3.14.7.0 Update Notes
Author: SDGNelson,
published 8 years ago,
[h1]Update Notes:[/h1]
[b]Additions:[/b]
[list]
[*]Added handcuffs. [ID 1195]
[*]Added handcuffs key. [ID 1196]
[*]Added cable tie. [ID 1197]
[*]Added pickaxe. [ID 1198]
[*]Added headlamp. [ID 1199]
[*]Added mineable boulders.
[*]Added 16 new flag jersies.
[*]Added armor command to adjust buildable damage multipliers.
[*]Added "Bypass_Hash_Verification" asset flag for server owners.
[*]Added separate keybind for inspecting item.
[/list]
[b]Improvements:[/b]
[list]
[*]Improved player lights to attract AI.
[*]Improved region performance while moving between areas.
[/list]
[b]Tweaks:[/b]
[list]
[*]Tweaked traps to take more damage from impacts.
[*]Tweaked enclosed vehicles to provide cover from snow.
[*]Tweaked horde beacon difficulty harder.
[*]Tweaked restaurant food name.
[*]Tweaked viper to accept military barrels.
[/list]
[b]Fixes:[/b]
[list]
[*]Fixed lock foreground tint.
[*]Fixed objects closing after loading.
[*]Fixed horde not respawning in singleplayer.
[*]Fixed DX11 basemap lighting issue.
[*]Fixed nails in explosive blueprints.
[*]Fixed to not be able to craft scythe.
[*]Fixed some crashes when missing assets.
[*]Fixed perf spikes when dragging objects.
[*]Fixed unable to quick equip on client.
[/list]
[h1]Handcuffs:[/h1]
You can now passively restrain other players! Using handcuffs on a surrendered player will lock up their hands preventing them from using items and punching. Only the one who arrested them in the first place can unlock the handcuffs using a handcuffs key. You are able, however, to wiggle your way out of handcuffs by quickly leaning left and right for several seconds.
[h1]Roomscale VR Support:[/h1]
Right after putting out the update last week there was a ring at the doorbell, and suprise it was a Vive devkit from Valve/HTC! I spent a couple days this week getting started with support in the Unturned editor for this roomscale virtual reality, and I think it's shaping up to be a lot of fun.
Right now I've got the movement and object systems mostly integrated, so you can be anywhere between person size exploring a building or a giant stomping around the whole map. Alongside the normal editor object features like dragging transform/rotate handles/lasers you can also pick things up to move them around, and even throw them! I must admit I spent quite a while just throwing Stratford around the level watching it explode.
Next week I'm going to prioritize working on these VR features because I think I can get all the tools working nicely in that time, and considering they sent over a devkit I want to make sure it's prepared before the full Vive launch. Once it's ready I'll also try and get a video together to show you what it's like!