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27-08-2015

EXE rev. 132000 (game)

EXE rev. 131993 (launcher)

Size: ~47 MB

 

DATA

  • Fixed: Base soldier classes now have a proper scope of 0 (B_Soldier_02_f, B_Soldier_03_f, B_Soldier_04_f, B_Soldier_05_f, I_Soldier_02_F, I_Soldier_03_F, I_Soldier_04_F, O_Soldier_02_F)
  • Fixed: Escape from Stratis - Possible premature scenario end for reconnecting clients
 

ENGINE

  • Fixed: htmlLoad restrictions when loading URL (allowedHTMLLoadURIs in CfgCommands or server.cfg)
  • Fixed: Input problems after Time Trials restarting
  • Tweaked: Optimized server performance when updating Steam variable values
  • Fixed: Helicopters would start hovering even without applying throttle
  • Tweaked: NMTFireWeapon message optimisation
  • Like 1

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28-08-2015

EXE rev. 132004 (game)

EXE rev. 132004 (launcher)

Size: ~102 MB

 

DATA

  • Changed: The following classes (from CfgVehicles) - I_Heli_light_03_base_F, I_Heli_light_03_unarmed_base_F, B_Heli_Transport_03_base_F, B_Heli_Transport_03_unarmed_base_F and C_Hatchback_01_sport_grey_F - are now marked as deprecated and shouldn't be used anymore
 

ENGINE

  • Fixed: remoteExec in init scripts would execute too soon compared to BIS_fnc_MP
  • Fixed: The allPlayers command should not show a duplicated player anymore
  • Like 1

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31-08-2015

EXE rev. 132014 (game)

EXE rev. 132004 (launcher)

Size: ~68 MB

 

DATA

  • Fixed: Spawning green unarmed Huron now properly spawns a green unarmed Huron instead of the black ninja that crept in all the time
  • Added: New limits for FFV positions for MH-9 and Hellcat thanks to new tech
 

End Game

  • Tweaked: The distance from which you can upload schematics is now bigger
 

ENGINE

  • Fixed: AI units could not enter a vehicle when surrounded by other vehicles
  • Fixed: Script command splitString sometimes crashed when the given string was empty
  • Fixed: CTD when working with optics
  • Added: Report when a uniform is using an abstract character class
 

LAUNCHER

  • Fixed: The unusual process exit dialog caused Launcher to CTD when it was displayed and certain conditions were met (#irony)
  • Like 5

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01-09-2015

No new EXE

No new Launcher

Size: ~37 MB

 

DATA

  • Added: Testing FoB icons for both West and East
  • Fixed: Player was able to get in a tank in Showcase Zeus and break the scenario flow
  • Fixed: When Zeus used a custom name for an Attack / Defend objective, it wasn't shown to other players
  • Fixed: "Arsenal" option in Zeus respawn loadout selection was not always sorted on top
  • Fixed: Planes were too durable when colliding with objects
  • Removed: Servo sound for movement of rear turret on Boat Armed 01, since it's moved by hands
  • Fixed: Team Leaders of all factions were equipped with binoculars
  • Fixed: Error in the respawn display
  • Tweaked: Optimized function for removing respawn positions
  • Fixed: Tooltip in ORBAT viewer was shown even when it had no content
  • Fixed: Arsenal didn't support launcher attachments
  • Added: Items in Arsenal lists now have a tooltip with full name (user can use it to see otherwise cut off names)
  • Fixed: Vehicle icons in radar were not shown for vehicles remotely-controlled by Zeus
  • Fixed: Task title in diary was indented too far
  • Like 2

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02-09-2015

EXE rev. 132044 (game)

EXE rev. 132044 (launcher)

Size: ~31 MB

 

DATA

End Game

  • Fixed: Color of FOBs did not match side color owning it
 

ENGINE

  • Tweaked: AI aiming from multiple muzzles (e.g. Slammer coaxial)
  • Fixed: A crash connected to simulating PhysX joints
  • Fixed: CTD when accessing an out-of-range bone index in a faulty skeleton
  • Fixed: Security issue with stacked event handlers
  • Fixed: Memory could not be read CTD during KotH
  • Like 2

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03-09-2015

EXE rev. 132062 (game)

EXE rev. 132062 (launcher)

Size: ~62 MB

 

