3.20.16.0 Update Notes
If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority. Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled. On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch.
Added:
This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is. Fixed:
[ 2020-12-04 17:10:08 CET ] [ Original post ]
HUD Update:
If you have been playing Unturned for a long time then you know that the menus and HUD have rarely changed. And at first glance that is still the case. Nevertheless there has been a major rewrite of the UI systems which has released with this update. I always find it annoying when software changes the UI for seemingly no reason, so preserving the existing (albeit questionable) appearance, design, and functionality was a top priority. Across the board the menus and HUD should look and feel "better". Some players will notice a performance boost: in particular the compass, hotbar, and map overlay were optimized. Rich text in the chat fades out properly. Crosshair animations finish properly. Tons of Mac and Linux bugs have been fixed (e.g. the wonky gamma on Mac). Lots (but not all) of the UI spaghetti code has been untangled. On the technical side: prior to this update the game was still using IMGUI from Unity 4. Unity replaced IMGUI with uGUI in 2014-2015, and are now even planning to replace uGUI with "UIElements". With this in mind I decided to abstract the underlying Unity UI implementation, so it will be easy to integrate UIElements once it is stable. I had been wanting to upgrade from IMGUI for years, but with the amount of work required it kept getting pushed down the road. In the end if took one month of refactoring, and then one month of intermittent development on the beta branch.
Update Changelog:
Added:
- Events for vehicle locking/unlocking and local driver.
- Valid_Speed_Horizontal for modded vehicles with speed the server cannot predict e.g. force applying components.
- Whitespace and newlines are trimmed from start and end of sign text.
- Swimming while snowing with Snow_Affects_Temperature disabled no longer causes freezing damage.
- Clamp item drop multipliers for enemies to prevent huge values (100+) from stalling the game.
- AI problems with unbaked navmeshes in the level.
- Dialogue with message-response pairings out of bounds.
- Display of custom item action text and tooltips.
- Warning for rocket launcher firing sound.
- Spinning while leaning to glitch nearby inventory through wall.
- Workzone highlight camera defaulting to enabled.
- Default value of Allow_Horde_Beacon should have been enabled.
- Box-selecting objects without gameobjects in devkit.
- Moving devkit objects in and out of regular level bounds.
- Potential cleanup bug causing gun effects to be claimed by two guns at once.
- Placing items in object windows after the transform hierarchy optimizations.
- Selecting the sky in workzone mode after the transform hierarchy optimizations.
- Improper handling of BOM/preamble in dat files.
- Gap in cliff near PEI lighthouse.
- Several gaps in Germany caves.
Patch #1 Changelog:
This patch prioritized all the game-breaking bugs that had been reported so far, as well as some color preference issues that made the HUD look really bad. Rest assured that there will be a 2nd patch relatively soon addressing the minor issues like alignment differences and inconsistencies. I know there has been some negative feedback like "I hate this update!", but chances are that the issue was unintentional or will be adjusted based on your feedback, so if you dislike something please describe what it is. Fixed:
- Unable to interact after re-joining a server after hovering player hint.
- Background was visible for empty tooltips.
- Hotkeys triggering while typing in inventory and sign text fields.
- Cursor sorting behind some plugin UIs.
- Gun HUD breaking when using a rangefinder.
- Loading screen tip box not using background color preference.
- Empty Steam inventory slots not using color preferences.
- Inventory, crafting and skills backgrounds not using color preferences.
- Non-item inventory headers not using color preferences.
Unturned
Smartly Dressed Games
Smartly Dressed Games
2017-07-07
Action Indie Casual Adventure F2P Singleplayer Multiplayer Coop
Game News Posts 245
🎹🖱️Keyboard + Mouse
Very Positive
(546725 reviews)
http://smartlydressedgames.com/
https://store.steampowered.com/app/304930 
The Game includes VR Support
Unturned Linux 64 [633.48 M]
Unturned - Permanent Gold Upgrade
Unturned is a sandbox game in the emerging multiplayer apocalypse survival genre. Rather than focusing on being an MMO it provides players with easy systems to sit down and survive the zombie infestation with their friends. Over the course of a typical adventure, groups will have a blast fortifying locations, scavenging for supplies, trying to live off the land and negotiating with other people. The game is being developed entirely with the community in focus, and tons of features are based entirely on feedback:
Fortification:
Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests.
Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community.
Explore:
The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot.
Bandits:
Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices.
Heroes:
Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals.
Unturned's level editor now supports the Vive! You can build the visuals of your maps using motion controllers with modes that provide the same functionality as the desktop editor, along with some special abilities like throwing objects. For non-visuals elements of the level such as data entry, spawn management or navigation baking the desktop editor is still required.
Fortification:
Players can build massive forts out of structural building blocks, or build onto smaller buildings in the world with barricades. It is also possible to create traps and intricate electronic systems. More options for building are constantly being added based on what the community requests.
Survival:
It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting animals down. What sort of survival stuff is added is entirely decided by the community.
Explore:
The game goes where the community wants it to. The initial release map is set on the lovely Prince Edward Island, but over the next few months many more locations will arrive for players to explore depending on what the community wants to see. Currently the island has plenty of interesting locations to discover and loot.
Bandits:
Players can choose to enter player versus player servers and battle other players to steal their gear. Banditry is highly supported with plenty of weapons and sneaky devices.
Heroes:
Players can join player versus environment servers to team up with other people, and easily create clans to play with their pals.
Roomscale VR Support:
Unturned's level editor now supports the Vive! You can build the visuals of your maps using motion controllers with modes that provide the same functionality as the desktop editor, along with some special abilities like throwing objects. For non-visuals elements of the level such as data entry, spawn management or navigation baking the desktop editor is still required.
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: 3 GHzMemory: 8 GB RAMStorage: 4 GB available space
- Memory: 8 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
- OS: Ubuntu 20.04+
- Processor: 4 GHzMemory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Memory: 16 GB RAMNetwork: Broadband Internet connectionStorage: 6 GB available space
- Storage: 6 GB available space
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