bis_iceman 7384 Posted December 5, 2016 05-12-2016 EXE rev. 139546 (game) EXE rev. 139548 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Fixed: Swimming would make no sound Fixed: Vaulting would not make any sound in some cases Tweaked: Accessing the Supports menu (0-8) now makes the menu active, which also displays a special cursor Fixed: 'Alpha' and 'Beta' menu color presets had incorrect values Added: Titles of Advanced Hints are now structured text and can be multi-line Added: The scene behind the Debriefing screen is now blurred Eden Editor Added: An ability to access the Field Manual from the Eden workspace (Tools > Field Manual) Fixed: Moving the camera to a comment (i.e. pressing 'F' when a comment is selected) didn't work Added: In Advanced Hints system, it's now possible to access default variables (i.e., %1 to %10) in custom arguments Tweaked: The default size of the structured text (ctrlStructuredText) now matches the size of plain text (ctrlStatic) ENGINE Fixed: A rare crash when switching from the main menu to a campaign selection and back Eden Editor Fixed: Placing a group in a vehicle above the group limit could result in placing an empty vehicle with a group outside of it (https://feedback.bistudio.com/T120533) LAUNCHER Fixed: Some items in the News list could display excessive white space around it 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 12, 2016 06-12-2016 EXE rev. 139561 (game) EXE rev. 139561 (launcher) Size: ~793.5 MB (depends on Apex ownership) DATA Tweaked: Rabbits, snakes and fish are no longer bleeding Tweaked: Swimming sound assets were updated Tweaked: Parachute sounds now use the SoundSet and SoundShader implementation Tweaked: Dome parts in \A3\Structures_F\Research\ are back for backwards compatibility (not used by the main dome models) ENGINE Added: Dynamic Simulation 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 12, 2016 07-12-2016 EXE rev. 139584 (game) EXE rev. 139579 (launcher) Size: ~1.0 GB (depends on Apex ownership) DATA Fixed: Some footstep sounds could be heard behind the player (https://forums.bistudio.com/topic/199866-166-audio-issue-with-footsteps/) Tweaked: Footstep sound volumes are now more balanced Tweaked: The black and white Orcas were changed to the ones with regular liveries in Support Katalaki Added: A new Fuel hit point for tracked armored vehicles (so they can loose fuel) (WIP) Added A new Hull hit point for wheeled vehicles (so they can be destroyed on a single critical hit) (WIP) Fixed: The whiteboard in Showcase CSAT was displaying incorrect Intel about the caliber of the T-100 Varsuk Tweaked: Color presets in the Game Options menu are now sorted alphabetically Fixed: The Apex Protocol Main Menu spotlight was shown every time, even when Apex was not installed ENGINE Added: New "engineTemp", "wheelsTemp" and "turretGunTemp" vehicle animation sources Added: A new crosshair difficulty option (to disable the crosshair and crew aim indicator in vehicles; CCIP is visible only in optics) Tweaked: AI drivers of tracked vehicles should now drive more reliably in specific cases (less zig-zagging in high speeds, low-speed turning around) 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 12, 2016 08-12-2016 There is no update today due to the focus on the Main Branch hotfix. 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 12, 2016 09-12-2016 No update due to logistical issues 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 12, 2016 12-12-2016 EXE rev. 139640 (game) EXE rev. 139640 (launcher) Size: ~2.7 GB (depends on Apex ownership) DATA Fixed: A-143 Buzzard and a few other vehicles were missing collision sounds Tweaked: The showScoretable command resets when a new Debriefing screen is created Tweaked: Helicopters should now produce sounds when falling into water Tweaked: The gear retraction sounds of the AH-99 Blackfoot were improved Tweaked: Smaller buildings are now overall less durable than the large ones, especially against high caliber shells Tweaked: Particular building hit points are now easier to destroy Tweaked: All buildings now receive 25% more explosive damage ENGINE Added: A new terrainIntersectAtASL script command Fixed: It was not possible to open the drop-down