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GROUND BRANCH News

Patch #22 • V1033 Community Test

Patch #22 is now live on the Community Test beta branch!

[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.
[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!

[h2]Patch notes[/h2]
  • Tanker: lots of optimization and reworking of materials, textures and assets, and optimized collision on some meshes
  • Fixed slight offset in MK8 CQBSS scope mount
  • More work on vaulting/mantling, restoring ability to climb certain objects (e.g. rooftop walls in Depot)
  • Also in Depot, added navmesh modifiers to warehouse roof glass (prevents AI assuming area is walkable when glass is broken), and added additional nav mesh modifiers on some of the ducts
  • Added some more logging to Hostage Rescue game mode to try to figure out hostage spawn issues, and stopped round setup being called if mission settings change during the round itself
  • Cleaned up collision on Run Down and Docks
  • Optimized collision on a few general assets
  • Fixed bad pivot placement on pallet stacks
  • Fixed sizes of Docks, Depot and Storage Facility thumbnails
  • Fixed G33 Magnifier (3x) sound effects being out of sync with the animation

Patch #21 • V1033 Community Test

Patch #21 is now live on the Community Test beta branch!

[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.
[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!

[h2]Patch notes[/h2]
  • Fixed offset in MK17 front sight post
  • Hopefully fixed/improved other small iron sight offsets
  • Some light optimization in Power Station
  • Extended collision on 747 cargo loading ramp to help smooth out vaulting
  • Fixed collision issues with Ural truck when flatbed and cover are not used
  • Added open space to fence in 747 near construction area (was previously there, but filled in by accident)
  • Added ability to choose Temporal Anti-Aliasing (TAA) algorithm — Gen 4 or Gen 5 — in Settings › Video (Advanced tab)
  • Another big door update to improve AI usage and general performance
  • Reset navlink locations for doors on all maps, fixed AI use locations as required, and cleaned up navmesh in nearly all maps
  • Compound: adjusted geometry and collision on residential building to fix nav mesh, and moved an audio volume
  • Updated Compound door use locations
  • Set Niagara FX system to "attached" in the M9A3
  • Cleaned up an entry in DefaultEngine.ini that was already being set in DefaultScalability.ini
  • Updated thumbnails for Depot and Storage Facility
  • Minor UI style tweaks
  • Updated mantling/vaulting system to remove crouched collision shape checking, reduce number of traces required, and to no longer force player into obstacle before moving up; this makes the move more "floaty", but is quicker and more robust
  • Reworked collision on vehicle mesh
  • Added breakable glass to sedan in Run Down

Patch #20 Hotfix • V1033 Community Test

Patch #20 Hotfix is now live on the Community Test beta branch!

This is mainly a small hotfix for the door changes that didn't work out so well in the Patch #20. Doors should now sync and reset properly, however, you may still see a small amount of "catch up" movement in the door as it finishes it's closing motion with high ping users. This will continue to be worked on but shouldn't be that noticeable to most or effect overall gameplay.

A few other small bug fixes as well:
  • Merged a few spline meshes in Power Station that were causing replication problems into StaticMeshes
  • Fixed Surefire 7.62 suppressor not showing muzzle effect properly
  • Permanantly opened troublesome doors (spinning) in City map
  • Players and AI can no longer operate them
  • Added ability to set offset to rollup door switches to fix some being placed inside a wall
  • Added more light blocker meshes in Storage Facility to help fix full bright characters when lights are out and at certain times of day
  • Fixed a few light portal issues in Run Down

Patch #20 • V1033 Community Test

Patch #20 is now live on the Community Test beta branch!

[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.
[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!

