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Main New Features & Things
Shooting, Weapons & Tools
Fixed: Using the last consumable you have of that type doesn't equip your weapon back
Fixed: Missing LODs for Gal
Fixed: ADR-97 have no animations
Fixed: Ammo from loaded weapon disappeared after getting to the Shelter
Fixed: La Chiave 12 and KS-23 missing rechambering sounds
Fixed: Weapons floating next to the archetype while aiming and moving in the crouch position
Fixed: Discard operation - Destroying ammo adds more ammo
Fixed: The player can now use any number of painkillers he wishes
Fixed: A few weapons spawned without ammo
Fixed: Exploit - Amount of ammo that game returns at the end of Encounter
Fixed: Game freezes while shooting in full-auto
Fixed: Bolt-Action rifles having to chamber after reload - this was previously hotfixed through animations, but the player was still unable to shoot for a while after reload, but now the chamber is skipped after reload and the animation/functionality is smoother
Fixed: Interrupting reload by melee attacking didn't stop the WPN reload animation and sound effects
Added: Every WPN now has assigned a value, which determines how fast it can be equipped and unequipped. Smaller WPNs are faster, so changing between two Heavy MachineGuns is a lot slower then between SMG and a Pistol for example
Tweaked: Improved behavior when getting down to prone with a rifle
Tweaked: Ammo offered with equipping the weapon
Modified: The kills feed row is properly showing killers and the type of tool (icon) that killed the player
Optimized: Memory optimization - Dynamic change of a weapon mesh
Looting
Fixed: Interaction marker in Viktorsen Station
Fixed: Barred House broken references
Fixed: User is now notified after interacting with the Disruptive Tower
Fixed: Misplaced memento lighter
Fixed: The message about unlocked safe should now be visible to everyone, not only to the unlocking player
Fixed: Barred house and Timed safe don't spawn all items at once
Fixed: A wrong booster application
Fixed: Inventory operations - When deleting a weapon with the "destroy" function in an encounter, the model stays static in the airy
Changed: All Weapon parts now stack to 5, some of them used to stack to 1 only
Changed: The Crashed Container crate now switches mesh based on the lootable state (it looks open while the player is looting it or when it's empty)
Changed: Unlocking a Duo Vault now gives the player a notification
Changed: The way loot is spawned for container
Changed: Made Shootout boxes always open UI
Changed: Objective flag now has a little collider on the bottom to push the player out, so he does not get stuck
Changed: Increased hitbox of a lock on the Locked Container, so it's a bit easier to shoot down
Added: Now ammo will spawn with weapons in the loot events
Added: New loot in Loot Events
Added: The loot is now properly boosted for the Timed Safe and Locked Container
Tweaked: A few nodes in the Locked container loot manager
Tweaked: The exits, POIs, geometry, piers, village center
Tweaked: Loot, clear movement paths
Tweaked: Loot for Barred house and Timed safe
Shelter
Fixed: The Armory WPN placement issues introduced after the memory optimizations, and added a new way to place WPNs in Shelter Armory so that we don't have to hide some of their parts (magazines, bipods, etc..) to retain their visual identity
Fixed: The rotation symbol/r-stick is now greyed out when you hit a vinyl memento in the collection tab
Fixed: The Reward Screen - Some secondary weapons are not visible as equipped by a mannequin on the reward screen
Fixed: RM14 is now found, where the player would expect it - on the wall rack
Fixed: The logic now checks if the conditions for the challenge/save (Shooter) aren't met already
Fixed: The user doesn't get spammed with challenge progress UI notifications, done via boolean checks on cloud updating function
Fixed: The focused item slots no longer trigger opening the store from the details panel if the player already owns a one-time bundle
Fixed: Upon purchasing one-time packs, the player should not be able to enter exit again right after purchase
Fixed: The focus now stays on the "Challenges" widget of the Shelter map UI even when the maps rotate
Fixed: The plates and bottles are appearing black in the Shelter Shooting range
Fixed: The pumpkin head is bleeding when shot
Fixed: Rubiks Cube - Cube overlaps with a column from some angles
Fixed: Set season 6 Title as "Visible When Not Owned"-false, so that it doesn't show in the "Available" column of the Titles. As per the design, old AND unobtained titles should not be listed as Available
Changed: UI for more items present in the Store
Changed: Only not owned items are displayed in the store
Added: Holding "X" now opens the shop
Added: Shelter Store notification window
Added: A more specific description of Boosters
Added: A waiting time to check all of the max players are ready in the lobby
Added: Infinite cycle of all shop items (should be once for every item which is not owned already)
Tweaked: Set correct rarities for the facepaint bundles
Tweaked: UI Shelter, Collectables, and Reward screen
Modified: The SM Shelter Foundation by adding two additional simple box collisions for the wooden beams that were blocking the view
Modified: UI in Shelter Shop so that the "Transaction in progress" widget appears with a slight delay and it actually gets focus
Modified: The rubrics cube interaction by slightly lowering the interaction distance
Movement & Camera
Fixed: Movement bugs, blocking volumes preset
Fixed: When some wild edge case conditions were met the user could lose focus when jumping, opening reward crates, and having the onboarding tips on
Fixed: Vegetation collisions, iceberg bug
Fixed: Terrain LOD bugs
Fixed: Animation from Prone to Stand no longer raises the arm when in aim mode
Fixed: A missing collision for glass - the character is going through the door when the glass is shattered
Fixed: A collision issue as stated in the Plant Box Collision box set was wrong
Fixed: Artifacts that happened when going prone to stand/crouched in aim and interrupting the animation are mostly gone now
Fixed: Issue-specific to getting into aim after interrupting standup animation and stand to crouch
Fixed: Hip fire animation of other players is not synchronized in match
Fixed: Added notification keys when going into aim. When getting up in aim rifle mode and inverted views player won't now help himself with his hands (like he normally does)
Changed: It's possible to climb over the wooden fence on Viktorsen Station now
Added: A new additive animations for better grip when aiming, prone and idle
Modified: The character animation to lower the transition time when switching between mirrored and not mirrored animations (reloading is never mirrored)
Modified: Human Animation so that the transition doesn't get changed to false when interrupting stance transitions with another transition
Modified: The Animation Character so that the heavy machine gun stance doesn't mess up some of the transition animations
Modified: The jiggle physics by tweaking the physics body and constraints positions + their weight
Modified: The transition montages by adding notifies that should minimize the unnatural hand behavior when rapidly transitioning. The character still moves his left hand a little when transitioning crouch->stand->crouch with pistols, but that seems to be something a little bit different as it can't be solved with the notifies added.
Visuals
Fixed: Side Cap is clipping with female heads and uniforms
Fixed: Several backpacks are clipping with uniforms
Fixed: Facepaint looking weird on some faces
Fixed: Several gloves were clipping with uniforms
Fixed: Transparency priority issue on several materials
Fixed: Some weapon skins applied only partially to a weapon model in the encounter
Fixed: The crates have no material type in Shootout
Fixed: T-pose after fall death
Fixed: A strange position of the weapon on the back
Fixed: The animation issues with weapons grip when going from prone to stance
Fixed: Dead bodies blinking
Fixed: A priority of a transparent object and sun flare
Fixed: Airdrop animations
Fixed: The new cap is too big for female archetypes
Fixed: The inside of the Tactical Balaclava is transparent
Fixed: Added missing value for the Shark facepaint
Fixed: The gloves are clipping with hands for the Hunter uniform
Fixed: Clipping issue with Goggles
Fixed: Stickers are not appearing correctly for a Canvas bag
Fixed: Notifications shouldn't spawn over each other
Fixed: The materials are not having proper surface type on Sagbruk - Several assets are missing audio-visual effects upon shooting
Fixed: There was an element trying to visualize "none" as a material instance in the Armory and Fallkniven A1 had its weapon's plan/"blueprint" spawning twice
Fixed: A missing water surface
Fixed: The phone booth is missing a surface type
Fixed: Bugs, levitating players at the start of the locations
Fixed: Instances where light machineGuns were using stance of heavy machineGuns
Fixed: Shooting secondary WPN while in left shoulder view would move the whole gun
Fixed: 1PV ADS gun model for MGV-176 by removing the see through holes in the model
Fixed: Some weapons were ejecting empty casings after every shot, even though it didn't make sense for that weapon (shotguns, sniper rifles)
Changed: Filetype of textures
Changed: Enlarged textures
Added: A logic for the handguns to stay "open" after expending all the ammo
Added: New poses for the empty handguns
Added: New animations for around 70% (Most of the Assault Rifles, Sniper Rifles, Pistols, SMGs and MachineGuns) of the WPNs. Both character and WPN animations
Added: New prone and crouch WPN reload/actions animations for around 95% of the weapons so that the WPN parts do not levitate and correspond with the hand movements
Added: New animations for (un)equiping primary weapons in a right slot, so that the character doesn't pull both weapons from the left side/slot.
