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VAIL 0.7.86 Patch Notes

As always, everyone here at AEXLAB is grinding and crushing it with more bug fixes, map changes, and general performance improvements. With every week we are hitting new milestones, performant and gameplay wise, and we couldn't thank our community enough for reporting issues and giving us invaluable feedback to guide VAIL in a direction you all love. If you have any feedback or just want to chill, please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
FSR 2.1 added
• Reduced the time it takes for nameplates to ease in once being hidden from aiming down sight
• Added in a new spawn in effect and sound
• Server name can now be seen above the scoreboard
• Added a prompt to allow the user to choose to go to the Social Hub when leaving a game
• Improvements for casters
• New falling/landing animations
• Feet sliding when strafing/running has been reduced immensely
Vive controllers - While the player is holding a firearm, the 'Menu' button will now be used to eject the mag
Vive controllers - The 'Menu' button is also now used to open/close the tablet while not holding a firearm
Vive controllers - While the player is holding a firearm and there is no mag inserted, the 'Menu' will toggle the firearm's fire mode (unfortunately Vive controllers do not have enough buttons to match the same functionality as Index controllers)

[h3]Map Changes[/h3]
• Khidi - General triangle reduction pass on the entirety of the map
• Khidi - LOD optimization pass
• Khidi - Adjusted the culling on Reyab Spawn rocks
• Khidi - Adjusted and fixed incorrect casting shadows around the map
• Khidi - Adjusted the planting area of Site-B to ensure the Artifact Scanner can be planted
• Khidi - Adjusted LODs on AC units to not suddenly pop from a close distance
• Khidi - Adjusted LODs on Cyprus trees to not suddenly pop from a close distance
• Khidi - Adjusted LODs on garbage in Alley to not suddenly pop from a close distance
• Khidi - Removed visual black splotches in REYAB spawn
• Khidi - Minor adjustments to water and its reflections
• Khidi - Background buildings are no longer floating
• Khidi - Increased the visual fidelity of the materials on wharf walls
• Khidi - Patched light map issues on Skatepark cover
• Khidi - General update to the geometry of Retail
• Khidi - Landscape near Mid maze before Site-A entry no longer feels unnatural to traverse on due to a collision update
• Khidi - Tarp in Skatepark now has proper penetration due to a physical material update
• Khidi - Updated collision on tarps to prevent holes in them from blocking bullets
• Khidi - Removed visual seam on wall entering Skatepark from Club
• Khidi - Removed visual seam when entering Bunker from Club
• Khidi - Removed visual seams on all containers
• Khidi - Adjusted the Artifact border on Site-B to appear more accurate
• Khidi - Raised the Artifact border on Site-A which appeared to low
• Khidi - Removed remaining rebar on Site-B
• Khidi - Adjusted kill volume in REYAB spawn to not be so aggressive
• Khidi - Removed huge seam in Maze walls near bridge
• Khidi - Adjusted collision on cover in Cave to prevent players from walking through it
• Volt - There is no longer any unintended geometry clipping into Tunnel entry
• Volt - There is no longer a hole in the landscape near Tunnel entry
• Volt - Patched Z-fighting on tunnel pillar near the doorway
• Volt - Optimized the Bunker stairs with a material reduction
• Volt - Adjusted and fixed floating/invisible walls in spawns
• Volt - Adjusted blocking volumes around the map to be less aggressive/more realistic
• Volt - Patched more spots players could escape the map with jump pads
• Maar - Metal in upper Catwalk now has the correct physical materials
• Maar - Added missing corner wall in Map Room
• Maar - Adjusted lighting and reflection captures on Site-B
• Maar - Removed visual seam on the wall when entering Armory
• Maar - Removed gap/seam in Underpass
• Maar - Patched all pixel peaks with crates in upper Catwalk
• Maar - Patched pixel walk from Catwalk stairs
• Maar - Patched several spots players could get behind crates, out of bounds, or in advantageous spots
• Suna - Removed visual black spots in Hanger
• Miru - Adjusted the Colonist ART spawn points slightly
• Armory - Adjusted the collision on drawing boards to be more accurate and prevent players from clipping inside of it
• All maps - Added signage for Artifact game modes to ensure it is clear on which way to go to get to the Artifact zones