DATA

  • Fixed: Explosive Specialists classes in a FIA Support group appeared as Rifleman instead after editing them
  • Fixed: Tooltips in Strategic Map lingered on even after cursor no longer hovered over any item
  • Fixed: Third parameter of BIS_fnc_spawnGroup as Scalar did not spawn characters (http://feedback.arma3.com/view.php?id=10532
  • Fixed: In Garage, when players took control of a UAV and then switched it to another vehicle, they lost control over their character
  • Fixed: Vehicle appearance was not loaded correctly in Garage
  • Fixed: New proper debriefing in Showcase Commanding in case you finish the mission without casualties
  • Changed: AO in Showcase Drones enlarged to prevent accidental fail mission ending (http://feedback.arma3.com/view.php?id=15164
  • Fixed: Task title in diary was indented too far
  • Fixed: Sound Suppressor LMG duplicity in Zeus
  • Fixed: Sound Suppressor 6.5mm made available for Mk200
 

Potential spoilers:

  • Added: In campaign mission Preventive Diplomacy there is now a hint when the last artillery request is done (out of ammo)


 

ENGINE

  • Fixed: CTD when speaking on direct voice channel
  • Changed: disableTIEquipment now disables only Thermal Imaging functions on vehicles
  • Added: disableNVGEquipment to disable nightvision functions on vehicles
  • Fixed: Paratroopers are now visible on the Zeus map
  • Added: disableRemoteSensors and getRemoteSensorsDisabled commands
  • Changed: The netlog file was moved into the appdata directory
  • Fixed: Rare CTD when drawing compass
  • Fixed: Player was able to hear starting helicopter sounds even if it had destroyed rotors
  • Like 3

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04-09-2015

EXE rev. 132106 (game)

EXE rev. 132062 (launcher)

Size: ~195 MB

 

DATA

  • Fixed: Characters are no longer forced to go kneel from stand while switching from run to sprint with a launcher in their hands in FR / FL directions
  • Fixed: Correct transition from stand / kneel sprint to run with launcher in hand in FR / FL directions
  • Fixed: Players are now punished if they become a renegade in multiplayer (Showcase Firing From Vehicles)
  • Fixed: Flags of CTRG soldiers no longer flicker in buildings
  • Fixed: Sidearm holster had the wrong scope
  • Fixed: Missing faces on gloves of VR Entities and corrected skinning of some vertices on their gloves
  • Fixed: Imperfect scenario error handling on Dedicated Servers
  • Fixed: In the respawn menu, switching from position selection to loadout selection and back didn't preserve the selected position
  • Fixed: When a remotely-controlled unit accessed Arsenal, it modified the original player, not the puppet
  • Fixed: SDV icon in Field Manual is now consistent with the rest of vehicles
  • Fixed: Artillery smoke shell had a strange model after impact (http://feedback.arma3.com/view.php?id=18333
  • Tweaked: GM6 refactored, so only the basic model is now used (camo selection used for creating a texture variant).
  • Tweaked: GM6 bolt animation tweaked to work properly when firing the last round of a magazine.
  • Added: GM6 charging handle animation (should work with the now obsolete camo model as well)
 

Potential spoilers:

  • Fixed: Miller could be killed without consequence in-between killing the CSAT soldiers and rendezvousing with him afterwards (Common Enemy)


 

ENGINE

  • Tweaked: TBB4 updated to version 4.4 (tbb44_20150728oss)
  • Fixed: Hitpoints configured on an object without shape CTD
  • Changed: Disabled support for absolute paths in preprocessor
  • Fixed: Locking sound
  • Fixed: CTD when calling sendSimpleCommand on an empty vehicle
  • Fixed: Security issue with stacked event handlers - kick off in lobby
  • Like 7

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07-09-2015

EXE rev. 132119 (game)

EXE rev. 132119 (launcher)

Size: ~745 MB

 

