Table of contents
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- You will see that the Quick Create system, available since V1034.4, is documented in detail.
- The GROUND BRANCH Lua Library reference has now moved to the Wiki, at https://wiki.groundbranch.com/en/modding/lua-api. This is now the definitive version, and has already been updated for GROUND BRANCH V1034.5.
- The GROUND BRANCH Mission Editor guide has also moved to the Wiki, at https://wiki.groundbranch.com/en/modding/mission-editor. Again, this is now the definitive version.
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???? We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup also).
[h2=workshop]Steam Workshop[/h2]
Our Steam Workshop opened up last update, mostly for new Quick Create patch mods, but will now include weapon mods created during the testing phase for the official Mod Kit. In V1034.5, some lingering issues were ironed out with respect to modded game modes, missions, localization and AI loadouts, so you should also see a wider range of game mode and mission mods in the Workshop soon.
We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process — which you will hopefully see appear on the GROUND BRANCH Workshop shortly. We hope you enjoy trying out their creations as much as we have.
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???? Get moddin'
If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit: If you search for mods in the Workshop using the Weapon tag, you will now find these and more. Have fun, y’all.

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????️ Are you a VR player? If so, check out Callum's game Space Docker VR and stay tuned for his upcoming projects!
[h1=patchnotes]Patch notes[/h1]
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???? Known issues
As ever, we remind you that GROUND BRANCH is an Early Access title, and bugs and incomplete features are to be expected in general. Nevertheless, we would draw your attention to some particular unresolved issues in version V1034.5:- Dedicated servers may need to be rebooted a second time after adding mods to the mod list
- Intel Retrieval's "Extraction Mayhem": bots will not approach the laptop carrier as intended, but may freeze in place
- Note for game mode modders: AI in search mode will eventually cause the "too many UObjects" crash if no search location is specified
- Note for game mode and mission modders: AI set to Guard currently do not respect Guard Radius
- Dropped guns still float in the air
- City's helicopter animation does not work correctly in multiplayer
- Sprinting and then going prone retains sprint speed
- The gun shaking bug is still present (tough one to squash)
Maps
- Fixed cloth umbrella material in City so bullets properly pass through
- Hooked up Paintball minimap (was defaulting to Arena's)
- Removed a couple of folded tarps on top of Power Station area that were causing player collision issues
- Added a few navblockers to help AI on stairs in Power Station
- Added a few more navblockers to stairs in Small Town
- Miscellaneous fixes in response to user reports
Inventory
- New velcro patch: "Mod Crew"
- Fixed magazine placement for AK-105 series
- Fixed SA58 OSW locking open on empty without magazine
- Fixed Wz.88 having two magwells and two ejection components
- Added in .300 BLK cartridge type (both for modding and in anticipation of upcoming official weapons)
- Small adjustments to MK14 EBR iron sights for better alignment
- Fixed small overlap with HK416 magazines and receiver
Art and VFX
- Increased distance before the IR strobe effect culls out (stops rendering) from 50 meters to 800 meters
- Added proper 5.45×39 mm round asset and updated magazines to use it
Animation
- Updated MK14 EBR and SVD reload animation actions to make them call non-reactive reloads when bolt is forward
- Fixed some bad skin weighting on MK14 EBR charging handle
- Fixed safety lever on M9A3 not moving with slide
AI
- Navblocks (and mission objects using navblocks) now work with Kythera AI (albeit with significant delays when switching in larger maps)
- Updated AI noise reporting system to use AudioSignalRadius rather than Loudness, for both noise reporting and noise listener functions — using the rule of thumb that AudioSignalRadius = 42 × Loudness (dB) — allowing removal of Loudness from all related systems
- Adjusted LastShotLevel calculations in GBCharacter to now use LastShotRadius (for purpose of calculating player visibility modifier for AI)
Gameplay, systems and bug fixes
- Fixed "too many UObjects" crash in official Intel Retrieval missions (it is caused by setting AI to search mode but not specifying a search location)Zitat:⚠️ If you have created any modded game modes, please ensure they are not doing the same.
- Increased range of weapon lights and IR illuminators, and made light attenuation non-linear
- Tightened up Hostage Rescue volunteer selection a bit (was not properly handling selection from multiple volunteers)
- Updated FailSafe.kit to specify skin for pants and footwear
- Fixed issue where laptops may be invisible but colliding for new joiners to server
- Added an extra spectator state check in case other logic fails to remove the spectator camera modifier
- Updated kit write access logic so it will create a directory if missing, as well as attempt to clear read-only status of the directory and all kits within
- Updated kit conversion logic: [list]
- Now also explains the need to backup or delete old files if "Quit" option is used
- Only updates and saves value of CheckedKitVersion if kits are fine or the "Convert" option is selected
- Timer should display correct time on dedicated servers
- Timer should start at 0 from the horn (no longer at the start of the initial beeps)
Modding
- Moved mod mounting/unmounting into the Mod Sync UI pipeline
- Lone Wolf, Host Game and Training mission launches now carry out a mod sync
- Mod mount and unmount is now carried out before syncing/installing mods, and account is now taken of disabled mods when syncing (i.e. for Lone Wolf).
- Added bypass feature to Mod Sync UI, whereby UI will not pop up if (and only if) nothing is mounted, or unmounted, and no mods to sync
- Added option in Settings › Gameplay for whether to enable or disable mods locally if they have been auto-downloaded from servers (default is to disable)
- gamemode.FormatString() now localizes properly for mods (localization will likely be moved client-side in V1035), and fixed up a few other localization issues relating to mods
- Added support for PNG mod thumbnail files in Quick Create system, in addition to JPG (it won't complain if both are present but it will select the .png thumbnail in preference to .jpg)
- Changed single-line change notes field in Quick Create widget to a multi-line field
- Added new gamemode.GetTimeOfDay() Lua access function to let game modes know the current time
- Set GameMode ModID at very start of mission loading process (previously, mission objects such as AI Spawn Points were being initialized without the correct Mod ID set)
- Cleared up a few modding-related bugs with respect to AI loadouts and spawn points
- Various further bug fixes arising from lingering presence of Int32 ModIDs in old code internally (despite transition to UInt64 values for use with Steam Workshop); did not arise earlier because compiler was A-OK with implicit UInt64 › Int32 conversions ????
UI
- Minor style and formatting cleanup in modding-related widgets, including improved clipping for modding-related widgets to prevent long titles running over other elements, and increased the width for mod titles in these widgets (reduced width for author and type columns)
- Fixed bug where submitting server mod list via Modding › Server Mods menu did not work (only worked via Admin menu)
- Mod lists: sorting per tab/column now works
- Mod selector widget: text and tag search now working (results are limited to first 50 or so)
- Mod Sync dialog: [list]
- Created animation for downloading status; style changes to colors, font sizes, progress bar and others
- Added hide-able dialog warning for user to confirm whether to download new mods to join a server
- New mod visibility drop-down: can be set to show all items (including mods), show mods only, or hide mods
- Updated how the current item is displayed in the list when selecting for better visibility: added pulse effect (animation), changed border style to solid; also some minor copy/format edits.
- Fixed background not changing from yellow to white when a custom item is cleared from the item slot
- Added [MOD] label to modded attachments in the item customization screen