bis_iceman 7384 Posted May 9, 2016 09-05-2016 EXE rev. 135935 (game) EXE rev. 135935 (launcher) Size: ~33 MB NOTES 1.60+ profile .vars are not forward compatible, so consider backing them up when switching between branches!DATA No data changes for today ENGINE Fixed: The GetIn and GetOut Event Handlers would sometimes return “Cargo†incorrectly Fixed: The camSetDir script command was not working correctly Fixed: Lasers and flashlights would stay switched on after getting into a FFV position Fixed: It was possible to duplicate handguns in the inventory Fixed: Audio panners worked incorrectly for 3D positional sounds Fixed: The Dedicated Server would kick a logged-in administrator after an attempt to change the current scenario LAUNCHER Added: An extended list of server-side mods ignored by the Launcher Server Browser Added: An extended list of client mods that can be automatically detected Added: An extended list of server-side mods that are ignored by the Launcher Server Browser (e.g. @ASM) 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 10, 2016 10-05-2016 EXE rev. 135966 (game) EXE rev. 135966 (launcher) Size: ~1.3 GB DATA Tweaked: The appearance of soldiers equipment and accessories was improved in Thermal Imaging Tweaked: The aiming direction indicators were limited to tank crews Added: New sounds for grenade throwing and weapon switching Tweaked: The manual control over the Titan AP rocket was improved Fixed: Using Slider attribute GUI could result in script errors in some cases (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3020297) Added: Characters with injured legs are now limping instead of being forced to walk Added: A sound edge parameter for a grenade throwing animation Fixed: Script error in the new Respawn Menu when an inventory template was used without any inventory being defined Fixed: A script error would appear when a player respawned with the Details tab open in the Respawn Menu Added: A new BIS_fnc_controlConfigs function returning the config paths of all controls within a given display Fixed: Respawn points were incorrectly named in some cases Added: Narrow Tree 3D Sound Processing Type Added: An ability to draw lines in map interfaces (default by CTRL + LMB) Eden Editor Added: An armillion of rocks is now available in Eden Editor ENGINE Tweaked: Additional parameters for the modParams script command Tweaked: The setUnitLoadout script command is now supported in the multiplayer environment Fixed: Some weapon animations in multiplayer were incorrect Added: AppId for a Dedicated Server when the Steam client is not running is now checked against steam_appid.txt Fixed: Profile .vars would be deleted after switching between different game branches (thanks Alwarren and others - https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-976?p=3020259#entry3020259) Fixed: The camSetDir script command was working incorrectly Tweaked: Grain noise in the Night-Vision was improved Fixed: It was possible to perform a step-over while switching weapons on the move Tasks Overhaul Fixed: Tasks would be displayed incorrectly after a scenario was loaded from a save file 20 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 11, 2016 11-05-2016 (+1 hotfix) EXE rev. 135983 (game) EXE rev. 135985 (launcher) Size: ~758 MB (+0.2 MB) DATA Tweaked: A new message is shown instead of role and loadout components when the inventory template is not used in the Respawn Menu Fixed: Script error when respawning in the Respawn menu without using the inventory template Fixed: Script error when using the Patrol module under Sites Added: New config parameters for setting colors of item pictures in the RscTree Eden Editor Fixed: Error message after Eden Editor’s start ENGINE Fixed: Dedicated Server with a mission cycle would start with the second scenario listed Added: A glow post-process is now applied during saving of the game Fixed: Clutter cache computation was slightly incorrect Fixed: Flashlight flares were not visible for graphics settings set to lower than Very High Added: New functionality for configuring TreeItem left and right picture colors through configs and script commands (documentation WIP) Added: A new startup parameter -prefix to extract the data to Destination\Prefix\Data (instead of Destination\PBOName\Data) Fixed: A logged-in administrator would be kicked off a Dedicated Server after a scenario changed LAUNCHER Fixed: The Twitter embedded content was not displayed in some cases 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 12, 2016 12-05-2016 EXE rev. 136004 (game) EXE rev. 136004 (launcher) Size: ~479 MB DATA Added: A new New param _minimalinteraction for the Dynamic Groups (if set to true, players won’t be able to join, leave, disband or rename their group) Fixed: Potential RPT file spam caused by incorrect animation states Tweaked: Spotting and hearing abilities were improved via configuration Fixed: Marking of a disabled respawn was not working correctly in the Respawn Menu in some cases Fixed: Players could set a respawn point on themselves Added: Dead units are now properly marked on the map in the Respawn Menu Added: Dead unit respawn points are now disabled and players cannot respawn on them Fixed: The new Respawn Menu would not work correctly without a position template Fixed: Identification of a modded content in the Arsenal was not working sufficiently Tweaked: The notification while saving the game was improved Tweaked: Generic respawn map icons Eden Editor Fixed: Incorrect slider value after opening an attributes window (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3022335) Fixed: It was not possible to remove weapon attachments in Eden Editor Arsenal, only to replace them with different ones (https://forums.bistudio.com/topic/190634-removing-equipment-in-eden-arsenal-doesnt-work/) ENGINE Added: A new AIAvoidStance surface parameter to prevent AI from going prone in tall grass Tweaked: The diagnostics for initializing the animation system were improved FIxed: AI drivers would stop their vehicle if they encountered another vehicle in an opposite direction 16 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 13, 2016 13-05-2016 EXE rev. 136021 (game) EXE rev. 136021 (launcher) Size: ~72 MB DATA Fixed: Characters were forced to the prone stance when running / sprinting unarmed and turning around Fixed: Standing limping animation sounds were incorrectly configured Tweaked: The head bob for standing limping animations was reduced Fixed: Multiple problems with unarmed limping movement and transitions between stances Tweaked: The head bob for all movement types with launchers was improved Added: Splendid Camera (BIS_fnc_camera) can now be called with an "InitDummy" mode and camera parameters (it will create a camera according to exported data, but it will be a simple, non-interactive camera. Example: ["InitDummy",["Altis",[20065.6,20023,18.9501],21.2237,0.32,[-26.3095,7.33259],10,0,363.087,0,1,1.16209,-0.0469839,1.11101]] call bis_fnc_camera;) Fixed: The Pause Menu could not be closed by the ESC key in the Respawn Menu Tweaked: The autocannon fire mode of the AH-99 Blackfoot and the Mi-48 Kajman helicopters was changed to 5-round bursts ENGINE Added: A default value for the AIAvoidStance to the Default class of cfgSurfaces (0 means no change in the behavior on that surface, 1 means less preference for going prone, 2 means almost never going prone) Added: Error details are now provided when an asynchronous operation performed on Steam fails in Publisher Fixed: The onVideoStopped Event Handler would fire even after a video had stopped playing 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 16, 2016 16-05-2016 EXE rev. 136044 (game) EXE rev. 136070 (launcher) Size: ~958 MB DATA Fixed: Kneeling limping animation sounds were incorrectly configured Tweaked: The head bob for kneeling limping animations was reduced Fixed: The position of launchers was incorrect in the kneeling limping animation with a raised rifle in the left direction Added: 'Suppression' samples were added to radio protocols Added: A new tab displaying the official servers in the Server Browser Tweaked: Several multiplayer displays were tweaked Eden Editor Tweaked: Descriptions of addons in the Eden Editor were improved Tweaked: Default asset images ENGINE Added: A new nearTerrainObjects script command (it’s an unsorted version of the nearestTerrainObjects command - provides a third bool parameter into the input array) Fixed: The groupIconSelectable script command would not reset between scenarios Fixed: Video playback speed when no audio stream is present Added: A new server search accessible via a new Quick Play screen LAUNCHER Fixed: The "Keep current selection and join" button was bound to an incorrect action Tweaked: The icon for signed mods was changed (the lock icon is now reserved for locked servers) Fixed: Server-side mods were filtered out for servers requiring the clients to have identical mods 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 17, 2016 17-05-2016 EXE rev. 136128 (game) EXE rev. 136128 (launcher) Size: ~49 MB DATA Fixed: Characters would make an additional step forward when changing their stance from standing to kneeling with their rifle raised