KNOWN ISSUES

  • Script error when starting playable content
  • Virtual Arsenal UI broken
 

DATA

  • Removed: Servo sound for turret movement of Ghosthawk (turret is moving by hand without any servo)
  • Fixed: Reverted new FFV tech limits settings as the tech is not ready yet
  • Tweaked: Adjusted some ragdoll values in core configuration and removed override from Data_F (bananas to ACE3 for the inspiration)
  • Fixed: When Zeus joined an already running Seize or Defend scenario, he was unable to edit vehicles created by automatic systems
  • Fixed: RCWS turrets sad panda behavior has been unified across vehicles
  • Fixed: NATO technicians have found that some parts of the up armored Slammer were actually weaker than for its standard counterpart and have installed an additional layer of protection
  • Removed: Class-based differences in AI spotting abilities (it is covered by other systems instead)
  • Tweaked: AAF soldier's TI texture un-commented out in injury material, so his legs should behave properly in TI when he's dead
  • Fixed: Messages "spotted a mine" and "spotted a charge" were swapped in stealth mode
  • Fixed: Issue when opening the old camera (BIS_fnc_cameraOld) while time acceleration was 0
  • Fixed: In ZGM Bootcamp, players could complete the vehicle obstacle course with any vehicle, even though the quad bike was the one requested
  • Added: Friendly Fire module - FF event is triggered if player kills friendly using a vehicle turret
  • Added: Friendly Fire module - possibility to add an empty vehicle
  • Added: Friendly Fire module - possibility to add non-empty vehicle (crew is checked as well)
  • Added: Friendly Fire module - possibility to change priority for checking being hit (one hit leads to friendly fire)
  • Fixed: Size and position of Xbox icons in buttons when the controller is plugged in
  • Fixed: It's no longer possible to access Splendid Camera and Animation Viewer while in Zeus (it was breaking its camera
  • Fixed: Arsenal icons didn't fit into screen when using Very Large UI size
  • Fixed: Scripting errors when switching players in the spectator script
  • Tweaked: M320 refactored, so only the basic model is now used (camo selection used for creating a texture variant)
  • Added: M320 bolt animation when firing the last round of a magazine
 

End Game

  • Added: View Distance is now a lobby parameter
 

Potential spoilers:

  • Fixed: Speed boats are now guaranteed to drive away when boarded (Tipping Point)


 

ENGINE

  • Fixed: Shooting from rifle using the G (grenade throw) key
  • Fixed: Minigun shots originating in the wrong place on some helicopters
  • Removed: Turning animation in first person (because it caused some twitching)
  • Removed: Camera warping when leaving weapon deployment
  • Fixed: Sound - playSound3D is quiet inside buildings
  • Tweaked: Weapon inertia while prone
  • Like 6

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08-09-2015

EXE rev. 132135 (game)

EXE rev. 132135 (launcher)

Size: ~109 MB

 

DATA

  • Fixed: soundEnv parameters changed (footstep issues in cargo buildings, on metal stairs, etc.), adjusted even the material in some of the buildings
  • Fixed: Achievement Star Recruit had the wrong text description (Bootcamp)
  • Fixed: In MP Bootcamp, if a Recruit would die during a vehicle race and all other Recruits had finished, the Instructor challenge was succeeded upon respawn
  • Tweaked: In MP Bootcamp, the convoy challenge now only sends net messages to Instructors (as it should) instead of all players
  • Fixed: Position macros from the last change were broken after binarization
  • Changed: Ragdoll tweaks reverted (they need more testing time, so will return in some form after the next update)
 

ENGINE

  • Fixed: Sound - AI sometimes does not fully speak its dialogue
  • Fixed: Rare CTD when processing scripts
  • Fixed: Alarms and locks, in aircraft in first-person view, sound volume too low
  • Fixed: Splash screen would not display images on some systems
  • Added: Linux server prints warnings when no config is specified
  • Added: Script command setObjectMaterialGlobal
 

LAUNCHER

  • Added: Invites from Steam while Launcher is running are supported now
  • Like 3

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09-09-2015

EXE rev. 132245 (game)

EXE rev. 132245 (launcher)

Size: ~94 MB

 

DATA

  • Changed: The Garage and the Vehicle Customization system now skip the animation source periods
  • Fixed: The animation phases were incorrectly reset by function BIS_fnc_initVehicle
  • Fixed: Restarting while a Challenge (FD or TT) is already ending, now actually restart the Challenge.
  • Fixed: Restarting while a Challenge (FD or TT) is already restarting, now is disabled.
  • Fixed: Zeus can no longer take control of autonomous vehicles controlled by another player
  • Fixed: After a previous fix, sectors were named correctly, but the task action (e.g. "Seize" or "Defend") was incorrect
  • Tweaked: Always showing "NEAR AIRPORT" as the location at the start of faction showcases
  • Fixed: BLUFOR UAV used in OPFOR and AAF faction showcases
  • Fixed: Autonomous turrets Mk30A HMG .50 could not be connected to using a UAV terminal in the faction showcase
  • Tweaked: Autonomous turrets are now performing auto fire if not connected to in faction showcases
  • Fixed: Civilians were unable to capture sectors created by the Sector Module
  • Tweaked: PhysX collision shape of MRAPs (mostly the bottom)
  • Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with Zamak Medical truck body
  • Tweaked: Adjusted geometries for HEMTT Medical and armed Offroad
  • Fixed: Error message when creating RscSlider, RscFrame or RscToolbox using the ctrlCreate command
  • Fixed: Zeus didn't see sector icons in the scene
 

