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CTE Update #9

CTE Update #9

The changelists are getting smaller as the outstanding issues get resolved. We have a few known issues to be aware of though.

Known Issues:

- People's kits will break if they were using custom platforms
- Some network latency (Rubberbanding) may show up with high network traffic (high ping and/or lots of players/AI firing at once)
- Still a few sound issues during gameplay to iron out
- kit restrictions have had a pass but may not work 100% at this time


Main Items:

- Breaching Charge placement on doors fixed
- Should no longer be able to hear other players in opposing Ready Room
- Stance indicator in HUD is now on by default (Can turn off in Settings)
- Voting/Map Change kicking players fixed
- Work on Kit Restriction functionality for online play


Game:
Build ID : 8008453
117MB

DS:
Build ID : 8008467
59MB

Detailed Changes:
* Removed some badging on a couple vehicles
* revised the new map voting restrictions to avoid using admin commands (causing disconnection of non admins starting votes)
* took out a load of logging from various game mode scripts
* Changed default behavior for bShowStanceCrouched and bShowStanceStanding to True
* Easy way to help new players have an idea how the weapon posture/stance stuff works.
* Fixed small collision issue with tarp on Power Station roof
* Changed spatial volumes priority in Ready Room to 20 to make sure it's always highest - should help with hearing the other team from customization room.
* Fix for black ceilings in and wall LOD incompound
* adjusted BP_Door_Swinging so that breach charges should work better - now uses sockets in door meshes with a backup
system if no sockets found
* updated and improved breach charge placement - now uses socket rotation to determine correct side of door for charge
(is much more robust)
* added additional phys geo to G33 magnifier to make sure it blocks offset rails that would otherwise clip with it in the
down position.
* updated WBP_StanceIndicator to update logic related to high/low ready when also engaged.
* Cleaned up balaclava head mask as some areas of the face were masked out that shouldn't have been
* Added icon for map tablet
* updated BP_Firearm_Master
* removed param from ChangeReloadHint() and renamed it to just ShowReloadHint().
* updated ShowReloadHint() show alternate reload hints based on ammo compoent, chambered round type etc.
e.g. if mag with ammo is in firearm, but there is no chambered round, it will prompt user to tap reload to wrack the bolt.
* updated shotguns to not have separate UseMainHand anymore.
* slightly tweaked GBCharAnimAction to try to fix issues with getting locked into manually pumping the SDASS
* moved some logic from GBKitFunctionLibrary to GBAssetManager.
* updated GBAssetManager
* updated GetValidSkinNames() and RestrictedAsset() to add AssetTypeName param.
* renamed GetValidSkins( ) to GetValidSkinDataAssets() and added AssetTypeName param.
Skins are stored based on the asset type they are associated with as they do not have a primary asset id.
* created RestrictedPrimaryAsset() for use with assets that do have a primary asset id, to save using RestrictedAsset() with AssetTypeName set to None.
* updated GBGameState to support changing UseTeamRestrictions game rule mid-game.
* no longer have to restart the map etc.
* updated BP_Platform_XXX
* fixed socket names on meshes.
* updated default setup to make sure correct names were being used.
* should fix misc floating pouches, overlapping pouches etc.
* updated default team kits & restrictions
* Blue team can use Black, Blue & Navy.
* Red team can use Tan, Khaki & CoyoteBrown.
* updated WBP_ServerBrowser to make the password text box use the "password" setting to hide the password being typed in.
* removed unused WBP_Friend

CTE Update #8

CTE Update #8

We are almost there for a full 1032 release as we believe we have hit the main issues.

Main Items:

- Fixed eyewear being visible in first person on training map (hopefully last occurrence of this bug)
- Killhouse timer app displays a reminder to reload when resetting (players are no longer resupplied automatically)
- Map vote display now displays map name properly (with variant, if present) and game mode
- Lots of inventory and attachment icons added
- Shotgun shell pouch now holds 12 shells instead of 7
- Vote.ini now has two new settings (bAllowVotingOffMapList and PermittedGameModes) to restrict map change votes on servers
- By default, all map voting will now be limited to the server's current map list
- Quick pass on ladders to make them more usable (finalised ladder handling now probably pushed to 1032.1)


Game:
Build ID : 7997724
73MB

DS:
Build ID : 7997739
35MB

Detailed Changes:

* changed target app widget (killhouse timer) to display reminder to reload on reset
* first pass on making change map vote display proper map name (including variant) and game mode
* fix for eyewear being visible after resetting killhouse runs
* iteration on map vote stuff
* disabled LAN button in Server Browser (LAN doesn't work currently, but is planned)
* finished vest platform attachment icons
* magazines
* grenades
* equipment
* FIXME: Tablet BP lacks an icon value; I've made one (ICON_Tablet), so just needs hooking up
* changed shotgun shell pouch capacity from 7 to 12 (is what the real-life counterpart holds)
* minor readability and style tweaks to HUD inventory menu
* renamed several files for consistency and accuracy
* fixed up redirectors
* big Zookeeper update to add new bAllowVotingOffMapList and PermittedGameModes entries in Vote.ini to allow server owners to restrict player map change votes
* added new PermittedGameModes and PermittedMissionFiles calls to ZK to get relevant lists
* changed AGBGameMode to give players DeclaredReady status when sent to play area (might fix some edge cases reported in game modes). Some people had NotReady status because they hadn't clicked in when ready timer expired
* first pass of Kris' version of ladder animation handling (Still big work in progress)
* doesn't need anything replicated (so far)
* uses existing movement component implementation *as is*.
* hid admin button in SP/lone wolf (it did nothing)
* changed climb ladder speed from 100 to 80
* added temp bOnLadder replicated value to GBCharacter for non-owning clients.

