Icon system, planning overhaul, music and audio updates, misc bug fixes.

Icon System:
- The map view now contains an assortment of draggable icons that can be placed in the map view
- The icons can be seen by your team and are representations of gear that you might need to use for the round
- Once placed in the map via dragging from the tray or using the associated rebindable hotkeys, they will appear as a puck in the map
- The pucks can be moved, claimed, deleted, and show the claim owner if any
- Pucks you've claimed will appear yellow to differentiate them between your team(s) pucks, similarly to the player puck
- Claimed pucks will be given a green check box if the player who claimed them has the indicated equipment in their inventory
- After claiming a puck, the item(s) on the defender wall/attacker truck wall will highlight in yellow outline
- After claiming a puck, a flashing icon will appear over the slot in your inventory if you haven't picked that item up yet
- The map view icon list also shows how many of each item you have left in the armory
- The map view icon list also has pips for each equipment item, showing how many are deployed for this round and which ones are claimed
- Icons exist for all placeable and throwable equipment, along with the snipers for both teams
- An additional exclamation puck exists and can be seen in the world by all members of your team, get creative with it's usage
- You can use hotkeys to place equipment pucks, these should be ignored during normal gameplay to allow you to bind overlapping keys
- Icon pucks can be pinged to draw attention to them, using your default ping key while hovering over the puck
- Claiming a puck will cause it to show up in-world for the claimed player to help guide them to follow the plan
- Moving through a claimed puck will remove it from the in-world view
- Barbed wire will show a box on the planning and in-world view when placed, which can be rotated with the scroll wheel while hovering
- Barbed wire icons will not clear unless a wire is placed in their location
Planning Overhaul:
- The planning phase has been split into two phases, Planning and Gear-Up
- Casual and ranked have had some time changes for each gamemode and are no longer the same time in each
- The attackers and defenders will not be able to pick up gear during the Planning phase to encourage making a plan first and picking up gear second (see next point)
- However, the Planning Phase for Casual is very short, most of the pre-execution time is in Gear-Up
- The Planning Phase for Ranked is longer, with a shorter Gear-Up time to encourage more in-depth planning
- Specifically, the attackers will be locked in new seats added in the attacker truck, while the defender weapon case will remain closed during planning
- Planning during the Gear-Up phase is not restricted and you can continue to plan during gear-up if necessary
- Attackers will stand up out of their seat when they have exited the map view during any post-planning phase
- Players will be forced out of the map at execution should they not realize the round has started and have not yet closed the map at any point to gear-up
- Casual: 20 seconds Planning, 70 seconds Gear Up (+15s gear up for attackers in setup)
- Ranked: 50 seconds Planning, 40 seconds Gear Up (+15s gear up for attackers in setup)
- Hud overlay for phase changes has been changed to be more present and alerting
- An on-screen countdown for the execution phase was added to give more warning to both teams of imminent execution phase
Music/Audio:
- Music is back! Much of the game's soundtrack has been re-implemented for different phases and transitions.
- An alternate music track for the main menu
- Music change while queuing for a match
- Music for loading, planning and short transition tracks for various phase changes in game
- Dome keeps it's own themes separately from the music tracks used on other maps
- Asymmetric music per team, attackers and defenders have different music
(Grenade sound changes missed on last patch notes)
- Frag grenade explosion sound updated
- Grenades now have separate sounds for pin pull and spoon eject
- Fixed issue where grenade explosions were not attenuating correctly
- Door kicks - Fixed D-Day boat door not counting as a door kick sound for attenuation purposes
- Door kicks - Raised minimum attenuation to make far occluded doors easier to hear
- Door kicks - Kicks now occlude less if being heard through exterior walls
- Door kicks - Fixed door kicks in loading screens
Other changes:
- Molotovs now have an explosion effect when detonating to help identify where they land
- Fixed recent bug that allowed players to shoot through or over walls in certain circumstances
- Players should no longer be damaged during certain transition phases
- Updated EAC debug UI for when client files are in an invalid state
- Fix barbed wire for sat view
Changed files in this update