I will be rolling through updating the servers with the latest build between 615 and 645 EST. Please remember to restart Steam to grab the latest build when you see the servers coming down.
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Patch Notes 16 Oct:
This patch includes a lot of fixes for the recently introduced Temple map and game mode, some new additions and some optimizations though more are to follow as we continue to work through identifying how best to display and light the map for the players. The dev team really went at trying to clean up the last of the bugs the testers had reported. That bug conquering seems to have led to the same approach on Factory where you will see in the notes a lot of fixes for the map and a few new additions.
As mentioned, there are some improvements to FPS for Temple but those with low end systems are likely best to still run with Shadows off for now. Spawn areas still require work but you will see noticeable improvements around the waterfall and in tunnels. Expect further improvements next week.
You will also see a few nice global changes as well, including answering a request from the community to let Terrorists have their own Flashbangs.
Enjoy!
New/Adjusted Features:
Temple:
- Fixed collision on new AA gun mesh-Temple
- Angled the barrel of the AA gun up-Temple
- Fixed ZU-23 AA gun Lightmaps and resolution improvements
- Added ammo box asset to Temple
- Added collision to breach doors to tighten it and allow grenades to pass through sides.
- Temple-Flipped two poly faces on pond ledge mesh to fix them from being invisible
- Bug Fix #539 Fixed Collision (Temple - No collision on Terrorist spawn building pillars)
- Bug Fix #527 Increased collision size to reduce clipping (Temple-character can clip inside rock SOF spawn)
- Bug 530-Temple-redid collision for fort tree A
- Bug 529 Temple rock clipping through celing
- Bug 538 Fixed various blockages Temple-Fixed inhibiting collisions on objects and walls and moved rocks on roof walkways for easy passage.
- Fixed Bug#526 Expoit area Temple
- Fixed Bug #542 Floating Grass Temple
- Fixed Trees around map bounds Temple (next week will work on FPS for these trees)
- Fix some bugs #541 ledges - Added collision to the side of pagodas to prevent passage around the edges.
- Fixed Bug #538 adjusted collisions on walls and objects and moved rocks for easy passage --Pond ledge
Factory:
- Set rails in factory to not block shot
- Added shine to garage door in Factory
- Fixed red lights from tunnel bleeding into the building above
- Bug 385-Factory-Fixed bug with resetting Screen on bridge bomb laptop
- Bug 389-Factory-Fixed bug where trigger was outside of building for bridge explosive
- Bug 458--Added Blocking volumes around powerlines-Factory (players gets stuck inside tower)
- Fixed collision on telephone pole v1 in Factory
- Bug 518 Removed Camera Collision from Factory doorway beside photcopier
- Bug 452-Added Collision on Windows in factory (were able to do through a pane window-blue room 2nd floor)
- Bug 513-Fixed Graffti in Factory not being set to DBuffer Decal (always visible now)
- Bug 435 closed for Factory, no friendly fire so bridge explosion would send teammate to upper roof (fixed with bomb kills friendlies last build)
WolfRun:
- Enabled Double side geometry on WolfRun door
- Added yellow railing to WolfRun because it's a much better material and texture set
Global Changes:
- Work to satchel Explosion - currently working as planned in Create a game, plans are to try and get this networked next week for the dedicated servers
- Shot blocking improvements (shot block is the actions to prevent weapon clipping): Added new trace channel for shot blocked, fixes to shot blocked for bullet casings, contacts with the bomb and doors
- Suggestion Bug 517 implemented-Set Flashbangs can be used by both teams
- Bug 436-Switch Light cache to volumetric for characters and weapons (characters would draw light from light sources and cache so it stayed in darker areas)
