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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

CTE Update #5

Things are finally starting to get cleared up on our way to the full 1032 release. Thanks to all those that are reporting bugs/issues and helping us to to get them fixed.

Main items:
BUIS work correctly on weapons with built in front sight posts
Changed rooftop ladder access on Run down to a stairwell
Eyewear showing in first person issues finally fixed (We hope)
A few major fixes/changes to AI settings that make the exposed settings more consitent as well as the AI to react more logically and realistically
Updated/fixed mouse/input sensitivity handling
Laser should behave correctly in all situations now
Fix for offset reticle on SubGuns when using magnifier

Build ID : 7962545
38MB

Build ID : 7962542
87MB

Detailed Changes

* Fixed some lighting issues on Arena maps
* Upped r.MaxAnisotropy to 16 for Epic and 8 for High settings
* Adjusted some PP settings in DefaultScalability.ini to help keep things consistent across settings
* Adjusted BUIS LOD distance settings so highest LOD is visible in customization menu
* Changed new ladder entry on Run Down roof to a stairwell
* Ladder was causing all sorts of issues
* Stairs actually make the map flow better
* Fixed various database bugs on Run Down
* Cleaned up some navmesh/door stuff around new roof entry on Run Down
* Toned down reflections a bit in subway floors/walls in City
* Removed eyewear from default kits
* Hopefully helps with being viewed in 1P bug
* Upped muzzle flash light brightness and distance for better look at night

* Fixed wrong material on extended G19 mag
* added hearing and sight threshold properties to the advanced AI settings system
* these can now be adjusted per skill level in DefaultAISettings.ini
* re-enabled the OnTargetThreshold entry in advanced AI settings, as I think this is now properly hooked up?
* also needed hooking up in the blueprint, so might not have been applying properly before
* changed the vb_whatever target bone (not a proper bone) to 'head' (a proper bone)
* fixed bug in DefaultAISettings.ini
* updated GBAIController
* updated GetFocalPointOnActor() to make it clear that it it will use the centre of mass when it can't see something else.
* updated GetFocalPointWithAimError() to use traced collisoin offset instead of Obstructed alpha (which isn't used at the moment)
* updated UpdateControlRotation() to use characters rotation if focal point is not valid.
* updated logic to avoid changing what part an AI aims at constantly.
* changed threshold checks from > to >=
* updated AIReload to use full reload method for non-external mag based firearms (so full reload on shotgun).
* updated BTService_Firearm to use traced collisoin offset instead of Obstructed alpha (which isn't used at the moment)
* GBAISense_Sight::Update() to fix it going through non-seen character parts when determining what part is considered the best to aim at.
* updated GBFirearm::PostInitializeComponents() to fix barrel offset calculations
* This fixes how AI aim, zeroing etc.
* caused due to changing mesh axis from X to Y and missing this bit of math.
* updated GBSightComponent
* forces mag level 1.0 when iron sight, reddot etc.
* updated HasValidSightLine() to look accept a firearms front sight component if blocked by the firearm itself, even not a built in iron sight.
* updated GBCharacter::UpdateSeenParts()
* now sorts parts based on last update time so it'll check all parts, not just the same ones over and over again.
* sets parts last location to trace result, not just the trace end.
* added debugging when using "showdebug aim" in dev build.
* updated mouse / input sensitivity handling
* change MouseSensitivityDefault tp MouseSensitivity
* removed MouseSensitivityEngaged & MouseSensitivityFreelook (no longer needed).
* moved interpolation from GBPlayerCameraManager to GBPlayerController.
* uses 1.0 as target scale when sprinting or freelooking.
* input scaling is applied directly to yaw/pitch values similar to controller scaling.
Feels nicer then changing actual mouse sensitivity on the fly.
* updated GBPlayerController::ClientOnLoadoutApplied_Implementation() to add a call to CleanUpLocalInventory() for clients.
* prevents chicken/egg issue, where the default Loadout may have been applied to character before controller was fully replicated, thus endeding up with client side only unhideable eyewear etc.
* updated BP_GBItemBeamComponent
* adds character to ignored actor list
* offsets beam end position slightly to ensure it doesn't f'off while moving.
* updated BP_opticalSightComponent to not zero pre-modifier optics
* fixes magniifer being offset on SMG's.
* updated DefaultPlayerSettings.ini to reflect changines to sensitivity
* updated GB_GAMEUSERSETTINGS_VERSION from 4 to 5 to ensure all settings are cleared/reset.
* changed upper limit of the sight thresholds in advanced AI settings from 10.0 to 5.0 (some vision retained at 4.0, none seemingly at 5.0)

CTE update #4

As we are trying to get a final 1032 out the door here is another quick update to try to knock out the bigger issues. The main fixes for this update are hopefully getting all the kit/loadout item edge cases cleaned up. Things like eyewear showing in first person, double characters and random rotations on attachments. And of course fixing bugs in other areas as well.