[h3]Bug fixes[/h3]
• Scopes visually break sometimes on spawn when in left-handed mode
• Tablet always appears on left hand regardless of hand dominance settings while dead/spectating
• Opening tablet as left hand dominant slows movement speed while dead/spectating
• Cannot interact with tablet while dead/spectating while set to left-hand dominant
• Title sometimes crashes on respawn with a large playspace
• Teammate nameplates block vision when aiming down sights
• Teammate/enemy highlights show the incorrect colors for the following round after swapping teams
• Can artificially crouch while holding onto a ladder, but does not visually change for other players
• Throwing yourself from a zipline gives you more velocity to throw yourself up ladders
• Letting go of a magazine partially inserted in a gun and letting it despawn on TDM no longer allows the gun to accept magazines
• Magazine collisions are sometimes not visually correct across multiple clients
• Cannot leave social armory back to your personal armory

VAIL 0.7.85 Patch Notes

With the IVRL qualifiers now finished, it's now time for the moment we have all been waiting for, in just under a month the IVRL finals will be held in Miami! With this in mind, we are working extremely hard to make sure the stability of the game only keeps improving, by focusing mainly on performance improvements, bug fixing, and gameplay balancing. If you have any feedback or just want to chill please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Observers can now see the scan time in the Artifact game mode
• Casters/Observers can now customize team names while watching a match
• All loadout textures have been visually updated (looking fire!)
• Khidi now has a minimap for observers/spectators
• Maar now has a minimap for observers/spectators
• Fabric, flesh and vegetation now have full bullet penetration
• Tacticals now have visual trails when thrown while spectating/observing
• Teammate nameplates will now disappear when you aim down sight and re-appear a short while after you stop aiming down sight
• Glass penetration has currently been disabled

