DnA 5138 Posted November 5, 2015 04-11-2015 EXE rev. 133193 (game) EXE rev. 133185 (launcher) Size: ~452 MB DATA Tweaked: Lowered volume of engines and missile lock alarms for CAS planes Tweaked: Running with binoculars now exhausts Stamina just like any other running. Also, getting down to prone and up from prone with binoculars prevents Stamina regeneration just like getting up / down with other weapons or bare hands. Removed: New fatigue audio samples configuration reverted for further tweaks Fixed: Fingers clipping through the PDW2000 during some animations Spectator Added: Spectator can now see the match outcome in an End Game scenario Fixed: Spectator could not see lines drawn between players which were downloading / uploading in End Game scenarios Fixed: Clicking on the map on an empty position will now teleport the camera Added: Ability to change the default view distance with PageUp / PageDown Potential spoilers: Fixed: Player is no longer stuck in the intro animation of the Bomos campaign camp Fixed: Supply Network - Enemy Kamysh would sometimes attack Kerry's team on their way to the AO ENGINE Fixed: Sounds of some high-RoF weapons stoped playing after a while of full-auto fire Fixed: RPT message spam about weaponType Added: execVM and spawn command now define a _thisScript variable containg a handle to the SQF script Added: execFSM now defines _thisFSM parameter containing a handle to the FSM file Tweaked: Closure volume for sidearms Fixed: setVehiclePosition command was placing objects inside rocks (WIP, might be partially broken now) Fixed: Green tags on enemies LAUNCHER Tweaked: Text proofreading 9 Share this post Link to post Share on other sites
DnA 5138 Posted November 5, 2015 05-11-2015 EXE rev. 133205 (game) EXE rev. 133205 (launcher) Size: ~112 MB DATA Tweaked: Another armillion translations and minor localization fixes Added: Defense guide to Learn > Community Guides Fixed: The PDW2000 hand position should no longer clip with the weapon itself Fixed: Incorrect version of Stratis satmap ENGINE Fixed: Recovery from ragdoll on Dedicated Servers Tweaked: "Branch" changed to "Build" in the productVersion scripting command comment Fixed: Levitating objects (continuation of yesterday’s setVehiclePosition tweaks) LAUNCHER Fixed: Infinite "Loading data ..." message when running Steam in offline mode 4 Share this post Link to post Share on other sites
DnA 5138 Posted November 6, 2015 06-11-2015 EXE rev. 133232 (game) EXE rev. 133220 (launcher) Size:~153 MB DATA Fixed: When the Garage preview vehicle was destroyed, the player was unable to re-open the Garage at all Fixed: Adjusted character collision shape to prevent some of the clipping cases Tweaked: Optimized weapon sway behavior - halved base speeds (not maximum speeds) of both breathing and lateral sway components, while hold breath no longer stabilizes lateral sway Added: Modifications of server parameters 'Respawn Tickets' and 'Countdown' that do not have a 'Disabled' entry. This is useful if you always need to have respawn tickets / a countdown set. Fixed: Adjusted geometry and roadway of stairs to prevent most of the cases of getting stuck while going up the stairs in Cargo Towers Fixed: Death animation for standing FFV pose in the Offroad End Game Added: Scripted event EndGame_Ended, which fires when the End Game scenario ends ENGINE Tweaked: Non-blocking params for a wrong type with default value Fixed: Barrel roll no longer possible up against steep terrain Fixed: Inventory - Mission briefing - UGL grenade can be put into wrong the slot 4 Share this post Link to post Share on other sites
DnA 5138 Posted November 9, 2015 09-11-2015 EXE rev. 133255 (game) EXE rev. 133265 (launcher) Size: ~66 MB DATA Tweaked: Modified textures for the uniform without sleeves Tweaked: Characters of all factions passed the advanced ninja training course and should now be able to survive falling from reasonable heights End Game Fixed: A player could skip the warm-up phase by vaulting right after skipping the intro camera Fixed: Possible exploit(s) of the warm-up phase in End Game by performing certain action(s) ENGINE Fixed: Aiming precision change speed now depend on maximum stamina instead of actual stamina Fixed: Scripting command "ammo" had the wrong description Fixed: Reading and checking of file signatures thread Fixed: The signature test could still be running when exiting MP Fixed: Occasional automatic cancellation of deployment on ground Fixed: Fall damage is no longer reduced by different armor Fixed: removeExec might not get executed when specified in an init script LAUNCHER Added: A custom definitions of fallback fonts to prevent issues with Cyrillic charsets on Windows 10 Insider preview (Japanese and Korean will be the next) [sharedResources] Tweaked: The custom definitions of fallback fonts changed to fallback to the global sans-serif font before falling back to global UI font (that doesn't work). This should fix problems with Japanese and Korean and all others charsets on Windows 10 insider preview [sharedResources]. 2 Share this post Link to post Share on other sites
