance increase on vanilla maps, and curated/modded maps too if/when the map creators opt-in. There was a similar update several years ago, but it had to be disabled because it used too much memory (RAM) for some players - actually reducing performance and/or crashing. According to the Steam hardware survey ~96% of players have 8+ GB of RAM now, so with some useful improvements it has been re-enabled. As a precaution it can be disabled by default on the backend if the update goes poorly, and you can disable it with this command-line option if necessary: -UseLevelBatching=false
For more information there are two new articles intended for map developers:
Source
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