In this update12
Full notes
Full Operation: Harsh Doorstop update
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What changed
- Server
- Fixes
- Gameplay
- Maps
- Balance
- Performance
Operation: Harsh Doorstop changes
New DLC Content
Administration
Server now prints player chat messages to its log file for moderation purposes
Core
Fixed player kills not increasing in the scoreboard
Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world
Fixed some inconsistencies with player VOIP handling on death
Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios
Fixed several collision issues with walls and corners
Fixed floating foliage on several maps
Fixed Spawn Protection Volumes set to opposite flags
Core Art
Impact crater reimported with optimized version
Re-imported Normandy grass clusters with adjusted vertex paint applied
Characters
Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure
Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader
Construction System
The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead
Optimizations to construction tool when not equipped
Maps
All maps have received an optimization pass
Created Non Enterable versions of all Desert buildings
Rebuilt HLODs for all maps
Regenerated navmesh for all maps
Remaining buildings that were old versions have been replaced
Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance
Fixed swimming volume on Jaziira
Fixed several mesh placements in all maps
Fixed tree collision on Carentan
Medical System
Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit
Vehicles
Added vehicle-specific HUD, active while driving a vehicle
Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle
Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off
Fixed a crash when a bot would enter the driver seat of a vehicle
Collision volumes for all vehicles has been polished
Physics assets have been optimized
Center of gravity adjusted on several vehicles
Missing vehicle wreck collisions added to wreck meshes that had none assigned
Disabled vehicle third person camera by default (now editor-only for testing)
Disabled vehicle wheel blur functionality until transparency sort order issues are resolved
VFX
Rocket smoke trail optimized and reduced in size
Shell casing particle effects optimized
Fixed issue where shell casings would collide with spawn protection volumes
Scaled down tracer rounds from .5 to .3
Weapons
Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions
Fixed several issues involving a player's weapon clipping into a wall when wall mounting
Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them
Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable
MG Recoil slightly reduced
Updated M249 texture
SDK
VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs
Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones
Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors
Marked vehicle 'TeamNum' property as 'Expose On Spawn'
Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'
Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue
Source
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