Fixed: Characters would go prone before standing up from crouching with a sidearm lowered Fixed: Characters would lower their weapons when transitioning from an adjusted-down crouch to a crouch with their rifle raised Tweaked: Structure lines in the GUI trees are no longer visible Tweaked: Expanding and collapsing icons were updated for GUI of the trees Tweaked: The Sling Load Assistant was localized Eden Editor Fixed: Asset preview pictures were not visible ENGINE Fixed: In-game video is now properly stopped instead of being hidden Fixed: Shooting sounds were still playing after a weapon stopped shooting in some cases LAUNCHER Tweaked: The color of the notification bar 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 18, 2016 18-05-2016 EXE rev. 136134 (game) EXE rev. 136135 (launcher) Size: ~46 MB DATA Fixed: Players were unable to place entities in the Showcase Zeus scenario Fixed: Characters would bounce off the ground when switching their weapon while going prone Fixed: Characters would stand up when sprinting in a crouch with a sidearm Fixed: Characters would go prone when going to a crouch from standing while turning around Fixed: Unarmed characters would step to the left side when going prone while running Fixed: Players could get stuck in the Respawn Menu in some cases ENGINE Added: Large object lists (optimization) Tweaked: The tvSetPictureColorRight script command was renamed to tvSetPictureRightColor Fixed: Some letters would be missing in the Russian localization 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 19, 2016 19-05-2016 EXE rev. 136177 (game) EXE rev. 136166 (launcher) Size: ~48 MB DATA Added: An Armillion of strings has been localized ENGINE Added: Version information to BankRev Tweaked: The current difficulty on the Dedicated Server is now used as an initial difficulty on the Create Game screen Tweaked: The Opus codec quality now better corresponds with the vonCodecQuality parameter of the server CFG file Tweaked: The DLC icons in the Showcases menu are now more properly drawn Tweaked: Various terrain performance optimizations Tweaked: The Chat and Voice-Over-Net icons now change their colors according to the channel's color Fixed: A glow post-process was present when saving the game in some cases Fixed: Some Russian characters were not displayed correctly Eden Editor Added: Web links are now supported in buttons Fixed: Changing an Activation parameter for triggers would have no effect (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3024236) Fixed: Dragging a scroll bar of an entity would drag also the entity itself LAUNCHER Fixed: There was a typo in a message box when opening a Steam cache folder Tweaked: The icon for a mismatched server was updated Tweaked: The list of known mods was updated Fixed: Synchronization with the Steam API was not working correctly when it was being shut down Fixed: The server browser would not set up all mods correctly according to the selected actions Tweaked: The Server Mods window is now resizable and bigger by default Tweaked: The dialog windows are now adapting to a high DPI / small resolution screens better 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 20, 2016 20-05-2016 EXE rev. 136239 (game) EXE rev. 136237 (launcher) Size: ~57 MB DATA Fixed: Tanks and IFVs were able to track aerial units Tweaked: APCs can now use auto-lead / zeroing on target while engaging with their cannons Tweaked: The AAA radars are now more balanced Added: New sound 3D processor types Eden Editor Fixed: Toggling the "Environmental Sounds" attribute in the Eden Editor preferences had no effect (http://feedback.arma3.com/view.php?id=27943) Fixed: Initialization of a numeric value of the "SliderTime" Eden Editor attribute was not correct Fixed: A numeric value of the "SliderMultiplier" Eden Editor attribute was not applied correctly Fixed: Some rock images were missing ENGINE Tweaked: The irScanGround config parameter was expanded (0 = only air, 1 = ground and air, 2 = only ground) Tweaked: Performance optimizations for terrain drawing at night Added: New #maxPing, #maxPacketLoss and #maxDesync commands for server administrators (documentation WIP) Added: Ability to enableAI / disableAI "PATH", which stops the AI’s movement but not the target alignment Added: A new #disconnectTimeout command for server administrators, and maxPing, maxPacketLoss and maxDesync support in server.cfg LAUNCHER Fixed: An interaction with a context menu when reordering the lists was incorrect Tweaked: The button animations were removed 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 23, 2016 23-05-2016 