End Game

  • Tweaked: Optimized pickup / upload action conditions
 

ENGINE

  • Fixed: Sound - Building destruction issues
  • Changed: Turning animations in first person restored
  • Fixed: Possible critical error when opening binarized SQM in binarized scenario folder (PBO)
  • Fixed: Incorrect display of total load in inventory's progress bar
  • Like 4

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10-09-2015
EXE rev. 132304 (game)
EXE rev. 132304 (launcher)
Size: ~463 MB
 
DATA
  • Fixed: The TRY button in Garage is no longer available when the preview vehicle has no empty seats
  • Fixed: Navid and SPMG now correctly appear under Machineguns in Zeus when editing a box
  • Fixed: Geometries for Taru, Blackfoot and Huron are more precise
  • Fixed: Zeus lightning didn't always hit its target properly, often leading to soldiers surviving the blow
  • Fixed: Scrolling issues in the Zeus main display
  • Tweaked: Attenuation setup preparation for several vehicles (the effect is WIP)
  • Fixed: RPT spam related to the armory hints with obsolete attributes width and height
  • Fixed: RPT spam: "given item with name: [acc_flashlight] isn't linked to a weapon!"
  • Fixed: Characters (both alive and dead) in cargo positions are no longer colliding with the Tempest Medical truck body
  • Fixed: It was sometimes possible to scroll the map preview image in the terrain selection menu
  • Hotfixed: 'No entry' error message for some mines
 
End Game
  • Fixed: Unable to pickup / upload schematics caused by the recent optimization
  • Fixed: Respawning into an active download hides the progress bar
 
Potential spoilers:

  • Fixed: Loudspeakers are now working in mission New Dawn
  • Fixed: The OSD text, related to the wrong detection of current location in Status Quo
  • Tweaked: Wipeout flyover postponed to after the briefing in New Dawn
  • Tweaked: Conversation samples boosted in scenarios New Dawn and Air Superiority
  • Fixed: The "Instructor" link in the menu for the Crossing Paths scenario is inoperative (http://feedback.arma3.com/view.php?id=16361)
 
ENGINE
  • Fixed: Rearming of vehicles without ammo
  • Added: More information about an entity's owner container to script command logEntities
  • Fixed: AI was throwing grenades at unknown targets
  • Fixed: AI subordinates should heal wounded characters from other group when ordered
  • Added: RPT report for a possible crash
  • Tweaked: Preserving zoom when switching from optics
  • Like 4

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11-09-2015

EXE rev. 132346 (game)

EXE rev. 132346 (launcher)

Size: ~28 MB

 

ENGINE

  • Fixed: Rare crash when disconnecting from the game
  • Changed: Script command getHitIndex returns null instead of zero when invalid input was given
  • Fixed: showChat command state was not reset on scenario restart
  • Fixed: Sound effect of building destruction should now no longer get cut off too early
  • Changed: Script command weaponsItemsCargo returns empty array when no magazine is present in given weapon
  • Like 3

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14-09-2015
EXE rev. 132389 (game)
EXE rev. 132389 (launcher)
Size: ~262 MB
 
DATA
  • Fixed: Some vehicles in Virtual Garage had broken crew previews; noticeable especially in the Huron
  • Removed: Obsolete Huron cargo proxies
  • Fixed: Huron cargo proxy indices
  • Fixed: Issue connected to setOwner being called on crashed helicopters when there were some AI soldiers still inside (Support MP)
  • Tweaked: FSM performance optimizations for Support MP
  • Fixed: No new respawn loadouts and fire supports were unlocked in Defend missions when the attack wave ended
  • Fixed: Stolen OPFOR vehicles in Defend Kamino had infinite ammo
  • Fixed: It was possible to spot and destroy the evac helicopter long before it was supposed to arrive in Defend missions
  • Fixed: Errors in briefing for Zeus in Defend missions
  • Added: Tooltips with full weapon names in Zeus ammo box settings window
  • Added: Missing land contact points for boats since the Geometry LOD is used if land contacts are not defined and it hinders performance
  • Fixed: Even pilots of CSAT and AAF have learned how to use tracers during their training courses
  • Fixed: When players waiting for respawn didn't enter the loadout selection menu, they were able to respawn even with an already unavailable loadout
  • Fixed: In Arsenal, switching primary weapon to empty and then selecting one resulted in the player switching to sidearm after closing Arsenal
  • Fixed: In Showcase Night AI playing ambient animations would react very slowly after spotting the player
  • Fixed: The player characters in Virtual Arsenal were BLUFOR; changed to Civilian. This will enable them to pick up side-specific backpacks, and they won't be engaged by autonomous turrets they assemble
  • Fixed: Weapon attachments were not mirrored on virtual entities in Arsenal
  • Fixed: Attenuation in Offroads
  • Fixed: Incorrect focus when switching between Video Options tabs
  • Tweaked: ASRAAM rockets adjusted to only lock on to air targets
  • Fixed: B_127x108_Ball audible/visibleFire
 