Added: Gestures now have facial animations
Added: The logic for offsetting Holstered weapons based on sockets in their skeletons, making it possible to specifically offset and rotate every weapon in both holster slots (each slot has its own offset socket) - ADR-97, MP-5 and few others were adjusted to not stick out as much
Added: Military mask skeletal mesh, materials, and textures
Added: A new jump animation from crouch for the unarmed/knife + pistols (by combining standing jump animation with the crouch idle one)
Added: A new prone additive animation for the Suomi KP/-31 to fix the weird grip/elbow position when aiming up
Added: A new empty reload animations for the M249, because the original animations were missing the some of the hand movements, when the bolt was being pulled back
Added: A new idle holding animations so that the right-hand doesn't overlap as much with the gun
Added: A new prone grip/aim additive for the Scharfschützengewehr 82
Added: A few new idle animations to individual weapon classes so that the idle animations don't repeat as much
Tweaked: The Gewehr 3 by slightly lowering the time it takes to fade out the magazine so that the magazine doesn't "blink" when reloading
Modified: The Mosin Nagant and Scharfschützengewehr 82's reload animation montage by adding a particle effect - ejection of the empty casing and added new particles for the bolt action rifles because the original ones initial velocity was too big, and in real life, the empty casings don't fly that far from the bolt action rifles
Modified: The La Chiave 12 & KS-23 animations by smoothing out the parts that are playing in a loop so that they are more symmetrical and less "choppy". More modifications should be done in the future
Modified: Animations for pistols so that the left-hand bone is in a more sensible spot to prevent the weapon from flying off while blending between mirrored aiming and reload animations
Modified: The animation blueprints of some weapons to fix the issues introduced after recent weapon optimization (magazines not moving while reloading etc..)
Modified: MP5-K SD3 skeleton by adding sockets to change the holster positions
Modified: The notify timing for the M249 reload, so that the hand movements better fir the WPN movements
Modified: The Pill Consumable animations, because the character never actually put them in mouth as the use time was too fast and the animation too long. Not they use shorter animation.
Tweaked: New cap material fix
Tweaked: Veteran uniform skin hand issue
Modified: Adding lines that play the Map gesture animation on the head as well, and then it skips the animation the same way the torso does so that the body parts are in sync
Modified: Lootbox UI by rotating the wooden rocking horse to prevent clipping
Modified: The head animation by changing the transition type of one of the blends from initialization to Standart blend so that it doesn't throw errors/warnings
Modified: Animation logic of characters for playing gestures so that it also plays the animation on the head
Modified: Some of the gesture animations by adding smaller/simple facial movements so that they don't look that robotic
Modified: The Human Animation Collection by adding one new field to the struct in the vertical category for the crouch jump start. And then modified the function that returns the correct jump animation, so that it now has another argument for the current stance
Modified: Animation blueprint character by slightly lowering the MAX pushback value when coming too close to an obstacle
Modified: The human animation instance by adding an additional condition for enabling IK, so that the IK doesn't get activated while doing gestures
Modified: The animation for moving tile is now in tile graph instead of notification graph
Audio
Fixed: UI related sound issues - radiation and airdrop sound ques
Fixed: The La Chiave 12 pump SFX fixed (played 2 times instead of 1)
Fixed: Sound cues are faded out when a round ends in Shootout
Fixed: Sample track in memento/vinyl collection doesn't get drowned by ambient music now
Fixed: Exit door sound
Fixed: Missing Geiger counter sound in tutorial area
Fixed: Using "Take All" when picking up mementos not producing the right sound effect for the memento pick-up
Added: SFX for the exit door on Fjellkanten
Added: A missing confirm sound for Shooting Challenges
Added: Sounds to the chamber and reload of weapons
Others
Fixed: "Leave team", "invite a friend" and "start matchmaking" is not working after using the "Kick" function in the matchmaking monitor
Fixed: Openable Exit in Fjellkanten- It is possible to exit map outside the exit area
Fixed: Missing morphs the Side Cap
Fixed: Quick switching with Y doesn't update wheel selection UI
Fixed: Errors in the English localization
Fixed: A wrong/missing Russian translations
Fixed: New description for the event of Disruptive Tower
Fixed: Low lod appearing
Fixed: Exit area, levitating props, bugs
Fixed: Reward screen issues in french, asset name clashes in different languages than English
Fixed: Various localization errors fixed
Fixed: A new cap looking scuffed
Fixed: A tree collision
Fixed: Focused and the selected amount is now correctly set on the stack from the beginning
Fixed: The killer info is no longer missing for the players that do not trigger the boobytrap but were killed by it
Fixed: The FPS drops when a red flare signalizing incoming bombarding appears
Changed: Increased Network Bandwidth Limits
Changed: Flares now emit light only after they stop moving, mortar shell explosion effect now emits only one light instead of 4
Changed: We made all points of interest to be hidden in Shootout
Changed: Fixed up combination chest redirectors
Added: A more complex collision to doors
Added: Social media icons
Added: New QA testers into the Credits
Added: Expose list of players on the server to the blueprints
Added: A little bit of logic that checks if the character isn't dead and has ragdoll disabled. The issue was/is happening because for some reason the notifies set up in the death animation montage aren't triggering in some cases...
Added: A physical material to door on Fjellkanten - Openable Exits - Doors are missing a physical material
Tweaked: Exits and geometry
Tweaked: The landscape LOD distances
Modified: The logic for the notification
Modified: Animation blueprint Character to simplify the handling of ragdoll upon falling death
Optimized: Got rid of the unnecessary variables from the data table
Optimized: Datatables
PlayStation specific optimization