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Updates Patch #13 — V1033 Community Test
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Patch #13 — V1033 Community Test

Patch #13 is now live on the Community Test beta branch!❓ How to join the Community Test beta branchRight-click GROUND BRANCH in your Steam Library and select Properties…Click BETAS on the left-hand list menuSelect 'communitytest - Community testing branch' from the drop-down menuSteam will begin downloading the files for the new testing branch.? Where to report bugsYou can report bugs and issues using any of these methods: The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu) The Steam forums: https://steamcommunity.com/app/16900/discussions/ The #bug-reports channel on the official GROUND BRANCH™ DiscordYour reports help us locate and fix issues faster, so keep them coming!Patch notes Added distance cull setting to base door blueprint with default of 2500 units Added door handles to Compound, Small Town, Run Down and Tanker doors Fixed dark splotchy lighting inside several buildings in Compound Fixed some clipping issues with Combat Pants and Fleece Hoodie Fixed some mesh culling issues on City and Run Down Added black version of Specter DR 1x/4x Added a variable length delay when turning on strobes, to desync them a bit Added billboards to Sea Grass meshes (used in Depot too) Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps) Mesh build setting optimization (again on assets used in Small Town, will be small crossover) Removed inconsistent sprint related hack in AnimAction_Reload_Master Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice) Hooked up firing & charge animations MK46 belt Disabled multi-threading on AI light detector component (prefer stability over performance right now) Crash fixes in modding manager relating to Lua state being used before initialized Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s) Cleaned up some foliage in big rocks on Storage Facility Made truck window glass in Compound not glow at night Fixed strange particle collision, switched affected emitter from GPU to CPU Fixed bug in Team Scores function Fixed a few bad lighting channels on doors in Small Town Fixed issue with UMP45 stock being offset Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing) Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes) Fixed magnification ring rotation on all LPVO-type scopes Fixed some scopes using a static "fake glass" texture on the rear lens Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x Adjusted LOD distances on Sea Grass and allowed AI visibility blocking Tweaked some light culling distances on Compound Tweaked Mesh culling distances on Power Station and Run Down Fixed a few collision issues on Creek Standardized vehicle glass material between vehicles in maps Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues Fixed glowing window glass in Storage Facility Visual adjustments made to the flesh bullet impact (VFX) Fixed missing third-person PKM sound and updated Depot audio level Fixed a few collision issues on 747 and PowerStation maps Fixed character lighting in dark tunnel issue on Power Station Cleaned up some light leaking in Docks Auto balance routines moved to game mode Lua library Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options Fixed function name in WeaponRestriction mutator (weapon restrictions now working again) Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between) Spectator night vision now usable if following character (because some follow camera modes can use it) Changed way NVG eye light color is done to try avoid replication type issues and to simplify things admin startround command should work a little better Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)


https://store.steampowered.com/news/app/...9508434336
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