End Game
  • Fixed: In End Game Kavala there was an exploitable respawn point for the team having to defend the Upload at the harbor
 
Potential spoilers:

  • Fixed: Corrected grid references during map tutorial segment (Diplomatic Relations)
  • Fixed: In Crossing Paths, Nikos’ character had the wrong identity / face
 
ENGINE
  • Fixed: Removed some cases of weapon deployment levitation
  • Fixed: AI does not switch to combat mode when they see an entity killed by script
  • Tweaked: Collision testing optimizations
  • Fixed: Deployment indicator inconsistency when moving up in stances
  • Like 5

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15-09-2015

EXE rev. 132404 (game)

EXE rev. 132404 (launcher)

Size: ~202 MB

 

DATA

  • Tweaked: Added punishment for destroying the Alca using a vehicle (this had not been handled by the Friendly Fire module) in Showcase AAF
  • Tweaked: Cargo positions for HEMMT Transport, HEMMT Transport (Covered), Tempest Transport, Tempest Transport (Covered), Zamak Transport, Zamak Transport (Covered) and Zamak Medical to avoid minor collisions of soldiers (both dead or alive) with the carriage
  • Tweaked: Volume of building part destruction increased
  • Tweaked: Substantially increased damage but also decreased effective firing range of 80mm and 60mm unguided rockets (MLRS and Kajman)
 

End Game

  • Fixed: Schematics could be stolen through the Prevent upload action
 

ENGINE

  • Fixed: AI co-pilots hiding in cockpit when switching to combat mode
  • Fixed: More cases of flawed weapon deployment
  • Changed: The ladders property is now optional for buildings
  • Removed: The Object category from the Trigger menu in the editor
 

LAUNCHER

  • Added: Accepting Steam join invitations while the Launcher is running will launch the game
  • Like 5

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16-09-2015

EXE rev. 132430 (game)

EXE rev. 132434 (launcher)

Size: ~105 MB

 

DATA

  • Added: New FFV limits technology is back for testing in Dev-Branch. Hummingbird, Mohawk, Hellcat, Taru and Huron should now work even better than before.
  • Added: isGlobal param to make the paramViewDistance function actually work globally (before it was changing the ViewDistance only on server)
  • Fixed: Lowering primary weapon while prone no longer forces the player to stand up
  • Tweaked: GL carrier rigs and their geometries
  • Tweaked: Condition for releasing from ambient animation adjusted to be less demanding (it is using a check for 'COMBAT' behavior in the first place)
  • Tweaked: Another round of ragdoll tweaks
 

End Game

  • Improved: Carrier icon drawing optimized
  • Improved: Performance improvements to End Game Kavala
  • Fixed: Download / Upload radius set in modules is now correctly used (was always defaulting)
  • Added: If a schematics object can be and is destroyed, the side which destroyed it will lose the match
  • Fixed: Objects belonging to an End Game objective were not hidden until the last phase would start even when they should
 

ENGINE

  • Fixed: Game could crash after audio cuts out
  • Fixed: AI is now able to raise their weapon when switched to danger and being forced to crouch
  • Fixed: Cars tilting to one side when idling
  • Fixed: Disabling controls during GetOut
  • Fixed: Usage of Cyrillic (or other unsupported characters) in the profile path that is set via command line
  • Tweaked: Collision testing optimizations
  • Like 8

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17-09-2015
EXE rev. 132440 (game)
EXE rev. 132440 (launcher)
Size: ~81 MB
 
DATA
 
Potential spoilers:

  • Fixed: In campaign mission Preventive Diplomacy, some team members had the wrong loadout / unit class
 
ENGINE
  • Added: Triggers can now be disabled using the enableSimulation command
  • Like 7

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18-09-2015

EXE rev. 132487 (game)

EXE rev. 132471 (launcher)

Size: ~205 MB

 

DATA

  • Added: New version of Personal Protective Equipment

  • Added: Ability to prevent the reset of the animation sources to function BIS_fnc_initVehicle



  • Tweaked: Difficulty changes - Vision Aid dots limited to Recruit preset. Extended Armor limited to Recruit preset (relates to personal protection balancing). Holding breath when diving made consistent across all presets.