DnA 5138 Posted November 10, 2015 10-11-2015 EXE rev. 133280 (game) EXE rev. 133280 (launcher) Size: ~36 MB DATA Changed: MP Support scenarios now use server param 'Respawn Tickets' without a 'Disabled' entry. As a result server admins cannot set respawn tickets to be disabled for MP Support scenarios anymore, and they will always have some valid values. Fixed: Bad bounding box for "acts_injuredlyingrifle01" and "acts_injuredlyingrifle02" animation states Tweaked: Adjusted stances no longer increase the aimPrecision penalty Spectator Tweaked: 2D / 3D icons sizes and shapes Fixed: Log spam about retrieving dead character names (dead units now show as "Dead") Fixed: Small offset in the head-to-head visualization ENGINE Added: Script commands: getAnimAimPrecision, getCustomAimCoef, isAimPrecisionEnabled, enableAimPrecision, setCustomAimCoef Fixed: Wrong command name getCustomAimingCoef > getCustomAimCoef Fixed: The terrain icon now properly disappears when no longer rolling against a steep hill 5 Share this post Link to post Share on other sites
DnA 5138 Posted November 11, 2015 11-11-2015 EXE rev. 133307 (game) EXE rev. 133311 (launcher) Size: ~55 MB KNOWN ISSUES Launcher does not launch (hotfixed) DATA Fixed: All barracks buildings are now better accessible (there were roadway problems) Tweaked: Swimming now slowly exhausts stamina just like running Tweaked: Stamina hint updated to reflect recent changes in its mechanics Tweaked: Fatigue hint discontinued and replaced by Weapon Sway (affects several scenarios) Potential spoilers Tweaked: Re-evaluated special treatment of fatigue (stamina) in early parts of the Survive campaign episode ENGINE Fixed: Dedicated Server - AI as a gunner in a tank does not wait for an order to fire from the cannon Fixed: Scrollbar position for movable RscTree Added: New commands for Curator (Zeus) camera Added: Missing command support for camera ceiling Fixed: Terrain gradient shouldn't affect stamina while swimming Fixed: Internet servers not showing up in the server browser Added: Logging for packets missing from the exportJIPMessages output Fixed: Not all JIP variables updated upon character respawn Eden Editor Some issues are possible, because several major engine-side changes require tomorrow’s data. 3 Share this post Link to post Share on other sites
DnA 5138 Posted November 11, 2015 11-11-2015 (hotfix) Size: ~0 MB LAUNCHER Fixed: Launcher would not launch 3 Share this post Link to post Share on other sites
DnA 5138 Posted November 12, 2015 12-11-2015 EXE rev. 133338 (game) EXE rev. 133330 (launcher) Size: ~40 MB DATA Fixed: Typo in BIS_fnc_getRespawnPosition which caused a script error when a namespace was used as parameter Fixed: BIS_fnc_getAngleDelta and BIS_fnc_lerp moved from Misc category to Math Fixed: Missiles of Cheetah and Tigris had the incorrect name in radio protocols Removed: Information about fatigue and load from Arsenal meta information (stamina bar now handles it) Spectator Added: Camera speed control (slow normal speed, Shift to go fast, Alt to go very vast, Shift + Alt to go ultra fast) Tweaked: Improved performance when drawing icons which involved creating separate functions Tweaked: Camera speed is now constant (not limited by distance to the nearest surface) Added: Spectators can now see a unit’s incapacitated state in its icon Fixed: Revive icons are no longer displayed for spectators Fixed: EGSpectator functions are now under a EGSpectator category Tweaked: General unit icons revision End Game Fixed: Clipping bar gate in the city (church objective) Potential spoilers: Fixed: Bingo Fuel - Script error during Kappa's retreat message Eden Editor Added: Scenario attributes like overview text or respawn type can now be configured in the Eden Editor. Previously, their settings were available only in the external description.ext file. That file is still supported and will have priority over editor values. Added: Editor