bis_iceman 7384 Posted February 29, 2016 29-02-2016 EXE rev. 134748 (game) EXE rev. 134748 (launcher) Size: ~41 MB DATA Tweaked: The direction speed of an adjusted up BR prone animation was sped up ENGINE Added: New Event Handlers GetInMan, GetOutMan and SeatSwitchedMan Tweaked: Potential clutter optimizations Fixed: Switching to a secondary weapon from the binoculars would switch to a primary weapon first Tweaked: The moonPhase command now returns the result in a normalized range Fixed: The cpuCount startup parameter set to 1 would cause no sound playing in game 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 1, 2016 01-03-2016 EXE rev. 134773 (game) EXE rev. 134764 (launcher) Size: ~95 MB DATA Tweaked: The rotating sound of the remote turrets has been changed Tweaked: The difficulty options now correspond with their presets Added: A new BIS_fnc_sunriseSunsetTime function (function to get the time when sunrise and sunset occur, based on a given date and terrain latitude) Eden Editor Tweaked: The Splendid Camera can no longer be opened in the Eden Editor ENGINE Added: A new animateSource script command Added: A new animationSourcePhase script command Fixed: Shapes with no names would be automatically put into the shape bank and cause crashes Fixed: Players could spawn as seagulls in some missions run from the Eden Editor Tweaked: Potential optimizations for particle effects for projectiles hitting a surface Tweaked: The GetInMan and GetOutMan Event Handlers now contain information about the turretPath Fixed: The “Ban†button would not work for logged in admins on their servers Added: A new Reloaded Event Handler Tweaked: The Clock Indicator is no longer part of the difficulty settings (feature was switched off a long time ago, but the option remained in the UI) Tweaked: The modifiable difficulty levels are now parts of the difficulty presets (https://community.bistudio.com/wiki/Arma_3_Difficulty_Overhaul) Added: A new Vision Aid difficulty option Tweaked: Replaced the listbox with difficulty presets by a Game Options button on the Create Game screen 9 Share this post Link to post Share on other sites
DnA 5155 Posted March 2, 2016 02-03-2016 EXE rev. 134783 (game) EXE rev. 134783 (launcher) Size: ~94 MB DATA Fixed: Limits for cargo gunners in the Mohawk and Hellcat (http://feedback.arma3.com/view.php?id=27981) Fixed: Characters are no longer allowed to fire their weapon during the binocular to primary weapon switch (stand, kneel, prone) Fixed: Adjusted turret limits for the Kuma gun to prevent clipping of the cannon through the body Fixed: House destruction was not audible at bigger distances Tweaked: Reduced recoil of launchers Fixed: Wrong pitch limits for the spectator free camera Eden Editor Fixed: Script error in the Eden Editor when users picked the "Play as a Character" option on a vehicle crew member with no weapons available Fixed: It was not possible to change tags when publishing a scenario ENGINE Tweaked: Renamed createObject to createSimpleObject, animationSelectionNames to selectionNames and hideAnimationSelection to hideSelection Tweaked: Sound - Handling of usage of undesirable cpuCount=1 (multi-threading) Eden Editor Fixed: Every second JIP client was spawned into a seagull Fixed: Users are no longer asked to create a server more often than is necessary Fixed: Copy operations were renaming objects even if their names were unique (https://forums.bistudio.com/topic/188544-paste-with-1-only-if-there-already-is-a-variable-with-same-name-please/) Fixed: Messages asserting no player was available when importing a 2D editor scenario 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 3, 2016 03-03-2016 EXE rev. 134790 (game) EXE rev. 134790 (launcher) Size: ~40 MB ENGINE Fixed: The positions of the old and new magazines were in the opposite order in the Reloaded Event Handler array (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Reloaded) 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 4, 2016 04-03-2016 No EXE update (game) EXE rev. 134824 (launcher) Size: ~27 MB DATA Added: Rotating the turret of the UGV Stomper RCWS now produces a sound Tweaked: Elevating the turret of the Strider now produces a louder sound 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 7, 2016 07-03-2016 EXE rev. 134851 (game) EXE rev. 134844 (launcher) Size: ~100 MB DATA Tweaked: Task names in End Game no longer include a task letter (it is now handled by the Tasks Overhaul implementation) Tweaked: The scripted solution for Tasks Enhancements was removed. Functions in the tasks framework were updated to reflect that and to work properly with the Tasks Overhaul engine implementation. Eden Editor Fixed: The Allow Manual Respawn multiplayer scenario attribute was not working (https://forums.bistudio.com/topic/188698-allowmanualrespawn-has-no-effect/) Fixed: There were some strings missing in the Steam tags selection window Fixed: Notifications about errors in scripted functions (e.g. BIS_fnc_error) were not displayed in the Eden Editor Added: An option to disable the camera moving to a random position when launching Eden Editor Added: Buttons to expand or collapse all items in the Entity List and the Asset Browser Fixed: Audio previews didn't work when setting the music and sounds in trigger and waypoint attributes Added: Dates of full and new moon are now marked in the Date attribute Added: The sunrise and sunset times are now marked in the Time of the Day attribute Fixed: Incorrect respawn templates were selected when the Multiplayer Attributes window was accessed for the first time after loading a scenario Fixed: It was not possible to set tags in Steam publishing window Tweaked: The font size in code input attributes (e.g. object's init field) decreased to better match the general font size Fixed: The Show Model attribute worked in a reversed way (model was hidden when set to visible and vice versa) ENGINE Fixed: The Page Description tab would not be resized correctly for a content intended to be on the top Fixed: The M2A1 Slammer would shake when reversing Tweaked: The moonPhase script command is no longer part of the development category Fixed: The second autosave would not load properly when loaded from the Pause menu Fixed: A potential crash when the leader of a group was missing Fixed: Line breaking would not work correctly for Unicode characters in CStatic / CEdit controls Fixed: Vehicle gunners would not see the targets assigned to them by their commander in some cases Fixed: triggerArea returned wrong data under certain conditions (WIP) Added: Script command configSourceAddonList for getting a list of addons that modified the given config class Fixed: Sound and flash suppressors would not heat up in Thermal Imaging Tasks Overhaul Added: Tasks Overhaul: 3D Markers, Map Markers, Diary Tasks, Debriefing, Task Overview and uiDraw refactoring Eden Editor Tweaked: Vehicle crew positions are now stored in the mission SQM (allows for more specific crew selections) Fixed: The inability to change a vehicle’s crew character types was not communicated properly Fixed: A group without a leader assigned would spam the RPT file with error messages Fixed: A marker would miss its preview when being dragged Fixed: The Type Change attribute was present in cases when it had no effect Added: A notification when attempting to export / publish an unsaved scenario 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 8, 2016 08-03-2016 EXE rev. 134871 (game) EXE rev. 134871 (launcher) Size: ~42 MB KNOWN ISSUES Vehicle crews may be created outside of their vehicle in Eden EditorDATA Fixed: The AI would not work properly in some Barracks building variants ENGINE Added: A new weapon animation source “trigger†(synchronous with character animation "triggerAnim") Tweaked: An attempt to generating more useful dumps and reports during certain terminal error messages Eden Editor Fixed: triggerArea returned wrong data under certain conditions 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 9, 2016 09-03-2016 EXE rev. 134887 (game) EXE rev. 134887 (launcher) Size: ~84 MB KNOWN ISSUES Vehicle crews may be created outside of their vehicle in Eden Editor DATA Tweaked: Several mono samples changed to stereo to improve the position of sounds Tweaked: Some launcher sounds were improved ENGINE Tasks Overhaul Fixed: A possible crash in the map interface Fixed: The task marker text would not show correctly in some cases Eden Editor Added: CTRL+A shortcut can be now used in the Edit list Fixed: Vehicle crews would be created outside of their vehicle when in a different layer LAUNCHER Tweaked: The visual presentation of embedded Youtube and Twitter content was improved 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 10, 2016 10-03-2016 EXE rev. 134898 (game) EXE rev. 134898 (launcher) Size: ~46 MB KNOWN ISSUES Vehicle crews may be created outside of their vehicle in Eden Editor DATA Fixed: Tasks could appear in an incorrect order in the Headhunters mission Fixed: Mission ending would not be synchronized properly in the Tanks co-op mission Fixed: The sound of closure was delayed for the GM-6 Lynx rifle Tweaked: The sound of closure is now quieter for the GM-6 Lynx rifle Fixed: Weapon Info for vehicles and static weapons was incorrectly placed Tasks Overhaul Added: Official End Game scenarios now fully support Shared Objectives implementation (https://community.bistudio.com/wiki/Arma_3_Tasks_Overhaul#Shared_Objectives) Eden Editor Fixed: Script error messages would appear when using Support modules in Eden Editor ENGINE Tweaked: Potential performance improvement for bullet particle effects Tweaked: Command waypointGetForceBehaviour was renamed to waypointForceBehaviour Fixed: AI characters could enter disassembled vehicles Tasks Overhaul Fixed: Tasks could not be deselected in the map interface Tweaked: Tasks presentation for unknown object positions was improved Fixed: A scroll bar would be visible in the Diary tab 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 11, 2016 11-03-2016 EXE rev. 134914 (game) EXE rev. 134914 (launcher) Size: ~48 MB DATA Fixed: Players were able to open the Virtual Arsenal on nearby containers while inside vehicles Eden Editor Fixed: The 'Binarize' options were not synchronized across Editor Attributes and the Save Mission dialog ENGINE Fixed: Players could heal themselves near every vehicle with a Combat Life Saver inside Added: Support for '\n' for CEdit and CStatic as a new line input from user (WIP) Added: It is possible to write multiple lines in multi-line edit boxes (WIP) Added: Double clicking on a word in edit boxes now selects it (WIP) Eden Editor Fixed: Vehicle crews would be created outside of their vehicle in Eden Editor Fixed: The Edit Type attribute would not work for editing groups Fixed: Moving units via the map would be put them in the air Fixed: Unit group numbers in the scenario lobby would not reflect their actual positions in groups 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 14, 2016 14-03-2016 EXE rev. 134926 (game) EXE rev. 134926 (launcher) Size: ~531 MB DATA Added: A new respawn point notification can now be toggled in the respawn position module Added: Soundsets and sound shaders were added for the sonic cracks of gatling weapons Tweaked: Distant explosion sounds are now more optimized Tasks Overhaul Added: Forcing a task to always show up in the 3D space is now supported ENGINE Fixed: The AI tank drivers would disobey commanders’ orders in some cases (e.g. to avoid obstacles when driving forward) Fixed: The PreloadFinished Event Handler was not working in the multiplayer environment Tasks Overhaul Tweaked: The taskCore command was renamed to taskAlwaysVisible Tweaked: The setSimpleTaskCore command was renamed to setSimpleTaskAlwaysVisible Tweaked: A default task icon is now displayed if the specified type is not found LAUNCHER Fixed: A potential crash connected with the usage of the scroll mouse wheel on the loading status bar 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 15, 2016 15-03-2016 EXE rev. 134957 (game) EXE rev. 134957 (launcher) Size: ~192 MB DATA Fixed: The UH-80 Ghost Hawk had some visual artifacts in distant LODs ENGINE Added: An ability to set a limit for reporting how long it takes for a callExtension to be called on Dedicated Servers (callExtReportLimit parameter in server CFG) Added: A new canSuspend script command (returns true if the execution of a script can be suspended in the current environment) Tweaked: Auto-guiding of AT rockets is no longer tied to the difficulty settings Fixed: The rudder curve was incorrectly set for airplanes Tasks Overhaul Fixed: Group markers would always be drawn above a player, not the group leader Eden Editor Fixed: Binarized scenarios could not be read by the campaign dialog 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 16, 2016 16-03-2016 EXE rev. 134979 (game) EXE rev. 134979 (launcher) Size: ~322 MB DATA Fixed: Script errors would appear when calling for an airdrop via the Support module Added: Command Actions to open the Command Menu and its relevant pages (planned for resolving weapon switching and command menu priorities). The presets were updated to reflect this. Tweaked: A potential performance increase when using the 30 mm multipurpose ammunition (e.g. on armored vehicles) Tweaked: The damage dealt by guided and laser-guided 155 mm shells is now consistent Fixed: Tracer magazines (with -T suffix) for armored vehicles were not using tracer ammunition in some cases Tweaked: A potential audio-related performance increase when using the Wipeout’s gatling Tasks Overhaul Fixed: Script errors would appear in a multiplayer environment when the task owner was set to true Tweaked: Some of the config definitions (tasks, markers) are now finalized Added: An action 'Tasks Overview (Toggle)' for toggling the Tasks Overview Eden Editor Fixed: Information about placing empty vehicles was shown when searching in the Props tab (Ctrl + F) Added: A toggle for placing all vehicles as empty (checkbox under the Asset Browser; holding ALT reverses the currently toggled state) Added: Custom Compositions. You can now save a composition of entities (objects, triggers, markers, etc.) and place it afterwards from “Compositions > Custom†list in the asset browser. For more details, check the newly added tutorial ENGINE Fixed: The one parameter of the remoteExecCall command was not called in a scheduled environment Added: Command Menu - resolving commanding priorities and adding new actions Tasks Overhaul Fixed: A potential crash when unassigning from a task via the map interface Eden Editor Tweaked: Synchronization is now done to a vehicle, not its effective commander (the commander can be synchronized specifically) Fixed: Variable names could be duplicated with no warning Fixed: Markers were incorrectly checked for a duplicated variable name Fixed: A crash when exiting the game from the Eden Editor scene 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 17, 2016 17-03-2016 EXE rev. 134994 (game) EXE rev. 135002 (launcher) Size: ~55 MB DATA Added: An Apex control preset is now available for weapon switching and commanding of units (we’ll be experimenting with more controls improvements here; info in a future SITREP) ENGINE Fixed: Some explosion sounds would not be audible inside of vehicles Tasks Overhaul Tweaked: It is now possible to assign an object memory point for a task marker Eden Editor Fixed: Attribute changes could not be confirmed if Variable Name was used Fixed: Players could spawn as seagulls instead of playable Logics in some cases Added: Icons that show the current state of a layer (e.g. hidden, disabled) in the Edit List Fixed: The Delete and Edit icons were available for compositions without any functionality Fixed: A pasted marker’s name was not derived from the original marker Added: Support for placing entities by double clicking on an empty Eden scene 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 18, 2016 18-03-2016 EXE rev. 135044 (game) EXE rev. 135016 (launcher) Size: ~120 MB DATA Tweaked: An Armillion localization tweaks and fixes Added: The Debug console is now using the new Spectator mode Added: New camo selections (camo1, camo2, camo3) are now available for the Vermin SMG (based on a community request) Added: Phase 2 of the Difficulty Overhaul is now implemented (see https://community.bistudio.com/wiki/Arma_3_Difficulty_Overhaul for more details) Fixed: The tracer magazine for M2A4 Slammer UP would not display correct values in the UI Tweaked: Some shell tracers were scaled down Tweaked: The direct damage values were slightly increased for the 120 mm and 155 mm anti-tank guided shells Eden Editor Added: Specific widgets can now be toggled on by the 1-4 keys Added: A "Spectate in SP" Preview option is now available (starting the scenario as a spectator from the camera’s position) ENGINE Tweaked: The “FatigueCoef†in the setSpeciality and getSpeciality commands was renamed to “LoadCoef†Fixed: The Engage and Target texts under the target icon were overlapping (only one will display now) Fixed: Remote vehicle wheels would spin slowly when in the air Tweaked: The Difficulty menu and its options were transformed Tweaked: The difficultyEnabled command was made obsolete and now always returns false Added: A new difficultyOption script command Fixed: The sounds of bullet casings hitting the ground were not audible Added: A new diag_codePerformance script command Tasks Overview Fixed: All task markers would reappear if only one task was updated Fixed: The AutoAssign command would not assign positions properly Eden Editor Added: Compositions can now be edited by double clicking on them in their tab Added: A composition is now autoselected after it has been edited Fixed: The CTRL+S shortcut used in the Eden Editor’s map interface would affect the map movement (fixed for all CTRL modified keys) Tweaked: Pasted units are now named consistently (copying <name>_001 will paste <name>_002 instead of an incorrect <name>_2) Added: Pasting a unit into a non-player scenario will make the unit a player Fixed: The Scenario temporary files would not be deleted after opening another scenario in the Eden Editor Added: The ctrlTextHeight command now supports the edit boxes Fixed: The Scale Widget could be dragged even without any scalable item selected Added: A new saved3DENInventory script command (related to the save3DENInventory command) 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 21, 2016 21-03-2016 EXE rev. 135047 (game) EXE rev. 135047 (launcher) Size: ~594 MB DATA Fixed: There were some minor spelling mistakes in Zeus functions (kudos to mdcclxxvi for pointing them out) Tweaked: The hold-breath sample durations were updated Tweaked: The volume of small caliber weapons was increased Tweaked: Some sounds of small caliber weapons Eden Editor Tweaked: The headgear randomization of FIA characters is now enabled again in Eden Editor scenarios Tweaked: Editing a loadout in Eden Editor’s Arsenal will switch off the headgear randomization Fixed: A land barrier fortification object was duplicated in Eden Editor (“Land_HBarrierBig_F†was removed while “Land_HBarrier_Big_F†stayed) Added: An ability to reset customized loadouts using a new Context Menu option "Reset Loadout" Tweaked: The "Arsenal" Context Menu option has been renamed to "Edit Loadout" Fixed: A module argument in a combo box with a float value between 0.5 and 1was always saved as 1 (https://forums.bistudio.com/topic/188779-eden-numeric-attributes-set-using-module-drop-down-menu-are-saved-only-as-integers-not-floats) ENGINE Fixed: The turretUnit command would return objNull even with a vehicle driver present (inconsistent with other turret related commands) Fixed: A potential invalid memory access when simulating PhysX tank wheels Fixed: It is no longer possible to place a waypoint by a mission Event Handler MapSingleClick Fixed: Fire modes could not be switched via the Apex Controls Preset while in FFV positions Tweaked: Updated PhysX libraries 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 22, 2016 22-03-2016 EXE rev. 135065 (game) EXE rev. 135066 (launcher) Size: ~149 MB DATA Tweaked: The MX 6.5 mm (Black) rifle now uses a black bipod (instead of a sand one) Fixed: Potential errors connected to using the BIS_fnc_inTrigger function Tweaked: The BIS_fnc_inTrigger function was optimized Fixed: Script errors would appear at Diplomatic Relations mission start Added: A new "camo†Camo Selection is now available for the P07 handgun Eden Editor Added: All black variants of the MX rifles are now available in the Eden Editor Tweaked: Ruins of structures are available under their own names (they would inherit structures’ names previously) ENGINE Fixed: Vehicle explosions were not audible correctly when inside of another vehicle Fixed: The “Fire†key could not select a menu item in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=2997097) 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 23, 2016 23-03-2016 EXE rev. 135100 (game) EXE rev. 135097 (launcher) Size: ~258 MB DATA Fixed: The Feedback FSM would run on Dedicated Servers and Headless Clients Added: Functions BIS_fnc_netId, BIS_fnc_objectFromNetId, BIS_fnc_groupFromNetId (as SP/MP compatible variants for netId, objectFromNetId and groupFromNetId) Eden Editor Fixed: Players would appear in the middle of the sea after respawning when the "Select Respawn Position" respawn template was selected and the Delay value set to 0 Fixed: Incorrect respawn templates for BIRD respawn types were used (the default are used now instead of the scenario configured ones) Tweaked: The Civilian Offroad (Repair) was renamed to Offroad (Services) ENGINE Fixed: A potential crash connected to the file system Fixed: AI would slow down when running around dead bodies Tasks Overhaul Fixed: Task markers were not placed correctly to their memory pointsEden Editor Added: The entity selection is remembered after the entity was placed by double click (allows placing multiple times without re-selecting it) Fixed: Moved object would always be dragged by the center of their mass Added: Listed scenarios can now be deleted from the Save/Load dialogs (select a scenario and press the Delete key) LAUNCHER Tweaked: The Difficulty selection in Launcher now corresponds with the Difficulty Overhaul Tweaked: The YouTube and Twitter elements now have a more user-friendly visualization 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 24, 2016 24-03-2016 EXE rev. 135137 (game) EXE rev. 135138 (launcher) Size: ~57 MB KNOWN ISSUES The BIS_fnc_inTrigger function might not work correctly in some cases DATA Tweaked: The difficultyEnabled script command was replaced with difficultyOption in the official content of the game Tweaked: The character’s collision model for running with a rifle lowered was adjusted (this can help with characters being stuck in doors) ENGINE Fixed: Characters would not be simulated properly for FFV positions in an attached vehicle Tweaked: The turretUnit script command description now contains an example of usage Added: Triggers with height and bottom limitations are now supported Added: Changing the Zeus camera control keybindings is now supported Fixed: A potential crash when accessing an inventory of a removed unit Added: A list of server mods is now generated to the RPT when the game crashes Eden Editor Added: Changing the Eden Editor camera control keybindings is now supported Fixed: Placing down multiple entities by holding the CTRL key would work only for empty objects Tweaked: Dragging an entity by its model was improved 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 24, 2016 25-03-2016 No update today because it's a public holiday in the Czech Republic. 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 24, 2016 28-03-2016 No update today because it's a public holiday in the Czech Republic. 2 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 29, 2016 29-03-2016 No update today due to logistical issues. 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 30, 2016 30-03-2016 No update today due to logistical issues. 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted March 31, 2016 31-03-2016 No update today due to logistical issues. Share this post Link to post Share on other sites
bis_iceman 7384 Posted April 1, 2016 01-04-2016EXE rev. 135285 (game)EXE rev. 135268 (launcher)Size: ~186 MB DATA Tweaked: The texture of the RPG-42 Alamut can now be changed via camo selections ("Camo_1", "Camo_2"). Loaded/empty versions are handled via model config (a rocket as a "magazine" selection) instead of the modelSpecial property in the rockets' CfgMagazines entries Tweaked: The Zeus, Spectator and Splendid cameras are now using the controls configurable in the 'Camera' category in options Fixed: The transport helicopters called by the Supports module would sometimes refuse to move Tweaked: Another Armillion of translation and localization fixes Eden Editor Fixed: Sound lists in the attributes of waypoints and triggers were not sorted alphabetically (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=2999960) Tweaked: The Stance can now accept the "AUTO" value Tweaked: The Vehicle Lock was updated to accept the "LOCKEDPLAYER" value Fixed: A code execution from the Debug Console would not work after a scenario save (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-2#entry2999574) Potential spoilers: Tweaked: Patrolling soldiers removed from the destroyed Camp Maxwell in the Survive campaign episode ENGINE Added: Additional reporting of ErrorMessages to the RPT file to help solve crashes Fixed: Vehicles with the hideObject set to 1 would fall under the surface after a save file was loaded Added: New slingLoading and slingLoaded animation sources Fixed: The Animal FSM was not loaded correctly Fixed: An object hidden via the hideObject command would not be hidden after loading a save file Tweaked: The PlayerDisconnected mission Event Handler is now called even when the OnPlayerDisconnected command is not used Fixed: The height parameter of a trigger was not synchronized in a multiplayer environment Fixed: Sound resources were not properly released, possibly causing cracking sounds Fixed: The new camera actions had incorrect names Tweaked: The “Pyrotechnic†character trait was renamed to “ExplosiveSpecialist†Fixed: Pressing the CTRL key while zoomed in would zoom the view out (fix applies for the general GetAction usage - http://feedback.arma3.com/view.php?id=24024) Tweaked: The Suppression command was overhauled Fixed: The isInside command did not reflect the existence of the height parameter for triggers Tweaked: The setSpeciality and getSpeciality script commands were renamed to setUnitTrait and getUnitTrait Added: New commandSuppressiveFire and doSuppressiveFire script commands Fixed: Characters would have an incorrect FFV animation when switching a stance while getting in a vehicle Fixed: Falling bullet casings were not audible Fixed: There was a problem with unassigning a target for suppression Added: A new userInputDisabled script command (returns true when the user input is disabled) Added: A new getTerrainGrid script command (returns the current size of the terrain grid) Fixed: The commanding cursor was offset in freelook Fixed: The isNumber command would return false for large numbers (http://feedback.arma3.com/view.php?id=26663) Added: Weapon switching on the move Tasks Overhaul Tweaked: Some unfinished Shared Objectives functionality was removed or shifted to the Diary Added: New setTaskMarkerOffset and taskMarkerOffset script commands Fixed: A potential crash connected to the setSimpleTaskCustomData script command Fixed: A relative path to the Task Type texture was not read correctly Eden Editor Added: Support for setting up an area inside objects and logics (e.g. modules) Tweaked: The dialog displaying an alert about missing addons while importing a scenario was improved Fixed: The backup SQM file was removed when there were some addons missing during a scenario import Tweaked: Widgets are now calling the AttributesChanged3DEN Event Handler on objects Added: Support for Drag&Drop of entities from the Edit list to the Scene Fixed: The Rotation Widget would display a change before it really happened Added: Support for creating 3D areas in objects and a possibility to change their shape (e.g. from a rectangle to an ellipse) Fixed: Dragging of a trigger by holding its area with a mouse was no longer possible Tweaked: The move3DENCamera command would not work with a map interface open Fixed: Trigger without a name was registering itself as an empty string Fixed: Preview and a map drawing for rectangular object areas were incorrect LAUNCHER Fixed: Potential crashes connected to Steam 31 Share this post Link to post Share on other sites