Ground Branch cover
Ground Branch screenshot
Genre: Simulator, Indie

Ground Branch

A new 1021 Testing branch build is now available

Lots of optimizations and quality of life improvements in this Testing branch update.

Major known issues

  • Due to aggressive optimizations on Tanker Ship there are some odd visual bugs with large shadows in the distance 
  • New signage in Ready Room is temporary. Trying out different ideas other than floating tool tips
  • Storage Facility is in the middle of some structural changes to how the level is built and may exhibit framerate and visual issues with the main tunnel


Highlights

  • Reworked Ready Room system to address APPLY button crash (should be gone)
  • VOIP is back! 'V' for proximity voice and 'B' for radio usage. still more work to do but its working again.
  • Created TE and DM version of Depot_Compound for games in smaller area
  • Dead bodies and dropped items should now properly disappear over time in TE and DM games that do not have a specified end state
  • Numerous optimizations to rendering and animation that provide performance boosts in all maps and gametypes, but especially in Terrorist Hunt and Tanker Ship day and night maps


Game

Steam Build Id: 2963514

Approx. Size: 1.3GB

Dedicated Server

Steam Build Id: 2963522

Approx. Size: 39mb

CHANGELIST:


FIXES
* FIXED OKP-7 reticle wrapping around during extreme viewing angles
* FIXED incorrect cyclic rate on MP7, MPX, MP5SD5 and MP5SD6
* fixed toggle hud not resetting.
* fixed prev user menu not being cleaered if opened again
* fixed missing sound classes and attentuations on various sound cues
* fixed end of round screen not having focus in solo TerroristHunt
* fixed dropped items and dead bodies not automatically removing themselves in non-round based game modes
* fixed pickup prompts not being removed if associated dropped item is destoryed while prompt is visible
* fixed incorrect ready room usaged in TE-Maps
* fixed BP_ServerInfOBoard not updating properly (I hope)
* fixed BP_TeamRoom_FillerWall still being visible but non-solid on clients


CONTENT
* Added in ComTac optoin for A-Frame helmet
* Currently not working... Kris, help!!!!!!!

* Kris helped John get ComTac workign on A-Frame
* Yay Kris!!!!!!
* Added in new Asian head assets that were missed

* created BP_TeamRoom_FillerWall that will remove itself in team games. Allows us to use 1 RR for all gametypes
* RR setup
* Created single RR for all gametypes
* Added customization area
* Deleted old RR map

* Adjusted lightmap UVs and collision on various meshes for more efficient use
* Adjusted DistanceField values on some SmallTown assets
* Created and/or adjusted LOs for various TankerShip and SmallTown assets
* Optimized particle effects used in TankerShip

* TankerShip
* Optimizations in lighting, collision and mesh LODs that get significant rendering boost
* Still need to optimize AI and character usage of space as the majority of the current slowdown comes from that at this point
* Some light LOD adjustments for interior lights
* Moved Daytime light optimizations over to night lighting scenario (still more to do)
* Depot map
* Rebuilt lighting on Production
* Training maps
* Added Customization area


CODE
* updated GBGameState to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call.
* updated GBGameMode to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call.
* updated RBEventSubsystem
* moved RBEventManager initlisation to its on function - Init()
* added call to RBEventManager::Init() during module load.
* split most of the work done by OnWorldCleanup() into dedicated CleanUp() function.
* bound RBEventManager to PreLoadMap() global delegate that would call new CleanUp() function.
* Should mean RBEventManager ckeans up on hard map change and streaming map change, for server and clients.
* removed old editor code created for initial version that was superceded when event were made into objects instead of structs.
* simplified initilisation of RBSurfaceLinkManager
* simplified initilisation of RBZooKeeper

* corrected AGBGameState::EndPlay() calling ADDLISTENER instead of REMOVELISTENER
* corrected AGBReadyRoomStreamer::EndPlay() calling ADDLISTENER instead of REMOVELISTENER
* added RR streamer back to TH-PowerStation
* first pass on GBVOIPManager
* records local mic
* sends data using Steam P2P API to other players
* receives data using Steam P2P from other players
* creates audio component for each player sending if missing one.
* adds received data to audio component streamable sound wave que.
* destroys audio component when audio is no longer being played, player state is invalid or its been X seconds since they last talked.