preferences, where you can set global options like camera speed or auto-save frequency Added: Scenarios can now auto-save Added: A navigation widget is now shown in the bottom left corner. It shows global axes - X points to East, Y points to North and Z points up. Known Issue: When an error is present in description.ext, the game now freezes instead of stopping and showing an explanation of the problem ENGINE Added: Script command for the stamina bar color scheme Tweaked: Holding breath pauses correction of aiming precision Fixed: Curator camera ceiling when ASL mode is set Eden Editor Added: New editor preference attributes Added: Global engine attributes for description.ext and a generic solution for more global attributes Added: Support for custom attribute windows with custom per scenario attributes Added: Support for description.ext serialization inside new SQMs Added: New commands for reading data from the new description.ext system (getMissionConfigValue and getMissionConfig) - use them instead of missionConfigFile to extract scenario configuration Added: Support for auto-saving Added: Navigation widget Added: Script commands set3DENAttribute, create3DENComposition, get3DENEntityID, get3DENEntity Fixed: A player’s group might not have a leader in MP Fixed: Terrain was not loaded when loading a scenario with an extremely long layer name Fixed: Re-enabling "Enable Simulation" would cause an object to simulate in the editor Fixed: Potential CTD when editing a unit Fixed: Opening a (certain) scenario in Eden Editor and later switching to 2D Editor could break the game Fixed: Support modules were not working Fixed: Multiple small bugs LAUNCHER Added: Replacing the .NET app configuration file with a custom solution with hardcoded fallback values Added: Hardcoded assembly resolution for subfolders to supplement the probing mechanism in .NET (or replace it when the app configuration file is missing or corrupted) 5 Share this post Link to post Share on other sites
DnA 5138 Posted November 13, 2015 13-11-2015 EXE rev. 133346 (game) EXE rev. 133342 (launcher) Size: ~41 MB DATA Fixed: Possible error message in MP Race scenarios Eden Editor Fixed: Scenario name, picture and loading text were not visible in loading screens Fixed: Setting scenario environment attributes (e.g. time of the day) caused a reset of vision mode ENGINE Fixed: Dedicated Server no longer requires Steam client to be running Added: getWeaponSway command for the raw size of current weapon sway deviation Eden Editor Added: Scale widget support for resizing trigger areas and area markers Fixed: 2 CTDs Fixed: Critical bug causing inability to open MP scenarios Fixed: Auto-opening the map when markers mode is selected using the keyboard 4 Share this post Link to post Share on other sites
DnA 5138 Posted November 16, 2015 16-11-2015 EXE rev. 133365 (game) EXE rev. 133371 (launcher) Size: ~220 MB DATA Tweaked: Many texts and translations Tweaked: The weapon sway stage of the Weapon handling I VR course was tweaked to work correctly with the updated weapon handling mechanics Fixed: Some HEMTT truck variants were showing too many crew positions in Garage Tweaked: Sound samples of fatigue / hits Fixed: Selecting non-transport HEMTT variants in virtual Garage should no longer produce script errors Fixed: Global weapon audio curve Fixed: All barracks buildings are now better accessible (there were still more roadway problems) Spectator Fixed: Icons on players after respawn would not blink upon firing ENGINE Added: Support for nested classes in CfgVehicles >> (vehicleclass) >> EventHandlers (allowing stacking) Fixed: Scripting command deleteVehicle didn’t remove its subcontainers (stored containers like vests, uniforms, etc..) properly Added: Command getPlayerScores; returns scores like in the MP score table Added: Command lockIdentity; can be used to lock further automatic changes to character identity, after applying setFace or similar Fixed: Sound - Interior attenuation issue Added: Extended scripting commands getDir, getPos, and new commands getRelDir, getRelPos Fixed: Possible CTD caused by reloading description.ext while holding a reference to some of the data from old one Fixed: Disallow reloading of AT in FFV positions which do not support it Eden Editor Added: Support for the server setup window Added: World space widget into the map Added: Support for reading custom global attributes inside a running scenario Fixed: Occasional object wiggling when moving them Fixed: create3DENEntity for empty objects and non-existing objects LAUNCHER Fixed: Duplication of Workshop items Added: Workshop items on the subscribed content list reported by Steam are now prefiltered and unduplicated Added: Unduplication of data loaded from cache on startup (because the cache might be already affected by duplicate items reported from Steam) Fixed: The font used in tooltips didn't go through our custom fallback; causing invalid rendering on systems with the Windows 10 November update 6 Share this post Link to post Share on other sites
