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Steam News17 February 20233y ago

3.23.2.0 Update Notes

Changelog: Added Option to use the classic crosshair shape. "Manual Object Culling" volume type which replaces/improves old per-object-asset LOD area settings.

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

0 fixes4 additions17 changes2 removals
  • UI and audio
  • Gameplay
  • Balance
  • Maps
  • Server
  • Fixes
changedAddedPer-location option to hide from map UI.
changedChangedImproved and re-enabled batching of level objects and trees.
addedChangedAssets with duplicate guid are now skipped during registration rather than assigning a new guid.
changedChangedUse same collision height (2 meters) for all zombie types.
changedChangedAllow masks to work as underwater breathing apparatus with backpack.
changedChangedSemi-auto repairing melee items play an impact sound.

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:

Level Batching Manual Object Culling

Source

Steam News / 17 February 2023

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