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《夏日清凉》0.14.2.0版本更新日志

2025-07-04 22:19:17

AI智能总结导读

《夏日清凉》0.14.2.0版本更新,涵盖多系统优化:将原DLC派系转为基础内容,修复模组加载、部署菜单复制等问题;调整建造系统参数,优化派系装备与游戏操作逻辑,修复多人联机 vault 动作、橡胶带等网络问题,还更新了多张地图、武器及SDK功能。

DLC Factions from the Gothic Serpent & Hyrcania DLC packs are now available to everyone as base game content Core Fixed an issue where when joining a modded server, a mod that had been previously downloaded, but not subscribed to could fail to load with the error code: "SteamUGCManager_Failed_LoadWorkshopItem", despite the mod having been properly installed and in an uncorrupted state Speculative fix for a replication issue in the Deploy Menu where certain squads and/or members within a particular squad would not load in and remain hidden, especially under poor performance conditions Construction System FOBs now take 4 rockets to be destroyed, dig down speed is doubled, and build speed has been reduced slightly Rally Point overrun radius doubled to 35m Factions Updated Factions with Specialist kits Various updates to Faction loadouts, moved around some gun options Gameplay Pressing the sprint button when moving forward while prone, crouched, ADS, or leaning will now cancel that state and the player will enter a sprint Pressing the ADS button while sprinting will cancel the sprint and enter ADS Eliminated most rubberbanding issues when vaulting obstacles in multiplayer under average to poor networking conditions Fix issue where the player character would stop short of the intended target position when vaulting over an obstacle Fixed issue where the player wouldn't resume sprinting automatically at the end of a vault despite the sprint key having been pressed Don't create Revive Widget component on Dedicated Servers as an optimization Maps Al Dhakir New Background Mountains added Fixed floating spawn points for players and vehicles Foliage and landscape edits around roads Jaziira Updated Banner and Thumbnail images Landscape spline fixes Pebble reduction, removed grass on roads, fixed road Khafji Background smoke material optimized Landscape sculpted to fix gaps throughout the map Atmosphere adjusted to blend better with the distant smoke Removed smaller particle effects which were barely visible Light vehicle spawn time set to 60 second respawn Omaha Landscape and Foliage edits to fill gaps and created several new paths Tweaked flag routes, no more triple WN capture routes Moved German spawns closer to front line and decreased their time from 180 to 45 Risala Fixed potholes in roads Regenerated Navmesh Added Light Vehicle spawns to middle flags Saint Quentin New names for flags with WW1 theme (Apples, Butter, Charlie, Duff) Tan Binh Solid water fixed Floating spawn points fixed Several vehicle spawns added in between flags, single vehicle spawn Medical System Security fixes and minor cleanup of revive code Projectiles Fixed rubberbanding issues in multiplayer with throwables such as grenades via implementation of robust network prediction & lag compensation mechanisms for projectiles Fixed desync issues with grenade trajectories on the client, where a grenade projectile appears to land in a particular spot from the client's viewpoint, only for it to suddenly end up somewhere else upon the projectile exploding on the server Fixed issue where duplicate projectiles and/or impact FX were being spawned on the client after a frametime spike or under poor network conditions Fixed an issue where a player could fire a projectile, switch teams while the projectile was still in flight or otherwise unexploded, and damage their previous teammates with it despite Friendly Fire being turned off Fixed an issue where a player could fire a projectile, disconnect from the server while the projectile hadn't yet exploded, and damage their teammates with it despite Friendly Fire being turned off UI Renamed "Single Player" menu button to "Instant Action" Renamed "Multiplayer" menu button to "Server Browser" Updated Credits screen with additional Developer and Contributor names Vehicles Implemented vehicle recycling system that cleans up abandoned vehicles based on configured criteria Weapons Fixed a rare issue where weapons could get stuck in a bad state on the client, such that reloads wouldn't replenish ammo, most often occurring when the player first spawned into the map. Updated rocket projectile FX, overall smaller and single smoke trail Implemented C4 explosives, C4 for modern, TNT for cold war and earlier, IED for Insurgents Updated OSV96 model, adjusted ballistics and scope masks for 50cal weapons Implemented VZ.61 Skorpion, UZI, MP18 32Round, M1928A1, K50M, M/45 Added Bipod to SVD, updated PSO Scope for VSS and SVD Updated animations for M249, M240B, Stoner 63, MAT49, STG44, Bazooka, Panzerschreck, Gewehr43 Rebalanced ammo magazine quantities for some weapons Added FNFAL, VSS and AK12 to the base game Updated XM177 with XM148 GL under barrel SDK Added support for blueprint-based HDKitPrerequisite classes Added ability to reassign a Capture Point's team at runtime (see SetOwningTeam()) Added Vehicle & Vehicle Spawner delegates Vehicles now keep a reference to the Vehicle Spawner that produced them Exposed vehicle wheel contact surface material, rotation speed, and state information to BPs. State information includes parameters such as the contact surface, contact point & normal, suspension spring force, longitudinal & lateral slip values, etc. Added PlayerNetPredictionComponent to help facilitate network prediction across various gameplay systems Added character movement GetTimestamp() function that returns the appropriate timestamp value for the most recent ServerMove Exposed vehicle wheel tire load values to BPs Exposed CharacterMovementComponent::SetDefaultMovementMode() to BPs Updated "Package Mod" button description to include mention of enabling the "Use Pak File Compression" setting as a potential culprit for "Out of Memory" errors encountered during the staging process of packaging a mod Added DFBaseCharacter::IsIncapacitated() method that returns true if the player is in a "downed" state Implemented DFTeamAgentInterface for Area Protectors, Buildables, Capture Points, & Projectiles Level Blueprints are now tickable

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