Fixed some situations of consumable items (grenades, bandages) requiring a reload of the item if the player unequips it immediately after use or receives an ammo resupply
Fixed footstep sounds not playing if Shadow Quality is set to Low
Fixed ‘Accessed None’ log warning on dedicated servers when characters are cleaned up
Fixed player name/score stats (displayed from the steam client server browser and other external server browsers) only getting updated after a map change
Fixed cases of duplicate bullet impact fx under poor network conditions
Fixed missing blood impact fx when a corpse is shot
Fixes and optimizations to animated magazine system
Fixed Ghost/Fly/Walk cheat cmds not working in offline play or for server admins when cheats were enabled
User Interface
Resolved various UX and inconsistency issues when remapping keybindings from the options menu
Fixed pause menu being inaccessible if the game state was paused
Core Art
Props, Buildings, Characters, and Weapon materials had their parented materials adjusted to be more consistent
Turned off tiling and albedo switch on several material instances to reduce shader complexity
Turned off Dithering on foliage materials
Increased resolution on several texture sets from 2k to 4k
Rebuilt HLODs for all levels
Lighting
New Lighting System
New lighting Blueprint, separate from Ultra Dynamic Sky. UDS is still available for modders
Physics
Optimized Ragdoll Capsules for more realistic physics ragdoll
Reduced the number of capsules the physics asset uses
Ragdoll physics bodies transition into sleep state much faster, improving performance
Characters
Fixed Dark eyes on LOD 1-4 on all characters
Fixed LODs having the wrong material assigned to LODs 1-4 on multiple character sets
Audio
Set Preselected sounds for Equip sounds, reduces the number of sounds loaded, reducing memory usage
Increased Footstep sounds by 50%
Foliage
Created Distance Field Meshes for Palm Trees
Imported new European Alder foliage set
Credits
Added several contributor names
Loading Screen
Edited several loading screen images
Maps
Risala – Foliage and road spline fixes
Khafji – Fixed several bugs and graphical issues
Montecassino – Foliage and road spline fixes, spawn points moved
Argonne – Fixed several bugs and graphical issues
Lam Dong – Optimized Jungle Hut collision primitives
Carentan – Added more buildings and layout, added sidewalks and walls
Omaha – Added more buildings and foliage
Saint Quentin – Added more buildings, trenches, and fields, added 3 AAS routes, landscape sculpting
Tan Binh – Added 3 AAS routes
SDK
Reverted default Navigation Geometry Gathering Mode from “Lazy” back to “Instant” as a workaround for an engine bug that may cause the navmesh to not generate on some sections of a landscape, depending on how the landscape itself was sculpted. Map authors must now explicitly opt into “Lazy” navmesh generation for their landscapes if they wish to continue using it as a performance optimization on large maps using a dynamic navmesh w/invokers.
The fire animation behavior for newly created weapons has changed to allow weapon fire anims to finish playing after weapon fire has ended. Previously, weapon fire animations would be synced up with the configured fire rate and would end prematurely after the weapon had stopped firing (if the fire rate was shorter than the length of the animation itself). This behavior can be controlled via the “Stop All Fire Anims After Fire Rate Delay” setting of the weapon blueprint.
Enabled editor setting by default that allows for impure nodes to be explicitly disabled or toggle Development-only attribute on/off via the context menu by right-clicking them (CAUTION: EXPERIMENTAL)
Improved weapon API documentation
API: Add ReloadStarted and ReloadFinished weapon BP events
General Client/Server security fixes and improvements  Gameplay Fixed some situations of consumable items (grenades, bandages) requiring a reloa[Please see the full post at this link: Operation Harsh Doorstop : Update v0.12.0.0 Changelog]