Oh and the old blood hits are back with the pink mist and splatters on walls. It definitely helps with identifying hits at distance.

DS:
Build ID : 7955154
42MB

Game:
Build ID : 7955148
82MB

Here are the detailed changes:

* Fixed wrong highlight map in black ballcap material
* Fixed some collision bugs in 747
* Fine tuned iron sight setup on UMP
* Fixed bad material on low Micro T1
* Tweaked Mk46 full auto recoil to be a bit more pronounced
* fixed possible stuck AI spawn in Storage Facility IR
* Fixed flashing front sight post geometry on M16, M4 and FSP
* Tweaked LOD settings on Magpul MBUS front sight so sight post is always visible
* Fixed various bugs from database on Creek
* Adjusted Small Town doors
* Made so none opened more than 115 degrees (was 150)
* Added small navmodifier on doors to area between the open door and close walls. Hopefully this keeps AI from getting into those areas
* Removed Ambient Cubemap from Farm PPVolume
* Was causing issues when lights were out (too bright)
* Added a few more lights to inside of airplane to help see better now that PPVolume was changed
* various UI and copy tweaks/cleanup
* updated key map image (Default Controls/Press Any Key screen)
* fixed/updated mag check for M1014, SDASS Martial & MK46.
* created AGBItem::ClientForceRemoveFromInventory()
* detaches item from what ever it is attached to, which ensures it part of no ones inventory.
* destroys it.
* this is a Client Reliable RPC.
* updated GBPlayerController
* updated SyncLoadoutToTeam() brute force tell the players inventory to go away if they are a client by calling ClientForceRemoveFromInventory() before their owner is cleared.
* removed PrevLoadoutInventoryList due to adding brute force method mentioned above.
* added logic to ensure the same sort of item is equipped after changing loadouts.
* added logic to ensure the previously used firing mode is used again when respawning/leaving RR/changing loadouts.
* updated GBCharacter
* DestroyInventory() now sets ItemAnimationType to 0, which stops the player standing there holding imaginary rifle/handgun if swapping loadout etc.
* updated GetItemsByItemAssetType() to ensure ItemAssetType is valid before using it.
* ensured SetIsReplicatedByDefault(false); is used for GBEjectComponent, GBFrontSightPostComponent, GBRailComponent & GBRailMountComponent
* added PostRepNotifies() overrides to GBRailComponent GBRailMountComponent & GBSightComponen
* their attachment and transform should never be changed by the server anyway.
* updated GBRailAttachment::OnRep_RailAttachmentReplication()
* uses SetRelativeXXX_Direct() instead of SetRelativeTransform() to bring make it similar to default UE4 attachment replication logic.
* Will hide if not attached correctly.
created aGBMuzzleDevice::OnRep_AttachmentReplication() override.
* does not call parent version of the function.
* only attempts to attach with a valid component and socketname.
* uses SetRelativeXXX_Direct() like parent, but with identity values.
* Will hide if not attached correctly.
* updated GBCharacter
* updated DestroyInventory() to change ItemAnimationType = 0 change to only kick in for servers.
* updated PlayDying() to add some randomness to the roll of dropped items.
* updated GBDroppedItem
* fixed clamped velocities (oops)
* tweaked dampening and velocity values.
* updated BP_Character to hook up old pink-mist style blood.

Small update to CTE release #3

We are releasing a quick update to CTE release #3 to address a few important issues... The flashing and missing terrain in Depot and AI settings not actually being loaded/used.

Thanks to everyone helping to find these issues and bring them to our attention.

