// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

Overnight, a new patch update for Call of Duty: WWII went live on the PC platform on Steam.

Patch Notes:

GENERAL UPDATES:

  • Fixed an issue where the FOV was being reset to 65 every time the user starts Multiplayer
  • Resolved an issue where FPS is locked to 60 fps when using HDR on 60hz monitors in Windowed (No Border) mode
  • Fixed a hitching issue when using 144hz monitor in Windowed (Not Border) with Vsync & Freesync enabled
  • Ranked Play support added for the upcoming Ranked Season in December
  • Support added for Discord

COD:WWII MULTIPLAYER UPDATES:

  • Connectivity improvements and optimizations
  • Leaderboard stability improvements and bug fixes
  • General UI improvements
  • Various issues with when the party leader disbands the party
  • Fixed various issues with parties following the party leader to the HQ
  • Fixed a rare issue where players are being booted from public lobbies
  • Fixed a host migration issue when the party leader exits the game via exit to desktop
  • Fixed issue with kill feed improperly displaying a user has changed their name
  • Addressed animation issue with Laughing Emote
  • Addressed glare issues with various Weapon Kits while SSR is set to High
  • Resolved issue with After Action Report not appearing after Gridiron and Capture the Flag matches
  • Addressed uncommon issue where HUD would only display for a single player in Hardcore DOM
  • Espionage Basic Training – Reduced painted time from 10 seconds to 6. Made it so only bullet damage paints you
  • Addressed issue with Mastery challenges were number of challenges was displaying incorrectly making Challenges impossible to complete
  • Fixed tank inversion and sensitivity setting for War tank controls

COD:WWII MULTIPLAYER WEAPON UPDATES:

BUFFs – 

  • Walther Toggle Action Shotgun – damage increased at extremely close range
  • Bren LMG – increased damage per shot
  • LMG Bipod – Sped up ADS time when in bipod stance

NERFs –

  • BAR Rifle – decreased fire rate and widened hip fire spread
  • STG44 Rifle – widened hip fire spread
  • FG42 Rifle – increased recoil and widened hip fire spread
  • Machine Pistol – decreased damage ranges

SNIPER CLASS – Fixed a bug with all Sniper Rifles zooming to exact center when aiming down the sights.

COD:WWII NAZI ZOMBIES UPDATES:

  • Fixed a crash with host migration while in a public zombies match
  • Addressed lighting/glare issues with Tesla gun in Zombies when SSR is enabled.
  • Fixed Klaus pathing

UPCOMING FEATURES/FIXES:

  • After players prestige once, “WELCOME TO THE HQ” quest pops pack up.
  • After finishing a game, classes with Heroic weapons get reset
  • Emblem Editor – Because most of our players are using a mouse & keyboard we wanted to take advantage of that, particularly for the UX around Emblem Editor. Therefore, we are taking some extra time to apply some more polish into the feature before releasing it on PC. The Emblem Editor is planned to be released in December, but stay tuned for more details on what PC specific features we are adding.

SOURCE: Steam

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