[h2]Patch notes[/h2]
  • First pass on revised door system (server-side door physics) for testing
    ⚠️ This change should fix the jittery/de-synced doors when playing online, with the side effect of reduced responsiveness in door interactions subject to ping.
  • Cleaned up/removed non-functioning and non-useful entries in Advanced Video settings
  • Added new settings in Settings › Video (under the new "Rendering" header):

    • Finish Current Frame: When set to "Off", this option essentially tells the GPU not to wait for the CPU to finish what it's doing before starting to render the next frame.
    • One Frame Thread Lag: When set to "On", this option essentially tells the CPU not to wait for the GPU to finish what it's doing before starting to generate data for the next frame.
    ⚠️ It is likely that one of these settings may give you a performance boost, depending on whether your computer is CPU-bound or GPU-bound when playing GROUND BRANCH. The downside of these settings is that you may experience a little more latency (mostly noticeable as input lag).

    Try different combinations to see how your performance is affected — and please let us know your results if you can, along with your GPU and CPU specs!
  • Added "Requires Restart" for a few newer config settings
  • NVG overlay bounce when firing should now work for both spectators and local player
  • Improved support for built-in flippable front sight posts (including for MK17); this change also removes the standalone SCAR Iron Sight (Front) attachment
  • Fixed MK17 front sight being slightly offset (problems remain with front sight offsets — still being worked on)
  • Updated Power Station Intel Retrieval mission to ensure at least 16 spawns are available (because extraction points wipe out one set of spawns); added 4 more spawns at main gate, renamed main gate to "North-West", and increased original insertion points to 12 spawns
  • Hooked up new muzzle flash effects to weapons that were still using the old VFX system
  • Time of Day (TOD) UI dialog fixes:

    • Advanced time of day dialog should now work on dedicated servers
    • TOD presets (e.g. "Early Afternoon) now display correctly (with spaces) on dedicated servers, both on the Ops Board and in the drop-down menus
    • Updated drop-down menu visuals
    • Removed filtered/suggested TOD presets in "Simple" tab (all presets are now shown and selectable)
  • Other minor UI tweaks, including changing the Insertion Point arrow color from blue to yellow (subject to change)
  • Game mode names should now display on Ops Board properly on dedicated servers
  • Tentative fix for reported bad spawn in 747 Hostage Rescue mission
  • Fixed wall mesh Z-fighting on interior Tanker Ship wall
  • Fixed bullets colliding with foliage in Compound
  • Fixed minor bugs and ocean sounds on Docks bleeding into the Ready Room
  • Set default for TemporalAACurrentFrameWeight in DefaultEngine.ini to a valid value (should get rid of the "---" entry in settings if the value was never changed by user)


Enjoy the weekend, everyone!

Patch #19 • V1033 Community Test

Patch #19 is now live on the Community Test beta branch!

[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.
[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!

[h2]Patch notes[/h2]
  • New LPVO scope: Razor HD 1–6x
  • Added suppressor attachment (AAC® 762-SD) to G3A3 battle rifle
  • Implemented sound effects for the G33 Magnifier 3x
  • Fixed chest area showing when Balaclava and the unzipped variant of the Combat Shirt are equipped
  • Minor performance optimization on Rig
  • Removed WIP assets from Tanker (that accidentally made it into the last patch)
  • Replaced a few ladders in Run Down and Small Town with stairs for better map flow and to mitigate AI issues with climbing
  • Small Town: opened area behind building D a bit for better pathing after staircase addition, and added railing around rear door area of Building D
  • Updated various missions to accommodate geo changes in Run Down and Small Town
  • Fixed scoring for killing/being killed as armed hostage in Hostage Rescue game mode
  • Fixed over bright glass on vending machine asset
  • Fixed up latecomer stuff in Hostage Rescue and generally (valid insertion points were being ignored for late joiners, so spawning failed)
  • Removed microphone selection option from Settings › Audio (users should set microphone/input device on Steam, via Friends List Settings › Voice)
  • Admin management UI ("Admin List") fixed up generally, and now removes duplicate admins in list
  • Current local host is grayed out in list of admins if also in normal admin list (prevents various bad things happening)
  • Simplified AI movement logic so AI should stop jumping off ladders
  • Fixed game mode display on Ops Board on dedicated servers
  • Added variable to mitigate DFAO artifacts (mainly in foliage) when using DLSS or TAA
  • Fixed tac light lens flare VFX clipping through doors