  • Fixed: Randomized animals use the correct material for goat’s sake!


 

ENGINE

  • Fixed: Possible CTD when trying to transfer an undefined script variable over the network
  • Hotfixed: Character container entities inherit locality from their parent now (connected to debugging sessions with Exile)

  • Added: Option to disable the server send messaging thread in case of random crashing (-disableServerThread)



  • Tweaked: VON didn’t decrease volume with distance (attenuation)



  • Tweaked: Changed player buffer size for VON (removes ~0.5s delay)


  • Like 7

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21-09-2015

EXE rev. 132494 (game)

EXE rev. 132494 (launcher)

Size: ~61 MB

 

DATA

  • Added: BIS_fnc_initVehicle now supports custom materials defined in the texture sources and the scenario config file
  • Removed: Log message from function BIS_fnc_initVehicleKart
  • Added: Water flow audio for backward movement of boats
 

End Game

  • Fixed: Pickup schematics compositions which were not used would still be visible during the last phase
  • Fixed: Upload radius was always defaulting, not reading value from module parameters
 

ENGINE

  • Fixed: Potential CTD when drawing objects
  • Like 2

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22-09-2015

EXE rev. 132523 (game)

EXE rev. 132523 (launcher)

Size: ~35 MB

 

DATA

  • Fixed: Launchers were clipping into view when holding binoculars in prone stance
  • Fixed: Launchers were clipping through the body during forward and diagonal sprints
 

End Game

  • Fixed: Upload positions were being deleted in the third stage of End Game scenarios
 

ENGINE

  • Fixed: Simple water shader was not initialized correctly
  • Hotfixed: The game could freeze when working with backpacks in unorthodox ways
  • Fixed: Panorama sound didn't work in cutscene animations
  • Fixed: Weapon deployment on a gate was not getting canceled when the gate got opened
  • Like 1

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22-09-2015 (update #2)

EXE rev. 132552 (game)

EXE rev. 132523 (launcher)

Size: ~24 MB

 

EDEN EDITOR

This is a general summary of all new major additions. Detailed documentation is to be added in the following weeks. You can discuss the editor here.

  • Added: Eden 3D Editor (technical name: 3DEN)
  • Added: Cfg3DEN root config class with all Eden Editor settings
  • Added: Any object can now have custom editor attributes (previously, they were available only for modules). They are defined in CfgVehicles >> [ObjectClass] >> Attributes.
  • Added: Scripting commands for major Eden Editor operations:
    • get3DENMouseOver   
    • add3DENConnection     
    • add3DENEventHandler
    • all3DENEntities
    • collect3DENHistory
    • create3DENComposition
    • create3DENEntity
    • current3DENOperation
    • delete3DENEntities  
    • do3DENAction      
    • get3DENActionState
    • get3DENAttribute
    • get3DENCamera      
    • get3DENConnections
    • get3DENEntityID    
    • get3DENGrid         
    • get3DENIconsVisible
    • get3DENLinesVisible
    • get3DENSelected      
    • is3DEN
    • is3DENMultiplayer
    • move3DENCamera
    • remove3DENConnection
    • remove3DENEventHandler
    • removeAll3DENEventHandlers
    • set3DENAttributes
    • set3DENGrid      
    • set3DENIconsVisible
    • set3DENLinesVisible
    • set3DENObjectType

  • Added: CT_MENU and CT_MENU_STRIP control types. See CtrlMenu and CtrlMenuStrip base classes for supported config properties. The UI element can be controlled by following script commands:
    • menuAction
    • menuAdd     
    • menuChecked
    • menuClear 
    • menuCollapse
    • menuData  
    • menuDelete
    • menuEnable
    • menuEnabled
    • menuExpand
    • menuHover
    • menuPicture
    • menuSetAction
    • menuSetCheck
    • menuSetData
    • menuSetPicture
    • menuSetValue
    • menuShortcut
    • menuShortcutText
    • menuSize
    • menuSort
    • menuText
    • menuURL
    • menuValue

  • Added: Markers are now categorized (defined by a new 'markerClass' property, leading to a class from CfgMarkerClasses)
  • Added: All default waypoints are now configured in CfgWaypoints
 

ENGINE

  • Fixed: Pathfinding-related crashes
  • Added: New command checkVisibility
  • Fixed: Disabled collisions for remote ragdoll with destructible objects
  • Fixed: Incorrect handling of quotation marks in the -profiles command-line parameter
  • Like 21

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23-09-2015
No changes as everything has been released during Eden 3D Editor live stream.

