❓ How to join the [b]Community Test[/b] beta branch
- 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]
Known issues
???? [i]These issues are known to still be present:[/i]- The Breaching Charge is currently deployed at a 90-degree angle
- Bullets may be being blocked in odd places by a certain type of volume — please report in with the map and location if you come across it!
- When connecting to servers, the loading screen displays the "Returning to Main Menu" text
- 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.[quote]⚠️ Bots are particularly prone to getting stuck in doorways; we're actively working on fixing/improving this issue.[/quote]
- Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
- Walking or running with a primary weapon equipped causes the character's right foot to "hover" before it actually touches the ground
- The prone stance does not conform to terrain angle
- Character and weapon collision while prone is pretty finicky! Let us know how it all feels to you
- Various combinations of hairstyles and headgear items have visible clipping or overall jankiness
- AI bots are not functional in Deathmatch
Patch notes
Maps and missions
- Various culling, collision, navmesh and navlink fixes for [b]Depot[/b], [b]Tanker[/b], [b]City[/b], [b]Creek[/b], [b]Storage Facility[/b], [b]Rundown[/b], [b]Rig[/b] and [b]Power Station[/b]
- Made the roof windows in Depot enterable again
- Added a few navmesh blockers to Depot to stop AI from getting stuck
- Fixed bank stairwell door in City not closing properly
- Added window frames to open window holes in Creek buildings to stop people getting stuck when trying to mantle through them
- Fixed bug where players were getting stuck on containers in Storage Facility lower area after vaulting over railing
- Added small step to side areas of Storage Facility tunnel entrance (helps AI navigate space better and cleaner movement for player)
- Fix for one of the Compound outside doors hitting a mesh and not fully opening
- Fixed up some bugs in [b]DTAS[/b] game mode script
- Fixed bug in [b]Defuse[/b] where bomb stopped going off
- Amended error text in Lua guard macros, to cover the extra possibility that a [i]UObject[/i] became invalid and turned into a nil reference
Animation
- Fixed leaning with handgun and move forward and left or right causing hands to go all odd
- Fixed crouched handgun ADS being offset in certain situations (e.g. leaning)
- First pass hooking up prone poses for [b]Binoculars[/b], [b]Breaching Charge[/b] (and detonator), grenades and [b]Tablet[/b]
- Fixed and updated hand pose for holding grenades
- Hooked up Breaching Charge and detonator use animations[quote]⚠️ Known issue: the charge model is currently deployed at a 90-degree angle.[/quote]
Inventory and customization
- Fixed incorrect female belt variations being used with [b]Tactical Shirt[/b] items
- Fixed [b]Helmet (MICH)[/b] chin strap not working correctly for Male 06
- Fixed up issues with [b]Headset[/b] asset
- Created a version of the Headset mesh for use with [b]Fleece Beanie[/b]
- Adjusted Fleece Beanie to fit better with [b]Balaclava[/b]
- Fixed mesh splitting on female [b]Jeans[/b]
- Added female untucked short versions of belts
- Cleaned up various clipping issues with female clothing
- Fixed Male 03 helmet chin straps not set properly
- Fixed issue with rounds not showing in [b]Galil ARM[/b] magazines when mag-checking
UI
- Updated splash screen (Default Controls) with newer version of the controls scheme graphic
- Updated some dialog boxes with an optional "Dot not show again" checkbox
- Added option to reset opted-out dialogs in Settings › HUD
- Small visual update to [b]After Action Review[/b] (AAR) screen
- Swapped order of Combat Stats and Mission Summary tabs in AAR
- Visual pass on Server Browser: mod column (column icon and [MOD] tag) and expanded server info tab
- Server Browser now carried out mandatory mod sync when joining dedicated server
- Visual pass on bind overlays
- Cleaned up dialog box widget
- [i]NoTimer[/i] round stage (Training modes) no longer displays time text at top of screen (also does not show time remaining on Tablet)
- Updated [b]Invite Friends[/b] menu (is now styled similar to a dialog box)
- Fixed mission list duplicating when revisiting mission selection screen
- Added new icon (wrench) for Modding button in [b]Admin Panel[/b] menu
- Updated Credits screen
Customize Operator screen
- Added "loading" message before the character and assets are all loaded
- Fixed padding and did a small visual pass on skin icon selection
- Related work to reduce hitching and improve handling of default item builds
- Added yellow custom build display for item slots in overall screen (was previously limited to inside menus)
- Added [MOD] tag to item slots/selections
- Updated [b]MK25[/b] pistol icon to make grip panel area less dark
- Fixed hidden hair casting shadow on UI character view
Mission Editor
- Added Time of Day (TOD) widget
- Made double-click outline window use the standard focus (F) routine rather than a second custom bit of code
- Reworking to change pawn type and fix right-drag related error
- Made a few dialogs hidable (e.g. select script, load mission file, save mission file)
VFX
- Optimization pass on VFX for the bullet impacts
- Fixed the respawning particle issue
- Continuing pass over the bullet impact scalability settings and culling settings
- Fix for the smoke flickering when viewed through PIP scopes
- Making a pass on scalability settings for bullet impacts (lots to improve)
- Reparented emitters with missing parents to sync culling settings
AI
- Upgraded [b]Kythera AI[/b] middleware to new version (1.3.3) (may fix some bugs, but WIP)
- Fixed the AI aim bug, where enemy bots could not see the head of player characters — this caused situations such as leaning out of cover and not being spotted
Bug fixes and miscellaneous
- Added tentative fix for [i]IsValidLowLevel[/i] crash on game exit
- Lots of work on mods under the hood (especially with regard to dedicated servers)
- Reduction in log spam overall (and added some more for good luck)
- Reworked a lot of under-the-hood stuff, including inventory and asset handling, validators, overlays and more
- Tentative fix for stuttering and "Maximum number of [i]UObjects[/i] exceeded" crash on dedicated servers ????
- Rejigged base character class and item class in terms of how they handle inventory (in particular removed some limitations on skin inheritance, and streamlined asset loading)
- Fixed up occasional disconnects between TOD set in mission launch screens and TOD set in the [b]Ready Room[/b]
- Updated [b]Debug[/b] menu to add new commands
- Opting out with F4 now increases Deaths stat
- Updated HUD to support adding non-chat messages to center, upper and lower message managers (allowed changing Ready Room and Spectator messages from engine messages to far more visible center-screen, preventing the mistake of trying to hit F4 or F6 again)
