Update log
Full GROUND BRANCH update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Balance
- Server
- Performance
- UI and audio
We have another hotfix for you — and yes, this fixes suppressors in addition to a lot of other things. As always, thank you all for your reports and patience!
Patch notes
General
Fixed issue with player characters (and sometimes AI) not ragdolling properly after death, and instead freezing in place when killed
Fixed destructing doors to only destroy attached actors that take damage or which are decal actors
Rejigged internal stuff relating to Breaching Charge, M67 Frag, MK13 Flashbang, smoke grenades and the big bomb (Defuse game mode), so that the effects replicate properly to all clients on a server
Fixed broken debug camera (Ctrl + Home)
Fixed crash relating to audio occlusion
Gameplay
Fixed Default Post-ADS Weapon Position setting (Settings › Gameplay › Combat) not applying correctly
Campaign mission now tells you when AI teammates are killed
Updated input action bindings for controller modifiers to set the consume input property to false (this allows the key bound to modifier to be bound to an action not bound to the player controller, while still being used as a modifier)
Inventory
Fixed suppressor socket bug — all appropriate weapons should again be able to equip suppressors (sorry)
Audio
Fixed Breaching Charge audio not playing (was only playing tail)
Adjusted attenuations of multiple objects
Switched spatialized sounds to audio objects to get better spatialization
Removed superfluous random spatial sound from City audio
Replaced spatial sound actor system with spatial audio volume tag system
Fixed a few external volumes’ room tone not playing
UI
Added proper icon for NVG Counterweight (formerly "Counterweight", which used the Headset icon)
- Updated GB skin for the T-Shirtchanged display name from "Ground Branch" to " GB Logo ", and updated skin icon
Reduced space between consecutive game messages (the ones that pop up centered at the lower half of the screen)
Visuals
Server and client random animations synced properly
Modding
Added GBBarrelComponent::SetVelocityModifier() to enable changing velocity modifier at runtime in barrel component blueprints; a value of 0.0 or less resets it
Custom gameplay tags should now be packaged "in the clear" rather than in mod paks
Have a great rest of the week!
Source
