3.23.7.0 Update Notes
Added
This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.
Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference. Modders can update custom scopes to use these new features, for more details: Sight Distance Marker Documentation
The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.
Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles. The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped.
Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake. Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.
Fixed
Added
[ 2023-05-26 16:07:57 CET ] [ Original post ]
Changelog
Added
- New animated hitmarkers and option to use non-animated style.
- Accurate range markers on vanilla scopes.
- Craftable Progress Pride flag jersey and pin available during Pride Month event.
- Transparency option for crosshair, hitmarker, and critical hitmarker colors.
- Accepted Artist, Hooligan, and Lime Tracksuit bundles into Stockpile.
- Multi-threaded asset loading with additional information on the loading screen.
- SpotLight_Enabled option for melee, tactical, and headlamp items.
- Allow_Lobby_Groups server config option.
- Windows dedicated server intercepts quit handler to save+shutdown when closed.
- Replaced Ballistic_Drop gun property with Bullet_Gravity_Multiplier.
- Removed Recoil_Aim gun property.
- Searching crafting list by name can show results without any available items.
- Redact certain hate speech regardless of profanity filter setting.
- Stop inspect and equip audio clips when the item is dequipped.
- Removed peripheral integrations. (e.g. long-disabled Discord integration and RGB keyboard integration)
- Replaced 2D cosmetic icons with 3D preview icons.
- Your own bullet impact audio is slightly audible regardless of distance to provide more hit feedback.
- Track kills on weapons with Shared_Skin_Lookup_ID. [Thanks NickSkunk!]
- Phantox Timberwolf albedo and emission textures flipped. [Thanks Semidvista!]
- Prevent resetting gun's fire delay by clicking again. [Thanks DerEnte!]
- Enable HUD during red flinch overlay similar to flashbangs. [Thanks Renaxon!]
- Miscolored roll bar on colored offroaders. [Thanks Alex!]
- Sentry gun spread/misses not properly using aim direction. [Thanks PiggySvK!]
- Clamp terrain cut brush radius to work around an engine crash. [Thanks DanielWillett!]
- Terrain material brush pixel average mode not working. [Thanks DanielWillett!]
- NPC passive pose resetting when unloaded. [Thanks Toothy Deerryte!]
- Items in nearby inventory incorrectly removed when a non-visible item is removed. [Thanks Joko!]
- Using lobby to bypass group member limit. [Thanks Semidvista!]
- Potential exploit to load assemblies from assets. [Thanks CyberAndrii!]
- Sync pending visibility changes when baking navmesh. [Thanks Toothy Deerryte!]
- Arrow tracers getting immediately destroyed. [Thanks Toothy Deerryte!]
- Ignore asset paths less than 2 characters as a workaround for material palette assets missing closing list bracket.
- Not applying framerate and vsync limits at startup.
- Fail loading of animal assets missing required game objects.
Scope Distance Markers
This doesn't make sniping easier, rather it raises the skill ceiling by giving distance estimation more use and removing scoped recoil reduction.
Before this update the markings on scopes were arbitrary whereas now they are adjusted to account for your field of view, the gun's muzzle velocity, the level's gravity, and your unit system preference. Modders can update custom scopes to use these new features, for more details: Sight Distance Marker Documentation
Asset Loading
The real meat and potatoes of this update: startup loading should now be faster for most players. On average it's about twice as fast.
Previously all of the asset loading was done on the main thread. Now the vanilla content and each installed mod is assigned two threads: one to search for files, and the other to read and parse them into memory (building on the asset parsing rewrite from the last update). This leaves the main thread to focus exclusively on pairing game data with the assets loaded from asset bundles. The majority of the main thread time is spent loading from asset bundles now. This step has to be done on the main thread, and unfortunately synchronous vs asynchronous loading doesn't make a difference here. In the future deferring some of this loading to as-needed async loading will cut down on startup time at the cost of slight delays, for example async loading a hat only when it's equipped.
Closing Windows Server
Kind of ridiculous to proclaim a minor change with fanfare and an image in the update notes, but as a PSA: clicking the Close button of the Windows dedicated server should no longer be a tragic mistake. Previously this immediately terminated the server process without giving the game a chance to save, so misclicking the Close button could result in lost progress. Now the game intercepts this event and tries to save+shutdown while sleeping the Windows routine. Using the regular shutdown command is still recommended however because by default Windows only allows up to 5 seconds before the server will be closed regardless.
Patch #1
Fixed
- Unable to select repair item blueprint. [Thanks Rattle189 and Renaxon!]
- Per-server manual workshop folder not working due to extra '/' in path. [Thanks baranmod!]
- Holographic reticule not visible with transparent critical hitmarker.
- Some hardcoded audio references not working.
- Not loading hitmarker style preference (oops).
Patch #2
Added
- Blueprint_#_Searchable (bool) option for debug items to hide from search results.
- Server reorganizes assets after loading to keep ID override order consistent with client.
- Incorrectly matching closest master bundle in file hierarchy when folders had same prefix.
- Parse unrecognized escape sequence as '\' and log message about '/' for file paths.
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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