menu of the UAV terminal and Artillery Computer Added: A new enableWeaponDisassembly script command Added: New setFlagAnimationPhase and getFlagAnimationPhase script commands Fixed: Several issues with the Dynamic Simulation on Dedicated Servers Fixed: The Car "Hull" indicator behaved incorrectly Fixed: the TurnIn / TurnOut Event Handlers would return [] for the driver turret (instead of [-1]) Fixed: Vehicles would start braking too late and could miss their waypoints Fixed: Potential crash when the game is closed with a score table open Added: A new isSimpleObject script command Fixed: The Respawn Menu would not work correctly after saving and loading a scenario in multiplayer Added: Support for randomly generated values based on a seed (random command) Fixed: The image type of a squad.xml logo was not checked in all cases LAUNCHER Tweaked: The memory limit for 32-bit executables on 64-bit Operating Systems is increased from 2047 MB to 3071 MB 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 13, 2016 13-12-2016 EXE rev. 139663 (game) EXE rev. 139660 (launcher) Size: ~64 MB (depends on Apex ownership) DATA No data update today ENGINE Added: 64-bit client executables (read the OPREP for more details / feedback) Fixed: AV pilots / drivers could open their inventory Added: A new "BuildingChanged" mission Event Handler Added: Missiles now support sub-munitions. Previously, such feature was reserved only for CfgAmmo classes with simulation "shotSubmunitions". Now "shotMissile" works with it as well. See https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit for more details. Fixed: Potential crash when moving out of a vehicle in multiplayer Eden Editor Added: A new "AttributesChanged3DEN" Event Handler (called when moving / rotating objects) LAUNCHER Added: An ability to select the game platform (32-bit or 64-bit) Added: Checks for compatibility of mods (or precisely its game extensions) with the selected platform Added: When subscribing to a mod in the server browser, users are informed if the mod is platform specific 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 14, 2016 14-12-2016 No update today due to logistical issues 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 15, 2016 15-12-2016 EXE rev. 139709 (game) EXE rev. 139721 (launcher) Size: ~2.3 GB (depends on Apex ownership) KNOWN ISSUE Pop-up error when entering a vehicle in Eden Editor scenario preview DATA Added: Combat Patrol multiplayer game mode (feedback) Fixed: Y-32 Xi'an was missing collision sounds Fixed: PAPI lights Fixed: RscDisplayMultiplayer had two default buttons Tweaked: The volume for landing sounds of the AH-99 Blackfoot was increased Tweaked: Appearance of the Field Manual - a tree structure is now used for topic and hint selection, and it's possible to search in it. Tweaked: Advanced hints are now formatted using the unified function BIS_fnc_advHintFormat Fixed: Overlapping of mute buttons with a scrollbar in the map Added: When multiple Main Menu spotlight options are available, they are cycled automatically. Users can browse them manually using arrows. Tweaked: Main Menu spotlights are now configured in CfgMainMenuSpotlight instead of RscDisplayMain >> Spotlight. The old path will still be accepted, but is considered obsolete. ENGINE Fixed: The shotInstigator command would return an incorrect value if the vehicle commander used Manual Fire Tweaked: The submunition trigger distance is now also affected by the target distance Fixed: Tasks were not visible in the debriefing when a player died and had Team Switched before Fixed: AI would ignore orders when the player was giving them from within a vehicle Tweaked: The BuildingChanged mission Event Handler is now triggered even when a building is repaired 64-bit Fixed: Some memory was mapped incorrectly LAUNCHER Fixed: Typo in the maximum memory limit for the 64-bit platform Added: A pop-up message informing about 64-bit client availability Added: Command line parameters -win32 and -win64 that will force a game platform when started with the -noLauncher parameter 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted December 16, 2016 16-12-2016 EXE rev. 139743 (game) EXE rev. 139755 (launcher) Size: ~154 MB (depends on