GROUND BRANCH - Scopey
Patch #20 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • First pass on revised door system (server-side door physics) for testing
    ⚠️ This change should fix the jittery/de-synced doors when playing online, with the side effect of reduced responsiveness in door interactions subject to ping.
  • Cleaned up/removed non-functioning and non-useful entries in Advanced Video settings
  • Added new settings in Settings › Video (under the new "Rendering" header):

    • Finish Current Frame: When set to "Off", this option essentially tells the GPU not to wait for the CPU to finish what it's doing before starting to render the next frame.
    • One Frame Thread Lag: When set to "On", this option essentially tells the CPU not to wait for the GPU to finish what it's doing before starting to generate data for the next frame.
    ⚠️ It is likely that one of these settings may give you a performance boost, depending on whether your computer is CPU-bound or GPU-bound when playing GROUND BRANCH. The downside of these settings is that you may experience a little more latency (mostly noticeable as input lag).

    Try different combinations to see how your performance is affected — and please let us know your results if you can, along with your GPU and CPU specs!
  • Added "Requires Restart" for a few newer config settings
  • NVG overlay bounce when firing should now work for both spectators and local player
  • Improved support for built-in flippable front sight posts (including for MK17); this change also removes the standalone SCAR Iron Sight (Front) attachment
  • Fixed MK17 front sight being slightly offset (problems remain with front sight offsets — still being worked on)
  • Updated Power Station Intel Retrieval mission to ensure at least 16 spawns are available (because extraction points wipe out one set of spawns); added 4 more spawns at main gate, renamed main gate to "North-West", and increased original insertion points to 12 spawns
  • Hooked up new muzzle flash effects to weapons that were still using the old VFX system
  • Time of Day (TOD) UI dialog fixes:

    • Advanced time of day dialog should now work on dedicated servers
    • TOD presets (e.g. "Early Afternoon) now display correctly (with spaces) on dedicated servers, both on the Ops Board and in the drop-down menus
    • Updated drop-down menu visuals
    • Removed filtered/suggested TOD presets in "Simple" tab (all presets are now shown and selectable)
  • Other minor UI tweaks, including changing the Insertion Point arrow color from blue to yellow (subject to change)
  • Game mode names should now display on Ops Board properly on dedicated servers
  • Tentative fix for reported bad spawn in 747 Hostage Rescue mission
  • Fixed wall mesh Z-fighting on interior Tanker Ship wall
  • Fixed bullets colliding with foliage in Compound
  • Fixed minor bugs and ocean sounds on Docks bleeding into the Ready Room
  • Set default for TemporalAACurrentFrameWeight in DefaultEngine.ini to a valid value (should get rid of the "---" entry in settings if the value was never changed by user)

Enjoy the weekend, everyone!
GROUND BRANCH - Scopey
Patch #19 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • New LPVO scope: Razor HD 1–6x
  • Added suppressor attachment (AAC® 762-SD) to G3A3 battle rifle
  • Implemented sound effects for the G33 Magnifier 3x
  • Fixed chest area showing when Balaclava and the unzipped variant of the Combat Shirt are equipped
  • Minor performance optimization on Rig
  • Removed WIP assets from Tanker (that accidentally made it into the last patch)
  • Replaced a few ladders in Run Down and Small Town with stairs for better map flow and to mitigate AI issues with climbing
  • Small Town: opened area behind building D a bit for better pathing after staircase addition, and added railing around rear door area of Building D
  • Updated various missions to accommodate geo changes in Run Down and Small Town
  • Fixed scoring for killing/being killed as armed hostage in Hostage Rescue game mode
  • Fixed over bright glass on vending machine asset
  • Fixed up latecomer stuff in Hostage Rescue and generally (valid insertion points were being ignored for late joiners, so spawning failed)
  • Removed microphone selection option from Settings › Audio (users should set microphone/input device on Steam, via Friends List Settings › Voice)
  • Admin management UI ("Admin List") fixed up generally, and now removes duplicate admins in list
  • Current local host is grayed out in list of admins if also in normal admin list (prevents various bad things happening)
  • Simplified AI movement logic so AI should stop jumping off ladders
  • Fixed game mode display on Ops Board on dedicated servers
  • Added variable to mitigate DFAO artifacts (mainly in foliage) when using DLSS or TAA
  • Fixed tac light lens flare VFX clipping through doors
GROUND BRANCH - Scopey
Patch #18 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Changed vote kick to not include player calling the vote
  • Compound: potential fix for shimmering grass, and stopped poplar trees being weird
  • Tanker: initial art consistency and improvement pass
  • Removed Volumetric Scattering from several interior lights in Power Station, Rig, Run Down, Small Town and The Farm for performance reasons
  • Fixed overly dark truck material in Run Down
  • Fixed certain wooden fences not colliding with weapons in Depot
  • Removed debug AI cover points in The Farm
  • Reduced tac light illumination range to minimize performance impact
  • Fixed bug that caused late joiners to be assigned the least populated insertion points rather than the most populated ones
  • Added Lua script call OnWeaponAddedToInventory() so that game modes or mutators can detect when a particular player has picked up a weapon (or been assigned it in a loadout)
  • Added a call to assign team element numbers when player teams are changed, so that standard callsigns (based on element number) will hopefully update when players are switched teams
  • Fixed bug in WeaponRestriction mutator that wouldn't update the loadout if Breaching Charges were disabled
  • Updated Hostage Rescue:

