更新日志 v0.14.1.0

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Operation: Harsh Doorstop
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New DLC Content Operation: Gothic Serpent (Somali Civil War) Operation: Hyrcania (Eastern European Conflict) 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