Buildables:
To help make the world feel more alive you can now place buildables from the level editor! This opens up several options such as fortifying a location for part of a map's story, while still keeping it available to destroy and build a custom base. While building in-game if you have the camera tools available you can now use the editor tools [F6] to get precise snapping and alignment just right, and work on creations that would usually be blocked. Pro tip: use Ctrl+B and Ctrl+N to copy paste positions/rotations to perfectly line up items like kitchen counters.
Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content.
Tweaks:
Fixes:
The biggest timesink this week was getting everything working again with the new version of Unity, and for the most part it's all fixed up as far as I can tell, but there are a few important changes for mod creators:
Valve has added support for filters in the market/inventory! I know this has been frequently requested so I got them enabled as quickly as possible - the inventory page should show them all, but it might take a bit for all the market filters to update. Right now the rarity/mythic tags aren't color coded, but once that feature is available I'll make sure to enable it as well.
Fixes:
Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file.
Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in the zombies section. There's also a new feature to prevent repairing higher tier weapons.
The most notable optimizations are many repeatedly created elements now getting pooled/reused, and much more aggressive automatic batching (some mods might need to tweak their texture wrap settings due to this), but several other features were improved as well. From here the next step I hope to take is upgrading to a more up-to-date version of Unity, although this is made tricky because of a physics change between 5.2 and 5.3 affecting many of Unturned's features.
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Autor: DarkAng3l Entertainment