* added missing include to RBSurfaceLinkModule for shipping builds

* added game mode options MaxDroppedItems & MaxDeadBodies as additional way to limit related actors with larger player counts
* by default, dropped items and bodies will automatically remove themselves as their previous owner dropps similar items or dies.
Using the MaxXXX options will force this issue regardless.
* replaced hard coded spectator controls with bindable versions.
* tweaked various attentuations
* updated BP_DestructibleWindowPane_Master
* fixed destructible component not being reset
* fixed decals not showing up by replacing them with static mesh components
* fixed last bullet being blocked when window first shattered
* updated WBP_BoudKey
* allows you to specify action name or key
* now has icons specified for nearly every key
* removed redundant VOIP related code from various C++ classes and Blueprints
* pretty much all handled by VOIPManager object in GBPlayerController now
* updated GBVOIPManager
* created separate P2P channels for radio & voice
* made it Blueprintable
* added attenuation and audio class variables
* added radio squelch and radio background loop support.
* added cache for voice buffer to prevent trying to send too much info in one go.
* added checks to SendVOIPBBuffer() based on radio status, team relationship etc
* updated AGBPlayerController::ClientSendPreRecRadioMessage()
* uses playerstate instead of character FName
* routes sound cue through VOIP manager removing need for duplicate code for radio squelches etc.

* updated character and item editor to use in-game location
* requires placing BP_CharacterEditor_ReferencePoint where you would the character/item to spawn.
* removed all C++ and Blueprint privew world usage
* updated GBCharAppearanceData to ensure skeletam mesh that is created does not update animation or bones unless rendered.
* updated GBPlatform to ensure platform mesh does not update animation or bones unless rendered.
* updated GBClothing to ensure clothing mesh does not update animation or bones unless rendered.
* updated GBCharacter to not update animation or bones of mesh in standalone games unless rendered.
* updated GBItem to ensure all skeletal mesh component saved do not update animation or bones rendered.
* resaved skeletal mesh based items to ensure they benefit from this change
* updated many static mesh based items to add aggressive max render distance.

* made AGBGameState::SetLightScenarioVisibility() BlueprintCallable
* updated BP_Trigger_CustomiseOperator
* uses SetLightScenarioVisibility() to toggle lighting scenario if not in the RR
* calls DisableInput on entering the character editor, leaving the ready room AND leaving the customisation trigger.
* updated WBP_CharacterEditor
* made sure spawned actors are destroyed on widget destuction
* added character editing area to to Example_Map and rebuilt lighting

* disabled various stubbs related to VOIPManager to log spam

* disabled some warnings related to default loadouts
* server really doesn't need to no that anyway.
* added ready room check to dropped items to make them disappear quickly if dropped while in ready room
* created BP_LockerNamePlate
* displays player names based on team/coop/deathmatch
* attempts to keep the same locker assigned if possible.
* names will scroll if too long.
* created BP_PrepAreaSign & related widget
* adapts to coop, team or non-team games.
* scrolls text
* created BP_OperationsSign & related widget
* created BP_ShootingRangeSign & related widget
* removed world prompts from RR triggers.
* removed old RR drone assets
* removed deprecated BP_ReadyRoom_Team
* removed deprecated BP_PlayArea_Door
* created TE-Depot_Compound based on old Depot_Compound
* created DM-Depot_Compound based on old Depot_Compound

1021 TESTING build available

A new build has been released on the Testing Branch. We hope to iterate and fix issues quickly so that we can push it to the Main branch in a few days.

The Testing Branch is available to all users simply by right clicking on the Ground Branch listing in your library and select Properties. Then select Beta and in the dropdown titles 'Select the beta you would like to opt into' select 'testing - GroundBranch testing build'.

You will then get an update and will now see Ground Branch(testing) in your library. You can fo back and forth between builds simply by changing that Opt-In option.