Here are the detailed changes:
`* Fixed MicroT1 Tall base texture issue
* Fixed issues with Depot landscape that were introduced in latest build
* Removed holiday decorations from the RR
* udpated GBGameMode
* fixed difficulty setting not being parsed correctly when applied via ops board
Thanks goes out to Bus for leading me to discover this issue.
* changed initial Difficulty value to -1 to ensure it will change on first call of SetDifficulty() no matter what.
* changed default value used to read commend line value of Difficulty from 0 to 2 in case custom difficulty is completed messed up.
* updated GBAISettings
* ensured SuppressionRecoveryRate & OnTargetThreshold were being read from config and applied to AI.
* enabled logging to dump current AI settings to log when ever AI difficulty is set.
* udpated AGBCharacter::AddItem() to ensure added items NextInvItem was set to nullptr;`

CTE Update #009: V1032 Testing #3

🆔 GROUND BRANCH CTE Build ID: 7948164 (Client) / 7948168 (Dedicated Server)
Download size: 471 MB (Client) / 89 MB (Dedicated Server)
⚠️ NOTICE
These release notes are for the V1032 testing build currently available in the GROUND BRANCH CTE (Community Test Environment) Steam app — not to be confused with the actual (and upcoming) V1032 release for the main GROUND BRANCH app.
🚨 CLEAR YOUR OLD FILES
To avoid input and asset conflicts, delete all files/folders located in both of the following locations (copy-paste the path into your File Explorer address bar and hit Enter):

1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2. Documents\GroundBranch


As we mentioned on Twitter, we have been squashing bugs all holiday season to get some of the most pressing CTE issues ironed out before the new year.

Here's the list of fixes and additions for today's GROUND BRANCH CTE patch:


[h3]Gameplay and customization[/h3]

  • Tweaked leaning to be a lot more useful again. It's a stop-gap solution until we get the rigging/animations figured out properly.
  • Fixed M16A4 not having fire mode selection and mag check capability.
  • Fixed unlimited shotgun reloads.
  • Reoriented dropped item interaction boxes.
  • Adjusted recoil and rate of fire for G3A3 and FAL closer to real-life values.
  • Updated Micro T-2 red dot sight with new models.
  • Added plain button-up shirt with 5 skin choices (icon pending; currently shares plaid shirt icon).
  • Fixed/tweaked various character asset skins and textures.
  • Fixed arm mask clipping too much on some long-sleeve tops.

[h3]Maps and game modes[/h3]

  • Prevented people spawning crazy inter-dimensional AI and players (sorry to spoil the fun).
  • Fixed collision issues on Storage Facility.
  • Fixed lots of lights popping on/off on Run Down.
  • Added light switch boxes to Compound.
  • Fixed Team Elimination game mode.
  • Fixed bad extraction points on Storage Facility's creek (Intel Retrieval).
  • No more rogue Russian gear-wearing bot on Small Town (Intel Retrieval).
  • Intel Retrieval now logs laptop name as well as number so you can find it in the mission editor.
  • Greatly reduced the number of dead bodies sticking around in respawn modes.

[h3]Audio[/h3]

  • Added radio syncing beep audio cues on round start and end.
  • Audio work and fixes done on various maps and weapons.
  • Added crouching SFX.
  • Ambient sounds and sound fixes on Storage Facility.
  • Possible fix for VOIP issue where player input signal is too quiet (may have caused VOIP to be too loud!).
  • Increased sound occlusion for the Ready Room's shooting range.

[h3]Graphics, performance and online replication[/h3]

  • Performance pass on inventory textures (downsized, optimized).
  • Graphical performance passes on Rig and Compound.
  • Tweaked graphics settings (Low/Medium/High/Epic etc.) to try and get those working better.
  • Updated doors to fix long-standing replication bug (doors have different states on client and server).
  • Tentative fix for PiP scopes making areas too bright.
  • Tweaked lighting across all maps to improve consistency and nighttime lighting — highlights and shadows should now be less harsh, generally.
  • Disabled eye adaptation.
  • Fixed various clipping issues.
  • Default lens reflection texture changed to better placeholder before it loads in properly.
  • Redid laser dots so all lasers have big bright IR dots in NVG (still a WIP).
  • Changed alternative respawn behavior in Team Elimination from always respawning next to a teammate ("Always Teammate Respawn" option) to always respawning back at the insertion point ("No Teammate Respawn").


[h2]When is V1032 stable coming?[/h2]
We are only 3–4 days away from the new year — meaning the stable release for V1032 will not be here before 2022 as we need this build to get a decent testing period to make sure the fixes work and that nothing else broke in the process. There's plenty more polishing we'd like to do too.

With that being said, with a little luck the official release is not likely to take more than a few weeks. So keep an eye out for game-breakers and fingers crossed!


[hr][/hr]
This has been CTE UPDATE #009!

Thanks for testing V1032 and reporting all those bugs!

To those of you who celebrate it, we hope you enjoyed the holidays. And to all of you supporting and playing GROUND BRANCH: we could not be more grateful. Thank you so much for sticking with us through another year.

Till the next update, and we'll see you in 2022!

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[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook