This patch focused mostly on optimizations and improvements. The map received another LOD pass, transparency for weapons was changed to use a less GPU intensive method, mine launcher received a few fixes after being introduced last patch, secondary gripping hand position and orientation was updated, recoil now can move/rotate the hands, shadow options were introduced, and the death code was adjusted to fix a few issues with not being able to exit out once dead.
Audio
- Added new sound effects for Mine Launchers.
Graphics
- Player shadow optimizations and improvements, as well as variable quality settings.
- Adjusted the lowest LODs of many of the game models to use reduced texture and shader settings and improve performance.
- Fixed a bug which was preventing Mine Launcher fire particles from playing.
Interactive Objects
- Tele-Grenades should do a better job at handling different heights.
- Tele-Grenades now hold better in your hands.
- Fixed a bug which allowed you to use Tele-Grenades to teleport onto rooftops.
Maps
- Made some adjustments to the splitting walls in the center room to fix some odd collision issues we were having on scaled hierarchical LOD meshes.
- Placed a failsafe which will kill players if they somehow manage to fall outside of the map.
- Adjusted visibility range of some objects which were popping in too late.
- Adjusted the positions of numerous item spawners to make them easier to grab.
- Fixed a few small geometry leaks on the Royale map.
Miscellaneous
- Adjusted the transparency setup on mounted grenades, pills, and shots. They are now using a dithering technique that looks slightly worse, but is much more efficient in VR.
- Adjusted the 15 second death timer to use its own function for the timer as it was shared with the trigger one and was most likely causing it not to execute properly.
- Damage will no longer be applied players who are already dead. This corrects some issues with screen effects, particles, or damage sounds playing on dead players.
- Adjusted the empty server check to be on a timer and wait about 7 seconds before it decides the server is going to be shut down. It will be cleared out if a player connects as well, this is to fix an issue when the only player on a server jumps off and new players jump on around the same time resulting in everyone getting kicked a few seconds later.
- Adjusted how color schemes are networked.
- Password protected testing commands that we had enabled in beta to make it easier to test and recover from issues.
Leader Boards
- Fixed an issue with player kill data not sending the matchID.
User Interface
- Added a Shadow Quality option to the Video Settings. There are three options: Off, Low, or High. The default is Low. You can turn it onto high to get softer shadows at the cost of performance, or disable them if you are struggling to maintain 90 fps.
- Added a text display for death that appears below the normal banner area so it is clear how to exit out of the match quickly.
- UI input should now work when you are dead if you try to use the exit buttons.
- Scoreboard is now a bit wider and character names are trimmed to 20 characters.
Weapons
- Improved the mine launcher system. Previously mines were exploding when they dropped to the floor. There is now a delay before they arm themselves and it allows for both a direct hit + mine.
- Adjusted the mounting of the shotgun to the body so it was a bit lower and centered it a bit so it wasn’t sticking out as much.
- Pistol, Rifle, Sniper Rifle, Shotgun, Rocket Launcher, and Grenade launcher adjusted to use new transparency when mounted to the body.
- Adjusted the secondary hand offsets on two handed weapons so that they are held in a more natural position.
- Mine Launched mines now last 25 seconds.
- Adjusted collision for the Mine Launcher Gun.
- Fixed mounting for the knife for Rift Users.
- Corrected issues with Mine Launcher hand alignment.
- Fixed mounting of the teleporter grenades for Rift Users.
- Added a helper routine that makes it easier to grab weapons behind your back as you cannot see them. It will now check if your hands are a bit behind the hmd and within a meter of the weapon and attempt to grab it.
- Adjusted how recoil works, it will now adjust the controller position/rotation offsets now. This will cause the hands to move as well making it look more natural.