Highlights











Game

Build Id: 2929190

Approx. update Size: 3.5GB


Dedicated Server

Build Id: 2929193

Approx. update Size: 65mb


CHANGELIST:

CONTENT
* Cleaned up cuff area on TacShirt texture update
* SmallTown map
* Cleaned up area along back of building with basement to get rid of bad collision
* Added ladder to 2nd story entry door on back of building with basement

* New vertical grip attachment - Grippon
* Updated baseball hat mesh and materials
* Updated STANAG magazine
* Updated DumpPouch

* Storage Facility
* Art pass on right side tunnel system
* Cleaned up LM size, LOD and collison on various Marketplace assets used in maps
* Updated Boonie Hat
* Sharpened color swatch textures

*Testing new mesh paint plugin for nametags
* Player names will appear on back of platform
* This will be iterated on a bunch

* Added in new A Frame helmets (influenced by Crye Air Frame)

* Added in new Asian Male head

* Added in OKP-7 AK platform reflex sight

* Updated PMag model
* New ICON for Stanag Mag

* Updated pistol Mag pouch mesh/materials

* Updated splash screen (Thanks Scopey!)

* Changed texture LODbias setting for Low texture quality game setting


CODE
* attemped to get Steam authentication to properly report player information
* split GBServerManagement class into modular plugin called ZooKeeper
* stores server info under /ServerConfig/
ini files>
* automatically creates default ini files if any are missing.
* uses admin groups instead of defining commnads per-admin
* updated all affected C++ and Blueprints
* tested admin, voting, bans and team killing.
* added ban reason to WBP_NetworkFailureOverlay
* removed overridden UGBGameInstance::StartGameInstance()
* added multicast functions to GBGameState to display and update voting on client
* created BP_GameState to implement voting screen & updates.
* removed voting functions and events from GBPlayerController & BP_PlayerController.
* removed stubbs from WBP_LoadingScreen
* fixed players resurrected or send to play area by admin not being counted as 'alive' by end round check.

* changed when character appearance/loadout info actors are created for the player controller.
* replaced CharLoadoutString usage with CharLoadout struct to bring it inline with usage of CharAppearance.
* updated all affected C++ and Blueprints.
* added additional stubbs/logging to GBGameState, GBGameMode & GBPlayerController to log when char appearance/loadout infos are not found or created.

* updated BP_InsertionPoint to change auto-validation to manual validation to allow for more precise setup

* removed WBP_Vote redirector
* tweaked sensiivity/response in WBP_RadialMenu
* replaced GBCharacterVoice with a primary asset based GBCharVoiceData.
* created test default VOICE_Default using voice messages from fatmarrow.
* added CharVoiceDataId setting to GBPlayerSettings.
* created simple WBP_NumMenu based off RavenShield PreRecoredMessage menu.
* created basic UserMenu system
* supports built in and user created versions using same name.
* currently supports basic liner num menu - radial to come.
* Title is based off file name.
* setup is based off first line.
* each line defines the text and command for each menu entry, separated by a single comma.
* created GBCharEmoteData based off primary asset.

* created GBInputOverrideInterface for usage with UserWidgets
* allows a user widget to override any input key or input axis, regardless of whether or not it has focus.
* updated GBPlayerController
* added InputOverrideWidget variable
* updated InputKey() to check against InputOverrideWidget via the GBInputOverrideInterface.
* added InputAxis() override to check against InputOverrideWidget via the GBInputOverrideInterface.
* updated WBP_RadialMenu
* removed OnMouseMove
* added GBInputOverrideInterface
* added OverrideInputAxis() Blueprint event for MouseX & MouseY
* changed CancelDistance value.
* changed CursorDeltaTotal clamp.
* updated WBP_NumMenu
* removed need for BP_NumMenuInputHelper (good riddance!)
* added GBInputOverrideInterface
* added OverrideInputKey() Blueprint event for number keys.
* updated WBP_RadialMenu_Entry to use a Index value by default.
* updated WBP_UserMenuManager
* added radial menu support

* temporarily changed BadGuysShotgunner primary from Martial to AK74SU.