EXE rev. 136272 (game) EXE rev. 136272 (launcher) Size: ~61 MB DATA Added: A new "blockMobileSwitching" parameter to avoid weapon switching on the move for certain animations Fixed: Transition animations (e.g. prone transitions to crouch and stand, sitting and ladder animations) could be used for weapon switching on the move Fixed: Weapon switching on the move could cause incorrect behavior for cutscenes and vehicle crew animations Tweaked: The speed of animations with a lowered sidearm in a stand pose and a tactical pace has been lowered for forward, forward-left and forward-right directions Tweaked: Heavy caliber projectile impact was improved Added: New Visual Upgrade parameters to the CAWorld based on a community request Added: Frequency randomizers for sound tails Added: Loop debug sounds ENGINE Fixed: Downloading a scenario on a hosted server would get stuck (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3026786) Fixed: Depth calculations for characters would be incorrect for swimming Added: A new addPlayerScores script command Tweaked: Commanding AI to hold fire now stops also suppression LAUNCHER Fixed: Legacy Steam mods could be auto-included in the mod list in some cases Fixed: The Steam API would report the Launcher as being open even after players closed it in some cases Fixed: Crash when entering the options immediately after Launcher's start 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 24, 2016 24-05-2016 EXE rev. 136305 (game) EXE rev. 136305 (launcher) Size: ~53 MB DATA Added: The Quick Play tab now has an iterated visual style ENGINE Tweaked: RPT spam related to corrupted server data was removed Fixed: APCs would ignore the ‘Suppression’ command Added: New ctrlOpenVideo, ctrlPlayVideo, ctrlCloseVideo and ctrlPauseVideo script commands Fixed: Sound of falling bullet casings was duplicated in some cases Fixed: The Quick Play feature would try to connect to modded servers without player having the mod(s) in some cases Tweaked: The 'Unknown' game type is no longer visible in the Quick Play tab Tweaked: The setUnitLoadout script command is now better supported in multiplayer (containers stored in other containers - e.g. a vest in a backpack) Added: New ‘#exec unban’ and ‘#exec clearbans’ commands for administrators of Dedicated Servers LAUNCHER Fixed: Various localization errors Fixed: The context menu items of Launcher’s tray icon were not correctly legible 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 25, 2016 25-05-2016 EXE rev. 136335 (game) EXE rev. 136335 (launcher) Size: ~54 MB DATA Tweaked: The radar (irScan) was removed from static weapons and helicopters (excluding the gunships and the Orca) Added: Radio protocol sentences for suppressing for the Independent and CSAT factions Fixed: Script error when using the loadout module as Zeus Fixed: Script error when respawning via the Respawn Menu Tweaked: Respawn markers for Civilian and Independent sides can now also be named “respawn_civ†and “respawn_guer†(these are backwards compatible) Tweaked: The BIS_fnc_getRespawnMarkers function was optimized ENGINE Added: Support for explosives being detonated by multiple players Tweaked: The co-pilots have been trained to control VTOLs Added: Authors of markers / drawn lines can now be displayed Fixed: Steam achievements would not work for all episodes of The East Wind campaign (kudos to Mitrail for reporting that) Fixed: The difficulty settings of the client would be inherited from the server even after disconnecting from the session in some cases Fixed: The ‘Suppression’ command was not working correctly for the FFV positions Added: Support for initBuldozer.sqf on the startup of Buldozer Fixed: The editor.sqs was mentioned as ignored in the logs of Buldozer Fixed: The remoteExec* would not apply a correct message filter for the Joined-In-Progress players Added: Extended information when the setStatValue function fails 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 26, 2016 26-05-2016 EXE rev. 136354 (game) EXE rev. 136354 (launcher) Size: ~47 MB DATA Fixed: Player could bypass the initial spawn countdown in End Game by respawning (in cases when the respawn time was shorter than the countdown) Added: A new BIS_fnc_isThrowable function (determining if the magazine of a given class name is throwable) Fixed: It was possible to respawn in a vehicle with its simulation disabled Eden Editor Fixed: Unarmed soldier and Survivor were missing their preview images ENGINE Tweaked: Damage source handling improvements (extended Event Handlers, optimizing damage handling functions) (WIP) Fixed: Players were immortal in