24-09-2015
EXE rev. 132604 (game)
EXE rev. 132600 (launcher)
Size: ~80 MB


DATA

  • Fixed: Soldier Protection items descriptions localized
  • Changed: Subtle tweak of grenadier vest armor that assures death on second RGO grenade explosion in close vicinity for grenadier according to the design
  • Added: BIS_fnc_unitHeadgear, support for campaign config file
  • Fixed: Removed unnecessary backpacks from a crate in the VR Launchers course
  • Fixed: Links are not overlapped anymore in Showcase AAF
  • Changed: "Objects in synchronized triggers" was removed from the Zone Restriction module "Apply to" parameter as it was causing errors
  • Tweaked: Optimized performance of 20 & 40 mm grenade shells:
    • Scaled down impact damage of 40 mm grenade shell. It is still well capable to destroy MRAP wheels as it is supposed to. Splash damage remains unchanged.
    • Scaled down impact damage of 20 mm grenade shell (so that impact is less powerful than a 20 mm bullet) by 50%, but increased splash damage by 50% (needed for GMG)
    • Scaled down HEDP direct damage to more reasonable levels. Splash damage remains unchanged.
  • Changed: TRG-21 GL reload animation
  • Changed: UGLs' reload animations property moved from the magazine's config to the UGLs themselves; Katiba's reloadAction added
  • Fixed: Cannons actually use shells instead of bullets because even shells have their tracers
  • Tweaked: ABR reload animation

Eden 3D Editor

  • Fixed: Tutorial stated grouping can be achieved by Alt + RMB, while it's actually Ctrl + RMB
  • Fixed: "Search in Asset Browser" context menu option will no longer lead user to Props list when applied on a vehicle
  • Fixed: Vision mode wasn't restored after returning from preview
  • Fixed: NVG sound was played even when vision mode was switched to normal
  • Added: Ability to log classes of selected entities to clipboard using context menu option
  • Added: Ability to log position under cursor to clipboard using context menu option
  • Fixed: Supports & Sites modules behavior in Eden
  • Fixed: Alt + LMB for teleporting player in preview wasn't available in Eden

ENGINE

  • Added: New scripting command (getMousePosition) which returns the current position of the mouse cursor on the screen
  • Fixed: Mines can now be placed when holding binoculars

Eden 3D Editor

  • Fixed: When a new scenario is started, Intel is now properly reset in the view
  • Fixed: Objects could get unsnapped when they were rotated in some cases
  • Fixed: Occasional problem with restarting scenario preview
  • Fixed: Dragging of a trigger by its area in a map (no longer snapping by icon under the mouse)
  • Fixed: Changing type of multiple selected units
  • Fixed: Not applied rank set in editor to soldiers (http://feedback.arma3.com/view.php?id=25736)
  • Fixed: Widget lines are occasionally drawn over the screen to the top left corner (when the widget is behind the camera)
  • Fixed: Filter that was removing animals from the empty list
  • Tweaked: Slightly optimized moving with vehicle containing many units

I'm otherwise engaged the next few days


Compiled by pettka while Master Lord Joris investigates windmill placing capabilities in Eden 3D Editor.

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25-09-2015
EXE rev. 132628 (game)
EXE rev. 132628 (launcher)
Size: ~82 MB


