Bringing servers offline to load the latest patch. I am doing a full reinstall of all files so this will impact the duration of downtime. A clean install periodically is a best practice to guard against deleted or corrupt files remaining in place. To limit down time for players, I took several of our roots offline early and began the process there while leaving the other roots operational.
Big thank you to the entire Dev team and the Dev testers for all the hard work they put in since the patch to make this happen. As you can see from the build number, this took much effort by all involved to get to release state.
------------------------------------------------------------
Dev team packed a load of tweaking to content into this patch. The goal was to address stability for inputs, actions and viewports for the "once in awhile" type scenarios reported by the community. Many of these bugs are older ones and included the team looking into button spamming or just inadvertent key press or viewport changes resulting in:
- occasional spec glitch,
- PMN mine glitch,
- specific nade throwing issues reported,
- excessive slide on move from D2P to stand,
- etc.
The intent here was to stabilize all input/viewports/action frameworks prior to the introduction of additional animation content. New content increases risk for unintended results so this clean up will allow for better testing focus going forward.
Fixes from last Patch Reports:
-Fix: Current game stats are not displayed in the Profile-Stats page
-Fix: Map Rotation list is not displayed when creating a UCR
-Fix: SOF Character “Lucky” is rotated 90 degrees when performing Dive To Prone animation
-Fix: Letting Lose a grenade while in D2P causes grenade to be removed from inventory; but never thrown.
-Fix: Leaning while planting bomb stops the plant, but not the action timer
-Modified timing for transition from Dive2Prone to stand. This is a balancing act as we try to keep fluidity in motion without causing a completely unrealistic motion by the character.
-Fix: Several new log warnings in logs including zerodivide and door action warnings.
Issue: Initial list of available servers takes longer to display than before
We attempted to obtain the list a bit sooner for the player to shave off some time, but the population of servers is determined by the response from Steam and is beyond the control of H-Hour so though we recognize this has slowed down it seems to be something on Steam's side, will keep investigating.
Game and Feature Logic Changes:
-Numerous tweaks to new Animation/Player Control framework to accommodate a large variety of scenarios and ensure consistency across the viewports/actions/inputs
-Tweaks to Nade Throwing & PMN mine planting logic (resolves PMN mine glitch that would use Nade inventory instead)
-Completed transition to a "Do Action" system driven by notify events within animations' (Do Action)
-Modified Hostage Follow/Hold Action logic to update the action tiles at execution
-Improved Spectate logic to further reduce/eliminate the "Spec Glitch" which occurs when spectate actions are accepted at moments in game play where they shouldn't be
-Improved logic with Action keys and other input keys to better handle spamming
Menu Additions/Changes:
-Added navigation logic to the In-Game menu so it can be traversed with KB, Mouse, or Controller input
-Modified the Custom "Menu Button" to assign KB Focus when hovered. Before this change, buttons that were either hovered OR had KB focus, displayed in the "hovered" manner, resulting in potentially having 2 buttons displaying in this manner; when only one is expected.