* updated UserMenus
* type of menu is now decided by the command used to open the initial menu, rather then a setting in the menu.
* OpenLinearUserMenu - simple old-school numbered menu
* OpenRadialUserMenu - radial style menu
* OpenUserMenu - open menu based on previously used style.
* added named tag support back into GBPlatform using DoN Mesh Painting plugin
* added some additional commenting to GBItem.h for various Blueprint function tootlips.
* updated ZooKeeper plugin
* removed need for individial Init() checks
* replaced TWeakObjectPtr to current World with a GameInstance UPROPERTY() variable instead.
* created ZKSettings to hold list of all commands and so on for the plugin.
* added support to remotely setup the server via a randomly generated password
* greately simplified the maplist to remove reliance on JSon API
* created FZKReplicatedContent struct for use with Server/Client RPC's
* created UZKAdmin::FillRequest() to return a filled FZKReplicatedContent struct based on a request type.
* removed ShowServerManagerment exec from GBGameViewportClient
* now handlde by remote server setup provided by ZooKeeper plugin
* replaced admin group and commands in AGBPlayerState with simple 'bOnDuty' bool
* updated GBPlayerController
* created Get/Set RPC's for use with remote server setup
* took control of InGameMenu BP_PlayerController
* took control of DeathOverlay from WBP_HUD
* took control of ChatManager from WBP_HUD
* added system to handle full screen widgets focus
* includes priority system so that one full screen widget will maintain focus over another
i.e. chat box will keep focus even when death overlay appears
* handles changing input and focus between UI/Game and flushing pressed keys.
* removed need for Show/HideChatEvent's
* created WBP_WidgetInter
* created WBP_Admin_Manager
* handles remote admin commands, server settiners and map list for now.
* will add add/remove admin, admin groups next.
* required modifying the WBP_ServerAccess_Manager
* created WBP_Vote
* required due to changes made to WBP_ServerAcess_Manager
* hooked it into the vote drop down menu.
* removed first person spring arm for camera when dead
* old school snappy/jerky death cam here we come.
* updated AGBGameMode::Logout() to forcibly destroy the pawn of a player logging out while in the ready room

* misc fixes/tweaks to ZooKeeper for shipping builds

* updated spawn manager C++ & Blueprint so enable AI spawned in TH to be freeze until after players have unfrozen
* added version checking to GBPlayerInput
* this will automaticall DELETE existing Input.ini file if it is deemed to be out of date.
This should prevent the current issues we've been having where people have older Input.ini files
with keys bound to commands that no longer exist.
* created server info board to display server name and motd in-game (deja-vu anyone?)
* removed MOTD from loading screen
* added support for command line ini file overriding for any ZooKeeper
i.e. ServerINI=ServerTwo will read server settings from /ServerConfigs/ServerTwo.ini instead of default /ServerConfigs/Server.ini
* added FZKOnServerSettingsUpdated delegate to ZKServer class
* hooked up GBGameSession to FZKOnServerSettingsUpdated to it servername, MOTD etc will update with out needed to restart the map/server.

* created UGBPlayerInput::SetDefaults()
* ensured it sets the version to the latest version BEFORE saving.
* updated UGBPlayerInput::ValidateInputSettings() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* updated UGBUIFunctionLibrary::ResetBindsToDefault() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* made UGBUIFunctionLibrary::SaveBinds() & UGBUIFunctionLibrary::ForcePlayerInputUpdate() two distinct functions.
* updated WBP_Settings_Controls due to C++ changes.

* added proper location for AI loadouts to DirectoriesToAlwaysStageAsNonUFS in DefaultGame.ini

* slighting tweaked unanamed server name created by ZKServer
* created GBGameState Set functions for Server Name & MOTD
* updated GBGameSessions
* moved RegisterServer() call to InitGame() from OnPostMapLoad()
* unbound and removed redundant OnPostMapLoad() function.
* update SetBasicServerDetails() to also update the gamestate if present.

