A new build… oh my!

Lots going on with Ground Branch these days and as we get ready for Early Access we will be releasing more frequent builds to get the most testing possible. So build 1020 for client and server is available now. We also are down to our last 70 crowd funding pre-order keys and once they are gone you won’t be able to play Ground Branch until the official Early Access release. So tell all your friends and lets get then sold!

So, for the new build there are a few very important items to cover……

If your game does not start

There may be various reasons your game doesn’t start, but one known issue depends on the OS version you are running.

If you are running a version of Windows other than Windows 10 and cannot start the game, please delete the 3 *.dll files located here:
<Steam location>\steamapps\common\Ground Branch\GroundBranch\Binaries\Win64

This issue should be fixed in the next build.

 

Experiencing In-Game control/Inventory issues

If you are experiencing in-game control and/or kit item/weapon issues please delete all the files in this folder:
\Users<name>\AppData\Local\GroundBranch\Saved\Config\WindowsNoEditor
If you do not see your AppData folder then it is hidden. To unhide the folder open File Explorer and select View along the top, then make sure the Hidden Items box is checked. Now you should be able to see your AppData folder.
This issue should be fixed in the next build.

Game

Steam Build Id: 2871274

Approx. Size: 1.6gb

Dedicated Server

Steam Build Id: 2871323

Approx. Size: 43mb

Whats new

There have been lots of bug fixes, quality of life updates and a few new things thrown in.

New Weapons:

Mk18 Mod1

 

M416 Shorty (11″ barrel)

 

Inventory

We are trying out a simple and unobtrusive grenade arc. Its not something we like personally, but was something a few players wanted to try. We’ll see how it goes……..

Another feature adjustment that came out of lots of playtesting is stacked inventory drop downs and inventory quick change. Items are no longer listed individually in the inventory. For example….Instead of seeing 4 grenade entries there is one but with a 4x identifier. The ability for quick change was also added by simply tapping the inventory key you want to switch to and you will equip the first item in that category. If you want to choose a specific item in a category then hold the button for a second and the drop down menu will appear.

 

Weapon pick ups work much more reliably. You can now reliably pick up dropped weapons and ammo. If you currently have a weapon equiped and pick one up, the newly picked up weapon will be slung on your shoulder and will be available for use in your inventory. Picked up ammo will be added to your dump pouch and be available for use if you have a compatible weapon. Be aware though as you can pick up empty magazines that will then go into your rotation. So look before you grab something off the ground!

Ammo limitations are now in so you get only what you take into a mission or can pickup. No more unlimited ammo!

Maps:

Work on the maps is constant and they are getting updated all the time.

A basic first pass implementation of Terrorist Hunt has been added to Storage Facility. Its hard!

Work on the 747 is coming along and to make it easier to view, a simple Team Elimination gametype was added to the map. Or, if you just want to run around and look, type ‘open 747’ from the console to open the map.

A.I.

The A.I. continue to get improvements and adjustments and will continue to do so well into Early Access.

  • AI can now shoot and move at the same time.
  • AI will now run to cover, to get LOS of sight etc.
  • AI will now move and look around randomly when set to Guard/Idle

Much More

Lots and lots of quality of life changes that should make the overall Ground Branch experience smoother and more enjoyable.

FIXES

 