multiplayer Fixed: Damage to hitpoints was ignored Added: A new ctrlVideo script command Tweaked: The ctrlCloseVideo script command was renamed to ctrlSetVideo 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 27, 2016 27-05-2016 + 1 hotfix EXE rev. 136391 (game) EXE rev. 136393 (launcher) Size: ~121 MB DATA Tweaked: All End Game scenarios now use respawn classes instead of the Virtual Arsenal Tweaked: The vehicles brought by helicopters in End Game Feres can be used as respawn points (they’ll become unavailable in the third stage once the vehicles are no longer empty) Fixed: Some game mode pictures were missing in the Quick Play Fixed: Vehicles with their simulation disabled were displayed as available for respawn in the Respawn Menu Tweaked: The tile textures for deep sea in the map preview were improved ENGINE Added: A new getContainerMaxLoad script command Tweaked: A new parameter in the Hit Event Handler was moved to the last position Eden Editor Fixed: The selected scenario would not be refreshed when searching by text Fixed: Crash when dragging an entity in the Object Type list in the Entity attributes Fixed: The view distance was very low after launching the Eden Editor from the main menu LAUNCHER Fixed: Crash on Launcher start-up 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 30, 2016 30-05-2016 EXE rev. 136412 (game) EXE rev. 136412 (launcher) Size: ~55 MB DATA Fixed: Characters were forced to go prone when opening an inventory while moving unarmed (kudos to ElectricLeash for the report) Fixed: Characters would stop and slide when transitioning from an unarmed jog to an unarmed walk Fixed: Characters would go prone when switching from an unarmed jog to an unarmed walk while turning (kudos to Somesangheili for the report) Fixed: Animation freezes when limping into swimming state (kudos to Alwarren for the report) Fixed: The first unit would respawn on an incorrect position in the Respawn Menu Fixed: The brightness of Altis and Stratis in the map mode was too low Eden Editor Added: An area widget (allowing to rotate and resize triggers and marker areas by dragging their corners) ENGINE Fixed: Using the ctrlPauseVideo command after the ctrlPlayVideo would cause a crash Fixed: User profiles could not always be deleted (connected to the Unicode standard) Added: A new mapDrawingBrightnessModifier config parameter for adjusting the brightness of the 2D map textures 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted May 31, 2016 31-05-2016 EXE rev. 136428 (game) EXE rev. 136429 (launcher) Size: ~139 MB DATA Fixed: The AI could get stuck in a FFV animation ENGINE Fixed: Server crash connected to containers Added: A new drawingInMap server.cfg parameter to toggle the Line Drawing on Dedicated Servers Fixed: The Pause Menu would not display a correct difficulty when playing more scenarios with different difficulties on a Dedicated Server LAUNCHER Fixed: Corrupted PBO files having a size lower than 20 bytes could cause a crash 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 1, 2016 01-06-2016 No update today due to logistical issues. 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 2, 2016 02-06-2016 EXE rev. 136491 (game) EXE rev. 136499 (launcher) Size: ~33 MB KNOWN ISSUES Eden Editor's UI size might be incorrectly scaled DATA Tweaked: The UI grids used in the Eden Editor were improved ENGINE Tweaked: Airplanes are now less prone to fly backwards Added: Multiplayer synchronization for assigned team functionality Fixed: The ‘No servers found’ message was displayed in the Quick Play screen even before connecting to a server in some cases Fixed: The ‘First’ option in the Quick Play screen would not work correctly in some cases Added: A new pixelGridNoUIScale script command (returning the grid size based on screen resolution and core configs [uiScaleFactor, uiScaleMaxGrids]) Added: A new pixelGridBase script command (returning the grid size based on screen resolution only) LAUNCHER Fixed: Potential crash when the meta.cpp file got corrupted Fixed: Synchronization of already stored (legacy) mods was incorrect Fixed: Sorting order of the official servers was incorrect 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 3, 2016 03-06-2016 No update today due to technical issues. 