DnA 5138 Posted November 16, 2015 17-11-2015 There will not be an update on this day due to a Czech national holiday. 3 Share this post Link to post Share on other sites
DnA 5138 Posted November 18, 2015 18-11-2015 EXE rev. 133399 (game) EXE rev. 133398 (launcher) Size: ~37 MB DATA Spectator Tweaked: Faster drawing of icons and 3D resources ENGINE Fixed: Crashes with transport animations Added: New command selectRandom which returns a random element of a given array Tweaked: The random command now accepts an array as alternate syntax to support Gaussian distribution Fixed: Start / stop sounds of vehicles were played again when switching from / to 1st / 3rd person view Fixed: Improvements to weapon obstruction detection (FFV) - fixes a few edge cases where collision was found with the vehicle instead of the passenger Added: Experimenting with animation slowdown for steep terrain and exhaustion Fixed: Potential CTDs in reloading magazines Fixed: Stamina bar appearing in Spectator Eden Editor Tweaked: Scale widget improvements Fixed: Possible editing tree crash (http://feedback.arma3.com/view.php?id=26520) LAUNCHER Tweaked: Strings were incorrectly encoded Tweaked: Launcher translations for 1.54 Fixed: A typo in missing prerequirements message Tweaked: Languages on the Options page are displayed in both the native and the system display languages 7 Share this post Link to post Share on other sites
DnA 5138 Posted November 19, 2015 19-11-2015 EXE rev. 133419 (game) EXE rev. 133419 (launcher) Size: ~138 MB DATA Tweaked: Optimized hold breath behavior for the current weapon sway Fixed: When Zeus opened object attributes (e.g. ammo box configuration), he had to click OK twice to close the window, and the changes were not saved Tweaked: Adjusted left limits of the right rear gunner in covered Zamak End Game Tweaked: There were a couple of instances in which allMissionObjects was used instead of entities (which is faster) Fixed: Even though renegade players could initiate and contribute to a download / upload, they would not see the progress Fixed: Able to take schematics through a wall at one of the pickup points Eden Editor Fixed: The "Play from Here" and "Play as Character" context menu actions were not working as intended Fixed: The "Enable Team Switch" scenario attribute was not working as intended Fixed: The respawnOnStart property was not detected correctly ENGINE Fixed: Script command params error output Fixed: Scripting command getRelPos returned invalid values when the given object is null Added: New command clientOwner Fixed: Scripting command getRelDir had a wrong description Added: Version info to CfgConvert Fixed: CTD when a trigger is not a detector Fixed: Visualized keys considering the keyboard layout (AZERTY) Added: "Refresh" button for the Controllers menu 5 Share this post Link to post Share on other sites
DnA 5138 Posted November 20, 2015 20-11-2015 EXE rev. 133446 (game) EXE rev. 133447 (launcher) Size: ~58 MB DATA Fixed: Minor issue when a certain portion of the upper arm received too little total damage from hit Tweaked: Decreased stamina regeneration and exhaustion cooldown times. It now takes 30 seconds for the available stamina to fully regenerate from total exhaustion instead of 45 and the exhaustion cooldown (period of regeneration when you still cannot sprint) now takes 10 seconds instead of 15. Fixed: Stamina description in the Field Manual Fixed: Inactive / floating new button in the Controllers menu ENGINE Fixed: diag_ActiveMissionFSMs command (some FSMs were missing) Tweaked: Aiming deadzone Tweaked: Removed animation slowdown upon exhaustion Tweaked: Relative stamina preserved when changing loadout Added: New command ppEffectEnabled Eden Editor Added: Value for scale widget Fixed: CTD when syncing a trigger with an empty vehicle Fixed: Vertical camera speed when copying terrain is set in the preferences Fixed: Autosave settings should be now properly saved into 3DEN preferences files Fixed: Object placing while the camera is underwater is now possible both on ground and on water level LAUNCHER Tweaked: Forced the unusual process exit window and troubleshooting window to be rendered on the CPU, hopefully preventing the Steam overlay from hijacking them 6 Share this post Link to post Share on other sites
