Patch #13 — V1033 Community TestMon, 6 February 2023
Patch #13 is now live on the Community Testbeta branch!
❓ How to join the Community Test beta branch
• Right-click GROUND BRANCHin your Steam Library and select Properties…
• Click BETAS on the left-hand list menu
• Select 'communitytest - Community testing branch' from the drop-down menu Steam will begin downloading the files for the new testing branch.
🐞 Where to report bugs
You can report bugs and issues using any of these methods:
• The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
• The Steam forums: steamcommunity.com/app/16900/discussions/
• The #bug-reports channel on the official GROUND BRANCH™ Discord Your reports help us locate and fix issues faster, so keep them coming!
Patch notes• Added distance cull setting to base door blueprint with default of 2500 units
• Added door handles to Compound, Small Town, Run Down and Tanker doors
• Fixed dark splotchy lighting inside several buildings in Compound
• Fixed some clipping issues with Combat Pants and Fleece Hoodie
• Fixed some mesh culling issues on City and Run Down
• Added black version of Specter DR 1x/4x
• Added a variable length delay when turning on strobes, to desync them a bit
• Added billboards to Sea Grass meshes (used in Depot too)
• Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps)
• Mesh build setting optimization (again on assets used in Small Town, will be small crossover)
• Removed inconsistent sprint related hack in AnimAction_Reload_Master
• Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice)
• Hooked up firing & charge animations MK46 belt
• Disabled multi-threading on AI light detector component (prefer stability over performance right now)
• Crash fixes in modding manager relating to Lua state being used before initialized
• Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s)
• Cleaned up some foliage in big rocks on Storage Facility
• Made truck window glass in Compound not glow at night
• Fixed strange particle collision, switched affected emitter from GPU to CPU
• Fixed bug in Team Scores function
• Fixed a few bad lighting channels on doors in Small Town
• Fixed issue with UMP45 stock being offset
• Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation
• Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference
• Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing)
• Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes)
• Fixed magnification ring rotation on all LPVO-type scopes
• Fixed some scopes using a static "fake glass" texture on the rear lens
• Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x
• Adjusted LOD distances on Sea Grass and allowed AI visibility blocking
• Tweaked some light culling distances on Compound
• Tweaked Mesh culling distances on Power Station and Run Down
• Fixed a few collision issues on Creek
• Standardized vehicle glass material between vehicles in maps
• Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues
• Fixed glowing window glass in Storage Facility
• Visual adjustments made to the flesh bullet impact (VFX)
• Fixed missing third-person PKM sound and updated Depot audio level
• Fixed a few collision issues on 747 and PowerStation maps
• Fixed character lighting in dark tunnel issue on Power Station
• Cleaned up some light leaking in Docks
• Auto balance routines moved to game mode Lua library
• Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options
• Fixed function name in WeaponRestriction mutator (weapon restrictions now working again)
• Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between)
• Spectator night vision now usable if following character (because some follow camera modes can use it)
• Changed way NVG eye light color is done to try avoid replication type issues and to simplify things
• admin startround command should work a little better
• Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)