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CTE Update #6

Nothing like another CTE build to try and knock out the last remaining issues before moving 1032 to the main branch. Still a few things to track down, but it's getting there.

One big known issue in this build is you may randomly experience a double platform (vest) in the customization editor. We have not been able to find reproducible steps yet. Rest assured, that It will clear itself once you leave the customization menu and not be a problem during play.

Main Items:

EBR now has full auto (fire select animation has a hitch in it still)
Sound issues on Run Down reduced. (Still work in progress)
Various weapons not being usable due to invalid placement of default attachments fixed
Lots of issues with pouches and other kit items fixed
Updated IRStrobe model
Lasers now work properly
More customization menu icons added/redone
Night time maps should stay dark no matter what settings are changed


Game:
Build ID : 7976936
105MB

DS:
Build ID : 7976946
66MB

Detailed Changes:

* removed old/unused obstructed alpha & collision proxy
* essentially replaced by the trace collision curve
* updated affected C++ and Blueprints.
**Shakes fist vigourously at Listen Servers**

* updated BP_GBItemBeamComponent
* removed async loading of particle system template
* updated SpawnEmitterAttached() had both Auto Destroy & Audo Activate disabled.
* updated SetDrawBeam() to both enable tick, visibility & activate beam if valid.
* set FinalLocation to TraceEnd to make sure beam end point is set even if there is trace is not blocked.
* updated BP_AN_PEQ_Master & BP_LaserSight_Rifle
* cleaned up logic.
* added multicast RPC's instead of relying on RepNotify variables.
* added laser/IR laser particle assets to GatherAssets() and applied them beam components via OnLoadAssetsComplete().
* updated BP_TacLight_Master & BP_MP5Handguard_Light to use multicast RPC's instead of relying on RepNotify variables.
* cleaned up WBP_ItemEditor some.
* removed Freelook Sensitivity UI element from WBP_Settings_Controls.
* updated GBIteMDragDropOperation to make sure spawned items had the correct owner and were set to not replicate
* sould fix attachments etc randomly appearing for clients as the host attaches new rail attachments.
* updated related Blueprints to ensure they similarly set items to the correct owner and disable replication properly.
* updated GBCharacter
* created IsUICharacter() to save manually checking for UICharacter tag.
* added check for listen server when adding/removing items from inventory to a UICharacter
to prevent it adding items to replicated list and trying to remove them from the local list.
* updated TriggerRagdoll() to make sure bIsRagDoll is set on both dedicated & listen servers.
* added 1 to 24 clamp to ScheduledShutdownTime instead of simply Max(1).
* updated GBCharacter
* fixed fallback TriggerRagdoll() not being called due to being wrapped in WITH_EDITOR.
* removed COND_NONE from bIsRagDoll & bIsDying replication - not sure why it was ever there.
* new icon for plain button-up shirt
* minor tweak to display name capitalization
* added pulse animation to satellite icon (in-game map tablet)
* Fixed bug with some larger trees in Compound being bulletproof
* Fixed M14_EBR not able to be used in game, but seen in customization menu
* Run Down: disabled late reverb for all spatial volumes inside the main building
* Added one reverb volume for the whole main building
* Adjusted spatial volume and generated acoustic portal for the new roof entrance
* tentative fix for other players appearing on map tablet in deathmatch modes
* Fixed FAL Tactical not being usable in game
* updated BP_ModularAmmoPouch_Master
* now supports showing cosmetic only attached magazines if applicable.
* ensured all logic related to setting up dummy pouches or replacing pouches with actual pouches is
always handled by the master pouch attached to same parent item.
* updated BP_PlatformXXX_DragDropOperation to correct owner of spawn item node
* fixes not being able to place non-modular pouches.
* set fill count of BP_Pouch_Ammo_SubmachineGun to 1 to match its visual mag count
NOTE: Seems silly that you can carry more assault rifle mags etc then SMG mags :|
* cleaned up GBLuaPlayerPackage (removed deprecated function, fixed extra parameter on ClearMumbleUseMumbleThingy() )
* changed default Magpul MBUS color to black to avoid janky skin switching mid-customization
* fixed BP_ModularAmmoPouch_Master having bad master pouch ref due to trying to setup before it was attached (oops)
* updated GBFunctionLibrary::GetViewportPositionHitResultByChannel() to add IgnoreActors param
* updated BP_Attachment_DragDropOperation to feed in attachment child items as ignored actors.
* updated WBP_RailSlot & WBP_TraceDragDropTarget to change scale, colour and z order based on distance from camera.
* added Clear All button, with confirmation to WBP_ItemEditor
* updated WBP_CharacterEditor to prevent camera changes while over various UI elements.
* door pass on 747, City, Depot, PowerStation, SmallTown, StorageFacility & Tanker
* deleted unused/old SF related maps
* updated GBFirearm::ValidateDecodedItem()
* added logic to ignore duplicate of firearm type if GBInstigator is a UICharacter.
* added HACK that prevents multiple PEQ/lasers & multiple flash lights.
* updated GBClothing::ValidateDecodedItem()
* added logic to ignore duplicate of clothing of same type if GBInstigator is a UICharacter.
* updated GBItemDragDropOperation
* actually calls DraggedItemAttached() on default Drop implementation.
* MakeItemInteractive() will skip items that do not allow kit encoding.
* updated WBP_ItemEditor
* MakeItemInteractive() will skip items that do not allow kit encoding.
* updated BP_ANPVS_15_NVG to ensure counter weight copies skin of helmet when attached.
* updated BP_Attachment_DragDropOperation to add HACK that prevents multiple PEQ/lasers & multiple flash lights.
* updated BP_ComTac_DragDropOperation & BP_NamedSocket_DragDropOperation to items that use it copy skin of helmet of parent item if it passes it on.
* Fixed bug with missing material in Storage Facility
* Fixed bug with missing water brush in Depot
* More adjustments to DefaultScalability.ini to make sure night time stays dark on all settings
* Adjusted muzzleflash lights to be more bright at night
* Wwise: changed Maxium Path Length to 5000 (from 10000) - might result in much less accurate sound occlusion / diffraction - if it causes issues, I'll roll it back
* Disabled Calc Emitter Virtual Position - we weren't using it, it was not functional, and yet it remained enabled somehow
* Enabled Multi Core Audio Rendering - testing if it helps with performance in any way