DnA 5138 Posted November 23, 2015 23-11-2015 EXE rev. 133492 (game) EXE rev. 133491 (launcher) Size: ~36 MB DATA Fixed: Surface sounds for the VR terrain Fixed: In Showcase Combined Arms, if played on a Dedicated Server, tasks states were not updated ENGINE Fixed: CTD in the communication menu Added: Support for sorting ListNBox by any column and by both text and value Fixed: Crash for buildings with an inventory Fixed: The slowdown coefficient was not updated Added: TerrainSpeedCoef parameter for stamina Fixed: When in cargo you could not switch position with a subordinate AI Fixed: End Game Steam Achievements did not work in the 2 new scenarios instances LAUCHER Added: Exit code and message to the basic troubleshooting report for easy access Fixed: One of the methods used to access the application configuration didn't fallback to default hardcoded values 6 Share this post Link to post Share on other sites
DnA 5138 Posted November 24, 2015 24-11-2015 EXE rev. 133493 (game) EXE rev. 133493 (launcher) Size: ~116 MB DATA Added: Parameter terrainSpeedCoef, handling the previously hard-coded terrain gradient slowdown Tweaked: Hold breath audio samples volume raised Spectator Tweaked: Free camera speed modifiers End Game Added: New overview images for End Game scenarios Zeus Fixed: Surface markings like the ordnance damage area sometimes had a non-transparent black background ENGINE Fixed: Loading screens would pop-up during MP scenario setup or play (http://feedback.arma3.com/view.php?id=26494) Eden Editor Added: Support for subfolders in Missions and MPMissions in documents Fixed: If the first placed entity is a playable logic, it is made the player now Fixed: Importing old scenarios now autosaves them to a new format LAUNCHER Fixed: The main progress bar sometimes got stuck in the downloading state at 100% 9 Share this post Link to post Share on other sites
DnA 5138 Posted November 25, 2015 25-11-2015 EXE rev. 133507 (game) EXE rev. 133507 (launcher) Size: ~ 78 MB DATA Fixed: BIS_fnc_traceBullets would keep running even after some projectiles stopped moving Tweaked: Sound for the MX UGL reload animation Tweaked: Function 'BIS_fnc_objectVar' now generates vehicleVarName and global variable with prefix '#obj' rather than 'BIS_fnc_objectVar_obj' (done to lower the variable name size by 17 bytes) Revive Tweaked: Major optimizations of the scripted Revive feature Fixed: Vertical position of the text "Press SPACE to respawn" so the distance from the top edge of the screen is OK no matter what resolution, aspect ratio or interface size is being used ENGINE Fixed: Loading screen would pop-up during MP scenario setup or play (another attempt - http://feedback.arma3.com/view.php?id=26494) Fixed: Entity tags were displayed when locking, commanding or when the action menu is open even if they're disabled in game settings (http://feedback.arma3.com/view.php?id=17046) Fixed: Workshop scenarios would be shown multiple times if subscribed while the game is running Fixed: The ammo command didn't return player ammo when in a vehicle Added: Stamina parameter updateCoef to disable the real-time simulation of stamina Added: Error message when a client disconnects from a server because it is missing an addon that is required by the scenario on the server 8 Share this post Link to post Share on other sites
DnA 5138 Posted November 26, 2015 26-11-2015 EXE rev. 133519 (game) EXE rev. 133520 (launcher) Size: ~43 MB DATA Added: Final Nexus Update Welcome Screen images Eden Editor Tweaked: Ctrl+F now starts a search in the Asset Browser (used to be in the Entity List) ENGINE Fixed: Only scenarios with a 'Singleplayer' tag are now shown in the Scenarios display Fixed: Hold breath sounds were missing in some situations Fixed: A crash when reading files from multiple threads 7 Share this post Link to post Share on other sites
DnA 5138 Posted November 27, 2015 27-11-2015 EXE rev. 133541 (game) EXE rev. 13354 (launcher) Size: ~38 MB End Game Fixed: The compositions where players have to pick up schematics could be visible even though they had not been randomly selected Eden Editor Added: Alphabetical sorting of equipment containers ENGINE Fixed: Multiple client crashes in KOTH Added: New mission event: EntityRespawned Fixed: Not all subscribed / published Workshop items were processed Added: Safety net when getting description for MP scenarios from the server Fixed: Some singularity issues in weapon deployment Tweaked: Warping when leaving weapon deployment 11 Share this post Link to post Share on other sites
