PostUpdate Thread

Posts 115 of 24 · Page 1 of 2
Update Thread
So with the current dev releasing a lot of updates every day it's a hassle to keep track of the current update, so I will allow the users to comment on this thread with the current update and such. However there will be strict rules when it comes to this and how you will post in here.

Rules
1. You must post in the format given
2. If you see that someone has already commented about the current update information then DO NOT comment with the same thing
3. Do not post future updates, you're only allowed to post updates that have been recently released

Format
Date
Current time(and your time zone)
Update number
(patch info is optional)

Example
7/17/14
4:22 P.M. PDT
2.1.3

If you have problems with reading time zones you can compare your time zone with the given time zone HERE.

This thread will be moderated occasionally and anything off topic/not needed will be deleted.

-MPGH Staff
7/17/14
4:36 P.M. PDT
2.1.4
7/17/14
8:12 P.M. Pacific Time
2.1.4v2 - (Silent Update)
UPDATE NOTES: Fixed teleporting tree stumps
7/19/2014
10:49 PM (+5 GMT)
2.1.5
Patch Notes
Additions:
-Updated to the newest version of Unity which should hopefully fix audio issues with chainsaws, etc that some people are reporting.

Tweaks:
-Increased electric trap health significantly.
-Increased network sendrate.
-Decreased sensitivity of antispeed a tiny bit more.

Fixes:
-Fixed easy sync servers screwing up savedata occasionally.
-Fixed some buggy areas on the map and an exploit with the bridge.
-Fixed gunshot audio range.
7/20/2014
2:40 PM EST
2.1.6

Tweaks:
-Changed player draw distance to the same as world props.
-Renamed keys to controls since some people found it confusing.

Fixes:
-Fixed inventory loading bug. (Thanks to Dakotaz for providing savedata!)
-Fixed crate loading bug.
-Fixed aiming with no sights on the timberwolf and mosen.
-Fixed binoculars going upside down on low field of view.
-Fixed floating grill at the park.
7/22/2014
10:00 AM (GMT - 7:00)
2.1.7

Additions:
-Desert Falcon handgun
-Added replacement face for the question mark.
-Added recipe: 1 Fertilizer + 1 Vitamins = 1 Purification Tablets

Tweaks:
-Refilling Savage drums now requires only 3 boxes of ammo.
-Reduced Timberwolf range to 400 meters.

Fixes:
-Fixed police baton breaking boulders.
-Fixed leaning animation for other left handed people.
7/24/2014
22:42 UTC+01:00
2.1.8




Additions:
-Added the ability to run the game in offline mode.
-Added recipe for 2 Scrap with Hammer creating 1 Can.
-Added link to the patch notes on the title screen.

Tweaks:
-Increased APC speed.
-Increased Desert Falcon damage.
-Increased Lapua Tracer spawnrate.
-Reduced longbow damage.

Fixes:
-Fixed swapping backpacks with equipped items.
-Fixed melee range exploit.
-Fixed invisible empty crates.

Alright onto the Steam networking:

For those who don't know, right now my top priority is reworking the networking to use Steam game servers. This means replacing all of the existing network code with a completely different way of doing things that will allow dedicated servers, use of the server list and other neat features.

At this point I have mostly wrapped the Steamworks networking in a way that can make use of the existing remote procedure call system, but it could still use some polishing over the next couple days. This is a big step because it will be the component that all of the existing networking will communicate with.
7/25/2014
18:27 UTC+01:00
2.1.9




Fixes:
-Fixed armor reversal bug on multiplayer.
-Fixed cheated skills going onto synced servers.
-Fixed holding backpack overhead.
7/26/2014
18:34 UTC+01:00
2.2.0




Today's big update is that Mac support is now out! Hopefully everything works right out of the box, but if you're experiencing issues with this please let me know on the forums!

Also due to popular request you can now rotate your ramps when focusing at the side of an existing platform. (every placeable can be rotated with right click)

The Steamworks multiplayer is now close to being 1:1 with the Unity networking, but I'll still have to do a bit more work today/tomorrow to create systems for owning objects like the player.

No update tomorrow however, as I'm turning 17!
2.2.1
7/29/2014
1:00 EST

By doing it this way not only can I push out test builds faster, but I'll be able to go over every single asset in the game optimizing them and converting them to a bundle based loading system. This will allow more data to be stored for everything such as translations of the game into Russian and Portuguese (or whatever language you want to add), as well as the ability for you to mod EVERYTHING in the game. Literally every file will be publicly available to be modded and uploaded to Steam Workshop, or you can add your own custom content with some in-game tools like a level editor!
2.2.2 7/31/2014 06:30 CET

In-case you don't know, right now Unturned is going through a massive overhaul for optimizations, Steam servers and Workshop support 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.

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!
2.2.3
8/3/14
3:08 PM PST

-Localization is now completely possible, as all the language files are stored in a folder in the game directory. You can easily copy the English folder and make a translation, or download someone else's from the Steam workshop.

-All the backend for external assets is complete. Animations, textures, models, anything you can think of is able to me modded and added to.

-Steam cloud and local saves (now stored outside of the registry) use the same easily readable file format meaning it is very easy to iterate upon the saving system, it will be more reliable and it is simple to configure custom data.

-The in-game level editor is now mildly functional allowing you to form the terrain, configure textures and move objects! (Thanks to /u/zaph34r for helping with world/screen axis restriction math!) A level can now be up to 64km² if you choose:
2.2.3.(?)(Silent update)
8/3/14
8:56 PM PDT

No patch notes so far..
2.2.3.(?)(Silent update)
8/5/14
7:12 PM PDT

No patch notes

EDIT: Nelson Sexton [developer] 7 minutes ago

Also I made a silent patch a few minutes ago that fixed several of the major hacks. Unfortunately I can't do as much as I'd like to until I have the Steam servers out, as they're much more authoritative.
2.2.4
8/8/14
3:04 PM +8 PDT

No Patch notes
Posts 115 of 24 · Page 1 of 2
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