Apex ownership) DATA Fixed: Mute buttons on the Map interface could overlap with a scroll bar ENGINE Added: Support for destroying objects without effects (e.g. explosion, fire, etc.) Fixed: The minimap would not show UAVs Added: Custom Display Information Added: Sensor Overhaul Added: Airplanes Hitpoints Extension Added: New animation sources for airplanes: "aileronTLeftDamaged" "aileronTRightDamaged" "aileronBLeftDamaged" "aileronBRightDamaged" Added: Script variables are now available for Simple Objects Tweaked: setRank and setUnitRank now work for all clients Tweaked: AI following a path should now be more precise Fixed: Crash when accessing a not-yet-created UI Tweaked: The InventoryOpened EH did not provide info on what containers were opened for dead bodies (https://feedback.bistudio.com/T81559) Fixed: Incorrect parsing of mission and map name from the Steam server response Fixed: colorEmpty warning message Eden Editor Fixed: Forcing a group into a formation would not work if some units were deleted from the group before 64-bit Tweaked: Tobii EyeX is now enabled for 64-bit LAUNCHER Added: Hiding 32-bit/64-bit specific options based on the selected platform 15 Share this post Link to post Share on other sites
DnA 5143 Posted December 19, 2016 19-12-2016 - 30-12-2016 There will not be any Dev-Branch updates until January 2nd 2017. Enjoy the holidays everyone! 26 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 2, 2017 02-01-2017EXE rev. 139846 (game) EXE rev. 139842 (launcher) Size: ~9.9 GB (depends on Apex ownership) DATA Tweaked: The Y-32 Xi'an was missing some collision sounds Fixed: Many buildings and objects were not available for placing in Zeus Game Master scenarios (https://feedback.bistudio.com/T120145) Tweaked: Steering, internal engine, and thread sounds were updated for the FV-720 Mora, ZSU-39 Tigris, and BTR-K Kamysh Tweaked: The collision sound settings of the T-100 Varsuk were improved Added: Showcase NATO now has an updated voice-over (with a speakerphone effect) Tweaked: Config data for Simple Objects was regenerated, updated and rounded Fixed: The vertical placement of props was improved Fixed: Incorrect position of the character hands after loading a loadout which didn't have a weapon in the Virtual Arsenal Tweaked: When calling artillery support, an option to pick the number of rounds is no longer offered when the last round is left Added: After calling artillery support, a marker with ETA is shown in the map for the caller Added: Ability to set a default number of rounds for artillery. Copy this code to the init field of the artillery vehicle: this setVariable ["BIS_SUPP_useDefaultBurst",3]; //3 is the number of rounds Also, if you don't want to think about a specific number of rounds, use the default value (usually 3 rounds): this setVariable ["BIS_SUPP_useDefaultBurst",true]; //True to enable an automatic default burst Fixed: Brake sounds were missing on several surfaces for the HEMMT trucks Added: Multi-line version UI classes RscTextMulti and RscEditMulti for use with scripted controls Fixed: A "Missing idd" error when RscDisplayEmpty was used with the createDisplay command Fixed: Pacific CSAT characters were sometimes using an English voice-set Fixed: In dynamic groups, there was a chance the wrong parameters would be sent to BIS_fnc_removeScriptedEventHandler Fixed: Changes set by the Weather module were not applied instantly Tweaked: Increased the volume of crash sounds for the Kajman gunship Fixed: A video was still playing after clicking on one of the main menu spotlights and returning back Fixed: The Campaign menu title bar was darker than other menus Eden Editor Tweaked: Area test module (it had no functionality and was there only for object area debugging) ENGINE Fixed: Airplanes controlled by AI had trouble taking off from most airfields on Altis Fixed: The enableHT parameter was not handled properly in some cases Added: A new "cameradir" MFD source Added: Support for huge pages via the "-hugePages" command line parameter Added: Support for an EnableHugePages function for DLL interfaces Added: Support of huge pages for the TBB4 memory allocator Tweaked: The setDriveOnPath command now removes duplicate points (improves