    • If the hostage player picks up a weapon, they become fair game for the Defenders (to prevent exploit where hostage becomes an unkillable terminator)
    • Added post-spawn check in Hostage Rescue to teleport hostage to hostage spawn if for some reason the spawn failed
    • Removed close proximity intimidation for hostages (should stop intimidation of hostages pinned behind a defender)
  • Updated scopes (magnified sights) to stop dynamically scaling the render texture size if DLSS is enabled, and disabled PIP resolution scaling based on FOV
  • Added "requires restart" dialog to Bloom Quality settings
  • Made advanced Temporal Anti-Aliasing (TAA) settings accessible again in Settings › Video
  • Ongoing UI style and consistency pass on several menus, buttons, prompts and dialogs (still WIP)
  • Fixed up the match system and match info board a bit, and made match info visible again on listen servers (servers created via Host Game option)
  • Fixed team wins being counted double in game modes with team scoring (DTAS and Hostage Rescue)
  • Initialized ZooKeeper and map voting when a listen server is started (for the map voting to work properly on the match info board the first time the server is run)
  • Added game mode localization/lookup to the match info board vote buttons
  • Changed the localization/lookup for game mode names on the match info board to use a different system that should work better on dedicated servers
GROUND BRANCH - Scopey
Patch #17 is now live on the Community Test beta branch!

A lot of work has been done on AI using ladders and doors, but please bear with us because it's a work in progress and the ladders in particular are not quite there yet.

Compound has received an optimization pass including foliage. Please keep in mind that the foliage may look off when anti-aliasing is disabled or set to FXAA. A fix is being worked on.

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
    (no password required)
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Fixed City Hostage Rescue mission being incorrectly listed as co-op
  • Compound: significant performance optimization pass:

    • Improved appearance and efficiency of all foliage (WIP; will not work well with FXAA or no anti-aliasing)
    • Improved visuals and efficiency of the vista/backdrop
    • Sharpened up lots of textures
    • Improved the appearance of foliage and grass using custom normal maps — stops dark faces when grass is shadowed, removes need for subsurface lighting
    • Improved look of grass when looking down or high sun angle
    • Switched to a better looking simple wind material function, less glittery, looks more natural
    • Deleted lots of unused assets, foliage types, textures etc. relating to Compound
  • Fix for glass in City being overly bright in night vision
  • Updated doors and ladders to fix bugs, tweak settings and add new features improving AI usage (WIP)
  • Stopped the player being able to run/jog if "Always Run" is set while playing as hostage
  • Added missing collision to hookah model
  • Updated double doors to use mirror opening, so both doors open at once
  • Updated 747, Creek and City doors and ladders
  • Cleaned up doors/ladders/navmesh for better AI usage on Depot, Docks, Power Station, Rig, Small Town, Storage Facility, Tanker and The Farm (also added navmesh to The Farm so AI should work better if you place it there in a custom mission)
  • Updated "Advanced AI Settings" menu: fixed elements running over/into each other and improved overall layout
  • Minor UI style and consistency pass on various dialogs and buttons
  • Started UI pass on Time/Weather Settings menu
  • Restored minimap to Compound (map was missing on Ops Board and Tablet)
  • Fixed some light portal and mesh culling issues in Run Down
  • Fixed missing rust normal map in oil rig material when puddles are disabled
  • Restrained players (Hostage Rescue) can no longer pick up items
  • Fixed voting timeouts for passed and failed votes not being taken into account (defaults of 60 and 180 seconds used regardless), and greatly reduced minimum timeouts (for ease of testing and to give people what they want)
  • Rebuilt cover points in all maps
  • Hide vote widgets after votes ended (hopefully to fix votes hanging around when done)
  • Changed default reticle brightness setting to change range (is now 0–4 rather than 0–5, so removed "None" as option) and added "Automatic" setting (corresponding to most recent change where brightness is determined based on time of day)
GROUND BRANCH - Scopey
Patch #16 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Fixed DLAA not enabling
  • Fixed IsDLAAEnabled in AA widget (causing it to not enable it through console)
  • Hostage Rescue (PvP) mode now available on Compound, Docks, Power Station, 747 (Plane Interior), Creek, City, City (Subway) and Tanker
  • Fixed bug where spectate option was not shown on Ops Board for DTAS and Hostage Rescue game modes
  • Miscellaneous tweaks and bug fixes to Hostage Rescue game mode and validation script
  • Replaced pallet stacks in Docks with merged assets and rebuilt AI paths/cover
  • Lighting optimizations on Power Station
  • Turned off cover point debugging accidentally left enabled in City map
  • Spectator Mode overlay hopefully fixed now
  • Updated mount for PMII 5–25x scope: replaced railed scope ring caps with non-railed caps (this is still a temporary mount)
GROUND BRANCH - Scopey
Patch #15 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Fixed door in Small Town's building A opening too far
  • Fixed glowing foliage piece used mainly in Small Town
  • Some small lighting optimizations on Small Town
  • Fixed a few meshes in Storage Facility culling out too early
  • Reduced specular value on IR Strobe clear plastic section to make it less visible in the dark
  • Updated default character appearance/loadout to look better and be more rounded in terms of equipment
  • Updated PMII 5–25x scope model (will temporarily use the same Burris mount as LPVOs)
  • Updated DLSS/DLAA/AA settings:

    • DLAA is now under "Anti-Aliasing (AA)" in Settings › Video
    • Using DLSS will now correctly disable other AA methods
    • Removed "Ultra Quality" DLSS option
  • UI/art pass on Customize Patches dialog (WIP)
  • Hostage Rescue tweaking/fixing:

    • Added Restrict Defenders option to hostage rescue game mode: if set to "Yes", then defenders are blocked from leaving spawn building during setup time. Otherwise, they can move to other buildings from the start (albeit with spawn protection effects during the transition)
    • Improved handling of switch between Building Assault and Hostage Rescue
    • Hostage Rescue won't kick in until there are 5 players now (or 3 if "Force Hostage Rescue" is enabled)
    • Added basic AI to Building Assault for when there is a single player on the server
    • Added validation script for Hostage Rescue missions
    • Hostage Rescue now available on Run Down and Depot (Compound)
    • Set default for "Force Hostage Rescue" to "No"
    • Changed defender setup time in Building Assault from 5 seconds to 10
    • Added location markers in Hostage Rescue to show possible hostage starting locations
    • Tweaked scoring
  • Some small lighting optimizations on Rig
  • Fixed some glowing glass materials
  • Cleaned up some pallet stacks in Docks for better collision (and merged for performance as well)
  • Added 6 more skins for both Boonie Hat styles: M81, DCU, AOR-1, AOR-2, Tiger Stripe and Desert Tiger
  • Slight tweak to Helmet (HC) velcro color
GROUND BRANCH - Scopey
Patch #14 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • First public test release of Hostage Rescue PvP game mode (see accompanying notes below)
  • Tentative crash fix involving M4- and HK416-series animations
  • Optimized material usage on Run Down architecture meshes
  • Set lots of cull distances, merged various meshes in non-playable areas and reduced material usage on more architecture meshes
  • Tentative crash fix involving VOIP
  • Bug fixes for resurrect function
  • New admin resatme function to resurrect at the invoking player's position
  • Dedicated servers now load the localization CSVs again (fixes format commands like "X killed Y" in Deathmatch)
  • Fixed MOUT acronym definition in Small Town description
  • Added new Lua library call player.HasGameplayTag() to allow Lua script to check if a character has a GameplayTag set
  • Fixed vote change map problem (overlay was visible that shouldn't have been)
  • Further small tweaks to TAA settings
  • Made sure lights in spawn areas for Arena maps are on for all TOD
  • Turned off cast shadows on various smaller meshes
  • Removed light array from Small Town light switches (gets rid of log warnings)
  • Updated City: parse on nav mesh with new tool for adding nav mesh modifier(s), corrected collision on some misc static meshes e.g. skipping rope
Hostage Rescue (PvP): Rules of Engagement
This patch introduces new PvP game mode Hostage Rescue!

