Jump to content
DnA

Development Branch Changelog

Recommended Posts

22-08-2016 

EXE rev. 138025 (game)  

EXE rev. 138027 (launcher)  

Size: ~248.9 MB (depends on Apex ownership)

   

DATA  

  • Tweaked: Respawn icons are now smaller and more consistent with other icons 
 

ENGINE 

  • Fixed: Mouse sensitivity would increase when colliding with objects (http://feedback.arma3.com/view.php?id=24828
  • Added: A new isSingleplayer script command 
  • Tweaked: Computation of the icon offset for the CListNBoxCheckable checkboxes was improved 
  • Added: Support for retexturing simple objects 
 

LAUNCHER 

  • Fixed: Selecting a unit on the Dashboard with the previous 'No Unit' option selected would incorrectly select both options
  • Like 11

Share this post


Link to post
Share on other sites
23-08-2016 

EXE rev. 138034 (game)  

EXE rev. 138034 (launcher)  

Size: ~924.4 MB (depends on Apex ownership)

   

DATA

  • Fixed: Incorrect geometry on an airport terminal 
  • Fixed: Incorrect damage property value for the WaterTower_01_F 
  • Tweaked: The Tactical Ping icon no longer contains an exclamation mark (it would obscure the overview of the desired target) 
  • Tweaked: The projectile drawing toggle in Spectator was changed to the "O" key instead of "P" (it was conflicting with the Score Table) 

 

Apex Protocol (potential spoilers) 


    • Fixed: The Campaign Lobby and Respawn Menu would not behave correctly on a Dedicated Server 
    • Tweaked: The information about Revive and Respawn was tweaked




 

Eden Editor 

  • Fixed: Eden Editor location of the Back Alley Fences was incorrect 
 

ENGINE 

  • Tweaked: Data signature checks are now disabled for Headless Clients 
  • Tweaked: The Mute / Unmute checkboxes now correspond with the selected UI scale 
  • Tweaked: The order of items in the magazine description array for the setUnitLoadout and getUnitLoadout commands (from [magName, ammoLeft, count] to [magName, count, ammoLeft]) 
 

LAUNCHER 

  • Fixed: An unlocalized string in a parameter tooltip was found and destroyed
  • Like 7

Share this post


Link to post
Share on other sites
24-08-2016 

EXE rev. 138056 (game)  

EXE rev. 138060 (launcher)  

Size: ~413.5 MB (depends on Apex ownership)

   

DATA  

  • Fixed: The suppressor for the SPAR-16S rifle was not centered properly 
  • Fixed: The suppressor for the SPAR-16S rifle was not compatible with different camouflage variants 
 

Apex Protocol (potential spoilers) 


    • Tweaked: New tooltips for the Apex Protocol difficulty overhaul were localized 
    • Tweaked: All objects in the Keystone, Warm Welcome, Heart of Darkness, Extraction, Apex Protocol and End Game scenarios now use Simple Objects whenever possible



 

ENGINE 

  • Tweaked: The hideSelection command now works for more selections on Simple Objects 
  • Fixed: Passengers of vehicles would survive underwater in MP 
  • Fixed: The 'inventory open' pose would be present even after closing the inventory 
  • Tweaked: The isSingleplayer command was renamed to isMultiplayerSolo 
  • Tweaked: The enableAI and disableAI commands now support a new "ALL" parameter 
 

LAUNCHER 

  • Tweaked: Logging of data was optimized (a smaller amount of logs is stored for a shorter period of time, old logs are deleted to reclaim used disk space)
  • Like 13

Share this post


Link to post
Share on other sites
25-08-2016 

EXE rev. 138087 (game)  

EXE rev. 138094 (launcher)  

Size: ~1.2 GB (depends on Apex ownership)

   

