- Right-click GROUND BRANCH in your Steam Library and select [b]Properties…[/b]
- Click 'BETAS' on the left-hand list menu
- Select '[b]communitytest - Community testing branch[/b]' from the drop-down menu [i]([u]no password required[/u])[/i]
???? [b]Where to report bugs[/b]
You can report bugs and issues using any of these methods:- The in-game [b]Bugs & Issues[/b] screen (press Esc once in-game and look along the top menu)
- The Steam forums: [url=https://steamcommunity.com/app/16900/discussions/]steamcommunity.com/app/16900/discussions/[/url]
- The [b]#bug-reports[/b] channel on the official [url=https://discord.com/channels/152529936719151104/475872902206455809]GROUND BRANCH™ Discord[/url]
- Hostage Rescue has a few new quirks with the hostage sack, hostage leading functionality and flex cuffs, which we are currently working to fix for the final release
- Enemy AI may be unresponsive/idle/stuck in various contexts — if you see it, please make note of whether it was online (dedicated server? Listen server?) or offline, which game mode was being played, as well as map and location etc.
- Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
- The prone stance does not conform to terrain angle
- AI bots are not fully functional in Deathmatch
Maps
- Fixed audio issues in City, Arena and Arena, Paintball and The Farm
747
- Reworked the spiral staircases for better AI flow
- Various lighting and bug fixes
- Generator should now stop sound when shot out
Depot
- Cleaned up a few missions with navigation/collision validator
- Fixed some navmesh issues
Docks
- Smoothed out collision on a few staircases
City
- Various lighting and bug fixes
- News helicopter respond to being shot again
- Fixed collision issues for crouching with some of the scaffolding
Compound
- Fixed bulletproof curtains
The Farm
- Painted out leaves coming through shooting range floor
Paintball
- Cleaned up collision on mesh causing some issues
- Fixed up wrong minimap
Rig
- Did a pass on all missions with collision/navmesh validator
- Fixed out-of-level exploit in Deck 3 missions (Deathmatch, Team Elimination)
- Changed material on vending machine so it looked better in dark areas
Run Down
- Various collision, LOD and lighting bugs fixed
Small Town
- Fixed stretched UVs on a rock
- Expanded nav bounds and cleaned up navmesh
- Fixed up various missions, hopefully clearing AI traffic jam on C building upper floor
- Cleaned up collision on cinderblock piles
- Fixed virtual texture rock blending
- Rebuilt navmesh
Tanker
- Various collision, LOD and lighting bugs fixed
Creek
- Removed problematic ladder outside of green barn
AI
- Reduced AI agent height for nav mesh generation to 185 cm (opens up more places to navmesh)
- Reworked dead body callouts: now a dead body will only ever trigger one call out in total
- Subsequent discoveries by other AI will not trigger additional callouts (they will still go investigate and go into combat ready mode, e.g. draw their weapon)
- Fixed up bugs with AI failing to reload
- Team handling fixed up in new Kythera AI systems
- Rejigged AI character/controller setup
- Changes to how AI processes multiple audio signals to avoid prioritizing far away gunshots over close-up footsteps
- Fixed [i]DebugFreeze[/i] not working for AI
Animation
- Fixed hover foot (one leg lifted off ground)
- Added generic item lean animations
- Added prone grenade unequip animation
- Rejig of animation instance systems (to make it easier to layer animations)
- New equipment locomotion
- Adding a generic Item move set and with aims
- Fixed M110 fire selector animations
- Updated PMM-related (pistol) animations to be additive and bring them in line with the rest of the handgun animations
- Updated PMM compressed to match the base handgun
- Added sprint check to SDASS and M24 to prevent working the action if fired while sprinting
- Updated rig to prevent aiming-through-hand issue
- Hooked up lean poses (updated a number of animations designed to be used in this layer to be based on generic item base pose instead of rifle base pose)
- Updated rig to prevent sights being offset when prone (especially an issue with handgun)
- Switched base reload prone animations for AR-15 and handguns to use non-prone versions
- Breaching Charge attachment fixed (was at 90 degrees to door)
- Fix to allow montage originating from server to be forced to owning client (should make detonator and breaching charge animations play properly in multiplayer)
- A [i]lot[/i] of big under-the-hood changes to correctly support animations for all items in all stances
Gameplay and systems
- Big pass on collision to simplify and debug
- Updated various vehicles to ensure sections that are shown or hidden use block-all or no-collision collision profiles instead of just enabling/disabling collision
- Stopped names appearing for enemies in Deathmatch
- A lot of under-the-hood game mode script fixes
- Added further restrictions to interacting while prone (should now be impossible for all actors)
- Bug fixes to laptop blueprint
- Added anti-spam checks to leaning, running and sprinting to remove some speed hacks
- Sprint blending times and effects changed
- Fixed server roster player list lag
- Fixed up DTAS, Hostage Rescue, Team Elimination and Uplink game modes to improve handling of AI kills and killers
- Internal tweaks and fixes relating to arm changes and gender identification of assets
- Disabled warning about missing eyebrows if none were defined so that they can be used with AI without causing log spam
- Character updated to change handling of head types/genders
- Cleared all meshes using character physics asset that do not need to — which is most of them
- Changed bomb explosion (Defuse) to fade to black after explosion
- Improved logging for failed kit loads
- Updated handling of failed kits to allow replacing child items and skins
- Disabled Ray Tracing in config to fix crash on exiting in DX12 mode
- Updated Tablet to use alternate new method to fill screen (instead of FOV and POV change, it will shift the tablet up to fill the screen — doesn't care if prone, crouched, standing or leaning) (WIP — hands may be visible, especially in prone etc.)
