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Tactical Assault VR Update 0.6.6.1

Fixes: • Fixed AK47 reversed Magazine in Shootout • Fixed Glock magazine still showing bullet after depletion • Fixed head collisions with doors allowing players to see other side • Fixed callout position icon and Voice-Over for Left-Handed Movement option • Fixed Pull-Up bar interaction in Sandbox • Fixed enemy spawning at vault stairs of VOID Bank. • Fixed bright spot lighting issue in Hidden Forest Night • Fixed Avatar Flickering when crouched.

Additions: • Added Controller Preferences to Main Menu > Settings. Grip Toggle and Forward Preference settings added • Added Respawns modifier for single-player and multiplayer. 0-5 Respawns max. • Added Item Stuck Action in Settings > Controller Prefs | Weapons will no longer let go if player collides with an object and weapon gets stuck. Weapon and hands now teleport back to player. • Added MUTE button in Players List. Mute individual players. Mute your own mic through the Player list. • Added Pouch Identifier Text toggle in Settings • Added M4 Bolt Release Slap • Added Dedicated Team Comms in PvP mode • Added Spotter Scope variable zoom button. Press the Primary button to switch between 2 focal lengths. • Added PVP Hidden Forest Night • Added Dump Pouch to Custom Vest Layout. Fit up to 2 magazines in the Dump Pouch. • Added distant gunshots sound fx

Changes: • Single-player maps now start out like multiplayer maps. Weapon loadout menu at start. • Reduced health for armored enemies • Dead enemy bodies now stay for 15 seconds. Bodies become stiff after 5 seconds (ragdoll physics disabled for better stand-alone headset performance). • Updated Shotgun 1-handed recoil. Shotgun no longer flies away into space :( • Player is now notified when they are DOWNED • Player self-shooting issue mitigated but not fully solved. The issue caused by network latency between the point of avatar bullet spawn and avatar body position (extrapolated: estimated future position) delayed over the network. Players were getting shot by their own bullets spawned by their avatars in other players' view. Solution: Bullets spawned by avatars are purely cosmetic and do not provide damage. Players can still be shot by their own avatar bullet but will not be damaged and/or killed. Instead, bullets and damage shot by you (the player) are spawned locally (in YOUR scene only) and are registered and synced over the network to count as a hit. • White Phosphor NVG effect changed to Blue • When Radio is released, comms given 1-second delay before cutting off • Adjusted Recoil Values. Increased full-auto side-to-side recoil for higher caliber weapons. • Lowered footsteps volume • Improved 3D spatial audio • Restructured EnemyAi behavior. Removed enemy strafing. Enemies are more likely to prioritize finding and taking cover. Work in progress.

PCVR: • (PCVR) Added hand offset for better hand alignment on Reverb controllers. Found in Settings > Controller Prefs • (PCVR ONLY)"DefaultName" removed. New players are now named "Player" + random 4-digit number • (PCVR ONLY) Fixed Quality Settings dropdown menu not adjusting quality settings • (PCVR ONLY) Added Spectator Helmet cameras on the Monitor. Use keyboard Left and Right Arrows to cycle through cameras. Press F1 to return to the main view. • OculusXR Launcher build available on Steam. Game Listing > Properties > Betas > 0.6.6.1 OculusXR Launcher

Vive: • Fixed HTC Vive Wands Controller Offsets • HTC Vive Directional Pad walking and running speed based on input distance from the center. Directional input closest to the center is walking speed. Farthest is running. • Limited compatibility for HTC Vive Wands. For now, some buttons are mapped together due to the limited amount of buttons. There will be some confusion. This is a work in progress. Provide feedback in the #feedback channel

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