Update log
Full GROUND BRANCH update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Maps
- Fixes
- UI and audio
- Server
Here we are with another V1035 hotfix straight out of the oven.
The changes hopefully speak for themselves below. Among a lot of other fixes and additions, we've managed to fix the AI freezing after being killed in the middle of a grenade throw.
We do have more fixes on the way, so consider this as another intermediate delivery for your appreciation while we wrap up the rest.
Patch notes
General and gameplay
Improved controller input logic:
Fixed Ctrl, Alt and Cmd modifiers being swapped around
Controller modifiers can be used without requiring native modifiers keys to be pressed; and non-gamepad actions bound to modifier keys are prevented from firing unintentionally
Created AxisToActionKeysMap to associate axis keys with non-axis action keys (e.g. axis key Gamepad_RightX to non-axis keys, e.g. Gamepad_RightStick_Right & Gamepad_RightStick_Left)
Created AxisHasActionKeyHandledByAction(): finds non-axis keys associated with supplied axis key; returns true if IsKeyHandledByAction() call with that non-axis key is true
Changed method of placing laser dot so as not to pass through inventory items (may have knock-on effect on Rangefinder and possibly other elements; this is a work in progress)
Some general bug-fixes relating to characters dying
Maps
- Citypatched some holes in the vault walls, and removed old UE4 default navmesh
- Compoundfixed a railing that could not be shot through
Creek: blocked off edge of the map to stop players vaulting over the boundary
- Depotincreased draw distances of many large props, vehicles, rocks and containers
- Power Stationremoved buildings from FX sublevel that shouldn't have been there; added distant fighting sounds and rocket impact sounds; removed debug command accidentally left bound to L key
- Small TownFixed nav mesh (was causing AI to fail); adjusted HLODs and increased draw distances
Inventory
Fixed MK24 CAP pistol magazines having incorrect capacities: standard magazine now holds 8 rounds, and extended magazine now holds 10 rounds
Added AOR-2 skin for Plate Carrier (JPC), Plate Carrier (MPC), Battle Belt and Gun Belt
Updated OCP substitute/attachment skin priorities (tans first, greens later)
UI
Updated mouse scroll behavior in Customize Operator menus to scroll one line per wheel increment
Updated Server Browser list columns:
Tweaked column widths to fit longer map/mission names
Improved alignments and clipping behaviors to prevent text overflow issues
Changed Server is empty. string to No players. to save space and prevent clipping
Added filter to remove '.' from any build names and to convert backslashes into forward slashes (some short names had periods in them, which made for bad filenames)
Added mod count / search result count to Server Browser details widget and in-game mod browser widget; if 50 search results are found, it displays a special text indicating that more may have been found (Steam returns pages of max 50 results by default)
Build names should now correctly display the abbreviated names for belts
Audio
Fixed LVAW missing mechanical audio layer
Tweaked some voice lines
Rockets in Power Station now use a new system for moving the apparent audio source with the moving object (rocket), taking into account realistic sound delays
Fixed a bug in powered items (e.g. ceiling fans, arcade machines) where the associated sound didn’t play when it should
Increased amount of virtual voicing at one time (that is, allowing more concurrent sounds)
Conversion settings updated for further
Source
