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Development Branch Changelog

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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
  • Like 9

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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
  • Like 4

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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
  • Like 4

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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].
  • Like 2

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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
  • Like 5

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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.
  • Like 3

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11-11-2015 (hotfix)

Size: ~0 MB

 

LAUNCHER

  • Fixed: Launcher would not launch
  • Like 3

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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)
  • Like 5

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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
  • Like 4

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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
  • Like 6

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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

 

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
  • Like 7

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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
  • Like 5

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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
  • Like 6

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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
  • Like 6

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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

 

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%
  • Like 9

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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
  • Like 8

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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
  • Like 7

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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
  • Like 11

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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
 
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
  • Like 8

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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
  • Like 5

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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
 

  • Like 6

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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
  • Like 5

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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
  • Like 5

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07-12-2015

There is no update today as we're experiencing some logistical issues.

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