General
- Client/Server security fixes and improvements
Gameplay
- Fixed some situations of consumable items (grenades, bandages) requiring a reload of the item if the player unequips it immediately after use or receives an ammo resupply
- Fixed footstep sounds not playing if Shadow Quality is set to Low
- Fixed 'Accessed None' log warning on dedicated servers when characters are cleaned up
- Fixed player name/score stats (displayed from the steam client server browser and other external server browsers) only getting updated after a map change
- Fixed cases of duplicate bullet impact fx under poor network conditions
- Fixed missing blood impact fx when a corpse is shot
- Fixes and optimizations to animated magazine system
- Fixed Ghost/Fly/Walk cheat cmds not working in offline play or for server admins when cheats were enabled
User Interface
- Resolved various UX and inconsistency issues when remapping keybindings from the options menu
- Fixed pause menu being inaccessible if the game state was paused
Core Art
- Props, Buildings, Characters, and Weapon materials had their parented materials adjusted to be more consistent
- Turned off tiling and albedo switch on several material instances to reduce shader complexity
- Turned off Dithering on foliage materials
- Increased resolution on several texture sets from 2k to 4k
- Rebuilt HLODs for all levels
Lighting
- New Lighting System
- New lighting Blueprint, separate from Ultra Dynamic Sky. UDS is still available for modders
Physics
- Optimized Ragdoll Capsules for more realistic physics ragdoll
- Reduced the number of capsules the physics asset uses
- Ragdoll physics bodies transition into sleep state much faster, improving performance
Characters
- Fixed Dark eyes on LOD 1-4 on all characters
- Fixed LODs having the wrong material assigned to LODs 1-4 on multiple character sets
Audio
- Set Preselected sounds for Equip sounds, reduces the number of sounds loaded, reducing memory usage
- Increased Footstep sounds by 50%
Foliage
- Created Distance Field Meshes for Palm Trees
- Imported new European Alder foliage set
Credits
- Added several contributor names
Loading Screen
- Edited several loading screen images
Maps
- Risala - Foliage and road spline fixes
- Khafji - Fixed several bugs and graphical issues
- Montecassino - Foliage and road spline fixes, spawn points moved
- Argonne - Fixed several bugs and graphical issues
- Lam Dong - Optimized Jungle Hut collision primitives
- Carentan - Added more buildings and layout, added sidewalks and walls
- Omaha - Added more buildings and foliage
- Saint Quentin - Added more buildings, trenches, and fields, added 3 AAS routes, landscape sculpting
- Tan Binh - Added 3 AAS routes
SDK
- Reverted default Navigation Geometry Gathering Mode from "Lazy" back to "Instant" as a workaround for an engine bug that may cause the navmesh to not generate on some sections of a landscape, depending on how the landscape itself was sculpted. Map authors must now explicitly opt into "Lazy" navmesh generation for their landscapes if they wish to continue using it as a performance optimization on large maps using a dynamic navmesh w/invokers.
- The fire animation behavior for newly created weapons has changed to allow weapon fire anims to finish playing after weapon fire has ended. Previously, weapon fire animations would be synced up with the configured fire rate and would end prematurely after the weapon had stopped firing (if the fire rate was shorter than the length of the animation itself). This behavior can be controlled via the "Stop All Fire Anims After Fire Rate Delay" setting of the weapon blueprint.
- Enabled editor setting by default that allows for impure nodes to be explicitly disabled or toggle Development-only attribute on/off via the context menu by right-clicking them (CAUTION: EXPERIMENTAL)
- Improved weapon API documentation
- API: Add ReloadStarted and ReloadFinished weapon BP events
- API: Add ForceStopFiring function for weapons