[h3]Map Changes[/h3]
• Maar - Lighting pass to improve lighting fidelity
• Maar - Adjusted materials on catwalk
• Maar - Adjusted material on glass in Lab
• Maar - Patched hole in spectator blocking volume at the back of REYAB spawn
• Maar - Added additional blocking volumes in Condensation room
• Maar - Patched light leak in Telcom
• Maar - Adjusted lighting and emission from sign in Telecom
• Maar - Adjusted the lava in Telecom to be more performant (less triangles)
• Maar - Removed unneeded wall in Mid
• Maar - The path from Pumping Station to Condensation is no longer floating
• Maar - Updated the physical materials on concrete barriers in Colonist Spawn
• Maar - Removed excess crates in Mid
• Maar - Adjusted cover on Site-A
• Maar - Adjusted the geometry on the connector from Pumping Station to Condensation tor educe geometry and triangle count
• Maar - Removed pipes and grating from Vista
• Maar - Fixed lighting on the concrete wall outside of Condensation Tower
• Maar - Removed visual shimmering from Connector room
• Maar - General clean-up of REYAB spawn to improve visibility and appearance for spectators
• Maar - Removed visual seams and holes in lower Mid
• Maar - Adjusted the reflection captures in Mid to Armory entrance near the lava
• Maar - Added better lighting on Site-B to improve visibility
• Maar - Adjusted the geometry of crates in Mid by reducing triangles to improve performance
• Maar - Removed unneeded concrete block out piece in front of vent service entry
• Maar - Reduced the emission of emissive cabinets in Telecom
• Maar - Patched visual glitch on walls caused by UV stretching and removed visual seam
• Maar - Patched visual glitch where sliding door edges would shimmer
• Maar - Patched visual glitch where pipes in REYAB spawn would shimmer
• Maar - Adjusted panels on flooring
• Maar - Patched light leak in Armory backroom
• Maar - Tweaked lockers to reduce the chance of visual shimmering
• Maar - Patched visual glitch where Medbay pods would shimmer in REYAB spawn
• Maar - touched up reflection captures on tables and glass in Mid entry to Armory
• Maar - Patched visual glitch where trusses in Condensation tower would shimmer
• Maar - Patched visual glitch where bulkhead lights in Colonist Spawn would shimmer and emission bleed
• Maar - Adjusted the material on rocks in Tunnel
• Maar - Adjusted power cell emission to not be so intense
• Maar - Removed all duplicate rocks from Telecom room
• Maar - Removed placeholder hoses out of REYAB spawn
• Maar - Patched visual gap in clothing hangar by REYAB spawn
• Maar - The canister in REYAB spawn hallway is no longer clipping into a wall
• Maar - Lighting optimization pass on the entire map
• Maar - Removed building piece that was under map near Condensation
• Maar - Pipes in Lab are no longer clipping into the floor
• Maar - Adjusted the lightmap on pipes to remove the visual black spots that could be seen on them
• Maar - Removed all excess props from around the map
• Maar - Patched visual seam in upper Catwalk entry
• Maar - Adjusted the lightmap on walls, roofs, and rock clusters in Mid to remove black seams
• Maar - triangle reduction pass map wide, *
• Maar - Adjusted lightmaps on Condensation tower to remove visual black spots and weird shadows
• Maar - Added physical materials to server racks
• Maar - Added physical materials to the wood and glass on Site-A
• Maar - Crate on A-site is no longer clipping into a wall
• Maar - Raised zipline from Site-A to Catwalk
• Maar - Turbines in Vista no longer render black
• Maar - Fixed lightmap issue on stairs in Catwalk
• Maar - Fixed visual seam on site-A ceiling
• Maar - Removed smoke effect from Colonist spawn and set one in Mid/Condensation to only render on high effects settings and above
• Maar - Rubble in Telecom is no longer Z-fighting
• Khidi - Replaced all containers with more optimized versions
• Khidi - Adjusted lightmaps on bunker to remove visual black spots
• Khidi - Removed any remaining lighting seams in Bunker
• Khidi - Vents no longer z-fight from a distance vents
• Khidi - Patched holes in Mid wall where players could see on to B-Site
• Khidi - Rock in REYAB spawn no longer LOD popping
• Khidi - Water in REYAB spawn no longer appears to be culled and ghosted on the edge of escalators
• Khidi - Patched visual seam on Vista water
• Khidi - Garbage in Colonist spawn now has physical material
• Khidi - Adjusted reflection captures in REYAB spawn to improve lighting
• Khidi - Adjusted rock placement in fountains at REYAB spawn
• Khidi - Patched visual seam near Skatepark which showed out of bounds
• Khidi - Adjusted LOD's popping in Retail space
• Khidi - Adjusted materials on all foliage to improve visual fidelity
• Khidi - Patched visual seam in Colonist spawn alley on the container unit
• Miru - Adjusted the collision of hedgehogs on B-site removing the ability for players to climb on them
• Miru - Adjusted the material on fences to prevent them from being choppy/blurry from a distance
• Este - Adjusted the LOD's on Patio to prevent the chance of it appearing as though the geometry is being disappearing from a close distance
• Este - Adjusted the LOD's on fences to prevent the chance of their mesh from suddenly disappearing
• Este - Adjusted the blocking volume in the side lane,
• Este - Player's can no longer step on balcony railings
• Este - Adjusted the LOD's on ferns to prevent dithering
• Volt - Moved concrete piping up to not impact player movement in areas
• Volt - Tweaked the collision on walls to not slow or pop player up when brushing against it
• Volt - Hatches no longer have visual seems and holes
• Volt- Lighting pass to improve lighting fidelity
• Suna - Fixed Z-fighting on scaffoldings
• Suna - Adjusted the physical material of walls on Cat to prevent them from being fully penetrable
• Suna - Tweaked kill barrier on B-site to not clip into the playable area and kill the player unexpectedly
• Armory - Adjusted the material on hockey nets to remove visual shimmer

VAIL 0.7.84 Patch Notes

With the last set of qualifiers coming up this weekend, we have buckled down on fixing the core bugs and issues that have been highlighted since the tournament began and through casual play over the past few weeks. Thanks to all of the community feedback, we are able to identify these issues and bugs early and work towards patching/fixing them as soon as possible. If you have any feedback or just want to chill please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]Patch Highlights[/h2]

[h3]Animation System 2.0[/h3]
It's time to say goodbye to our dear animation system 1.0, having been with us since day 1, and say hello to its successor, animation system 2.0. With the new system, you can expect major and minor animation improvements, such as:
• More stable posture overall (no more wiggly torso or pelvis)
• More accurate head tracking (when crouching and aiming your arms no longer block your head)
• Improved legs IK and foot orientation that matches surfaces
• Improved arms IK that more realistically tracks the elbow position (also makes grabbing grenades off of wrist easier)
• New ziplining / climbing animations
• New falling animation
• Arms can no longer go through torso
• Many more general improvements / polish

[h3]Bullet Penetration[/h3]
Yes, you read that right! We now have bullet penetration! Just to be clear on what surfaces and objects bullets can penetrate and how it works, here is a rundown and some key things to take note of:
• Bullets will not penetrate certain materials based on their caliber!
• This will finally allow non-reinforced glass (I'm looking at you Este) to be shot through
• Finally, no more invincible tarps
• Shooting through fences will be more consistent
• The bullet's velocity will affect its penetration. So for example, a Glock will have reduced damage firing through glass, while something like the SCAR-H will do closer to its normal damage
• And lastly, players can be shot through, so shielding your face against headshots isn't going to save you anymore. And with the SCAR-H you could even potentially get a 2-for-1 kill if you line that shot up right. COLLATERAL'S BABY!!!

