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Operation: Harsh Doorstop — Update v0.14.1.0 Changelog

Update v0.14.1.0 Changelog

New DLC Content
Administration
  • Server now prints player chat messages to its log file for moderation purposes
Core
  • Fixed player kills not increasing in the scoreboard

  • Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world

  • Fixed some inconsistencies with player VOIP handling on death

  • Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios

  • Fixed several collision issues with walls and corners

  • Fixed floating foliage on several maps

  • Fixed Spawn Protection Volumes set to opposite flags

Core Art
  • Impact crater reimported with optimized version

  • Re-imported Normandy grass clusters with adjusted vertex paint applied

Characters
  • Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure

  • Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader

Construction System
  • The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead

  • Optimizations to construction tool when not equipped

Maps
  • All maps have received an optimization pass

  • Created Non Enterable versions of all Desert buildings

  • Rebuilt HLODs for all maps

  • Regenerated navmesh for all maps

  • Remaining buildings that were old versions have been replaced

  • Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance

  • Fixed swimming volume on Jaziira

  • Fixed several mesh placements in all maps

  • Fixed tree collision on Carentan

Medical System
  • Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit
Vehicles
  • Added vehicle-specific HUD, active while driving a vehicle

  • Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle

  • Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off

  • Fixed a crash when a bot would enter the driver seat of a vehicle

  • Collision volumes for all vehicles has been polished

  • Physics assets have been optimized

  • Center of gravity adjusted on several vehicles

  • Missing vehicle wreck collisions added to wreck meshes that had none assigned

  • Disabled vehicle third person camera by default (now editor-only for testing)

  • Disabled vehicle wheel blur functionality until transparency sort order issues are resolved

VFX
  • Rocket smoke trail optimized and reduced in size

  • Shell casing particle effects optimized

  • Fixed issue where shell casings would collide with spawn protection volumes

  • Scaled down tracer rounds from .5 to .3

Weapons
  • Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions

  • Fixed several issues involving a player's weapon clipping into a wall when wall mounting

  • Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them

  • Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable

  • MG Recoil slightly reduced

  • Updated M249 texture

SDK
  • VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs

  • Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones

  • Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors

  • Marked vehicle 'TeamNum' property as 'Expose On Spawn'

  • Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'

  • Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue

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