1. GROUND BRANCH
  2. News
  3. V1034 Community Test: Update #06

V1034 Community Test: Update #06

Folks,

Today's update was planned for yesterday — Valentine's Day — but ended up being delayed by a few nasty bugs. We're mentioning that because we had a nice themed intro for it and don't wanna let it go to waste. So instead of coming up with a new intro, we're simply all going to pretend it did come out yesterday. Alternatively, you may pretend today is still Valentine's Day:

Surprise that special someone with this hand-picked special changelist of features making up a beautiful, romantic GROUND BRANCH Valentine’s Day update for the Community Test beta branch! No refunds after two hours! 💖

Thank you for indulging us.

New to Community Test? Here's how it works:

[h3]❓ How to join the Community Test beta branch[/h3]
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click 'BETAS' on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch. Patching may take a while.
[h3]🐞 Where to report bugs[/h3]
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!


Known issues


🚧 These issues are known to still be present:

  • The Breaching Charge is currently deployed at a 90-degree angle
  • Bullets may be being blocked in odd places by a certain type of volume — please report in with the map and location if you come across it!
  • When connecting to servers, the loading screen displays the "Returning to Main Menu" text
  • Enemy AI may be unresponsive/idle/stuck in various contexts — if you see it, please make note of whether it was online (dedicated server? Listen server?) or offline, which game mode was being played, as well as map and location etc.
    ⚠️ Bots are particularly prone to getting stuck in doorways; we're actively working on fixing/improving this issue.
  • Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
  • Walking or running with a primary weapon equipped causes the character's right foot to "hover" before it actually touches the ground
  • The prone stance does not conform to terrain angle
  • Character and weapon collision while prone is pretty finicky! Let us know how it all feels to you
  • Various combinations of hairstyles and headgear items have visible clipping or overall jankiness
  • AI bots are not functional in Deathmatch

[hr][/hr]

Patch notes


[h2]Maps and missions[/h2]
  • Various culling, collision, navmesh and navlink fixes for Depot, Tanker, City, Creek, Storage Facility, Rundown, Rig and Power Station
  • Made the roof windows in Depot enterable again
  • Added a few navmesh blockers to Depot to stop AI from getting stuck
  • Fixed bank stairwell door in City not closing properly
  • Added window frames to open window holes in Creek buildings to stop people getting stuck when trying to mantle through them
  • Fixed bug where players were getting stuck on containers in Storage Facility lower area after vaulting over railing
  • Added small step to side areas of Storage Facility tunnel entrance (helps AI navigate space better and cleaner movement for player)
  • Fix for one of the Compound outside doors hitting a mesh and not fully opening
  • Fixed up some bugs in DTAS game mode script
  • Fixed bug in Defuse where bomb stopped going off
  • Amended error text in Lua guard macros, to cover the extra possibility that a UObject became invalid and turned into a nil reference

[h2]Animation[/h2]
  • Fixed leaning with handgun and move forward and left or right causing hands to go all odd
  • Fixed crouched handgun ADS being offset in certain situations (e.g. leaning)
  • First pass hooking up prone poses for Binoculars, Breaching Charge (and detonator), grenades and Tablet
  • Fixed and updated hand pose for holding grenades
  • Hooked up Breaching Charge and detonator use animations
    ⚠️ Known issue: the charge model is currently deployed at a 90-degree angle.

[h2]Inventory and customization[/h2]
  • Fixed incorrect female belt variations being used with Tactical Shirt items
  • Fixed Helmet (MICH) chin strap not working correctly for Male 06
  • Fixed up issues with Headset asset
  • Created a version of the Headset mesh for use with Fleece Beanie
  • Adjusted Fleece Beanie to fit better with Balaclava
  • Fixed mesh splitting on female Jeans
  • Added female untucked short versions of belts
  • Cleaned up various clipping issues with female clothing
  • Fixed Male 03 helmet chin straps not set properly
  • Fixed issue with rounds not showing in Galil ARM magazines when mag-checking

[h2]UI[/h2]
  • Updated splash screen (Default Controls) with newer version of the controls scheme graphic
  • Updated some dialog boxes with an optional "Dot not show again" checkbox
  • Added option to reset opted-out dialogs in Settings › HUD
  • Small visual update to After Action Review (AAR) screen
  • Swapped order of Combat Stats and Mission Summary tabs in AAR
  • Visual pass on Server Browser: mod column (column icon and [MOD] tag) and expanded server info tab
  • Server Browser now carried out mandatory mod sync when joining dedicated server
  • Visual pass on bind overlays
  • Cleaned up dialog box widget
  • NoTimer round stage (Training modes) no longer displays time text at top of screen (also does not show time remaining on Tablet)
  • Updated Invite Friends menu (is now styled similar to a dialog box)
  • Fixed mission list duplicating when revisiting mission selection screen
  • Added new icon (wrench) for Modding button in Admin Panel menu
  • Updated Credits screen

[h3]Customize Operator screen[/h3]
  • Added "loading" message before the character and assets are all loaded
  • Fixed padding and did a small visual pass on skin icon selection
  • Related work to reduce hitching and improve handling of default item builds
  • Added yellow custom build display for item slots in overall screen (was previously limited to inside menus)
  • Added [MOD] tag to item slots/selections
  • Updated MK25 pistol icon to make grip panel area less dark
  • Fixed hidden hair casting shadow on UI character view

[h3]Mission Editor[/h3]
  • Added Time of Day (TOD) widget
  • Made double-click outline window use the standard focus (F) routine rather than a second custom bit of code
  • Reworking to change pawn type and fix right-drag related error
  • Made a few dialogs hidable (e.g. select script, load mission file, save mission file)

[h2]VFX[/h2]
  • Optimization pass on VFX for the bullet impacts
  • Fixed the respawning particle issue
  • Continuing pass over the bullet impact scalability settings and culling settings
  • Fix for the smoke flickering when viewed through PIP scopes
  • Making a pass on scalability settings for bullet impacts (lots to improve)
  • Reparented emitters with missing parents to sync culling settings

[h2]AI[/h2]
  • Upgraded Kythera AI middleware to new version (1.3.3) (may fix some bugs, but WIP)
  • Fixed the AI aim bug, where enemy bots could not see the head of player characters — this caused situations such as leaning out of cover and not being spotted

[h2]Bug fixes and miscellaneous[/h2]
  • Added tentative fix for IsValidLowLevel crash on game exit
  • Lots of work on mods under the hood (especially with regard to dedicated servers)
  • Reduction in log spam overall (and added some more for good luck)
  • Reworked a lot of under-the-hood stuff, including inventory and asset handling, validators, overlays and more
  • Tentative fix for stuttering and "Maximum number of UObjects exceeded" crash on dedicated servers 🥳
  • Rejigged base character class and item class in terms of how they handle inventory (in particular removed some limitations on skin inheritance, and streamlined asset loading)
  • Fixed up occasional disconnects between TOD set in mission launch screens and TOD set in the Ready Room
  • Updated Debug menu to add new commands
  • Opting out with F4 now increases Deaths stat
  • Updated HUD to support adding non-chat messages to center, upper and lower message managers (allowed changing Ready Room and Spectator messages from engine messages to far more visible center-screen, preventing the mistake of trying to hit F4 or F6 again)


[hr][/hr]
[h3]As always, thank you for testing and providing feedback![/h3]
See you next time!

[hr][/hr]