[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Death Room / Heaven has been disabled on non-IVRL servers for the time being
• All ladders have been updated to improve the experience and response when climbing up and down them
• Visually updated Colonist's player model/mesh
• Artifact Scanner outline is now visible through the walls for teammates when dropped

[h3]Map Changes[/h3]
• Maar - Adjusted the collision on the rock tunnel
• Maar - Adjusted the collision on all stairs
• Maar - Adjusted the landscape to fix visual warping from the landscape LOD's
• Maar - Wall is no longer invisible in Map Room due to being one-way
• Maar - Visually updated all crates
• Maar - Added more pillars/support posts to hold up Mid and upper Catwalk
• Maar - Added LODs for the pumping station pipes
• Maar - Added missing physical materials to props that were missing them
• Maar - Patched spot where players could get stuck behind a crate by the condensation tower
• Maar - Updated all of the props LOD's in the lab/lounge leading into Armory
• Maar - Metallic props are no longer shimmering
• Maar - Visually updated the Pumping Station building
• Maar - Adjusted rock collision to prevent players from getting stuck in them
• Maar - Kill volume is no longer clipping into Mid, which was unexpectedly killing players traversing through it
• Maar - Patched spot where players could get on to lip while exiting the zipline in Armory
• Volt - Stairs no longer have visual gaps in them
• Volt - Adjusted the collision on the Bunker stairs, which was blocking utility damage/effects
• Volt - Adjusted the curved stair railing to bit have a gap in it and consume firearms
• Volt - Smoothed landscape
• Volt - Patched spots where players could get stuck in a gap in the landscape
• Volt - Performance pass on Volt which reduced triangle count
• Volt - More stairs were added side
• Volt - More launch pads were added
• Este - Lowered floating debris piles on the sides of buildings
• Este - Patched visual seams where players could see into lower levels of the map and obtain unfair intel
• Este - Adjusted the spawn points within buildings
• Este - Patched spot where players could climb out of bounds on the fence near side building
• Este - Patched the spot where players could get stuck behind benches
• Este - Patched spots where players could climb on the jacuzzi lip and garden planters
• Khidi - Patched spot where players could climb on top of the bridge in Mid
• Khidi - Metallic props are no longer shimmering
• Khidi - Updated the textures in Club to prevent the mosaic from shimmering
• Khidi - Emmisive edges are no longer shimmering
• Khidi - Patched visual seam on stairs when entering Bunker from Club
• Khidi - Added missing physical materials to all props that were missing them
• Khidi - Adjusted reflection capturing in Retail to not appear off-colored
• Khidi - Removed all unnecessary geometry in Skatepark
• Khidi - The vista is no longer missing on TDM
• Khidi - Adjusted the window in mid that appeared to be out of place
• Khidi - Adjusted the collision on the wall from Skatepark to Mid
• Khidi - Adjusted the collision on the sculpture in Museum
• Suna - Huge optimization pass on the entire map, reducing triangles immensely
• Suna - Adjusted all kill volumes that were clipping into the map's playable area
• Suna - Fixed visual glitch where powershell boxes would unexpectedly lose their emission the further you are from it
• Suna - Adjusted the collision on pipes in Construction to prevent them from abruptly stopping players who are traversing over them
• Suna - Boxes in lower tunnels are no longer climbable
• Suna - Concrete bags on Cat are no longer floating
• Miru - General collision pass to patch up all collision bugs
• Armory- Patched the visual hole in the landscape behind the cat statue

[h3]Audio Changes[/h3]
• Spatial audio changes to both, Maar and Este

[h3]Bug Fixes[/h3]
Fixed - Controllers jitter in Death Room / Heaven
Fixed - Movement is not behaving as expected in Death Room / Heaven
Fixed - Vive Input Device is not showing in the microphone settings
Fixed - HUD items move up and down in your vision when you crouch and stand up
Fixed - Leaving a match causes the player to get stuck on a black screen for an extended period of time

VAIL 0.7.83 Patch Notes

With a bit of a smaller update this week, we are still making much-needed changes that improve the performance of the game, positively impact players quality of life, and ensure that gameplay plays and functions as intended. As always, we will continue to make minor and major changes that impact the game in a positive way. If you have any feedback or just want to chill please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.