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 6, 2016 06-06-2016EXE rev. 136572 (game)EXE rev. 136537 (launcher)Size: ~6.0 GB (depends on Apex ownership) KNOWN ISSUE Steam is not yet correctly distributing the Tanoa data to all players, and it may also falsely claim you don't own Apex yet. DATA Added: Tanoa terrain* Added: More than 600 terrain structures* Added: More than 200 signs, 25 rocks and 100 trees, bushes and clutters* Added: 50 miscellaneous props Added: Positional ambient sounds for Tanoa Added: Tanoa world scene music track Tweaked: Rain and thunder sound effects Tweaked: The DLC icons in the main menu now have a full color on-hover effect Tweaked: The multiplayer game type names were overhauled:“Seize†and “Defend†were removed All Zeus game modes (“ZDMâ€, “ZCTFâ€, “ZCoopâ€, “ZSCâ€, “ZCTIâ€, “ZTDMâ€, “ZRPGâ€, “ZGMâ€, “ZvZ†and “ZvPâ€) were replaced by a single mode “Zeus†Added: New “EndGameâ€, “Supportâ€, “KOTHâ€, “LastMan†and “Survival†game modes Using any of the removed modes will list the scenario as “Undefined†Tweaked: All game menus were moved from the bottom left to the center (in preparation for an iterated main menu approach) Tweaked: The Bootcamp menu prompt message now has a white background Tweaked: The 2D editor is now hidden (it can still be accessed by pressing the CTRL+O keys in the Editor Menu) * Content requires ownership of the Arma 3 Apex expansion. ENGINE Tweaked: Turrets on airplanes are now more properly supported Added: A new kickClientsOnSlowNetwork parameter for the server.cfg (enabled by default), documentation: https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-77?p=3035423#entry3035423 Tweaked: The logging of players kicked or banned from a Dedicated Server was improved Fixed: Potential crash in animation playback tech Fixed: The task tooltip width was based on the longer of two lines Fixed: The gunner of a vehicle now receives score points instead of the effective commander (provided the gunner is a human player) Tweaked: The uiScaleFactor and uiScaleMaxGrids have been respectively changed from 8 and 28 to 4 and 60 Added: The Quick Play screen can now display the number of friends that are currently playing on Internet servers Tweaked: The AI suppression was increased during a bailout from damaged or immobilized vehicles Fixed: The HandleDamage Event Handler was not working correctly Added: ‘No spam’ versions of some of the RPT logs Fixed: Crash when deleting entities in Zeus Fixed: The closeOnMissionEnd parameter would close also a mission’s briefing screen Tweaked: The setUserActionTexts script command functionality was extended (it now allows multiple 3D texts to be displayed at once) Tweaked: The folder size for screenshots is now limited to 250 MB (can be set in a user’s profile) A new Map mission Event Handler (open / close) Added: A new forcedMap script command Fixed: Crash when loading joysticks (https://feedback.bistudio.com/T117139) Fixed: Some characters from the UTF-16 set were not supported when used as a path to mods Fixed: Switching from a launcher while being turned out from a vehicle was not working Eden Editor Fixed: It was not possible to save scenarios in the Eden Editor Fixed: Modules imported from a 2D scenario had 0 azimut set (https://feedback.bistudio.com/T116862) Fixed: Placing a leader to a vehicle was not handled correctly Fixed: Changing the loadout of a character previously edited in Arsenal would not work Fixed: Changing marker position via attributes would not work properly (https://forums.bistudio.com/topic/188714-eden-editor-bugs/page-7#entry3031043) Fixed: Previewing a scenario in multiplayer would force Regular difficulty LAUNCHER Added: An option to open mods that are linked to the Steam cache Added: Virtual mod folders are created in the Steam mods storage folder for each Steam mod Tweaked: Server mod matching with the mods in the local library was improved Server mod matching for servers with their signature verification disabled and not requesting identical mods 53 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 7, 2016 07-06-2016 No update today due to logistical issues. 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 8, 2016 08-06-2016 EXE rev. 136632 (game) EXE rev. 136624 (launcher) Size: ~3.6 GB (depends on Apex ownership) KNOWN ISSUE European Steam servers may get you stuck during the update. This has been fixed already on Valve's side, but their servers need to update. You can try manually switching download servers temporarily. DATA Added: Headgear randomization allows usage of a fake headgear "H_FakeHeadgear", which passes some faces to the function in order to randomize it Fixed: Miscellaneous Tanoa glitches (e.g. infrastructure structures) Tweaked: The headgear randomization now considers all private headgears (scope < 1) as fake (results in a removed headgear and randomized facewear similar to H_FakeHeadgear) Added: New main menu terrain scenes for Altis, Stratis and VR (consistent with Tanoa’s new approach) ENGINE Fixed: AI would refuse to suppress a target over a small obstacle (https://forums.bistudio.com/topic/189479-ai-suppress-command/page-4#entry3031228) Fixed: Incorrect action mappings would cause a spam in the RPT file Fixed: AI divers were told not to throw grenades underwater (https://feedback.bistudio.com/T117176) Tweaked: The addAction command’s functionality was extended (WIP) Tweaked: The CommandModeChanged Event Handler was extended Added: The server browser now contains a button minimizing the game and switching focus to the Launcher Fixed: Tasks were not saved correctly when resuming a scenario after closing the game Added: Support for multiple vision modes for goggles Fixed: The TeamSwitch mission Even Handler was not working in singleplayer Fixed: It was not possible to assign tasks in 3D while controlling a UAV LAUNCHER Added: Arma 3 Apex content licensing handling Tweaked: The game type list was updated Added: Starting Launcher with a “-connect†parameter will force a pop up of the Join Server dialog Added: Starting Launcher with a "-skipserverbrowser†parameter will disable the Join Server dialog Added: Arma 3 Apex content licensing handling Fixed: Mods required by a server with signature verification disabled would be duplicated in the Optional section Tweaked: The Expansion was renamed to Apex in the DLC list of the server details Tweaked: The speed of loading a profile was increased Fixed: A second instance of Launcher was launched when expanding an existing instance from the system tray 22 Share this post Link to post Share on other sites
bis_iceman 7384 Posted June 9, 2016 09-06-2016 EXE rev. 136688 (game) EXE rev. 136675 (launcher) Size: ~840 MB (depends on Apex ownership) DATA Fixed: Minor fixes to Tanoa structures (e.g. civilian and cultural) Tweaked The headgear randomization now allows a selection of a piece of headgear without a piece of facewear Fixed: Loading a save in the Preventive Diplomacy campaign scenario could cause an incorrect ending of the scenario Tweaked: The in-game credits were updated ENGINE Fixed: The official DLCs were incorrectly marked as incompatible in the Server Browser Tweaked: The names of game types are now limited to 7 characters (longer types will be trimmed to match the limitation) Added: Support for the Tobii EyeX Controller Fixed: The selectWeaponTurret script command was behaving incorrectly Fixed: The ESC key input was not handled correctly in the Score table Fixed: The Night Vision mode on HMDs was always enabled when using a weapon’s optics Tweaked: The checkVisibility command was improved (it now allows ignoring of a second object) Fixed: The inputAction script command was not working with the action menu open (it now accepts a new input priority level ANY (0) as a part of the fix) Fixed: Gunner kills would count as commander kills in multi-seat vehicles Fixed: Crash when the ammo type for a mine couldn't be read from the config Tweaked: AI vehicle path-following was improved (more Intel tomorrow) Eden Editor Fixed: The "Play as Character" option in Eden Editor was not behaving correctly when trying to play as a gunner of an APC 19 Share this post Link to post Share on other sites
DnA 5154 Posted June 10, 2016 10-06-2016 EXE rev. 136741 (game) EXE rev. 136739 (launcher) Size: ~910 MB (depends on Apex ownership) DATA Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator Tweaked: Various keybinding changes in the Arma 3 Apex preset (combat pace now uses 2xC, walk now uses LCTRL+C and zeroing is adjusted by LCTRL+MW) Tweaked: Asset positions on Tanoa were improved Added: Squad Radar (WIP) ENGINE Fixed: There was no dust particle effect for landed VTOLs Fixed: Some parameters for AI driving had incorrect syntax Fixed: AI would refuse to drive vehicles in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3041048) Tweaked: The PhysX component of AI driving was improved Fixed: It was not possible to use UGLs when deployed Added: Tactical Ping (WIP) Fixed: The dust simulation for stationary airplanes was incorrect Tweaked: The speed of commanded movement of vehicles was optimized Eden Editor Fixed: Vehicles would miss their license plate numbers when spawned via Eden Editor (https://feedback.bistudio.com/T117241) LAUNCHER Fixed: Difficulty or AI level name was not displayed if server forced a custom difficulty Tweaked: All mission names with encoded URL addresses are decoded when displayed Tweaked: The map name capitalization is unified (map names are converted to a title case when displayed) 20 Share this post Link to post Share on other sites