This achieved brighter highlights, deeper shadows, greater contrast, and more accurate colour. Fixed several issues with the industrial_office1_plain (a building used on multiple maps) structure. Fixed a minor gameplay issue with a blocking volume for the sewer that was slightly blocking the street above. MEA Protection zones no-deploy zone was reduced from 150m to 80m. Design Intention: This change is meant to make large fortified FOBs more viable in the face of mortars and Commander call-ins. Fixed a minor visual issue with the GB FV107 Tracked Recon wreck mesh LOD. Exit Indicators will change colour from green to red to indicate when an obstacle obstructs the arrows position, which is an indication that the doorway may be partially or completely blocked to players. Updated flag capture rate scaling values. Created a new shading pipeline for all grass and foliage, ensuring a more consistent and physically-accurate response to light. Updated binoculars with new zoom in/ zoom out sounds. Smoke, grass, bushes and other foliage will now be blown around when a helicopter hovers low to the ground during flybys / landings. Stamina cost for these actions has also been increased. Advantages retained with the M136 AT4 are its higher muzzle velocity and higher penetration value (420mm vs 320mm on M72A7). Improved the way texture resolution scales down at distance. Updated Belaya to use a new landscape renderer. Updated soldier stamina to no longer regenerate during vaulting and climbing. Fixed an issue with Lashkar Valley Insurgency v1, USA Helicopters were unable to resupply from their helipads. Minsk motorbikes will deal less damage to nearby infantry when they explode (~5m or less). Squad Lanes has destroyed RAAS layer. Complete overhaul of the technical and artistic approach to lighting. This will continue to be iterated on following 2.12, as we look to improve optimization and offer better scalability options. Fixed the collision on the Green Bridge so that landmines are still slightly visible even when dug down. This may be mitigated by ticking the unlock texture pool size box in the settings menu under the textures tab, but it may come with more performance stutter. Fixed multiple piles of incorrectly textured boulders. Added a new visual aesthetic effect for helicopters the rotor wash of helicopter blades should now interact with the environment. Fixed a z-fighting column at the warehouse. Fixed a minor visual issue with the UV normals on the MEA MTLB APC not looking correct. Fixed a minor issue with the MEA BRDM2/MTLB UB32 rocket pod turret using the incorrect texture. Fixed a minor issue with the Destruction game mode legends text not fitting on 16:9 aspect ratio without scrolling. Adjusted the North American biome street signs and cones to ignore collision with vehicles, to be consistent with all other biomes small street signs. TC v2. I present to you the Great Book of Lanes, a comprehensive catalogue of the possibilities in every RAAS and Invasion variant, current as of Squad's 1.0 release. Containing extra details of each layer, such as: Factions, vehicles, tickets, commander status and much more. Textures do not become excessively blobby at lower settings. (APFSDS rounds etc.). Capturing generally takes longer and the neutral flag capture rate variability is more obvious with 3 or fewer soldiers in the capture zone. This was a semi-rare issue where a two-step teleport sometimes occurred, seemingly out of nowhere. garding exported NetGUIDs and Seamless Travel. Rocks and grass should blend much better. Adjusted all Mutaha map layers helicopter altitude threshold to be decreased from 400m to 300m. Also adjusted the volume of 50cal hit sounds against a Minsk. Adjusted all Anvil map layers helicopter altitude threshold to 300m (was 400m) to avoid abuse of excessive helicopter spotting. V2.12s primary focus was on bringing improvements to Squads visuals, making for an all around better looking game, as well as adding new gameplay and tactical opportunities for our players based only on the higher quality visuals alone.
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