* added elevateplayer to DefaultZooKeeper.ini
* fixed pre recordered voice not playing for local player
* moved ChatMessageManagerWidget creaton from ShowChat() to ClientSetHUD_Implementation().
* changed version number from 1020 to 1021



FIXES
* FIXED replicated loadouts being applied to locally controlled client causing duplicate head items that would not obey head visibility changes.
* FIXED chat not wokring in non-coop games
* FIXED bad insertion point spawns in TE-SmallTown
* FIXED missing collision on Power Station outide wall
* FIXED crash caused by possible nullptr in GBGameState Teams array if UGameStateInitEvent() is called BEFORE all TeamInfo's have replicated properly
* FIXED crash caused by possible nullptr duing seamless travel if player is created before the game mode can spawn its PlayerStartManager.
* FIXED misc issued in DonMeshPainting plugin caused by not adhering to Server is Painter model
(our fault, not the plugins)
* FIXED 15x100mm riser not attaching
* FIXED binds not being saved while in main menu
* FIXED missing DEFAULT BINDS button in controls menu.
* FIXED EyeBias not working - point shooting should now be easier.
* FIXED misc left over redirectors
* FIXED bPlayBackgroundSounds config variable ending up in an ini file that is just the '.ini' extension (no actual name)
* FIXED GBPlayerController constructor crash for shipping server build.
* FIXED SmallTown slowdown inside building stairwell





 

Build 1020 available

With the opening of the official store page new crowd funded pre-order build updates will be posted here along with a more detailed post on the Ground Branch website:
http://www.groundbranch.com/2018/06/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 and include a lot of bug fixes and quality of life changes that should make the overall Ground Branch experience smoother and more enjoyable.

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:
\steamapps\common\Ground Branch\GroundBranch\Binaries\Win64


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\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.

Update Highlights



-New 416 Shorty(11" barrel)
-New Mk18 Mod1

-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…

-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 pickup now more reliable. 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!

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

-747 map is coming along. If you want to see it type ‘open 747’ from the console

-A.I. Improvements


  • 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


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


1007 Update

1007 Changelist:
* Added collision to tanker train car in Depot Map
* Added in DM setup for Nature Area and TankerShip maps

* updated GBItem class
* removed inventory list and related functions
* created inventory iterator based on attached items.
* updated child & parent functions to handle relevant add/remove & onequip/onunequip calls.
* updated dropped & detach functions to properly call on lose child / parent.
* updated OwnerEvent handling.
* all events to be fired need to be listed in EventNames array.
* updated GBCharacter
* removed inventory list and related functions
* added InventoryOwnerEvent to replace InventoryEvent
* allows events to be delayed to prevent firing same event multiple times in one instance.
* allows client only/aesthetic events
* recompiled and updated item blueprints.
* removed PEQ2.
* updated Item_Patch.uasset
* ensured Replicates is true.
* set patch name to replicated.
* added authority check in AGBFirearmExtMag::OnAddedToInventory() to prevent it spawning client side version of magazine.
* added GIsEditor check to AGBGameInstance::Init() to prevent setting postload & preload map delegates that force loading screen to show.

* moved to UE4 4.8 proper.
* added support for chat messages (global, team & server).
* added chat boxes for global & team chat
* added game messages
* added HUDManagerClass & HUDManager pointer to GBHud class.
* created HUDMessageBase, HUDMessage_Chat & HUDMessage_Game widgets to replace need to handle placement & fading in HUD_Manager.
* removed TextBlock_Say widget.
* added chat logging support to GBHUD.
* chat lots saved to User\Documents\GroundBranch\ChatLogs\Chat.txt
* each message contains timestamp & playername.
* added bSetMasterPoseFromCharacter to GBItem class to remove need for GPClothing
* added bIsPersonaItem to GBItem class to remove need for GBPersonaItem.
* updated Blueprints affected by changes to GBItem class.
(All that to fix patches properly!)
* removed test recoil & animation blueprints from repo.