[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Players now have the ability to enable/disable haptics. This can be done under Settings->Gameplay in the tablet
• Destructables have been removed from all maps, for the time being

[h3]Map Changes[/h3]
• All maps - General performance pass reducing the cost of props, textures, collision, and lighting
• Maar - Deleted unnecessary geometry/props around the map
• Maar - LOD pass on props in the Power Generation room, Telecom, and REYAB spawn in order to make these LODs less noticeable and improve map performance
• Maar - Removed the small visual hole on the hotel building
• Maar - Performance pass on textures and materials near REYAB spawn and Laboratory
• Maar - Lava is no longer clipping into buildings
• Maar - Stairs and pipes no longer shimmer due to a material update
• Maar - Made visual and geometric changes to pump pipes prop
• Maar - Made visual and geometric changes to the condensation tower prop
• Maar - Made visual changes to the area and props around the condensation tower
• Maar - Removed visual seam on stairs near Colonist spawn
• Maar - Updated the collision on all barriers
• Khidi - Added collision to overhead highway
• Khidi - Added ramps to A-site for smoother movement to and from the site
• Khidi - Adjusted collision on the walkway near Egg on B-site to reduce the bumpiness while traversing on it
• Khidi - Performance pass on all scaffolding within the map
• Suna - Updated the collision on the Museum sculpture
• Suna - Lights are no longer flickering in Mid near the generator
• Suna - Updated the collision on all fences
• Volt - Stairs are no longer floating in REYAB and Colonist spawn
• Miru - Collision pass on the entire map to remove any existing collision bugs
• Miru - Geometry clean-up pass on the entire map to remove any existing geometry bugs

[h3]Audio Changes[/h3]
• Grenade timer audio fixed

[h3]Bug Fixes[/h3]
• Fixed - Grenades do not always do damage when detonating in the player's hand
• Fixed - Your hands disappear at the edge of your vision when close to your face
• Fixed - Player head collision is offset slightly when crouching
• Fixed - Match continues after everyone on one team has left the game
• Fixed - Tablet spams sound and haptics for Left Hand Dominant players
• Fixed - Player's head visually not synced for other players slightly when crouching
• Fixed - AK12 recoil not behaving as expected

VAIL 0.7.81 Patch Notes

With the IVRL qualifiers currently rolling, we are continuing to improve, refactor and adjust the core game systems and maps to not only ensure that matches run and play smoothly but also improve the quality of watching for both, spectators and casters. If you have any feedback or just want to chill please Join us on Discord!

And remember all feedback is welcome, your input directly affects what we do next.

[h2]Patch Highlights[/h2]

[h3]Heaven[/h3]
Tired of ghosting or just a black screen when spectating after death? Welcome to Heaven! A brand new spectating space where players are sent to, in the Artifact game mode, when they are killed. Although in its early stages of development players will be able to fly around Heaven while waiting for their teammates to clutch the round so that they can get right back into the action!


[h2]General Patch Notes[/h2]

[h3]Changes[/h3]
• Spectators/Observers now have the ability to cap their FPS at 60
• Increased the life span of firearms and magazines when dropped on all game modes
• Nameplates are now visible through surfaces for observers
• Adjusted TDM spawn locations