It is currently only setup for Small Town, but as we test and refine it, it will be expanded to more maps. Keep in mind that larger player counts may not work particularly well in Small Town.

Here are the rules:

Hostage Rescue — Game Rules
A random player of the attacking team has been taken hostage in one of the buildings, selected at random by the game mode. The defenders' movements are restricted to within that building, unless the hostage escapes it. The hostage player is hooded and cuffed, limiting their vision and world interactions.

Defenders can lead the hostage around the building or simply hold them in place by holding the Interact key (default F). They can also intimidate the hostage into silence by pointing a gun at them, but you will need two defenders to both lead/hold and intimidate the hostage at the same time.

Attackers can select any insertion point and will have to find the building where the hostage is being held — possibly with the assistance of the hostage making some noise with the Talk (VOIP) key (default V) — and then breach the building and rescue the hostage. If the hostage has their cuffs released by the attackers, they will regain a full range of movement and team communication (i.e. radio and text chat).

Win conditions
ATTACKERS
To win the round, at least one attacker must escort the hostage to any of the available extraction points. Alternatively, attackers will win if the defending team is eliminated.

DEFENDERS
To win the round, the defending team must eliminate all attackers, or survive the assault until the time runs out.

› Any team that kills the hostage will instantly lose the match. Careful with those frags, people.

Building Assault
If there are not enough players to start a Hostage Rescue round (default 3), then the stripped-down Building Assault mode will start, in which the defenders are still restricted to a building, but there is no hostage and the teams must simply eliminate each other. The gloves are off in this mode!
  • Admins can force the Building Assault mode, similarly to how Fox Hunt can be forced in DTAS.
  • Building Assault currently requires at least 2 players. Like DTAS/Fox Hunt, it is envisaged to spawn in an AI bot if only one player joins a round, but this has not yet been implemented.
Players and balancing
  • We recommend 5–7 players minimum for a more satisfying Hostage Rescue experience.
  • Hostage Rescue uses quite aggressive auto-balancing to maintain fair teams, so make sure both your Red and Blue team kits are up to date.
  • Auto-balancing can be customized to be less aggressive if you don't mind uneven teams.
We kindly ask that testers give this new mode some special attention if possible, as we are interested to know what works and what doesn't — whether it's bugs or the game's rules and mechanics.