DATA  

  • Fixed: BLUFOR Pacific Recon Marksmen did not have suppressors in their loadouts (https://feedback.bistudio.com/T119498
  • Tweaked: Suppressor models and usage were overhauled (redundant suppressors for LMGs are no longer used as all LMGs are now compatible with standard suppressors of their caliber. Backwards compatibility is maintained despite that LMG suppressors are no longer available in the editor)
    • The 5.56 mm suppressor now uses the former LMG suppressor model which is more appropriate for this caliber 
    • The CMR-76 is now compatible with Stealth Sound Suppressor used by the Type-115 instead of a standard 6.5 mm suppressor as it is more visually fitting and available in all necessary camouflage variants 
    • Suppressors for CAR-95 and CAR-95-1 use the model of Stealth Sound Suppressor as well (beware, they are not compatible with Type-115 and CMR-76 due to a different caliber!) as it is more visually fitting and available in all necessary camouflage variants 
    • The LIM-85 can now attach sound suppressors 
    • These shorter suppressor models now add less inertia to the weapons they are attached to than the longer suppressors for weapons of higher calibers, which slightly benefits the handling of suppressed weapons of lesser calibers 

  • Added: Splendid Camera now shows also the camera's ASL altitude 
  • Fixed: The brightness of concrete barriers was too high 
 

Apex Protocol (potential spoilers) 


    • Fixed: There would be other player slots visible when playing the campaign in Solo mode 
    • Fixed: The Warm Welcome scenario was not correctly marked as complete in the Apex Protocol mission list



 

ENGINE 

  • Tweaked: Using setSpeedMode "FULL" now works also on unarmed AIs 
  • Tweaked: The UI of the checkboxes for muting / unmuting players was improved  
  • Tweaked: The diag_codePerformance command can now be executed in the MP environment when a debug console is available 
 

Eden Editor 

  • Fixed: Objects with reversed models would be placed with an incorrect orientation in-game 
 

LAUNCHER 

  • Tweaked: The message displayed after declining the BattlEye EULA was incorrect and obsolete
  • Like 14

Share this post


Link to post
Share on other sites
26-08-2016 
EXE rev. 138105 (game)  
EXE rev. 138109 (launcher)  
Size: ~650.2 MB (depends on Apex ownership)
   
DATA  
  • Tweaked: The volume for shooting with a suppressed Syndikat LMG was improved 
  • Tweaked: Air friction of 7.62x39 and .50 BW bullets was increased 
  • Added: A new directory for sounds shared for all weapons  
  • Added: Support for new zeroing sounds
  • Fixed: UGVs might be invisible when rendered at low LODs

ENGINE 

  • Added: A new setShotParents script command  
  • Tweaked: Players shooting with drones are now considered the initiators of the shots
  • Tweaked: Restrictions on usage of the addOwnedMine command (SP and AI) were removed 
  • Fixed: BattlEye was not initialized properly on Linux Dedicated Server start-up 
  • Tweaked: Sound simulation for disabled objects was optimized 
 
LAUNCHER 
  • Added: Animations for switching main pages 
  • Tweaked: Loading time for the application and mods was improved
  • Like 12

Share this post


Link to post
Share on other sites
29-08-2016 
EXE rev. 138136 (game)  
EXE rev. 138144 (launcher)  
Size: ~94.5 MB (depends on Apex ownership)
   
DATA 
  • Fixed: The Rangemaster Cap had an incorrect texture when placed on the ground from an inventory
  • Fixed: The LBV Grenadier Harness (Gray) had an incorrect texture when placed on the ground from an inventory 
 
Apex Protocol (potential spoilers) 
  • Fixed: Spectators of the Apex Protocol campaign could not spectate in 3rd person view

 

ENGINE 
  • Fixed: An incorrect ComboBox picture color could be used 
  • Fixed: The playerSide command was not updated in the Server Lobby 
  • Added: New IDC values for pilot cameras (IDC_IGUI_WEAPON_CAM_TRACK_AREA, IDC_IGUI_WEAPON_CAM_TRACK_TARGET)
  • Added: A new "FiredMan" Event Handler 
  • Added: A new "PlayerViewChanged" Event Handler 
 
Eden Editor 
  • Fixed: Moving soldiers to a non-default formation would not work correctly 
  • Fixed: Units placed on top of objects could flicker in Eden Editor
  • Like 10

Share this post


Link to post
Share on other sites
30-08-2016 

EXE rev. 138170 (game)  

EXE rev. 138170 (launcher)  

Size: ~2.4 GB (depends on Apex ownership)

   

DATA  

  • Added: A new BIS_fnc_attachToRelative function 
  • Added: A new BIS_fnc_vectorDirAndUpRelative function 
  • Added: A new BIS_fnc_weaponDirectionRelative function 
  • Added: Support for Simple Object custom / variation textures (placed Simple Objects will now have their textures properly set) 
  • Fixed: Several glitches with several Simple Object vehicles (e.g. blurred rotors or missing tracks) 
  • Added: An indication of track mode in airplanes' TGPs (the PilotCamera class) 
 

Apex Protocol (potential spoilers) 

  • Tweaked: The number of Syndikat troops in the jungle was tweaked in the Firestarter scenario
  • Fixed: Certain conversation lines could be heard multiple times in the Firestarter scenario 
 

ENGINE 

  • Tweaked: Execution of the setShotParents command is now disallowed on client machines in MP environments
  • Fixed: The player list in the Server Lobby would not be updated correctly 
  • Added: A new #restartserver Dedicated Server command 
  • Fixed: Loading a save file (e.g. after getting killed) would always turn the GPS off (it will now be on if the game was saved when it was on) 
 

Eden Editor 

  • Fixed: Placing groups onto objects would be imprecise in some cases 
  • Fixed: Crash when using the "Undo" operation after setting a variable name for a crewed vehicle 
  • Fixed: Transforming a squad into the Wedge formation would not work correctly 
  • Fixed: Using the "Undo" operation multiple times could auto-delete the next placed entity 
 

LAUNCHER 

  • Fixed: Potential delay between Launcher's start and some of its animations reacting to a mouse move
  • Like 10

Share this post


Link to post
Share on other sites
01-09-2016 

EXE rev. 138206 (game)  

EXE rev. 138206 (launcher)  

Size: ~2.5 GB (depends on Apex ownership)

   

DATA  

  • Tweaked: Some buildings on Tanoa have been adjusted to visualize non-enterable doors better (more in the SITREP
 

ENGINE 

  • Fixed: The mute button in the Server Lobby did not work correctly 
  • Tweaked: AI should now be able to drive faster in convoys 
  • Tweaked: AI formation following of vehicles was improved (non-convoy behavior) 
  • Added: A new setConvoySeparation script command 
  • Fixed: Calling remoteExec with an object / group as a target would not behave correctly in some cases 
  • AI characters with their simulation disabled would still keep their collision geometries 
  • Tweaked: Dedicated Server administrators will no longer be able to login with a blank passwordAdmin 
  • Fixed: Group formation would be set too late after a scenario initialization 
  • Fixed: An assert after loading a save game with a bag lying on the ground 
  • Added: A new aimTransitionSpeed config parameter for switching between normal mode and iron sights / optics
  • Like 18

Share this post


Link to post
Share on other sites
02-09-2016 

EXE rev. 138218 (game)  

EXE rev. 138218 (launcher)  

Size: ~577.3 MB (depends on Apex ownership)

   

DATA  

Apex Protocol (potential spoilers)


  • Tweaked: The speed and distance between vehicles in the convoy was tweaked in the Warm Welcome scenario 
  • Fixed: The support team would open fire in some cases in the beginning of the Firestarter scenario 
  • Fixed: Some colliding compositions could destroy the supplies in the Firestarter scenario


 

ENGINE 

  • Fixed: It was possible to load vehicles into the vehicles of opposing factions 
  • Added: A new toFixed script command 
  • Added: New GUI IDCs for unitInfoType: IDC_IGUI_TOTAL_AMMO_COUNT 26006, IDC_IGUI_TOTAL_MAX_AMMO_COUNT 26106 and IDC_IGUI_MAX_AMMO_COUNT 26206 
  • Tweaked: The "unitInfoType" and "unitInfoTypeRTD" parameters can be defined in the configs of turrets 
  • Tweaked: AI convoy driving precision was improved 
  • Tweaked: AI convoy behavior in Combat mode was improved 
  • Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one) 
 

LAUNCHER 

  • Tweaked: Corrupted files in mod presets are now better handled by the Launcher
  • Like 11

Share this post


Link to post
Share on other sites
05-09-2016 

EXE rev. 138249 (game)  

EXE rev. 138249 (launcher)  

Size: ~536.5 MB (depends on Apex ownership)

   

ENGINE 

  • Added: New HTML templates for displaying player information in the Diary in multiplayer
    • Each state (in Unit, in Squad, none) has its own template showing what information will be displayed 
    • Templates can be adjusted in the diary config (CfgDiary) 

  • Tweaked: Tobii EyeX head tracking was disabled on a request from Tobii as it was causing conflicts between leaning and zooming of characters (eye tracking still works)
  • Like 11

Share this post


Link to post
Share on other sites
06-09-2016 
EXE rev. 138264 (game)  
EXE rev. 138264 (launcher)  
Size: ~2.9 GB (depends on Apex ownership)
  
DATA  
Eden Editor 
  • Tweaked: Several non-interactive and non-destructible object types are now Simple Objects by default when placed in the Eden Editor 

Apex Protocol (potential spoilers)

  • Tweaked: New convoy driving was enabled in the Firestarter scenario

 

 
ENGINE
  • Fixed: Helicopter gunners would ignore the disableAI "AUTOTARGET" command
  • Fixed: Static weapons would sink into the ground in the multiplayer environment (https://feedback.bistudio.com/T117186)
  • Tweaked: AI car driving should be slightly more precise 
Eden Editor 
  • Fixed: Setting Random Start by markers would not work correctly
  • Like 13

Share this post


Link to post
Share on other sites
07-09-2016 (+1 hotfix)

EXE rev. 138285 (game)

EXE rev. 138298 (launcher)

Size: ~192 MB (+9 MB - depends on Apex ownership)

 

DATA

  • Added: The ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false])
  • Tweaked: It is no longer possible to open the Dynamic Groups interface while deploying
  • Fixed: Limping in a forward left direction with a raised weapon caused a loop (https://feedback.bistudio.com/T120109)
  • Added: The amount of Chinese symbols the game is capable of displaying was increased by another 4000
 

ENGINE

  • Fixed: JIP players were able to draw on the map even with drawingInMap disabled (https://feedback.bistudio.com/T119279
  • Tweaked: AI underwater detection
  • Tweaked: Vehicle-in-Vehicle Transport vehicles now have their side set when loaded with another vehicle
  • Tweaked: It is now possible to load a vehicle into an enemy vehicle by script or editor
  • Added: The ability to load data from a config class using unit setUnitLoadout config
  • Like 11

Share this post


Link to post
Share on other sites
08-09-2016 

EXE rev. 138309 (game)  

EXE rev. 138302 (launcher)  

Size: ~34.7 MB (depends on Apex ownership)

  

DATA  

  • No data update today 
 

ENGINE 

  • Fixed: Boats would get stuck on shores too easily (WIP)
  • Fixed: Using the setUnitPos command on CARELESS soldiers would not behave correctly
 

Eden Editor 

  • Fixed: Placing an occupied vehicle into another occupied vehicle of an opposing faction would cause an explosion on scenario preview
  • Like 10

Share this post


Link to post
Share on other sites
12-09-2016 

EXE rev. 138345 (game)  

EXE rev. 138345 (launcher)  

Size: ~4.3 GB (depends on Apex ownership)

 

KNOWN ISSUES 

  • Pop-up errors when launching Eden Editor  
 

DATA  

  • Tweaked: The speed of aiming down the weapon sights is now reflected by a weapon's mass value
  • Tweaked: Hold Breath is now bound to Left Shift in the Arma 3 Apex preset (instead of Right Mouse Button) 
  • Added: Sound samples for crawling on sand  
  • Tweaked: The ability to set 500 m sectors in Zeus was removed as its visualization was causing freezes  
  • Tweaked: Collision envelopes for character movement to prevent levitating on stairs 
 