[h3]Map Changes[/h3]
• Khidi - Fixed culling bounds on B-site egg
• Khidi - Adjusted grass in Club to not clip into the ceiling
• Khidi - Adjusted collision on netting in Skate Park to block bullets from both sides
• Khidi - Adjusted wall collision on the arches in REYAB spawn
• Khidi - Fixed visual glitches in REYAB spawn
• Khidi - Adjusted collision on stairs to Bunker entry to prevent players from view bumping when walking up them
• Khidi - Fixed visual glitch where Club geometry would render black
• Suna - Removed invisible wall collision around the map
• Suna - Huge optimization pass on the entire map (reduced triangle count, memory reduction, and optimized lighting)
• Suna - Improved the visual quality of the landscape
• Suna - Fixed visual glitch where water would disappear
• Suna - Adjusted LOD's around the map to not be so aggressive
• Suna - Adjusted collision on scaffolding on B-site to prevent players from climbing on it
• Suna - Fixed visual glitch where landscape would dither and only render in one eye in VR
• Suna - Adjusted collision on pipes in Mid to allow bullets to pass through it's gaps
• Suna - Adjusted collision on tarps to block bullets and tacticals but not players
• Suna - Patched pixel peak on A-site Short
• Suna - Removed the climbable near sandbags on Cat that players were standing on
• Suna - Adjusted collision volumes on B-site to prevent players from hiding on the far left of the site where they could pixel peak
• Suna - Adjusted collision on Cat to prevent players from pixel walking behind concrete bags
• Suna - Patched headpeak between the barrels on B-site
• Suna - Adjusted collision on the half barrel on B-site to prevent players from hiding behind it
• Suna - Fixed misaligned/clipping lights in A-short entry
• Suna - Patched head peak by the utility vehicle in REYAB spawn
• Suna - Adjusted collision and removed dead space behind the hangar walls in REYAB spawn
• Este - Adjusted collision on all stairs
• Este - Adjusted all slopes to prevent players from hitching when traversing up and down them
• Este - Patched spot where players could get stuck in the corner near sub-garden
• Este - Adjusted collision on Patio to prevent players from getting stuck/clipping into the wall
• Este - Adjusted the ledge that was stopping player movement on the right side of both stairs leading into Basement
• Maar - Cleaned up and adjusted rocks in Colonist spawn and Vista
• Maar - Adjusted the collision on all railings on Catwalk to prevent players from pixel walking and climbing on top of Catwalk,
• Maar - Wall no longer clipping into upper catwalk near Armory,
• Maar - Adjusted collision on all props on B-site making them unwalkable
• Maar - Adjusted volumes to patch spot players could get out of bounds on Balcony
• Maar - Replaced blocking volume between containers with a kill volume
• Maar - Patched pixel walk from A-site Balcony
• Maar - Removed canisters on the pumping station wall
• Maar - Fixed visual seam in Reyab spawn doorway
• Maar - Fixed gap in the doorway from Colonist spawn to Power Station
• Maar - Fixed gap in Armory entry doors,
• Maar - Fixed doorway entry into A-long
• Maar - Adjusted collision on canisters to prevent players from getting stuck behind them
• Maar - Adjusted blocking volume by Balcony where players could walk on top of it by dropping down from Balcony
• Maar - Adjusted lighting to brighten the darker areas in upper Catwalk
• Maar - Fixed visual seam on crates where players were using it as a pixel peak
• Maar - Adjusted map collision to prevent players from flinging off of A-zipline into out of bounds
• Maar - Closed off open sections of Catwalk
• Maar - Patched lean peak from zipline opening towards Colonist spawn
• Maar - Patched cross map angle from new L stairs in upper Catwalk
• Maar - Patched cross map angle from main Catwalk stairs
• Maar - Added new A-site trim and wall details
• Miru - Removed clipping vines from Colonist spawn
• Volt - Removed the prop that was misplaced outside of the map

[h3]Audio Changes[/h3]
• Improvements to Flashbang mix and attenuations
• Added charge sound for Flashbang
• Improvements to Artifact Scanner mix and attenuations

[h3]Bug Fixes[/h3]
• Fixed - Scanner beacon still visible after being holstered
• Fixed - Mk418 bolt clips through the left side of the gun during firing
• Fixed - Able to exploit with idle pose to see over objects
• Fixed - The scanner's position desyncs heavily between players sometimes
• Fixed - Scanner can block grenade damage if held properly
• Fixed - Scoreboard does not update if looking at it while changing teams
• Fixed - Scoreboard does not update in Heaven
• Fixed - Bullets on G17, UMP, and Vector start after the gun collision mesh allowing them to shoot through a thin mesh
• Fixed - Flashbangs are too quiet
• Fixed - Tacticals are not detonating on a quick arm and throw
• Fixed - Tacticals are invisible on downed enemies
• Fixed - Desktop caster view retains player camera roll when moving back to freecam
• Fixed - Player equipment is visible when they first spawn mid-match
• Fixed - One VR spectator controller is a different color
• Fixed - VR spectator controllers cannot be seen on Oculus Mode
• Fixed - Ammo despawns too quickly
• Fixed - Killfeed clips into the environment on Oculus Mode