finishing the path for AI drivers) Tweaked: Divers should now properly change weapon ammo when leaving water Added: Sub-munition ammo type randomization (https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit) Fixed: There was a delay while showing the crew custom display Added: It is now possible to transport non-vehicle objects in vehicles (via scripting) Fixed: Parachutes would not collide with objects attached to roadways Fixed: There was a typo in the objectDistaceLimitCoef and viewDistaceLimitCoef parameters Eden Editor Added: A new Dragged3DEN Event Handler for entities (fires when an object is dragged in the Eden Editor either by widget or by mouse) LAUNCHER Tweaked: Performance was improved for users with a large amount of mods Tweaked: Memory usage was optimized Added: Support for the -hugePages startup parameter Added: The "Patrol" game type was added to the server browser 21 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 3, 2017 03-01-2017 EXE rev. 139855 (game) EXE rev. 139855 (launcher) Size: ~503.7 MB (depends on Apex ownership) DATA Tweaked: The BIS_fnc_configPath function now has an optional strict mode (https://community.bistudio.com/wiki/BIS_fnc_configPath) Fixed: There was "Attempt to override final function" message spam in the RPT file Added: IR grenades now have a proper sound for impact with the ground ENGINE Eden Editor Fixed: Characters could be moved to the corner of the terrain after a scenario preview 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 4, 2017 04-01-2017 EXE rev. 139870 (game) EXE rev. 139870 (launcher) Size: ~841 MB (depends on Apex ownership) DATA Fixed: The animation freeze at the start of Firing Drills and End Game scenarios was not reliable on sloped surfaces Fixed: Switching from / to unarmed animations caused characters to slide Fixed: Crouching and standing up from crouch sometimes wouldn't work after pressing the crouch button Fixed: Going prone while carrying a launcher during combat pace movement was immediate and seemingly missing an animation (https://feedback.bistudio.com/T116732) Tweaked: The voice-over for Showcase NATO was updated (including the 'speaker' audio effect) Tweaked: The audio configuration for quad bikes was improved Tweaked: Get-in memory points on the Tempest Medical truck were adjusted Fixed: Sling-load assistant was not functioning properly (caused by the recent UI changes) ENGINE Eden Editor Fixed: Searching by mod in Groups mode did not work correctly 64-bit Tweaked: The 64-bit executable now supports 64-bit FreeTrack and TrackIR DLLs 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 5, 2017 05-01-2017 EXE rev. 139882 (game) EXE rev. 139882 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Fixed: There was an incorrect name of one file Fixed: There was no sound when using brakes on a quad bike Fixed: The sound of falling shells was removed from the starter pistol ENGINE Added: A new "featureType" config parameter replacing "featureSize" Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes)) Fixed: Default displays of vehicles without radar were incorrect Tweaked: The total amount of groups was increased by a factor of 2 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 6, 2017 06-01-2017 EXE rev. 139899 (game) EXE rev. 139899 (launcher) Size: ~898 MB (depends on Apex ownership) DATA Tweaked: Hit point positions in wheeled and tracked APCs and the position of hit points on the Kuma tank tracks were adjusted Tweaked: Durability of armored vehicles to remove some damage inconsistencies introduced along with the experimental addition of fuel hit points Fixed: The RscMap display triggered a "Missing idd" error when created by script Tweaked: Some of the missing UI_F sounds were added to CfgSounds Tweaked: NATO and CSAT faction showcase compositions and voice-overs Fixed: Burst fire from Slammer LMGs sounded like just one shot instead of a burst Eden Editor Added: A new group attribute controlling whether the group should be automatically deleted when empty ENGINE Fixed: The next target action would cycle only through enemy vehicles Added: A new "Deleted" Event Handler Tweaked: Vehicles without waypoints should no longer start their engines at the beginning of scenarios 