ENGINE 

 

Eden Editor 

  • Fixed: The getMissionLayerEntities command would not work after a second preview
  • Fixed: Importing a scenario from the 2D editor with no player units could behave incorrectly (https://feedback.bistudio.com/T117667)
  • Added: Support for coloring Simple Objects in Eden Editor by a different color
  • Like 13

Share this post


Link to post
Share on other sites
13-09-2016 
EXE rev. 138366 (game)  
EXE rev. 138366 (launcher)  
Size: ~35.3 MB (depends on Apex ownership)
 
KNOWN ISSUES  
  • Pop-up errors when launching Eden Editor   
 
DATA  
  • No data changes for today

 

ENGINE 
  • Tweaked: The setUnitLoadoutFromConfig command was renamed to setUnitLoadout (overloaded)
 
Eden Editor 
  • Fixed: The Trigger Area Widget could be moved around the scene when dragged to negative values
  • Fixed: The Trigger Area Widget would get deformed when dragged to negative values and rotated 
  • Fixed: The getMissionLayerEntities command would not work after loading the scenario
  • Like 7

Share this post


Link to post
Share on other sites
14-09-2016 

EXE rev. 138395 (game)  

EXE rev. 138398 (launcher)  

Size: ~2.5 GB (depends on Apex ownership)

 

DATA  

  • Tweaked: The Type-115 rifle now has a consistent range of zeroing (100 to 600 meters – secondary .50 muzzle included) 
  • Fixed: Cluster ammunition used a missile model (https://feedback.bistudio.com/T83464#1106580
  • Fixed: The speed of aiming down the weapon sights was not influenced by a weapon's mass value in all cases 
  • Tweaked: The dispersion values of the Mk200 and Zafir machine guns were slightly increased 
 

ENGINE 

  • Tweaked: The NVGMarkers now work with the "blinking = true", flareMaxDistance and flareSize parameters 
  • Added: A new "getUnitLoadout config" script command variant
  • Like 10

Share this post


Link to post
Share on other sites
15-09-2016 

EXE rev. 138411 (game)  

EXE rev. 138399 (launcher)  

Size: ~47.4 MB (depends on Apex ownership) 

 

DATA  

  • Fixed: The game would become unresponsive when respawning in a multiplayer scenario with the Respawn Menu enabled 
 

ENGINE 

  • No engine changes for today
  • Like 9

Share this post


Link to post
Share on other sites
16-09-2016 

EXE rev. 138427 (game)  

EXE rev. 138430 (launcher)  

Size: ~1.4 GB (depends on Apex ownership) 

 

DATA  

  • Added: Various door locks 
  • Tweaked: The time needed for aiming down the sights of launchers has been adjusted 
  • Tweaked: The kick back force of the Type-115 secondary muzzle shots was slightly decreased 
  • Fixed: End Game objective icons would not be placed correctly for objects above water 
  • Tweaked: Various translations in different languages 
 

ENGINE 

  • Added: A new "Fired" Even Handler for muzzle config (example: CfgWeapons/Default/Eventhadler/init = "hint str _this") 
  • Fixed: The TaskSetAsCurrent Event Handler would not be called every time the current task was changed 
  • Tweaked: Analytics back-end overhaul
  • Like 13

Share this post


Link to post
Share on other sites
19-09-2016 
EXE rev. 138449 (game)  
EXE rev. 138444 (launcher)  
Size: ~1.9 GB (depends on Apex ownership) 
 
DATA  
  • Tweaked: The Zubr revolver is now more precise and powerful 
  • Fixed: After dying near the Schematics in an End Game scenario, players could still see the possibility to connect to the Schematics 
  • Fixed: A pop up error when picking up the Schematics when playing an End Game scenario 
  • Fixed: A pop up error when entering the Virtual Spectator

Eden Editor 

  • Fixed: An error would pop up when trying to open the Virtual Spectator from the Pause Menu while playing from the Eden Editor without a playable unit 