* FIXED holo sight reticle issues
    * V3 multiple reticles
    * Both generally not lining up with shot
* fixed head & gloves not being changeable in character editor.
* fixed skin swatch not being valid if switching from appearance asset with no skins to appearance asset with skins.
* FIXED bad rock hit effect that didn't have proper transparency setup 
* FIXED falling through ground on Small Town near basement door
* FIXED missing illuminesent stripe on top of ACOG 4x32
* FIXED time limit crash caused if no maplist is defined (oops)
* fixed crash (I hope) due to bad component being accessed by particle collisoins on client/in stand alone game.
* fixed name of player missing when following in spectator mode
* fixed death overlay appearing during map change
* fixed not being able to use items after map change
* fixed spawning in RR when entering spectator mode for the first time
* fixed freecam spectator mode controls not working
    * adjusting speed with mouse wheel now works
    * moving up/down with space/c now works.
* FIXED incorrect scale on PMII_5-25x scope LODs
* fixed issue with selecting/using breaching charges
* FIXED missing illuminesent stripe on top of ACOG 4x32
* fixed insertion point to auto-selection in GBServerManagement::HandleToPlayArea()
* fixed chat overlay preventing player from clicking on spectator/rr buttons
* fixed inconsistent insertion point selection in RR caused by selecting an insertion point while game is already in progress (I hope).
* fixed possible nones in next BTXXX_XXX classses.
* FIXED misspelling of Flecktarn in customization screens
* FIXED grenades hitting invisible wall in RR shooting range
* FIXED missing collision on drywall walls in PowerStation map
* FIXED M4 block II muzzle devise(suppressor) location not correct
* FIXED M4 Block II magazine placement 
* fixed slight horizontal offset on AK side mount for on the SKEL_AK74
* fixed AK side mount for on the SKEL_AKS-74u being way too far back to the rear of the mesh.
* fixed references to 'none' BP_AN_PEQ_Master & BP_IRStrobe when in character editor.
* fixed possible usage of missing GBInstigator or GBInstigator->Controller in BP_Grenade_Master
* fixed dropped binoculars not removing binocular overlay or making hands visible again.
* fxied inventory switching issue caused by non-replicated inventory list.
    * inventory list now replicated to owner only
    * requiring fixing several C++ classes and Blueprints that were hoping to access the non-owned inventory list on the client
* fixed slight offset on BP_1P78_Kastan_Scope.
* fixed scale being set on BP_PSO_1M2Scope.
* fixed BP_optical_PMII_5_25x not rendering due to odd scale on scene capture component.
* fixed bad default setup for BP_BodyArmour, BP_LBT_6094 & BP_TacticalVest.
* fixed rail attachments "walking" up the rail as they were if loaded and saved multiple times due to rounding errors.
* fixed BP_ModularAmmoPouch_Master based pouches spawned wrong replacement pouch if replicated when character is missing appropriate firearm.
* fixed skin swatch display for appearances and items in character editor.
* fixed character restrictions not limiting access to appearances/items that had no skins
* fixed magazines encoding non-external magzine components as there 'well'
* fixed platforms not applying skin to child pouches immediately 
* FIXED Sunglasses clipping head mesh
* FIXED bad b_Item_Right location in A_Unarmed_X animations.
* FIXED incorrect scaling on 416 AR
    * FIXED 416 iron sights scaling to match new 416 scale
* FIXED incorrect scaling on STANAG and Poly 556 mags 
 *fixed editor complaining about references in WBP_PickupFirearm
* FIXED improperly scaled M16
* fixed charging handle and bolt not being animated during MP5 reload.
* fixed hand not moving with pump duing pump action reload (temp fix - needs work)
* fixed incorrect collision box on dropped magazines.
* fixed GBFirearm PreEncode() check calling DefaultSetup() instead of just adding a magazine.
* fixed BP_MPX_SBR, BP_MP7A2, BP_M24 & BP_SDASS_Martial being used without a valid sight of some kind.
* fixed AI getting stuck in infinite reload cycle when out of ammo.
* fixed crash in RBAnimationModified_FootPrep is trying to use without FootMarkerChannel name set.
* FIXED Tanker Ship AI getting into non playable area inside above Galley area
* FIXED incorrect front sight alignment on M16
* FIXED Arms going through sleeves of Undershirt
* FIXED LBT-6094 going through some torso meshes around chest area
* FIXED bad material assigned to Tan goggles
* FIXED optic positioning on rail
    * HoloSight
    * Reflex Large
    * V3_HoloGraphic 
    * RedDot Pro
      ACOG 4x32 and 6x48
* FIXED scale on STANAG and PolyMag magazines
* FIXED bad alpha channel causing "squares" in one of the metal hit effects
* FIXED IRStrobe not working (Hopefully)
* FIXED Some bad collision on Storage Facility cave walls

Detailed Changelist

 

CONTENT
* Adjusted AutoExposure in Read Rooms to be less dramatic
    * Shouldn't darken so much when around vright insertion screen
* Small adjustment to laser opacity to make it not so visisble
* Built lighting on Small town map in hopes of eleviating some of the render slowdown around some lights
    * May not have been fully built before

* Shortened eyepiece on PSO scope to reduce "tunnel vision" (Currently being re-textured for higher resolution)
* Added missing collision on rifle suppressor

* Rolledback new NVG effect until we can figure out why it isn't working

* Ready Rooms
    * Added roster board back in
    * Cleaned up some misaligned geomtery
    * Rebuilt lighting in case that was the cause of slowdown (Don't think it was)
* Added icons for MP5SD Adapter and rail
* Turned down brightness on holosight reticles to get rid of blurryness in some lighting conditions
* Added roster board to Operations Rooms so players can tell who is still out in the common area

* Optimized wood hit effect

* Added icons for MP5SD Adapter and rail
* Turned down brightness on holosight reticles to help get rid of blurryness in some lighting conditions
* Added roster board to Operations Rooms so players can tell who is still out in the common area

* Changed wood hit effect to old one for now
    * Looks better
    * Sounds better
    * More efficient
* Set holosight reticle brightness up a few notches to make it more visible in different lighting conditions

* Opened entry to RR Shooting Range to be larger

* Updated NVG overlay mask
    * New look as well as corners/edges not masked for some minor peripheral vision
* 747
    * Now available in map list for TE game type testing
    * set some meshes to build distancefields and upped lightmap sizes
    * More work on terrain areas
    * Added blocking wall to edges of play space
    * Beginnings of work on main building

* New reticle for V3 sight
* Adjusted laser to be more visiible in more lighting conditions

* Added LODs for AKS-74u and M4_Block II

* Changed some texture LOD bias settings so they aren't loading at 4k res
* Played with lazer beam material added world position sample into noise + moving directional offset and made some parameters (still needs some tweaking)

* New glove option added
* More art passing on 747 map

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful

* New binocular overlay
* New weapon Mk18 Mod1
* New gloves added to customization
* Set LOD bias on some marketplace assets to reduce from 4k to 2k
* Cleaned up LM settings and collision on some Marketplace assets
* Storage Facility
    * Added more cover in outside lower area
    * Started art pass on lower outside area
    * Reworked East forest insertion area to provide more cover frompatrolling AI in TH mode

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful

* Removed some old pointlights left in areas whereinside playable space was removed in Tanker Ship
* Storage Facility
    * More art passing
    * Added blocking volumes around perimeter of map
* Changed magazine on screen info
    * Full mags no longer display a message
    * Moved message lower on screen 
* Cleaned up M16 LODs

* Adjusted Flashbang detonation time from 4 seconds to 1.25 seconds
* Removed weapons (May come back in some form or another at some point)
    * 516
    * Tavor X95
* New AR Dbl Mag pouch mesh and textures
* Adjusted metal impact particle effect to be less pronounced

* Added new MP443 handgun
    * Temp materials for now
* More 747 art passing 
* Reduced NVG eyepiece glow
* Reduced bllom effect a bit in Ready Rooms
    * Less glow around emissive stuff

* Reduced brightness of laser attachment by 25%

* Adjusted 416 sight material to have better color
* Sharpened M16 color textures a bit

* Added proper reticle for 1P78 Kashtan scope
* Updated TacShirt textures with color corrected variations
* Reduced look of blood hit effect
* Adjusted placement of various sights and weapon attachments to sit on rails better
* Added ability to place attachments an dnot just sights on MP7 top rail

* Setup 'Development' gametype for maps that are starting the development process, but are for enough along for players to run around in
    * Basically maps in the blockout stage the were proviously available only through the console
* Created Development (DV) OilRig map
* Cleaned up temp loading screen to be more readable (Still WIP)


CODE
* updated GetValidSkins()
    * removed unused variables (oops)
    * added Contains() checks before FindRef() on TMap variables.
* created UGBAssetManager::InCharacterRestrictions()
    * returns true if supplied asset is listed in the character restrictions in some way (duh!)
    * good idea to use this BEFORE GetValidSkins()
* disabled use of separate coop profile name - will just use 'NoTeam' so offline loadouts are valid in online coop.
* updated GBGameViewportClient
    * fixed potential crash - possibly editor only? - if closing viewport with character editor open.
    * slight optimisation by revmoing unnecessary split screen checks.

* changed version number to 1020 coz John forgot too :)

* udpated GBCharacter to repliate ItemAnimationType from server (hopefully fixes getting stuck in wrong base pose after throwing grenade etc)
* hooked up to Steam's screenshot system so that screenshots captured in Steam no longer show UI elements.
    * FIXME - need to update it so it still includes "Work In Progress" watermark.
* removed deprecated Enaged FOV slider from video settings
* updated RBEvenetManager macros to remove unneeded extra parameter
    * updated all affected C++ classes.

* updated inventory slot system to stack similar items
    * 3 = grenades
    * 4 = equipment
    * selecting an item or slot again will put corresponding item away.
* updated grenades
    * attempt to improve how they are thrown
    * added basic arc to show trajectory - don't really like the idea of an arc, but we can try it.
* made attempt to fix dropped firearms stuck in full auto
* changed location of throw to take lean into account

* put missing pre-compile step back in uproject file
* moved AI assets from /Content/AI to /Content/GroundBranch/Core/AI or into Phil's dev folder.
* added IsAlive() to ITacticalInterface
* updated AIThreatSelectorComponent
    * switched back to Kris' method of threat checking to fix AI rushing for now
    * switched from using KeyNames to KeyIds.
* updated CoverPointActor
    * commented out PrimaryActorTick.bCanNeverTick = false to allow tick to be enabled for debug purposes.
    * added default scene root component in case coverpoint is used without a Blueprint to prevent it reverting to world origin.
* added IsSimulatingInEditor() to GBFunctionLibrary
* updated GBAIController
    * switched from using KeyNames to KeyIds.
    * added pitchj limit to UpdateRotation() when not aiming at an actor.
    * made sure BlackBoard value SelfCharacter was set to current character when ever Possess() is called.
* updated GBBotManager
    * made contstructor set BotControllerClass to /Game/GroundBranch/Core/AI/BP_AIController
    * renamed Add/RemoveBot to SpawnNewBot() and RemoveExistingBot().
    * fixed AddToSquad() creating multiple squad actors for bots in a coop game.
* created GBTriggerComponent::IsFiring() 
    * returns true if TimerHandle_NextShot is valid and active.
    i.e. firearm is actually firing.
* updated AGBRoundManager::PreRoundFreezeStartedDefaults()
    * checks bots can enter play
    * if not, ensures they are prepped and have an insertion point selected.
* made sure all usages of WayPoint Blueprint were replaced with GBAIWayPoint
* updated BP_CoverPoint
    * replaced usage of static mesh and material interface with simple red or green sprites.
    * now shows debug line to the AI that has the point reserved.
* updated BP_Door_Swinging
    * removed ChildActorComponent that was used to spawn nav links.
    * added editor callable function to spawn nav links based on door collision extents.

* updated BP_GrenadeArc to use a spline to show the arc, with a simple sphere at the end to show if impact point (if any)
* updated WBP_FrontEndMenuManager, WBP_NetworkFailureOverlay & WBP_TravelFailureOverlay to include more information about the network/travel failure.

* created BTDecorator_IsVectorSet
    * wasn't sure if internal BB check would consider 0,0,0 as valid or not, so I so created this one - returns true if BB vector is not 0,0,0.
* updated BT_GBAI to fix follow branch that suddenly broke (UE4 baby!).
* moved all non-nav mesh bounds volume navigation related actors to _Geo maps.
    * made sure all doors spawned correct nav links.
    * made sure all gameplay maps had nav mesh volumes.
* modified nav mesh volume on TH-Depot to include train bridge insertion points
* created TH-StorageFacility
* updated TH-TankerShip
    * added nav links to empty door frames
    * added nav links to think walk stairs in engine room
    * updated living quarter AI spawns
        * removed spawn points
        * added spawn volumes that encompasse each entire level, include mid level (which originally had no spawn points)
        * added way points for each level.
        * setup the spawn volumes to random assign AI to patrol or guard.
    * add bridge to engine room patrol
* updated BP_Door_Swinging
    * improved check used by AI to dermine if door should open.
    * added trigger to close door on AI leaving it, if that AI was the last to use it, doesn't have a threat and the trigger has no other AI in it.

* added default character appearance & loadouts
    * loaded and stored in GBGameState.
    * used by GBGameMode if it ApplyCharAppearanceAndLoadout() doesn't find an appearance or loadout.
    * defaults are stored under /CharAppearances & /CharLoadouts, by profile name.
    i.e. NoTeam.kit, GoodGuys.kit
    FIXME - make default team kits.

* updated night vision goggles
    * overlay now appears on usage
    * post process is now cleared on death/no longer viewing someone with night vision enabled
    * whether or not a player has night vision enabled is now replicated
* updated BP_AN_PEQ_Master 
    * listens for night vision event and will show/hide designator as required.
    * visible to anyone with night vision enabled.
    * Laser & Designator no longer turn off if unequipped.
* updated tac lights to not turn off if unequipped.
* updated rifle laser to not turn off if unequipped.
* updated BP_IRStrobe
    * listens for night vision event and will show/hide IR stobe effect as required.
    * removed ability to enable/disable - is just on by default.
    * only visible to team mates.
* disabled collision between characters while in the ready room.
    * quality of life change to reduce possibility of griefing and make it easier to move around in general
* updated GBCharacter
    * added IsNetRelevantFor() to include NetworkChannel check.
    * updated PossessedBy() to set NetworkChanell to 1 if in RR.

* updated UWorks from 18-08 to 18-11
* updated C++ & Blueprints affected by UWorks update.

* added report option to WBP_TeamKillOptions overlay
* created GBPlayerController::Report() for a player that does not forgive a team kill.
* updated ServerManager
    * added MaxTeamKillsBeforeKick config variable (defaults to 10)
    * added ReportTeamKill() that will kick of a 30 second timer if a report is placed against someone with MaxTeamKillsBeforeKick or more team kills.
    * added TeamKillCheck() timer that will kick anyone who still has MaxTeamKillsBeforeKick or more team kills once fired.

* updated GBCharacter
    * changed InventoryList to replicate to its owner.
    * updated DestoryInventory() to use InventoryList on server & look for attached client side autority items on client.
    * created DropItems() to send a gameplay event to the character ability system and kick off a predicted drop ability.
    * replaced OnItemRemovedFromInventory() and OnItemAddedToInventory() with InventoryItemRemovedEvent & InventoryItemAddedEvent.
* created default appearances & loadouts for Alpha & Bravo teams
* moved team profiles from /Content/TeamProfiles to /TeamProfiles
* udpated GBSkinDataAsset Swatch variable to get it to be part of "UI" asset bundle.
    * resaved all affected SKIN_ data assets.
* updated GBCharLoadoutInfo to clear existing inventory in case default had been applied first.
* updated GBItem
     * removed deprecated Drop() implementable event.
     * added OldGBInstigator as variable to OnSettingGBInstigatorEvent().
* updated GBPouch
    * added ModularPouchClass variable to track the modular pouch that originally represent a pouch (if any)
    * updated Encode/Decode functions to save/load the ModularPouchClass as ModularPouchId.
    * added timer to automatically replace a pouch with its ModularPouchClass if its valid and the instigator is a UICharacter.
    * updated WBP_CharacterEditor to get all modular pouches to replace themselves before saving the result.
* updated RBEventManager
    * removed UnboundEvents variable.
    * changed references to UnabountEvents with ObjectEventMap.Find(this).
    * renamed BoundEvents array to ObjectEventMap.
    * updated AddUnboundListener() & RemoveUnaboundListener() to use the Manager itself as the bound object insted of nullptr.
    * updated AddBoundListerner() & RemoveBoundListener() to add validity checks on both the InBoundObject and the InLister parameters.
* changed CharLoadoutVersion from 5 to 6 to force everyone to prevent any issues caused by missing or incorrect json entries in existing/old appearances/loadouts.

* moved default character teamprofiles, appearances & loadouts from root directory to /Content/GroundBranch/Core to make sure they are left alone.
    * updated C++ to reflect this change.
* fixed bug in GBPouch that prevent pouches attached to character from being decoded.
* added TeamProfiles, CharAppearances & CharLoadouts directories in the DirectoriesToAlwaysStageAsNonUFS array of DefaultGame.ini

* updated AGBSession::RegisterServer() to add a gentle warning instead of a hard crash if the net driver is missing or incorrect.


*** ENGINE CHANGES ***
* added NetworkChannel variable to Actor class to use as a quick way to filter relevancy.
* updated AActor::IsNetRelevantFor() to include NetworkChannel check.
* updated SetOwner() to copy owner's NetworkChannel to owned Actor.

* removed deprecated Pending & TargetPickup arrays from GBCharacter
* updated GBDroppedItem class
    * updated SetupPhysics() so that bUseCCD = true is set BEFORE SetSimulatedPhysics(true).
    * disabled anti-rattle hackfix in OnPhysicsCollision() to test if updated SetupPhysics() fixes it instead.
    * removed MakeInteractive() and instead rely on MakeInteractiveEvent() blueprintable event to handle making a dropped item interactive.
* updated GBItemDropFrom() to ensure child items owner relevancy is up to date.
* updated GBPlayerController class
    * added InteractionTraceBlocked state variable to allow multiple abilities/actions to disable the interaction trace as required.
    * updated interaction trace to only work if IsAlive() is true
        * If is alive fails, InteractionTraceBlocked state variable and the CurrentInteractivePrimitive are reset.
    * interaction trace will swap to head location & rotation if not in first person.
* updated BP_DroppedFirearm
    * fixed interactive component being misaligned in multiplayer by using the replicated root component primitive origin instead of the        associated actor origin - why that was offset, I don't know!
    * added large interactive box collision to make it easier to high light
       * set widge & height that should encompasse most firearms, with the length adjusted based on each weapon.
    * widget updated to match world space of dropped item instead of center lower part of screen.
* created BP_DroppedMagazine based off BP_DroppedFirearm
* created new pickup animations from marketplace assets
* updated ABP_GBCharacter
    * moved shared IK prep to base rifle & hangun pose, making everything follow the poses much easier to work with and removing ht need for DisableHandOffPoseAlpha animation curves etc.
    * added KeepRightArmAlpha animation curve for use when playing a montage to allow the b_RightClav onwards to match the base pose while the montage plays on everything else.
    * fixed IK NoAim bone names and usage.
* udpated GA_PickupItems
    * fixed missing montages using newly created pickup animations

* updated GA_Reload_Master::GetNewMag()
    * removed unlimited magazine spawning
    * auto-magically finds fullest mag based on last magazine or default magazines class
    * adds simple on screen message with rough estimate of mag ammo count or indication that no magazine was found
* removed stubbs from GBAssetManager

* updated UWorks from 18-11 to 18-12.

* added GBInstigator check to BP_ModularAmmoPouch_Master ReplaceWithActualPouch() event.
* updated BP_Trigger_CustomiseOperator to ensure owning player was set to player controller 0 for newly created WBP_CharacterEditor.
* updated WBP_CharacterEditor Close event to remove set view target with blend call (unneeded and possibly casuing issues/crash)
* removed unused FrontendImage_Blur
* slight change to GBCharacter::PossesedBy() to make it set network channel to 1 or 0 depending on ready room status.
* updated GBFunctionLibrary::CreateGamePreviewWorld()
    * creates world in transient package using custom name without telling the engine about it.
    * does not set simluated physics to true.
    * no longers calls InitWorld(), InializeActorsForPlay() or BeginPlay().
    * manually sets bStartup & bActorsInitialised to true.
* removed hackfix for losing focus on multiple monitors from GBGameViewportClient.
* fixed possible nullptr in AGBPlayerController::SpectatingInputKey() if the function is called BEFORE spawning a spectator pawn.
* udpated AGBPlayerController::BulletWarnEndOverlap() 
    * fixed possible nullptr in if the called with by a bullet with a null instigator.
    * improved same team check to reduce false screen flashes
    * added check to prevent bullet warn if instigator is inside the radious of the bullet warn trigger.

* fixed admin login

* removed debug colliison visibility on dropped firearms & magazines
* added foot sync markers, foot step notifications and movement speed curves to latest iteration of unarmed animations

* updated BadGuysXXX kit files
* created BP_Pouch_Ammo_12Gauge
* updated BP_ModularAmmoPouch_Master to support magazines & loose ammunition (i.e. 12 gauge shells)
* updated shotgun reloads abilities to remove unlimited shells.
* adjusted camera movement in charactereditor
* enabled instant switching via item bar
    * tap and release for instant.
    * press and hold for scrolling/cycling
* removed "Grab" option from magazines for now
* added HUD toggle command when spectating on the "H" key.
* updated loading and transition screens
    * simpler/faster
    * walking dude should be more accurate/animate longer
    * should never get stuck at loading screen
* reworked the way way character editor is removed when hitting apply/revert
    * hopefully fixes the crash many people have been having :|

* added Multiply as a default console key in DefaultInput.ini
* created RemoveLoadingScreenEvent as universal way to get the loading screen to fuck off.
* updated GBGameState to call RemoveLoadingScreenEvent if it not using a ready room or the ready room is part of the map and the lighting scenario is loaded & visible.
* added GBLocalPlayer::Exec() override to fix crash caused when calling Exec commands when the character editor world is visible.
* updated GBPlayerController
    * removed PostSeamlessTravel() override and event.
    * updated SetCharAppearance() & SetCharLoadout() to create info actors even if there is no character controlled.
* updated GBReadyRoomStreamer to call RemoveLoadingScreenEvent if lighting scenario is loaded & visible.
* cleaned up various stubbs/logs
* updated WBP_LoadingScreen
    * added listeners for RemoveLoadingScreenEvent to get it to fuck off.
    * rearranged layout to make it easy to read the game mode, map name and author.
* updated BP_GameInstance to remove need to call WBP_LoadingScreen::FinishedLoading.
* updated BP_PlayerController to remove OnPostSeamlessTravelEvent incorrectly trying to remove unused WBP_SeamlessTravelScreen
* removed deprecated WBP_SeamlessTravelScreen
* disabled Host Game entry in WBP_PlayDropDown_Content

* replaced RemoveLoadoutScreenEvent with LevelStreamingStatusEvent
* added ClientUpdateLevelStreamingStatus_Implementation override to GBPlayerController.
    * used this to call new LevelStreamingStatusEvent.
* removed calls to RemoveLoadoutScreenEvent in GBGameState & GBReadyRoomStreamer.
* updated GBReadyRoomStreamer to show RR lighting as soon as its replicated.
* updated WBP_LoadingScreen to use LevelStreamingStatusEvent instead of RemoveLoadoutScreenEvent.
    * checks if level is loaded and visible, else binds to OnLevelShown delegate.
    * failsafe timer if it can't tell or can't be arsed waiting.
    * this method works if level is streamed or loaded directly!
* updated quick-play/test batch files to make them more in line with DedicatedServer.bat
* updated WBP_WorldPrompt_X to automatically remove itself if its associated actor is invalid.
* updated BP_Trigger_ReadyRoom_Master to remove its world prompt if destroyed.
     * updated all child Blueprints to call parents EndPlay.
* updated BP_BriefingRoomDisplay to associate itself with WBP_WorldPromp_SelectInsertionPoint.
* added associated actor checks to WBP_WorldPrompt_X to remove themselves in case assocaited actors fails to.



AI
* Added AIThreatSelectionComponent and broken out threat functions from GBAIController into that. Later will modify to allow better threat      	scoring functions.
* Added AITest map for later use as regression testing for AI
* Modified BP_Badguy a little to not always fire full auto
* Added a few mission actor types for use in near future AI work
* Added some data assets for use with AI (navlink and ladder stuff)
* Modified a few BT nodes for use with ThreatSelectionComponent

* updated BP_TerroristHunt to spawn AI controlled operators and instantly start the round
     * makes for easier AI debugging etc.
* updated BT_GBAI
     * replaced old shoot - wait - stop shooting with a dedicated BTTask_ShootFirearm
     * added reloading check based on gameplay tags
     * AI can now shoot and move at the same time.
     * AI will now run to cover, to get LOS of sight etc.
     * AI will now move and look around randomly when set to Guard/Idle
     * added basic 'follow' command and relates tasks etc to use with the AI controlled operators when debugging terrorist hunt

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