Beasts of Steel · build 21941201 · published
● Reintroduced the Airborne Assault gamemode (64 players setup).
● Markers opacity setting (0-100%).
● Markers scale setting (0-200%).
● Proper map grid scaling and other nice features to the in game map UI. Looks much cleaner now.
● When playing with realistic mode ON, projectiles will now have realistic tracer rounds. 1 in 5 for all machine guns. 0 for regular small arms (rifles or SMGs). 0 for guns and 1 in 3 for autocannons.
● Build points amount for both teams are now saved into battle presets.
● Proper default presets for Deathmatch, Conquest, Frontline, Armour Assault, Airborne Assault and Dogfight gamemodes (upon fresh installation of the game).
● Markers on the UI are now automatically fading out when you are looking at them.
● Trees are now excluded from the aiming feedback process on the UI.
● All weapons (except infantry small arms) will now automatically start the reload process when the last round is shot.
● Gunners crew members now have priority over other crew members to use a given weapon inside vehicles when a same weapon is assigned to several crew members (for example, loaders). Only the gunner will be able to aim and fire the weapon. Loaders won't be able to anymore.
● Improved AI aiming routine, where it fell back to head aiming only very often, leading to headshots most of the time. There also was no randomisation offset on the vertical aim axis, which led it to aim perfectly on the vertical axis (meaning never overshooting the head when aiming at it).
● Auto defensive weapons can now be overriden by human input only if a real human player is manning it (so, if you want to take control of the weapon, change seat and use it manually).
● Available crew spawnpoints on the UI will now display exactly what vehicle it is.
● Distance and height of the camera in third person behind planes is now automatically calculated on a per plane basis so that it is best placed for each plane.
● Rewrote the parachute code entirely (now properly synced with network, even for late joiners).
● Collider for parachutes is now perfect.
● Default shell loadout for the Churchill Mk. III.
● Map is no longer available/openable when using free cam.
● Re did map icons.
● Frontline setup 64 players setup has been re did entirely.
● Reduced spawnpoint construction from 30 to 20 seconds.
● Added a little randomness to whether bots will use buildable spawnpoints to spawn to prevent whole team spawning on a single spawnpoint.
● Bots had issues with spawning units (several, actually, but the major one was they stopped spawning on the defender's team after some time).
● Nickname of players being revived by medics would not appear again on the UI.
● 'Speaking' cue icon next to nickname would never disappear after reviving a player.
● Trees had the wrong scale applied when being spawned after being destroyed (all defaulted to a scale of 1).
● Churchill Mk. III had problems with the gunner sight in FPS mode.
● Churchill Mk. III had no ballistics data for its APCR round, but there should have been no APCR round anyway for this gun.
● Churchill Mk. VII was missing its driver's and radio operator's episcope for FPS view.
● No crew member had access to the coax MG in the Panzer IV E.
● Microphone state of the local client/player was not shown in the scoreboard entry for the player (enabled/disabled).
● One soviet crew member model had a missing camera parent object which led to various issues in the code.
● Sd. Kfz. 222 MG-34 had wrong material applied when changing camouflage.
● Bots would get an error when trying to exit a vehicle they were in.
● AI was still spawning medic infantry even though it was not using them (temporarily disabled feature until AI medic behaviour is reimplemented properly). Therefore keeping some of its bots in bleeding out state alive and not respawning them because a medic was nearby (even though it would never come to heal it).
● Bot picking spawning order was not random and often the same bot player was spawned over and over again, leading to some bots accumulating kills and deaths while others were rarely spawned (no effect on anything, just kinda weird).
● LOD setting changes not applied to vegetation rendering while in game (only from main menu).
● Cached occlusion data was outdated and objects were flickering in some places because the game thought they were invisible.
● Infantry impostor shown after infantry blew up (if far away from infantry, LOD would trigger this).
● Entering empty vehicle would not set the network player id again, leading to various issues (especially with bots for example).
● Camera position was not updated when changing seats in planes in first person mode.
● Auto defensive weapons were not working.
● Static weapons sandbags orientation was wrong sometimes when spawned.
● Crew mesh rotation was missing for planes.
● Crew mesh issues with plane crew members (sometimes not being hidden when in first person mode).
● P-47D Thunderbolt casings were not spawning in the right place (inside its belly) instead of under the wings.
● You could spam the spawn as crew button and get spawned in as a crew member several times in a row.
● Tank tracks SFX was not loud enough to be heard properly.
● Each country now has 128 unique names for bots, to allow for potentially up to 128 vs 128 games without any 'generic' bot name such as 'Bot 42'.
● Tank engines sound for remote clients was not heard or very glitchy.
● Game generating a crash log when being shutdown when playing without Steam.
● On in game map, when inside a vehicle, the FOV indicator would not be updated. It would work only for infantry.
● Mouse input could be fed to the vehicle camera when opening a UI menu while performing a movement with the mouse (camera would then spin in the background while you were in the UI menu).
● Infantry rifle grenade projectiles were missing their mass and resulted in errors when trying to shoot them.
● Sd. Kfz. 251 had room for only 8 passengers instead of 10 as in real life.
● In multicrew, you could spam the reload button and the reload process would restart every time.
● Error in code when network landmine blew up.
● When playing with realistic mode ON, bots would never be freed (infantry) and therefore stop spawning after some time.
● Bots tank destroyers were counted as SPGs in the game creation menu.
● Supply areas in frontline gamemode were not properly enabled/disabled accordingly to currently active frontline.
● Issue with trajectory prediction calculation.
● Mic state for players in end of game scoreboard entries was wrong.
● No death icon for being killed by a collision with another entity (for example, two planes colliding mid flight) would show a white rectangle as cause for death.
● Units velocity was wrongly deduced/calculated for proxies.