1. Operation: Harsh Doorstop
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  3. Update v0.14.1.0 Changelog

Update v0.14.1.0 Changelog

[h2]New DLC Content[/h2]

[h2]Administration[/h2]
  • Server now prints player chat messages to its log file for moderation purposes

[h2]Core[/h2]
  • Fixed player kills not increasing in the scoreboard
  • Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world
  • Fixed some inconsistencies with player VOIP handling on death
  • Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios
  • Fixed several collision issues with walls and corners
  • Fixed floating foliage on several maps
  • Fixed Spawn Protection Volumes set to opposite flags

[h2]Core Art[/h2]
  • Impact crater reimported with optimized version
  • Re-imported Normandy grass clusters with adjusted vertex paint applied

[h2]Characters[/h2]
  • Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure
  • Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader

[h2]Construction System[/h2]
  • The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead
  • Optimizations to construction tool when not equipped

[h2]Maps[/h2]
  • All maps have received an optimization pass
  • Created Non Enterable versions of all Desert buildings
  • Rebuilt HLODs for all maps
  • Regenerated navmesh for all maps
  • Remaining buildings that were old versions have been replaced
  • Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance
  • Fixed swimming volume on Jaziira
  • Fixed several mesh placements in all maps
  • Fixed tree collision on Carentan

[h2]Medical System[/h2]
  • Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit

[h2]Vehicles[/h2]
  • Added vehicle-specific HUD, active while driving a vehicle
  • Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle
  • Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off
  • Fixed a crash when a bot would enter the driver seat of a vehicle
  • Collision volumes for all vehicles has been polished
  • Physics assets have been optimized
  • Center of gravity adjusted on several vehicles
  • Missing vehicle wreck collisions added to wreck meshes that had none assigned
  • Disabled vehicle third person camera by default (now editor-only for testing)
  • Disabled vehicle wheel blur functionality until transparency sort order issues are resolved

[h2]VFX[/h2]
  • Rocket smoke trail optimized and reduced in size
  • Shell casing particle effects optimized
  • Fixed issue where shell casings would collide with spawn protection volumes
  • Scaled down tracer rounds from .5 to .3

[h2]Weapons[/h2]
  • Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions
  • Fixed several issues involving a player's weapon clipping into a wall when wall mounting
  • Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them
  • Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable
  • MG Recoil slightly reduced
  • Updated M249 texture

[h2]SDK[/h2]
  • VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs
  • Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones
  • Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors
  • Marked vehicle 'TeamNum' property as 'Expose On Spawn'
  • Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'
  • Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue