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Development Branch Changelog

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30-04-2014

EXE rev. 124070

Size: ~292 MB

KNOWN ISSUE

  • Vehicle waypoints are not working well (only affects devbranch, not even our internal version suffers from this)

DATA

Synchronized to main branch

ENGINE

  • Additional functions for MFD - blinking effect on HUD elements
  • Fixed: Changing focus breaks volume levels (previous fix could cause a crash)
  • Fixed: CTD in Zeus
  • Fixed: Possible CTD in Zeus when a NULL unit occurs in the list of editables
  • Changed update system for EPE object (to address a problem with grenades)

---------- Post added at 21:21 ---------- Previous post was at 21:20 ----------

01-05-2014

No update due to a Czech national holiday

---------- Post added at 21:21 ---------- Previous post was at 21:21 ----------

02-05-2014

No update due to the projected aftermath of a Czech national holiday ;)

Edited by DnA

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05-05-2014

No new EXE

Size: ~391 MB

KNOWN ISSUES

  • Vehicle waypoints are not working well (only affects devbranch)

DATA

  • UGV Stomper textures have been improved
  • Minor tweaks of sounds for various animations
  • Uniform suit packs placed in the editor now lay on the ground
  • Added silencer for MX_SW into NATO support ammo box
  • Fixed: Firing Drills - missing localization for 2 strings
  • Fixed: Firing Drills - 3D icons did not work after restart
  • Fixed: CoF Green - parked SUV was colliding with ambient objects
  • Updated: Firing Drills - Immediately quitting the Drill now fails the primary task
  • Added: Firing Drills - visibility of 3D icons is now linked to the difficulty option controlling waypoint indicators
  • Added: Firing Drills - extra debriefing section with results (medal times, your personal best and all times this session)
  • Fixed: CoF Red 2 - CP 9 targets could be placed inside a rock
  • Fixed: CoF Red 2 - CP 11 could be encountered without any hostile targets
  • Updated: CoF Orange 2 - CP 6 disappearing target time made a little more relaxed to allow spotting it
  • Added: Selection for damage materials into cockpit of UH-80
  • Added: Animation of fingers in ragdoll
  • Fixed: A visual issue with SDV's lights
  • Fixed: Suit packs now have textures according to uniforms
  • Updated: Detail textures on UGVs
  • Added: Particle effect modules can be synchronized with triggers
  • Updated: MRAPs protection from small arms fire and optimized overall durability
  • Updated: Increased direct damage of thermobaric RPG_HE rocket
  • Fixed: Backpacks with some pre-defined content have empty backpack of the same type as parent (used e.g. in hubs).
  • Fixed: An issue where dropping Kerry's diving uniform spawned a headless body

Potential campaign spoilers:

  • Fixed: Undefined variable in expression: bis_per_pool_backpack
  • Starting pool definition improved to better translate from pre-1.18 savegames into 1.18
  • Rangefinder definition added to fn_camp_getEquipType.sqf
  • Stavrou and Nikos are now in separate groups

Edited by DnA

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06-05-2014

EXE rev. 124216

Size: ~73 MB

DATA

  • Updated: Launched smoke grenades initial direction improved
  • Fixed: BIS_fnc_itemType didn't recognize UAV terminal
  • Added: New parameter "noImage" (bool) for CfgHints classes. You can use no image in context hint even if image is configured (and used in Field Manual).
  • Fixed: Some interior textures of a Tempest heavy truck variant (http://feedback.arma3.com/view.php?id=18533)

ENGINE

  • Fixed: Resource leaks in splash window
  • Added: Support for allowedLoadFileExtension parameter in dedicated server config file in order to make it impossible to read contents of files with unlisted extension (security improvement)
  • Added: AI aiming error is now influenced by wounds and reloading
  • Improved: AI's losing sight of target
  • Fixed: Deletion of remote controlled unit (Zeus) while someone else is remote controlling it
  • Fixed: An issue where ragdoll would cause bodies to fall through non-local buildings (http://feedback.arma3.com/view.php?id=9532)
  • Fixed: Flaps & gear sounds gradually transition based on camera position
  • Fixed: HUD heading scale was disappearing prematurely when displaying negative values
  • Added: Min and Max boundary for scale HUD element
  • Fixed: Quadrotor UAV with disabled autonomy was changing height on its own
  • Fixed: Problems with vehicle waypoints
  • Fixed: An issue that might lead to a crash (related to http://feedback.arma3.com/view.php?id=18663)
  • Fixed: Multiplication of submunition in multiplayer (related to http://feedback.arma3.com/view.php?id=18671)
  • Fixed: An issue that could prevent the start of a multiplayer scenario
  • Fixed: Loss of ammo when loading from an automatic / user save (http://feedback.arma3.com/view.php?id=18668)
  • Added: Support for subfolders in multiplayer scenarios

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07-05-2014

EXE rev. 124229

Size: ~98 MB

DATA

  • Fixed: BIS_fnc_getCfgDataArray now returns [] if the value cannot be found

ENGINE

---------- Post added at 12:04 ---------- Previous post was at 12:02 ----------

08-05-2014

No update due to a Czech national holiday (yep, again :yay:)

---------- Post added at 12:05 ---------- Previous post was at 12:04 ----------

09-05-2013

No update due to the projected aftermath of the Czech national holiday

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12-05-2014

No new EXE

Size: ~199 MB

DATA

  • Adjusted: Vehicle randomization script - escape condition added to allow disabling of the randomization
  • Added: Sound occlude and obstruct parameters for vehicles
  • Straightened PiP memory points for Darter gunner for newly implemented zoom to work better
  • Convergence of fixed guns on AH-9 and WY-55
  • Obsolete uniforms hidden from editor and disabled in Zeus
  • Ground holder and uniform corrections
  • Improved tank and tracked APC vehicles track damage resistance so they could now withstand standard .50 CAL ammunition. Static heavy machine guns won't disable tank movement anymore.
  • Armor torque curves extrapolated to avoid switching to lower gears when driving fast
  • Armor drivers can look around a wider area when unbuttoned
  • Re-centered external camera position for wheeled APCs
  • 7.62x51 Coax now shooting 7.62mm ammo as expected
  • Advertising signs should have proper penetration materials
  • Secondary explosions are controlled by server now
  • Icons of guerrilla uniforms repaired

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13-05-2014

EXE rev. 124294

Size: ~83 MB

DATA

  • Changed: Sound for roll animation
  • A handful of obsolete uniforms has been made unavailable in the editor and Zeus
  • Showcase Fixed Wings: Fail-safe improved to prevent Orca with destroyed tail rotor to continue in flight despite having "Interception" task as succeeded
  • Three vests moved from Objects (Uniforms) to Objects (Vests)
  • Optimized damage of DAR and DAGR rockets

ENGINE

  • Unit classes in the editor are now sorted alphabetically
  • Fixed: Star emissivity was not correctly set when changing landscape
  • Added: Support for coloring pictures on a single line in a ListBox
  • Fixed: Zoom is not used in the AV Camera feed
  • Now preventing empty bindings for disabled actions
  • Fixed: Unknown action Surrender RPT spam
  • Fixed: Possible CTD in scripting command when passing non-Zeus unit as Zeus argument
  • Sound: Fixed: Crew audible outside of their vehicle
  • Sound: Enabled soundInsideCoeff
  • Minor PhysX optimization
  • Fixed: Possible CTD when player is JIPing
  • Removed more pointless RPT spam
  • Sound: Fixed: CTD when switching views in vehicles on Dedicated Server
  • Fixed: TI rendering for OnSurface objects

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14-05-2014

There was no update due to auto-tests failing.

---------- Post added at 11:42 ---------- Previous post was at 09:52 ----------

15-05-2014

EXE rev. 124318

Size: ~38 MB

DATA

  • Gravel roads provide less grip for wheels and cause lower speed
  • Removed: Logging used for debugging of a few functions

ENGINE

  • Fixed: RPT render target not found message
  • Increased errorGrowInTime for empty vehicles (AI optimization)
  • Fixed: Collision bug where soldiers could sometimes go through thin obstacles
  • Fixed: Locking turret by lockTurret command
  • Fixed: Players jumping in a partially destroyed and destroyed building
  • Repairing a destroyed building now removes the partially destroyed building and ruins better
  • Fixed: CTD when passing a not existing side to createCenter
  • Added: New action that support opening inventory of soldiers under your control
  • Fixed: Driver ejects when heli is configured to not allow driver ejection
  • Fixed: removeUniform doesn't work within non-local client when connection was started in JIP mode (graphical representation of undressed soldier doesn't work even when uniform was removed through gear)
  • Hotfixed remote state positioning when an object is stable (PhysX optimization)

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16-05-2014

EXE rev. 124337

Size: ~16 MB

ENGINE

  • Fixed: Frozen manual fire on Dedicated Server when no one is in the gunner position
  • Fixed: Automatic get out from damaged vehicle when user is remote controlling unit
  • Fixed: Zeus automatic returning of unit dragged from a vehicle
  • Fixed: Possible CTD when someone deletes units which is under remote control of another Zeus
  • Added: Missing Zeus event handler objectSelectionChanged
  • Added: Support for allowedPreprocessFileExtensions parameter in Dedicated Server config file in order to make it impossible to read contents of files with an unlisted extension (security improvement for preprocessFile and preprocessFileLineNumbers script commands)
  • Fixed: Possible CTD in MP servers
  • Fixed: addUniform script command didn't work well in MP
  • Added: Support for mission whitelisting for Dedicated Server (missionWhitelist parameter in DS config file)
  • Parameter for inertia in weaponType

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19-05-2014

EXE rev. 124357

Size: ~58 MB

DATA

  • Fixed: Wrong backpacks used for static weapon disassembling
  • Added: Correct hit effects for mini-gun sub-munition ammo
  • Fixed: Minor sub-munition color tracer discrepancy for Hellcat helicopter

ENGINE

  • Added: autoScroll default values
  • Fixed: Empty vehicles can be locked (with missile)
  • Avoiding server crash due to wrong index in player role packet
  • Sound: Fixed: Crash during access of sound waves based on params
  • Added: Surface parameter (surfaceFriction)
  • Magazine animated when weapon is reloaded for the first time
  • Added: Command line parameter '-enableHT' added to enable hyperthreading

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20-05-2014

EXE rev. 124374

Size: ~27 MB

DATA

  • Ghillie suits now properly display underlying vests
  • Armaverse sponsor signs are no longer semi-transparent

ENGINE

  • Fixed: Allowed ejection when a transport has ejection disabled on a person's position
  • Fixed: Wrong return type in scripting command everyBackpack (was Object, should be Array)
  • Sound: Fixed: Simulation of sound speed for all weapons
  • Sound: Collision sound volume based on speed
  • Fixed: hideObjectGlobal script command (was working in the opposite way)
  • Fixed: Visible UAV units in MP
  • Fixed: Setting scenario description as structured text

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21-05-2014

EXE rev. 124406

Size: ~34 MB

DATA

  • Fixed: Bullet penetrability on some parts of the trucks

ENGINE

  • Added: Support for RotorLib in the options
  • Added: Support for camera shaking when you encounter big G forces in transport of helicopters - not yet configured in our data
  • Fixed: Talking through remotely controlled characters (Zeus)
  • Cursor size now matches new weapon sway
  • Fixed: AI not reloading their weapon when the camera was focused on it
  • Script command weaponsItems now works also for ammoCrates
  • Fixed: Assembly and disassembly of static autonomous weapons in MP
  • Fixed: createVehicleCrew command in MP when called on a non-local autonomous static weapon

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22-05-2014

No update today - failed auto-tests

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23-05-2014

EXE rev. 124479

Size: ~36 MB

ENGINE

  • Fixed: Expensive simulations on destroyed buildings
  • Security enhancements for clients connected to a Dedicated Server (pre-processing limitation)
  • Fixed: Could not add glasses to cargo by script
  • Fixed: removeItemFromXXX didn’t work correctly with magazines
  • Profiling and diagnostic build types (branches) are now reported in the RPT
  • Fixed: Light effects from weapons after reloading to a different type of magazine
  • Fixed: New eventhandler InventoryOpened
  • Fixed: Admin commands "kick" and "exec ban" not working properly
  • Added: New command everyContainer
  • Fixed: Damaging of the player by collision with walking animals (stay away from the goats, Pvt. Nelson!)
  • Fixed: Damaging of helicopters by parachutes
  • Script command magazinesAmmo works also for ammo crates now
  • Fixed: Possible CTD in InterpolateQuaternion
  • Parameters for weapon inertia added to config (more details once implementation is wrapped) (not yet available on devbranch)
  • Maximum weapon inertia multiplied by the current inertia coefficient of the weapon (not yet available on devbranch)
  • If connecting to a remote controlling unit, also switch the camera
  • Fixed: Looting fatigues broken when switching with civilian clothes
  • Command everyContainer returns a 2D array (container class name, container Object)

Edited by DnA
it's InventoryOpened not gearOpened for the new EventHandler

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26-05-2014

EXE rev. 124689

Size: ~33 MB

ENGINE

  • Small PhysX optimization
  • Fixed: Could not get info about glasses in cargo
  • Sound: Update: Damage sample volume based on speed
  • Fixed: Admin which returns to the lobby and takes everyone else's role makes the server restart (returning everyone to scenario select)
  • Added: Logging commands to make it easier to detect problems with squad.xml
  • Fixed: addUniform commands do not check uniform allowance
  • Fixed: #exec ban - stopped working after moving several declarations and definitions
  • Made it possible to call #kick with quoted player name to match the behaviour of #exec ban
  • Fixed: Renaming profile didn’t rename .vars.Arma3Profile
  • Added: New script command isUniformAllowed
  • Added: New script command forceAddUniform
  • TBB4 memory allocator updated to version 4.2u4

Edited by DnA

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27-05-2014

We attempted to publish today's version, but it broke all texts, so it's been reverted for now.

EXE rev. 124722

Size: 18 MB

DATA

  • Added: Missing debriefing results section class for some Firing Drills
  • Fixed: saveVar issue work-around for campaign persistency

ENGINE

  • Enabled guaranteed network messages (enabled by default - to disable add 'guaranteedUpdates = false;' to server config). More info in today’s SITREP.
  • Fixed: Crash when loading PBO placed in subfolder
  • Fixed: Mutliplayer scenario in subfolders not working on linux Dedicated Server
  • Improved: Working with disabled units. Added multi-threaded sensor updates.
  • Improved: Collision calculations only when needed (initial collision detection)
  • Added: Command enableMimics for characters
  • Fixed: Items get duplicated in inventory through RMB + fast LMB action

Edited by DnA

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28-05-2014

EXE rev. 124741

Size: ~17 MB

DATA

  • Fixed: Firing Drills result times were sometimes incorrectly colored (when setting a non-medal time following a run rewarded with a medal time)

ENGINE

  • Added: New scripting commands for getting visibility state of compass, watch and GPS
  • Fixed: enableSimulationGlobal and hideObjectGlobal work also in singleplayer
  • Fixed: Negative score when player kills his own car with enemy inside it
  • Fixed: commandArtilleryFire could crash the game when a target was inside a 'Seized By' trigger
  • Armored vehicles now correctly display optics for commander upon launching the mission
  • Fixed: Missing open parachute action for renegade soldiers

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29-05-2014

EXE rev. 124754

Size: ~163 MB

DATA

  • Synchronized to main branch, thus adding Karts - full SPOTREP inbound!
  • Tree component made wider in Scenarios and Campaign, so longer mission names are not cropped
  • Added: Proper logo, tooltip, name and Field Manual link to Zeus DLC
  • Fixed: Players in ZGM missions can now have combat life saver / repair specialist / explosive specialist abilities
  • Fixed: Running Game Master or Seize modules without proper configuration froze the game in loading screen instead of showing an error
  • Fixed: Enemy units were not spawned automatically when no Zeus was present in Defend missions
  • Tweaked: Zeus onHover logo.
  • Added: Zeus icon to iconless Zeus FM records

ENGINE

  • Fixed: Linux Dedicated Server subfolder scenarios not working properly
  • Fixed: Weapon disappears when taken through context menu on Dedicated Server
  • Added: New event handler InventoryClosed was introduced

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30-05-2014

No update today - the EXE that rolled out of our pipelines is less-than-functional.

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02-06-2014

EXE rev. 124754

Size: ~419 MB

DATA

  • Ejection seats in planes now propel the pilot high enough to parachute (from ground)
  • Added: Stall warnings in HUDs of fixed-wings now flash
  • Added: Altitude scales in HUDs of fixed-wings now show ASL instead of ATL. However, terrain indicators have been added.
  • Increased mass of the UAV console
  • Tweaked memory point for guns on the Stomper
  • Added: Names and icons for CfgVoice classes
  • Fixed: Devbranch watermark is no longer displayed after exiting Splendid Camera in the main branch
  • Fixed: Mistake in condition of function BIS_fnc_randomPosTrigger (http://feedback.arma3.com/view.php?id=17937)
  • Fixed: Script error in function BIS_fnc_spawnGroup (http://feedback.arma3.com/view.php?id=16889)
  • Adjusted: Guerrilla uniforms of various sides so they can only be picked by a character of their side
  • Fixed: Tactical vest camo ground model
  • Optimized fatigue gain and resting modifiers for a new linear equation of fatigue gain from inventory load
  • Rahim rifle is no longer able to attach Rail attachments
  • Surface friction has been tweaked for various terrain types
  • Added: Bubble particle effect module
  • Fixed: Wrong default values (getVariable) in the fire and smoke effect modules fixed (it is only safety-check, it shouldn't have any impact on functionality)
  • Added: Empty cartridges effect module
  • Increased supply radii of fuel/ammo/medical support trucks and substantially increased ammunition load of ammo trucks to fix the unpleasant issues where several vehicles were not able to reload a reasonable amount of ammunition for their weapons
  • Fixed: Iron sights and camo of armed offroad
  • Changed: vehicleclass for SportsGrounds_base_F from Structures to Structures_Sports
  • Removed inventory from Fuel Station Feed
  • Optimized ladder actions
  • Changed: Field Manual icon used for highlighting displayed hints
  • Added: "Vote Kick" and "Vote Admin" buttons are now visible in the Players list on Dedicated Servers
  • Fixed: Dispersion and engagement ranges of TRG 20 and TRG 21 were switched
  • Updated: TRG mass
  • Added: Inertia coefficients for all weapons and their attachments
  • Fixed: TT05 - tweaked misplaced barrier

ENGINE

  • 124764: Fixed: Diary closing when tasks are not selected
  • 124765: Fixed: Task position when attached target is deleted
  • 124767: Added: Fuel explosion power value for all vehicles
  • 124769: Driver proxy for Inverse Kinematics taken from correct LOD
  • 124780: Added: Script commands for basic 3D vector operations (vectorAdd, vectorDiff, vectorCrossProduct, vectorDotProduct, vectorCos, vectorMagnitude, vectorMagnitudeSqr, vectorMultiply)
  • 124781: Fixed: Ironsights zeroed to a non-default value after the removal of optics
  • 124787: Added: Script commands for vector distance and square distance (vectorDistance, vectorDistanceSqr)
  • 124795: Fixed: Voice-Over-Net: Custom channel volume based on distance

Edited by DnA

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03-06-2014

No update today; we're experiencing some issues with binarizing add-on data in updated internal pipelines.

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04-06-2014

EXE rev. 124818

Size: ~246 MB

DATA

  • Added: Sounds for more cutscene animations
  • Overhauled: CfgMovesFatigue class according to the recent changes in engine calculation of sprint / run / walk thresholds and tweaked fatigue gain / rest coefficients. Note that the fatigue-changes may not all be available in devbranch yet, so the net results may not be noticeable.
  • Increased resting rate
  • Fixed: Unknown Community Author for static weapons backpacks
  • Fixed: Align of holographic reticle
  • Added: Ability to set number to XX for a kart by adding "this setVariable [‘number’, XX];"
  • Adjusted: Inventory radius of Supply Crates
  • Fixed: Typo in strength of handbrake for quadbike
  • Fixed: Aimpoint visibility at night for MRD attachment
  • Access set to Read and Write for cfgMovesBasic
  • Fixed: Player can no longer respawn into vehicle stolen by an enemy (although it was a rather hilarious bug ;))
  • Fixed: Tasks were not auto-assigned correctly
  • Fixed: When a vehicle respawn position was moved while a vehicle was waiting for respawn, the vehicle was respawned on the position before the change
  • Fixed: Deleting a vehicle while it was waiting for respawn caused a scripting error
  • Fixed: Pressing Up and Enter while in the MP pause menu closed the Zeus interface
  • Ordering a medic to heal someone now displays the correct icon
  • Fixed: Zeroing on EBR's ironsights
  • Changed volume for change of weapon fire mode
  • Added: Correct ammo icons for Zafir MG
  • Fixed: CAS modules in the editor were not trigger activated
  • Access to cfgRecoils set to Read and Write (see http://feedback.arma3.com/view.php?id=12419)

ENGINE

  • New parameters for fatigue thresholds moved to config
  • Added: Class names to campaign tree (if they are defined)
  • Fixed: Switching from -joinString to -connect in the in-game requests
  • Refactored: Current recoil mechanics for better understanding and easier future changes (again, may not yet be fully noticeable in devbranch - but gives an indication of what’s being worked on)
  • Fixed: Position determination for tasks attached to a target object / unit
  • Threaded sensor network updates are now enabled in all versions
  • Added: Logging of unsuccessful attempts to call loadFile, preprocessFile, preprocessFileLineNumbers script commands
  • Another round of guaranteed network message merging

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05-06-2014

No new EXE

Size: ~250 MB

DATA

  • Fixed and updated all helicopters with proper inventory loads
  • Standardized inventory configuration for armored vehicles and added basic equipment even for MBTs
  • Fixed: Picking up Guerrilla uniforms
  • Fixed: Camo selection on the Beanie
  • Added: New parameter DLC to Kart DLC assets ( DLC = Kart; )
  • Adjusted: Selections for texture variations of Offroad
  • Civilian and guerrilla trucks have proper selections for custom texture variants
  • Updated: Credits with new developers
  • Redefined aim point of Supply Boxes

06-06-2014

No update due to an internal company-wide event

Edited by DnA

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09-06-2014

No new EXE (we're gutting GameSpy technology, but it's breaking MP in places)

Size: ~54 MB

DATA

  • Tweaked: Supply capacity of supply boxes
  • Server browser:
  • Removed: GameSpy logo


  • Removed: GameSpy / Steam switch


  • Server count is now in-engine instead of scripted


  • Added: Player's name


  • Added: Camo selection to journalist vest to allow changing of its texture \ material
  • Fixed: RPT error when spawning a lightning bolt

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10-06-2014

EXE rev. 124861

Size: ~160 MB

DATA

  • Added: New sounds for reloading some weapons
  • Introduced weapon inertia settings for launchers
  • Changed: Sounds for unsynchronized weapon reloading
  • Tweaked: Fire mode volumes
  • Decreased: Inertia for P07 pistol
  • Scoped out redundant Titan long / short classes from editor (due to configuration class names integrity the classes should remain)
  • Added: Inertia for ACP-C2 Independent pistol
  • Fixed: UI texture of Black MX with muzzle accessory
  • Adjusted: Positions and radii of Mi-48 inventory supplies

ENGINE

  • Updated: In-game help for loadFile, preprocessFile and preprocessFileLineNumbers script commands
  • Fixed: Dead soldiers on ladders
  • Minor dead bodies optimization
  • Prefix notation of vector script commands changed to infix ( e.g. result = vector1 vectorAdd vector2; )
  • UAV - Locked camera (added a new key binding to do that)
  • UAV - Camera stabilization
  • Disabled: GameSpy technology
  • Added: New brush mode to Buldozer.
  • Fixed: Buldozer brush size change (was possible to go above maximum size)
  • Fixed: Buldozer brush strength settings (now it is individual for each brush mode)
  • Fixed: Possible CTDs in network server
  • Fixed: Blinking of caustics when texture memory is low
  • Fixed: Possibility to change a soldier's faction by grouping him with a group from another faction (Zeus)
  • Fixed: Blue line artifact on the horizon
  • Fixed: Desync in MP after the revision 124842 fix
  • Optimized: Weapon effect simulations
  • Added: Limits for setWindSpeed because of the possibility to completely destroy meshes
  • Fixed: Possible crash when an AI brain is not present
  • Added: Script commands magazinesAmmoCargo and weaponsItemsCargo
  • Fixed: Player starts without rebreather in the Wet Work scenario despite being assigned one

Edited by DnA

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11-06-2014

EXE rev. 124886

Size: ~161 MB

DATA

  • Added new zeroing adjustments for GL (50,75,100,150,200,250,300,350,400)
  • Changed volume for reloading
  • AI is more likely to target enemy transports

Potential campaign spoilers:

  • Implemented: Patrol spawnpoint selection
  • Implemented: Patrol squad and vehicles
  • Fixed: Transition from patrol to hub
  • String "Camps" replaced for reference to already localized string
  • Commands weaponsItems and magazinesAmmo replaced for *Cargo versions
  • Fixed: Wrong initialization of the equipment pool
  • Fixed: 2 broken uniforms removed from Adapt pool
  • Added: Possibility to turn on auto-refreshing of the unit identity on mission start (used for Win missions without hub)
  • Fixed: Gear persistence issue between C_out2 and C_EB
  • Fixed: Implicit persistent variable values solution
  • Removed: Checking of persistent variables against <nil>
  • Adjusted: Loadout of several units on hubs
  • Fixed: Issue where mission providers after debriefing didn't have a weapon (James in B_hub01 now has a weapon after debriefing)
  • Functions now support vests and uniforms as containers
  • Container functions updated to use accurate magazinesAmmo, that was recently updated to work with containers as well
  • Thanks to command addItem being fixed, there are now goggles / glasses in the hub Armory
  • Hub markers added to strategic map - for quick start and skirmish spawnpoint selection
  • Improved: Hub marker visuals
  • Added: Markers for patrol vehicles
  • Fixed: Problem with briefing date detection
  • There is now a simple get in animation played when "start patrol" is executed
  • Friendly fire is now monitored also on patrol vehicles and crew
  • Updated: Hub composition
  • Added: Patrol starting points
  • Adjusted: Skirmish triggers
  • Added: Cargo content interaction with pool
  • Patrol characters now properly interact with the pool
  • Patrol character identities are now correctly set
  • Patrol tasks on hub now point to the suggested transport vehicle
  • Added: Customization template definitions for all randomized vehicles
  • Added: Template for patrol squad members
  • Minor code and debug print adjustments
  • If player loses a car, he gets a new default one, once he arrives back on the hub
  • On-hub scene when player returns from patrol is now created
  • Fixed: Typos in character definitions
  • Added: System for persistent customization
  • Patrol trigger now shows the spawn point location on the map
  • Localized: User action label
  • BIS_fnc_ambientAnimCombat doesn't attach the unit anymore
  • Added: Possibility to define bottom text, hide labels at mission markers and define a custom mission marker texture

ENGINE

  • Fixed: Missing class name in campaign tree for old structure campaign configs
  • Public description for commands magazinesAmmo and magazinesAmmoCargo received minor changes
  • Fixed: Possible CTD while the world is destroying itself
  • Fixed: Possible CTD in Zeus when ungrouping soldiers
  • Inventory load now affects stamina regeneration
  • Fixed: Fog on craters (bullet impacts)
  • Fixed: Formatting of number of servers in the multiplayer display
  • Fixed: Possibility to change scenario parameters in MP after a game has already started
  • Added: Script command to open YouTube videos (openYoutubeVideo)

Edited by DnA

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