Patch notes
General bug fixes
- Fixed dedicated servers not advertising mod lists properly
- Possible fix for [b]NVIDIA Ansel[/b] crash
- Stopped aborting the game when finding unknown gameplay tags and started logging them instead
- Adjustment to character movement action which may in some cases allow laptop interactions more easily ([i]laptops that cannot be interacted with remains a work in progress[/i])
Maps
- [b]Power Station[/b]: Reset the north offset so that north in-game is aligned with north on the map
- [b]Compound[/b]: Removed debug level accidentally included in-game; loading times should be significantly decreased
Inventory
- Fixed bug with "Apply to Attachments" checkbox (in the item customization screen), where enabling the box for a belt would also impact the headgear and platform, and so on
- Fixed risers and offset not allowing attachment of things that aren’t sights; you can once again mount lights and lasers on risers and offset rails, for instance
- Updated [b]AOR-1[/b], [b]Flecktarn[/b] and [b]Tan[/b] skins to add [b]FDE[/b] as a possible substitute
- Fixed reticle brightness not working for the [b]Kobra EKP-8[/b] sights
- Updated rate of fire for [b]AS Val[/b] family to 900 rounds/min, and for [b]VSS Vintorez[/b] family to 800 rounds/min
Audio
- Fixed various enemy voice lines not being spatialized — they should no longer sound like they are right next to the player
Other
- [b]Quick Create[/b] mod widget now adds build number tag to Workshop metadata (e.g. "V1035") and mod metadata for asset/modkit mods now includes a build number (set and saved during mod upload) — so, in the future, mods can be more easily filtered based on build number used to create the mod
- Added checkbox to in-game mod browser to view only current game version mods (e.g. V1035), and slightly changed mod search logic
- Fixed [b]Target App[/b] screen being visible on top of smoke in various Training areas