So keep the feedback and reports coming. We're very grateful for them!
GROUND BRANCH - Scopey
Patch #13 is now live on the Community Test beta branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Added distance cull setting to base door blueprint with default of 2500 units
  • Added door handles to Compound, Small Town, Run Down and Tanker doors
  • Fixed dark splotchy lighting inside several buildings in Compound
  • Fixed some clipping issues with Combat Pants and Fleece Hoodie
  • Fixed some mesh culling issues on City and Run Down
  • Added black version of Specter DR 1x/4x
  • Added a variable length delay when turning on strobes, to desync them a bit
  • Added billboards to Sea Grass meshes (used in Depot too)
  • Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps)
  • Mesh build setting optimization (again on assets used in Small Town, will be small crossover)
  • Removed inconsistent sprint related hack in AnimAction_Reload_Master
  • Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice)
  • Hooked up firing & charge animations MK46 belt
  • Disabled multi-threading on AI light detector component (prefer stability over performance right now)
  • Crash fixes in modding manager relating to Lua state being used before initialized
  • Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s)
  • Cleaned up some foliage in big rocks on Storage Facility
  • Made truck window glass in Compound not glow at night
  • Fixed strange particle collision, switched affected emitter from GPU to CPU
  • Fixed bug in Team Scores function
  • Fixed a few bad lighting channels on doors in Small Town
  • Fixed issue with UMP45 stock being offset
  • Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation
  • Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference
  • Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing)
  • Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes)
  • Fixed magnification ring rotation on all LPVO-type scopes
  • Fixed some scopes using a static "fake glass" texture on the rear lens
  • Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x
  • Adjusted LOD distances on Sea Grass and allowed AI visibility blocking
  • Tweaked some light culling distances on Compound
  • Tweaked Mesh culling distances on Power Station and Run Down
  • Fixed a few collision issues on Creek
  • Standardized vehicle glass material between vehicles in maps
  • Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues
  • Fixed glowing window glass in Storage Facility
  • Visual adjustments made to the flesh bullet impact (VFX)
  • Fixed missing third-person PKM sound and updated Depot audio level
  • Fixed a few collision issues on 747 and PowerStation maps
  • Fixed character lighting in dark tunnel issue on Power Station
  • Cleaned up some light leaking in Docks
  • Auto balance routines moved to game mode Lua library
  • Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options
  • Fixed function name in WeaponRestriction mutator (weapon restrictions now working again)
  • Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between)
  • Spectator night vision now usable if following character (because some follow camera modes can use it)
  • Changed way NVG eye light color is done to try avoid replication type issues and to simplify things
  • admin startround command should work a little better
  • Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)
GROUND BRANCH - JohnJ
Patch #12 is live for the Community Test beta branch!

This is a quick set of fixes for a few game breaking issues (with a couple content things thrown in).

Patch Notes
  • Added door handles to City doors
  • Replaced old STANAG mag with newer model
  • removed erroneous dump pouch from the BattleBelt_TF.kit file.
    * This should fix kit saving issues
  • Fixed reticle disappearing issue with AK105 using a riser and G33
  • Fix full auto loop bug caused when someone begins firing while you are / are not watching them, then stops firing while you are not / are watching them. This will need extensive testing.
GROUND BRANCH - Scopey
Patch #11 is now live on the Community Test branch!

How to join the Community Test beta branch
  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click BETAS on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!
Patch notes
  • Added night-time reflection capture scaling to Depot and Docks
  • Turned off weather occlusion in master materials for possible performance boost
  • Fixed shotgun reload using incorrect bone when inserting a second shell
  • Fixed Eye Bias slider so it shows up as 0% to 100% again instead of 0 to 1%
  • Fixed destroyed doors interfering with firearm collision
  • Fixed Headset headband area clipping through Ball Cap (Reverse)
  • Added player.Teleport() lua function, and fixed up some inventory.XXX calls
  • Updated ACOG 6x48 optic with new model, and lowered scope shadow value on ACOGs
  • Updated ATACR 1–8x scope: added proper reticle textures and fixed adjustment ring rotation
  • Re-exported HK416D CQB to try to get rid of crash
  • Added option to disable immunity on spawn protection volumes
  • General material optimizations and deleted very old meshes/textures no longer used since Depot remake
  • Fixed up some bad mesh call distances and set light culling distance on tunnel lights in Power Station
  • Lots of behind-the-scenes stuff for upcoming Hostage Rescue game mode (PvP)
  • Added logic to prevent sneaky people manually adding stuff to kit that should not show up in Customize Operator screen
  • Fixed AI seeing and shooting through Ural 375 flatbed and canvas cover
  • Cleaned up some missing geo on a floor/ceiling mesh in Small Town
  • Fixed various mesh culling distance issues in Depot
  • Added door handles to Power Station doors
  • Lots of AI fixes, including making bots less idle in Deathmatch
  • Stopped AI being so polite with doors while attacking; now will just go through them
  • AI that have switched to a sidearm due to their primary being empty will now switch back if they haven't seen their current enemy in a bit
  • AI should do the enemy-line-of-sight shuffle a bit less
  • Navigation improvements to Arena and Arena 2
  • Fixed roughness not being hooked up properly in a master material
  • Slightly lowered IR illuminator brightness in both modes
That's it! Keep the reports/feedback coming and have a bangin' weekend, everyone.
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