* fixed missing kitroot in various blueprints.
* fixed CreateCharacterPersonaString()
* defaulted all head gear items to be invisible.
* fixed colon being visible in HUDMessage_Chat when playername is empty.
* removed various BP stubbs/print strings.

* updated GBSession to try and get Steam to show correct player count.
* fixed GetAmmunitionTypes()
* improved GetAmmunitionTypes().
* improved GetItemsByXXX() functions.
* removed corrupt/bad bullet blueprints.
* recompiled, cleaned and fixed many blueprints.
* removed misc unused animation assets.

* Fixed old FogSheet BP by moving over missing MaterialLayers from 4.4 build

* created GBEngineMessage class
* adds localised messages
* sends message strings to HUD instead of console.
* updated GBGameMode & GBPlayerState to use instead of original EngineMessage class.
* updated GBHUD
* added GameMessage() & OnGameMessageEvent()
* updated DefaultHUD
* hooked up OnGameMessageEvent to created HUDMessage_Game widget.
* fixed OnRep_PlayerName so that old name is set AFTER calling name change message.
* added SetLifeSpan() to AGBItem::DropFrom() to prevent dropped item spam.

Ground Branch Version 1006 available



CHANGELIST:
* Changed version scheme
* made TAB an assignable key
* fixed being unable to bind to mouse wheel down.
* added blank/remove patch option.
* fixed animation continuing to play on death.
* fixed movement sounds continuing to play on death.
* fixed reload on empty slapping bolt over and over again.
* fixed freelook off centre returning to wrong sight.
* fixed sprinting and stopping returning to wronge sight.
* fixed multiple attachment stack (ACOG on ACOG on ACOG etc).
* biased sight index to match that of the first attached optical sight.
* fixed sprint key affecting eye position.
* enabled multiple set/function entries in input script.
* added basic AK & 45° adapter.

* Offset mount still needs animation support
* switched over to source build of UE4 engine.
* this was done to fixed issues with dedicated server and prepare for custom additions.
e.g. True sky.
* added basic AI controller.
* created child Bot class - same as AI controller, but acts as fake player & can respawn.
* created new Example_Map that includes spawn spoints for server testing and nav mesh for AI tests.
* updated GBGameMode
* added call to register server with online sub system.
* added support for basic bots.
* added checks to set correct gamemode based on chosen mission
* updated GBSession to properly register server with Steaam.
* updated GBGameInstance
* added show & hide loading screen functions & BP events.
* added BP events to display network error messages.
* added FindSessions() to search for servers and call BP event to return results.
* added JoinSession() to join previously located server by index.
* added HostGame() to replace manual call 'open' console command.
* updated GBPlayerController
* replaced ToggleMenu() event with Show, Hide & Remove event.
* created ServerSendKitStringChunk() & ClientRequestKitStringChunk() to get kit string from client to server.
* created GBGameInstanceBP to implement events for GBGameInstance.
* updated Join_ServerBrowswer & Entry_Server to support search result info.
* updated Create_Manager to support creating lan, listen & solo games (Needs replacing!)
* fixed client crashes caused by sight component & instigator handling in in GBItem, GBFirearm & GBPlayerCameraManager.
* FIXME - sights non-functional on client & buggy standalone!
* drank more coffee.
* First pass at new 5-25x scope with RIS for secondary sight (Not textured)
* Optimized depot river mesh by breaking into multiple parts for better culling
* removed Screen_ServerBrowser - was preventing packaging due to bad references.
* fixed bug in GBCharacter::IsInInventory() that made it return true regardless of items existence in inventory.
* moved sight zeroing from GBSight class to GBSightComponent class and updated related C++ & BP.
* updated BaseOpticalSight BP & BaseOpticMat to remove need to manually update UV (experimental).
* fixed null map def & mission causing crash in GBGameInstance when you try to load a map that hasn't got them.
* replaced ServerTravel with ClientTravel in GBGameInstance when loading standalone maps

OE 0.9.5 is available

We did a few small fixes to make sure the most current build is solid for the official store opening (hopefully later tonight). So if all goes well with you all then we'll do a 0.9.5 Preview and get on with it!