DnA 5138 Posted November 30, 2015 30-11-2015 EXE rev. 133558 (game) EXE rev. 133559 (launcher) Size: ~36 MB DATA Eden Editor Added: Various improvements to the Save / Load scenario window:It's now possible to create, rename and delete subfolders Searching in the scenario list was implemented The scenario list can now be sorted by each of its columns Added: Area Scaling widget. Use it to quickly adjust the size of trigger and marker areas. ENGINE Fixed: isNumber incorrectly returned false for large numbers (http://feedback.arma3.com/view.php?id=26663) Changed: setVariable and getVariable now also work with <display> and <control> Eden Editor Added: Basic history list implementation Added: Support for creating scenario folders from inside the save / load dialog Tweaked: Handling of search canceling by Escape LAUNCHER Fixed: Log4Net doesn't load its configuration when the app's current directory is different from the executable directory 8 Share this post Link to post Share on other sites
DnA 5138 Posted December 1, 2015 01-12-2015 EXE rev. 133564 (game) EXE rev. 133564 (launcher) Size: ~35 MB DATA End Game Fixed: Schematics could have been added to a dead player if picked up right before dying ENGINE Fixed: Potential CTD after launching the game 5 Share this post Link to post Share on other sites
DnA 5138 Posted December 2, 2015 02-12-2015 EXE rev. 133583 (game) EXE rev. 133584 (launcher) Size: ~38 MB DATA End Game Fixed: Scenarios would not always end after uploading the schematics Fixed: Schematics could disappear if the player who picks them up dies at the same moment ENGINE Fixed: Crash while accessing the memory cache from multiple threads Tweaked: The param script command won't throw an error on wrong index without default value Added: Automatic aspect ratio detection for fullscreen mode Tweaked: OS KB layout used for local keys except 1-0 Eden Editor Fixed: Debriefing present when ending a scenario with a logic as a player Fixed: 3DEN crashing when saving a scenario Tweaked: User is now able to change player from logic Fixed: After leaving the scenario preview, the editor could be empty and it was not possible to load it back LAUNCHER Added: A workaround for the misconfigured or missing system file for Task Bar API component, leading to potential CTDs 6 Share this post Link to post Share on other sites
DnA 5138 Posted December 3, 2015 03-12-2015 EXE rev. 133599 (game) EXE rev. 133599 (launcher) Size: ~36 MB DATA Fixed: The function BIS_fnc_MP parameter defining execution targets didn't handle correctly Booleans in Arrays, which is not supported by new remoteExec and remoteExecCall commands (this backward compatibility issue is now fixed) Tweaked: Added a return value to BIS_fnc_MP, so that the function works the same as the previous solution based on BIS_fnc_MP and BIS_fnc_MPExec Tweaked: Added support for multidimensional arrays of target into BIS_fnc_MP (needed to retain backward compatibility) Eden Editor Added: Time of Day can now be set also using slider, not only by numeric input of hours and minutes ENGINE Fixed: UNEXPECTED_KEY_ID in commanding menu if there was no shortcut Fixed: Occasional CTD while downloading Steam scenario file (http://feedback.arma3.com/view.php?id=26618) Tweaked: Increased the limit of remoteExec(Call) targets to 1000 Fixed: Player was unable to jog / sprint with heavy load even with Stamina disabled Fixed: Stamina bar is not shown when Stamina is disabled LAUNCHER Fixed: Unsafe cross-thread call on the PLAY button status change 5 Share this post Link to post Share on other sites
DnA 5138 Posted December 4, 2015 04-12-2015 EXE rev. 133618 (game) EXE rev. 133615 (launcher) Size: ~38 MB DATA Eden Editor Fixed: The rank attribute was not displayed correctly ENGINE Fixed: Tilted bridges work slightly better Tweaked: canAdd, canAddItemToXYZ support an objects count now Fixed: AI ‘waving’ their guns in cover on Dedicated Servers Added: A limitation of the crater count in the scene to optimize performance 5 Share this post Link to post Share on other sites
DnA 5138 Posted December 7, 2015 07-12-2015 There is no update today as we're experiencing some logistical issues. 5 Share this post Link to post Share on other sites