The East Wind (potential spoilers) 

  • Tweaked: The Moral Fiber scenario is now using the overhauled AI convoy behavior

 
ENGINE 
  • Fixed: Server crash connected to ConfigGetEntry
  • Added: A new ctrlSetDisabledColor script command 
  • Tweaked: The AI behavior connected to the IsAway test was optimized 
  • Fixed: Crash when getting into the Wipeout airplane (https://feedback.bistudio.com/T120251)
  • Like 7

Share this post


Link to post
Share on other sites
20-09-2016 

EXE rev. 138462 (game)  

EXE rev. 138462 (launcher)  

Size: ~2.0 GB (depends on Apex ownership) 

 

DATA  

  • Tweaked: Standard, Urban and Pacific OPFOR Explosive Specialists can now survive an explosion of one anti-personnel mine (like their NATO and Independent counterparts) 
  • Tweaked: The damage of anti-personnel mines was adjusted 
  • Tweaked: The mass value of the Standard anti-personnel mine was lowered 
  • Tweaked: The Tripwire anti-personnel mines are now less likely to be spotted 
  • Tweaked: The Standard anti-personnel mines are now more likely to be spotted 
  • Fixed: Respawn tickets were not depleting after a player's death in some cases 
  • Fixed: The "onPlayerKilled.sqf" and the "Killed" Event Handlers were not fired when players would bleed out in Revive 
  • Fixed: A pop up error in End Game 
  • Fixed: The LBV Grenadier Harness (Gray) would have an incorrect model when placed on the ground from the inventory 
  • Fixed: The Rangemaster Cap would have an incorrect texture when placed on the ground from the inventory 
Apex Protocol (potential spoilers) 

  • Fixed: The extraction truck wouldn't leave when some players got stuck in the Respawn Menu in the Heart of Darkness scenario

     


ENGINE 

  • Fixed: Pasting a text into the Search field would delete factions from the Create field in Zeus 
  • Added: It is now possible to set a custom speed for the animate and animateSource script commands 
  • Tweaked: AI detection of submerged objects was improved
  • Like 8

Share this post


Link to post
Share on other sites
21-09-2016 

EXE rev. 138478 (game)  

EXE rev. 138483 (launcher)  

Size: ~389.8 MB (depends on Apex ownership) 

 

DATA  

  • No data changes for today 
 

ENGINE 

  • Tweaked: The functionality of Use Actions was separated 
  • Fixed: The selectPlayer command would remove switchable units (reducing the Team Switch options)
  • Like 5

Share this post


Link to post
Share on other sites
23-09-2016 
EXE rev. 138521 (game)  
EXE rev. 138521 (launcher)  
Size: ~2.1 GB (depends on Apex ownership) 
 
KNOWN ISSUES 
  • A visually incorrect pop up prompt can appear in the Main Menu of the game for new user profiles
 
DATA  
  • Fixed: BIS_fnc_keyHold would not exit properly if the passed condition returned false while Space was being pressed
  • Tweaked: The damage model for the 'Basic' Revive setting was changed 
  • Tweaked: Basic interactions were separated from the action menu (for the Arma 3 Apex and Industry Standard presets) 
  • Tweaked: Damage dealt by the PDM-7 amphibious mine was increased 
  • Tweaked: Triggering of the PDM-7 amphibious mine is now done by passing over it within 10 meters (instead of 5 meters in all directions)
  • Fixed: Various incorrect sound sample paths

Apex Protocol (potential spoilers) 

  • Fixed: Error message after Joining In Progress to the Extraction scenario

 
ENGINE 
  • Added: A new explosionShielding object shape property 
  • Fixed: Lights of a transported vehicle were visible through the transporting vehicle 
 
Eden Editor 
  • Fixed: FPS drops when a large number of empty tracked vehicles with disabled simulation is present in a scenario 
  • Fixed: Proxies were not hidden correctly for Simple Objects 
 
LAUNCHER: 
  • Like 11

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×