CHANGELIST:

* Commented out debug line code that displayed line while leaning
* Made collision adjustments to shell ejection effects and commentary dialogs so ejected shell casings do not collide with various volumes in the world
* Small fix for a tree type that wasn't properly displaying textures on LODs
* Fixed some small geometry clipping with arm patches
* Fixed some world collision issues on Depot
* Rotate lens covers on RedDot_CompM2 180degrees so they do not obstruct view so much
* Lowered RedDot_Comp2 slightly so it no longer sits so high on rail
* Added more velocity to ejected shell casings
* Changed suppressed firing sound to sound a little better. Still a long way to go and we still need weapon specific sounds
* Tweaked recoil settings to give a bit of difference between each available weapon (Still a ways to go)

Operator Edition build 0.9.4 available

Build 0.9.4 is available for testing.

CHANGELIST:

OE Specific items:
* Optimization pass on Depot
* Distance culling of objects. You may see some popping of objects on this initial pass, but hopefully you will just see better performance
* Significantly reduced "ghosting" effect of weapon/optics... especially around water
* Reflections are now a bit darker as a tradeoff, but it is usually not very noticeable
* Depot map water is now translucent
* Changed HUD and application labeling to be OE specific


* Small stability fixes
* Reworked the weapon attachment system
* Is now much cleaner
* Allows multiple attachments (Due to this addition, we've disabled multiple FOV's until further notice)
* Allows user to fine tune placement on rail
* Detects overlap between attachments (overlapped attachment turns red)
* Actual attachment mesh used during process for better visualization
* Removed need to selected point for muzzle attachments
* Improved removal process by creating dedicated removal point for each item.
* More work done in area of restricting certain attachment types not being allowed to attach to others
* Reworked sight alignment system to be more robust and much easier to use (good for modders!)
* Reworked magnified optic magnification system
* added LinearFOV array to BaseOpticalSight BP.
* values should be in linear FOV at 1000m.
* will automatically calculate angular FOV's using these values using formula 0.0573 x linear FOV.
*Verified formula using information provided by optic manufacturers.
* Eye position reverts to non-engaged position during freelook if you look off center +/- 5°
* Fixed RedDot_CompM2 sight to be facing proper direction
* Lots animation tweaks and updates for locomotion, stances, grip and reloading (Still focusing on only M4 weapon for reloads)
* New recoil system in now in place. Still needs fine tuning, but basics are there
* M4 bolt now works properly during firing
* Added in caliber specific brass casings for ejection from weapon
* Fixed up some values so ejected brass no longer spins on ground and now lasts 40-60 seconds before fading
* Fixed various typos in UI
* Cleaned up pacth UV's on character
* Added in collison volumes to block off non-playable areas in ShootingRange map
* Added in missing mag release button to M4
* Upped the magnified optic RTT size to 512x512 from 256x256 to get clearer picture
* Changed color of 20rnd mag to black to fit weapon color scheme better and made sure it fit Mk12SPR properly
* Adjusted arm patch mesh size to be correct to NATO standards
* Reworked landscape layers/shaders to fix crash bug with terrain collision on some maps
* fixed suicide command firing after respawn
* fixed sight zeroing on Mk4 10x
* added support for invert mouse
* added support for Double Click Time.
* added smooth mouse setter/getter to fix log spam & ensure its set.
* fixed bolt hold open being set if round is fired without magazine in.
* charge animation will now play if bolt is forward & chamber is empty.
* improved sprinting.
* added bWeaponPositionPreventsSprinting variable.
* set if player switches to on target weapon position while sprinting.
* resets if player switches to off target weapon position or stops sprinting.
* added GBCharacter::CanSprint() - returns false if reloading or if bWeaponPositionPreventsSprinting is true.
* added direction check to GBCharacterMovement - must be +/- 22.5° within forward. Fixes moon walking :)
* replaced Sight_FlipUpBUIS with Sight_FlipUp_Back & Sight_FlipUp_Front

Test

This is a test of the announcement system