DATA

  • Changed: Visualization of task enhancements aka shared objectives adjusted to match the new optimized behavior and data structure
  • Tweaked: Katiba prone animation
  • Added: Mk20 GL reload animations
  • Added: Camo selections added for facewear due to a community request
  • Fixed: BIS_fnc_kbtell was ignoring the _disableRadio parameter and sentences were always disabled during a conversation
  • Removed: BIS_fnc_initMultiplayer - not used anymore as the RE is now handled by engine
  • Removed: BIS_fn_MPexec - not used anymore as the RE is now handled by engine
  • Changed: BIS_fnc_MP - RE is now handled by engine
  • Changed: Task-related functions:
    • Task structure and attribute indices are now defined in separate define file
    • Only changed data are transmitted over the network
    • Task variables were massively shortened to save some traffic
  • Added: 2 functions for encoding and decoding of the binary flags
  • Fixed: Camo net was indestructible in Showcase AAF
  • Fixed: IR strobes didn't have infinite variants, which smoke shells and chem lights do have
  • Added: Mk20 UGL animations configured for the weapon
  • Fixed: M134 minigun is now correctly recognized as a vehicle weapon even for scripts

Eden 3D Editor

  • Added: Max tool tip width
  • Added: Testing multi-line tool tip
  • Fixed: Addon dependencies
  • Fixed: Custom grid value was not displayed correctly in the toolbar

ENGINE

  • Added: New script commands flagSide, flagTexture
  • Added: Support for escape sequences in tool tip config and the setTooltip scripting command

Eden 3D Editor

I'm otherwise engaged the next few days


Compiled by pettka while Master Lord Joris investigates how to synchronize moederland and van 't Land in Eden Editor

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29-09-2015
EXE rev. 132643 (game)
EXE rev. 132643 (launcher)
Size: ~32 MB


DATA

  • Fixed: An error in scenario COOP 05 Support Stratis with the detection of an empty position
  • Added: Animations for diagonal movement in adjust prone up stance
  • Fixed: Mk20 EGLM prone reload animation now works properly
  • Fixed: New unarmed running (standing / kneel) animations now have properly configured sounds
  • Fixed: An error caused by failed remoteExec attempt, setting _jipID to NIL
  • Fixed: Lower case is now forced for the task ID to make the code more resilient to input errors
  • Fixed: An issue in BIS_fnc_setTaskLocal where the task was sometimes not created properly
  • Fixed: Possible error message at scenario start when using Support modules
  • Fixed: Error message after syncing the Support Requester module with a Civilian or Logic entity
  • Fixed: Missing audio sample for Titan missiles for locked targets

ENGINE

  • Added: An option to define road type exclusively for AI pedestrian units
  • Fixed: Negative score from destroying a friendly vehicle occupied by enemy
  • Fixed: Autoinit should not download an already existing scenario

Eden 3D Editor

  • Fixed: Wrong marker rotation in preview (http://feedback.arma3.com/view.php?id=25813)
  • Added: Support for auto-grouping units when creating them close to others
  • Fixed: Eden saving a scenario to the wrong place when running SP mode and starting a MP preview
  • Fixed: Changing a group's formation was not taken into account when using the force units to formation command
  • Fixed: Waypoints can be now positioned using the attributes window (http://feedback.arma3.com/view.php?id=25796)
  • Added: Improved tool tips on objects in the editor and fixed multiple small bugs discovered while testing scenario creation

I'm otherwise engaged the next few days


Compiled by pettka while Master Lord Joris checks if the latest update in Take On Mars contains the proper amount of water on the Oranje planet

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30-09-2015

EXE rev. 132670 (game)

EXE rev. 132670 (launcher)

Size: ~859 MB

 

DATA

  • Tweaked: Head and face hitpoint positions in all human models has been reworked to better distinguish between helmet and face hits at certain specific impact angles
  • Tweaked: Increased radius of the neck hitpoint so that it better covers the area around the collar bones and also the part of the head bottom, just below the helmet (thanks to -coulum- for suggesting this fine improvement on our forums)
  • Fixed: Red, yellow and green driver coveralls now work correctly from the editor
  • Tweaked: The projectile spawning module script (used for example by the Ordnance module) will no longer attempt to show Zeus hints when no Zeus own the module
  • Removed: Redundant hitpoint classes from civilians
  • Fixed: A script error that occurred when using child tasks
  • Added: Shared Objectives now support custom task types defined in a scenario’s description.ext as described here: https://community.bistudio.com/wiki/Arma_3_Task_Enhancements 
  • Added: New sounds for UGL reloading animations
 

Eden 3D Editor

  • Removed: Night vision toggling sound (while justifiable in Zeus, it doesn't really belong to a tool like Eden)
  • Fixed: Environmental sounds were present after returning from preview (http://feedback.arma3.com/view.php?id=25916
  • Fixed: Config viewer was sometimes not working in Eden
 

ENGINE

  • Fixed: MP - Unable to switch positions from driver to passenger
 

Eden 3D Editor

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