DnA 5150 Posted March 12, 2013 (edited) In this thread we'll try to describe updates happening in the Development branch of Arma 3.This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers.Feel free to discuss the updates to this branch in the relevant thread.12-03-2013 Cross-joining default and Development branch disabled in MP Ifrit config class names changed to O_Ifrit_F and similar Various artwork fixes and tweaks in materials, textures and passenger animations Active Development branch is now indicated in the main menu Showcase: Helicopters - little optimization and conversation timings Various other showcase fixes Multiple crash opportunities fixed First tests of shadow improvements Edited August 3, 2015 by DnA 7 Share this post Link to post Share on other sites
DnA 5150 Posted March 13, 2013 13-03-2013 Versioning revised (0.50 for default and 0.51 for Development | was 0.11 yesterday) attachTo repaired 5 Share this post Link to post Share on other sites
DnA 5150 Posted March 15, 2013 (edited) 15-03-2013 Vehicle passenger animations should now be synchronized a little better (not fully fixed) TRG iron-sights remodeled after feedback Further support for custom skins on helmets for community Compass and watch re-sized Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch) Camera shake on 6.5mm ammunition removed Aiming of Rook pistol improved DAGR and DAR missile tweaks Server browser UI overlapping fixed in some places Squad URL is no longer automatically upper-cased (and thus broken) Edited March 15, 2013 by DnA 4 Share this post Link to post Share on other sites
DnA 5150 Posted March 19, 2013 19-03-2013 Fish should be less inclined to travel on land. Health effects system moved, renamed and reworked into functions. Field Manual spelling mistakes fixed. UAV module(s) temporarily removed / disabled for heavy maintenance. Editor loading took long when using MX rifles - fixed 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 21, 2013 21-03-2013 Staging the default branch update for tomorrow's deployment - changelog then 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 22, 2013 22-03-2013 Staging revealed showstoppers for default branch update, so we are postponing it beyond the weekend. Some hot-fixes deployed to Development branch: Scenarios button now always available - to allow playing exported and downloaded scenarios. Barrel physical properties fixed - they caused Showcase: Helicopters to potentially break. 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 26, 2013 (edited) 26-03-2013 Changes and fixes merged from Arma 2: Operation Arrowhead beta patches Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND" Ifrit cargo pose added Fixed: Sites are no longer placing patrol waypoints on water Civilian Sites were disabled Logo and tagline splash screens merged Main menu game and version indicator could overlap Added: Any mission with description.ext has now loading mission box with "Unknown" text Added: Unknown author is now displayed also for maps Fixed: Mission restart now resets reload counter Added: Loading "continue" save will no longer raise the reload counter Edited March 26, 2013 by DnA 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 27, 2013 27-03-2013 Correct countdown set for Dedicated Servers Fixed - AI disembarking when moving to another vehicle position incorrectly 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 28, 2013 (edited) 28-03-2013 Text database clean-up in progress - may cause missing strings! Fixed: RMB to equip did not work for binoculars Fixed: Vehicle commander stepped optics zoom did not function correctly Fixed: Mouse wheel camera movement is disabled when in map Stratis terrain and object placement tweaks Fixed: http://feedback.arma3.com/view.php?id=1903 Fixed: http://feedback.arma3.com/view.php?id=3837 Fixed: Mission failed had two debriefing screens Edited March 28, 2013 by DnA 2 Share this post Link to post Share on other sites
DnA 5150 Posted March 29, 2013 29-03-2013 Improved performance related to object instancing Fixed: http://feedback.arma3.com/view.php?id=4189 Duplicate target icon in Ka60 Helmet-Mounted Display removed MH-9 cargo capacity and get-in / get-out procedures improved MH-9 textures and materials tuned 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 2, 2013 02-04-2013 Prototype of fatigue post-processing effects added Fixed: BIS_fnc_MP wasn't working correctly when server ID wasn't 0 Fixed: Server-only persistent functions were executed also on clients within MP framework Fixed: http://feedback.arma3.com/view.php?id=5511 Fixed: http://feedback.arma3.com/view.php?id=5709 WIP: missing string clean-up 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 3, 2013 03-04-2013 Various debugging scripting commands disabled for public versions (too powerful for cheating) Fixed: http://feedback.arma3.com/view.php?id=1126 (speed of sound delay after shooting) Fixed: http://feedback.arma3.com/view.php?id=5210 (synchronization of character rotation speed broken) Fixed: remote destroyed wheels have now the right distance detection to the ground Fixed: healing sound effects were endlessly looped Ships are no longer automatically deleted after destruction (consistent with other vehicle types) Helicopters should be less able to fly upside down without consequences Fixed: terrain shadow computation Fixed: http://feedback.arma3.com/view.php?id=5619 Various tweaks and improvements for buildings: House_Small01, House_Small02 and House_Small03 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 4, 2013 04-04-2013 Fixed: AI no longer fires on targets it does not see (but which are reported by other group members) Fixed: artifacts on water near shore when looking from high distance Solved issues related to flickering optics Fixed: http://feedback.arma3.com/view.php?id=6333 (EBR sight alignment) Class changes / clean-up related to weapon attachments 3 Share this post Link to post Share on other sites
DnA 5150 Posted April 5, 2013 05-04-2013 Larger string buffer for the format script command Ifrit fire geometries tweaked Continued class changes / clean-up related to weapon attachments Fixed: http://feedback.arma3.com/view.php?id=6664 Configured destructible windows and fixed various things in military structures 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 8, 2013 08-04-2013 Misc. tweaks to damage and fatigue post-processing feedback effects 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 9, 2013 09-04-2013 EXE rev. 03854 Added: WIP of improved public debug console Fixed: "Lose" ending no longer shows "Mission Completed" title Fixed: Error icon is no longer shown for logics Fixed: http://feedback.arma3.com/view.php?id=6719 (spelling error) Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it Fixed: Reloading different magazine type could do nothing but remove the magazine Fixed: various PhysX-related crash opportunities. Please let us know if you still encounter such crashes using this build (in case it contains relevant information in the crash message) 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 10, 2013 10-04-2013 EXE rev. 03923 Version raised to 0.55 to prepare for the next default branch update Fixed: Crash while moving binoculars from a corpse to a nearby crate Fixed: Picture-in-Picture of ships and SDV drastically decreased framerate Fixed: http://feedback.arma3.com/view.php?id=6881 (out of memory crash) Many animation tweaks and fixes, highlights: Rifle kneel sprinting fix Rifle raised idling for AI fix Pistol prone movement improvements Rifle & pistol evasive move fixes (disabled optics) Removed sway in prone adjust low Pistol self healing Improved surface diving animation Improved pistol kneel sprint animation Improved connection prone to sprint Reloading in prone animation - fixed wrong duty value Player could shoot a sidearm during the healing animation Transition from prone to upright sprint while unarmed caused visual sliding Fixed:http://feedback.arma3.com/view.php?id=3087 (fire geometry - wall) Fixed incorrect topic selection after closing and reopening Field Manual 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 11, 2013 11-04-2013 EXE rev. 103960 Alpha update pre-staging (full changelog coming with the SPOTREP) Fixed: Crash while taking RPG Alamut from ground Added: Fog improvements (WIP) Opened a Development branch discussion thread. This thread could be used to discuss specifically things observed / found in the latest update to this branch (actual reporting still should go via Feedback Tracker though). Thanks! 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 16, 2013 16-04-2013 EXE rev. 04166 getFuelCargo, getAmmoCargo, getRepairCargo commands added Fixes to serialization of particle emitters Fixed: shoreline was not covered by fog properly Correct vonCodecQuality is set now Movement speed tweaking deployed for evaluation Various little tweaks and fixes on common houses Fixed: http://feedback.arma3.com/view.php?id=802 (fuel station coloration after destruction) Fixed: http://feedback.arma3.com/view.php?id=3333 (telephone pole collisions) 12.7mm HMG Rate of Fire fixed Tweaked missiles for AH-9 to be better used by AI Adjusted DAGR locking cone and adjusted its AI characteristics Fixed: http://feedback.arma3.com/view.php?id=6682 (MXM suppressor) 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 17, 2013 17-04-2013 EXE rev. 04211 Known issue: Pop-up error about missing runway object Fixed: Animation source gear for PhysX vehicles Fixed: Ships are now using the correct Arma 3 gearbox Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible) Stratis bridges improved for characters and vehicles Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors 1 Share this post Link to post Share on other sites
DnA 5150 Posted April 18, 2013 18-04-2013 EXE rev. 04268 Known issue: Pop-up error about missing runway object (still present) Fixed: canMove on a vehicle with dead driver would return false in some cases Added: New system for displaying scenario overview information (documentation forthcoming) Fixed: various bush material / alpha shaders 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 19, 2013 19-04-2013 (No new EXE included) We did release a test of a separate Dedicated Server (Windows) executable to a small group of server admins. It does not require Steam Client running. As soon as possible we’ll include it into the daily Development branch for everyone. Known issue: showcase / Stratis overviews are not functioning fully Adjusted mass distribution of MH-9 Fixed: http://feedback.arma3.com/view.php?id=7401 (Ka60 rotor collisions) More environmental tweaks: sun, lense flares, material changes for changed lighting Function BIS_fnc_objectsGrabber would sometimes not close the output Array Fixed: Functions viewer was not working when launched from mission editor Fixed: Missing runway object error Fixed: Notification area is now wider Fixed: Debug console was not visible when launched from Splendid camera in non-editor mission Field Manual / Commanding / Move hint improved 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 22, 2013 22-04-2013 EXE rev. 04356 Known issue: Stratis overview text not working Improved synchronization of structure destruction in MP Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash) Further tweaking of asset light parameters to be compatible with updated environmental lighting settings (still WIP) Showcase overviews are working again BIS_fnc_arrayShuffle added to functions 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 23, 2013 23-04-2013 No new EXE (auto-tests failed) Stratis overview name fixed 2 Share this post Link to post Share on other sites
DnA 5150 Posted April 24, 2013 24-04-2013 EXE rev. 04426 Fixed: AI now uses optics better to detect enemies Fixed: Switching HDR settings could cause graphical corruption Added: Removing destroyed buildings from PhysX simulation Fixed: Crash opportunity related to PhysX 5 Share this post Link to post Share on other sites