- Fixed volunteer function in Hostage Rescue
- Fixed flag placement issues in DTAS
- Tentative fixes for Hostage Rescue issues: should stop leading hostage when leader goes prone, and now clears [i]BeingLeadAsHostage[/i] gameplay tag when cuffs are unequipped (should stop movement getting blocked in various ways) or when leading is otherwise stopped
- New restriction added so you can't use objects if underwater (may be a redundant check)
- Added new [i]ServerExecute[/i] command, usable by superadmins only (to run console commands remotely on the server)
- Fixed picking up item in left hand attempting to keep it equipped in left hand instead of putting it away
Character and inventory
- Added entries for backup skin substitutions
- Cleaned up a few hairstyles that were still showing the scalp with Ball Cap and Beanie
- Updated dump pouch and radio assets to properly set their skin
- Changed skins for main menu guys
- SA58 OSW now supports suppressor
- Back-end changes to improve handling of restricted skins and kit validation
- Added LODs and adjusted existing LODs for player heads, beards, hair and a few weapons and weapon attachments
- Converted eyelashes to static meshes for efficiency
- Big change under the hood to change internal kit handling to be always monolithic: keeps kit data consistent no matter what is parsing it, and removes issues caused by presets or item builds being deleted
- Added dialogs for handling kit validation issues and converting all user kits
- Removed unneeded failed kit validation widgets
- Cleared physics assets from all hairstyles
- General inventory tweaks/fixes
- Fixed goggles being too bright compared to other character assets
- Added new arm meshes in place of masking system
- Cleared simple collision from MP5 stocks that were in wrong orientation
- Removed physics from all balaclava versions of heads
- Cleaned up new head/balaclava meshes
- Fixed arm mesh poking through with male rolled sleeves and gloves
- Cleaned up some weighting on the male heads that make them poke through some shirts
- Changed arms to remove reliance on mesh updating to choose skin
- Cleaned up more issues with heads intersecting various shirts
Audio
- City Bank audio fix (slight reverb adjustment)
- Rundown tail fix
- Small reverb change, small bug fixes
- Fixed portals and occlusion issues
- Fixed missing ADS sound effects
- Fixed drop audio not playing for weapons
- Fixed missing Galil ARM third-person sounds
- Added missing voice lines in female character Comms Menu (G key)
VFX
- Big pass on checking emitters are parented to existing emitter assets.
- Distance culling set to 50 m for distant impacts
- Created 10 new blood spatter decals
- VFX emitter cleanup
UI
- Tweaks to Customize Operator screen colors
- A few text changes to Customize Operator screen messages
- Visual update to "Game Paused" overlay
- Dialog boxes now have a fade-in and fade-out animation
- Updated loading screen hints: cleaned up appearance, edited existing hints for clarity and formatting, and added a new hint
- Updated visuals for color picker pop-up in Settings > HUD (is now limited to color wheel, e.g. hue selection)
- Fixed color picker buttons being slightly rectangular rather than perfect squares
- Minor copy edit and rearranging of Settings > HUD
- Fixed inconsistent padding between columns in Setting > Gameplay
- Updated wording and formatting for F4/F6 dialog prompts
- Updated mag check HUD: repositioned red cross and changed icon color (to red) for "no ammo"
- Minor update to hover effects in Keybinds column (Settings > Controls)
- Increased width of all setting selections: drop-downs, sliders, spinboxes etc. to allow for longer text strings, finer control in sliders, and close the gap between selections and their descriptions
- Added a few more settings tooltips
- Slightly more descriptive text in Sight Priority options
- Updated credits
- Made highlight for various tabs/buttons more evident
- Updated icon/swatch for Brown and Olive Drab skin selections
- Updated DLSS tooltips to hopefully display correctly for RTX 40-series when in DX12 mode and minor changes to copy as well
- Updated DLSS setting text and tooltips
- Various minor style, copy and formatting tweaks
