WARNING: Do not load your important saves on the preview branch. Use a different character slot on single-player, or create a backup for your multiplayer server. New saves created on the preview branch (and old saves loaded on this preview version) will not work if you attempt to load these saves on the current version of the game.
Everything on the preview branch is subject to change before release, and may not reflect the full update. There will be bugs – if you encounter an issue, please report it!
For more information about the patch, commentary about developing some of the new features, and links to modding documentation, refer to the changelog originally posted on our support site: https://support.smartlydressedgames.com/hc/en-us/articles/12462494977172
Added
- Vehicle spraypaint items. [IDs 1840-1866]
- Audio Menu with new Game Volume slider separate from Master Volume and Voice Volume.
- Options for adjusting volume and limiting framerate while alt-tabbing.
- Preliminary engine RPM and automatic gearbox systems for vanilla cars.
- Tire kickup particle effects on vanilla physics materials.
- New wheel models that properly match suspension, steering angle, and speed for vanilla cars.
- Support for item names in vanilla /give command and vehicle names in /vehicle command.
- Kick for skin color too similar to terrain color. Enabled on PEI, Washington, and Russia.
- Enable_Terrain_Color_Kick server config and TerrainColors level asset property.
- Per-item-type options for Has_Durability tuning.
- EquipableModelParent item property. Allows attachment to spine bone which is a better interpolation space for some animations.
- Spread_Midair and Recoil_Midair gun properties.
- Invulnerable [true/false] property for attachments. Enables Invulnerable property on the gun.
- Shared_Skin_Apply_Visuals item property.
- Per-deadzone damage and radiation control.
- FilterDegradationRateMultiplier mask item property. Multiplier for per-deadzone radiation intensity.
- Redirector asset type for replacing one asset with another.
- VehicleRedirector asset type specifically for consolidating vehicle color variants.
- OnExploded event for VehicleEventHook.
- -LogVehicleWheelConfigurations command-line flag to assist in converting to new wheel system.
Changed
- Changing directions while driving is more responsive by automatically braking until velocity changes direction.
- Third-person camera rotates independently of vehicle.
- Converted barricade and structure rotations to use quaternions rather than euler angles.
- Perform host bookmark GET request without protocol specified if address contains forward slash.
- Consolidated all vanilla vehicle LOD groups so wheels don’t disappear so soon.
- Merged vanilla vehicle color variants into paintable base vehicles.
- Respawn affected vehicles when reloading assets.
- Physics material names are replicated using a string table now that tires use them.
- Vehicles should no longer require a legacy ID for anything.
Fixed
- Laser/light/rangefinder attachments now only affect damage and firerate when enabled. [Thanks danaby2!]
- Aprix bandit shirt and pants overriding elf ears color. [Thanks Armstrong!]
- NPC support EquipablePrefab override. [Thanks NSTM!]
- Boss_Spirit zombie type missing bullet resistance. [Thanks Molt!]
- Focus camera mode drifting away from focal point if spinning. [Thanks diddlyono!]
- Hide attachments without name in otherwise unsupported slot from item description. [Thanks Happy12222!]
- A few small visual bugs on Russia. [Thanks Happy12222 and Williriano!]
- Maybe fix some visual issues with mythical effects. [Thanks ai-kana!]
- Escalation Bionic Spine and Spirit Signs adjustments. [Thanks dug!]
- Duplicating NPC reward volume not preserving asset reference.
Originally posted on SDG Support: https://support.smartlydressedgames.com/hc/en-us/articles/12462494977172.
Bug reports are often tracked on our GitHub repository: Issues · SmartlyDressedGames/Unturned-3.x-Community · GitHub.