CTE Update #7

CTE Update #7

We are getting a lot closer to a full 1032 release, but have a few more things to take care of.

We think we took care of most of the customization issues, though it is possible some still exist. It's a deceptively complex system to debug given how many way things can be used.

There are also still some audio issues on a few maps. Those will hopefully be ironed out very soon.

Main Items:
Continuing to add more missing icons to the UI
New dialog in customization letting you know if you do not have ammo equiped for one of your firearms
New 'Out of Ammo' icon when reloading (Temp icon)
Fixed issues with equiping different sights and removing others
Fixed binocular sensitivity being ignored
Overall customization replication should be more reliable


Game:
Build ID : 7985502
66MB

DS:
Build ID : 7985523
39MB

Detailed Changes:

* remade Rundown TH mission (was still old bugged mission it turned out)
* new suppressor, underbarrel attachment icons, light and laser attachments icons
* fixed a few icon file names
* fixed default JPC platform setup.
* updated WBP_DiaglogueBox_TextInput to use a rich text bock for its message
* allows multiiple lines among other things.
* updated WBP_ItemEditor to use a copy of the character from WBP_CharacterEditor, minus items of the type being edited
* ensures that the character ref used by the character editor is unaffected by any shenanigans pulled by the item editor / modular pouches etc.
* updated BP_XXX_DragDropOperation, BP_ModularAmmoPouch_Master and other affected Blueprints.
* NOTE: It is important to do this to avoid using the *wrong* character as the GBInstigator for items in the item editor.
* easy to dispose of entire bad character.
* changed item build name to empty if not already editing a build.
* updated dialogue to include suggest random item build name.
* added edit button to item and item build buttons
* allows you to go directly to editing the item / item build instead of having to select it first.
* updated BP_GameState to not create a death over if player is in inactive state / not alive.
* prevents death overlay conflicting with character editor
* updated WBP_CustomOperator to create a death overlay if coming from character editor into dead body.
* prevents not being able to repsawn once coming out of character editor into a dead body.
* updated initial logic in ValidateDecodedItem() for GBFirearm, GBClothing & GBPlatform to all be the same.
* Since items being edited can have a valid GBInstigator while not being attached or part of a characters inventory,
changed UICharacter check to simply GetAttachParentActor() == GBInstigator.
* Also ensure that item is the first and only version in the inventory.
* updated BP_CharacterEditor_Character
* made all added inventory not replicate
* changed bUseRefPoseOnInitAnim to false by default.
* create ABP_CharacterEditor::CopyPoseFrom() that will copy pose from another anim instance and blend from it to the current animation.
* cleaned up logic in AGBPlayerCameraManage::UpdateFirstPersonView()
* fixes binoculars sensitivity being ignored.
* updated RailAttachmentReplication replication method to use the PushModel.
* will only be replicated when manually setup by using the MARK_PROPERTY_DIRTY_FROM_NAME() macro.
* removed bCorrectlyAttached logic from AGBRaileAttachment & AGBMuzzleDevice
* seems DetachFromComponent() call may remove items root comp from parents replicated attched children array.
This may/may not be why some rail attachments end up in wrong location.
* hooked back up rail check to BP_Attachment_DragDropOperation
* moved its location AFTER checks related to lasers/flashlight dupes.
* fixed typo in voting messages
* fixed up hover/unhover stuff for cog and bin on item preset buttons
* cleaned up build name examples
* cleaned up and moved CLEAR ALL button in Item Editor
* tweaked "Do not show again" prompt text
* tweaked Delete Build button (bin icon) behavior
* Fixed arm mask masking out to much on some rolled sleeve shirts
* Re-oriented the 308 round model to new weapon axis
* Fixed incorrect rotation and placement on all MP5 furniture.
* Brightened skylight a bit on PowerStation and Tanker to help with the overly dark shadowed areas
* updated BP_DialogueBox to add change message to rich text box.
* created TextArrayToMultiline macro in BPML_Object
* updated WBP_CharacterEditor to display a message when one or more firearms lacks ammo.
* updated WBP_AmmoCheckIndicator to optional show text and indiction.
* added no ammo message via WBP_AmmoCheckIndicator when reload stops due to not finding more ammo.
* created phsycs assets for MK110 & MK110K1
* updated GBDroppedItem to ensure physics assets is set.
* Mesh copying process does not copy over physics assets.
* Run Down: new spatial volume layout that should result in a bit better performance
* stutter is still to be expected, especially when firing during leaving and entering the main building - we narrowed down the issue to a bug on Wwise' end that should be fixed when we update the API (soonish)
* fixed MP5A4 using the A5's icon

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)