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 9, 2017 09-01-2017 Size: ~2.3 GB (depends on Apex ownership) DATA Tweaked: Added built-in GPS and radio into all tanks, APCs, MRAPs and boats (except rubber boats) Fixed: The helicopter's cannon would be changed after the 1st task of the Weapon Systems VR Training Tweaked: Turning main turrets of armored vehicles no longer starts their engines Tweaked: Sound configuration of quad bikes was improved Tweaked: Surface sounds of the HEMMT trucks were improved Fixed: On "Very Large" UI size, preview models in the Field Manual were overlapping the text. Preview models are now disabled on "Large" and "Very Large" sizes. Fixed: Some Field Manual entries which were supposed to be hidden were visible Tweaked: Size of several vehicle preview models in the Field Manual Added: Field Manual preview models for explosives Tweaked: The FuelStation_01_Pump can now be destroyed more easily The East Wind (potential spoilers) Spoiler Fixed: The progress of the Signal Lost scenario could get stuck ENGINE No EXE update for today 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 10, 2017 10-01-2017 EXE rev. 139925 (game) EXE rev. 139925 (launcher) Size: ~754 MB (depends on Apex ownership) DATA Fixed: Pacific variants of NATO Autorifleman and AT Soldier had incorrect vests in their loadouts Fixed: Offroad_02_F had an incorrectly aligned rear mirror (https://feedback.bistudio.com/T119225) Tweaked: The door angle of Warehouse_03 was improved to prevent incorrect collisions with characters ENGINE Added: A new typeRecognitionDistance sensor parameter Tweaked: The GPS is now oriented according to the camera's direction (WIP) Tweaked: In one of the older presets, players were able to change weapon via the context menu to a weapon which they were already holding Tweaked: Collisions with attached objects have been disabled Tweaked: The MFD "numberEach" in source "scale" can be zero to disable text Fixed: The isRemoteExecuted and isRemoteExecutedJIP commands were not working properly in some cases Tweaked: CfgDisabledCommands entries no longer need to be listed in lowercase in order to work properly Fixed: Reading of the "enableParallax" parameter in MFD HUD was not correct Tweaked: The Diagnostics Executable is now 64-bit only 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 11, 2017 11-01-2017 EXE rev. 139940 (game) EXE rev. 139940 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Added: Sounds when getting in and out of helicopters (incl. 3D processing type) Tweaked: Nikos (Formal) now has a weapon visible in first person view Fixed: Some parts of the AFV-4 Gorgon were not included in its hiddenSelection (https://feedback.bistudio.com/T119594) Fixed: Pacific variants of static weapons could not be assembled (https://feedback.bistudio.com/T119296) Eden Editor Fixed: Pacific variants of NATO AT Rifleman and Autorifleman had incorrect Eden Editor preview images Fixed: Offroad (repair) had an incorrect Eden Editor preview image ENGINE Fixed: Aiming down the iron sights with a lowered weapon would behave inconsistently Tweaked: GPS orientation is no longer affected by freelook Tweaked: A target assigned by a UAV's turret was visible on the Sensor Overview Fixed: UAVs would switch weapons despite the player having manual control over them in some cases 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 12, 2017 12-01-2017 EXE rev. 139954 (game) EXE rev. 139954 (launcher) Size: ~1.3 GB (depends on Apex ownership) DATA Fixed: UGL sights of the SPAR16 GL rifle were unfolded when on a character's back Tweaked: Volumes and ranges of audio events related to helicopters (e.g. rope detachment) were improved Fixed: The BIS_fnc_unpackStaticWeapon function was not working properly Tweaked: Various improvements to the BIS_fnc_unpackStaticWeapon and BIS_fnc_packStaticWeapon functions Fixed: The kbTell command would not work properly if the BIS_fnc_kbTellLocal function was called with the parameter denying the direct channel (channel = true) Fixed: Quadbikes would behave as submarines when driving through water Tweaked: Collision sounds for Hunter, Ifrit, Quad bike & Offroad were increased (range) Tweaked: Randomized the sounds of collisions into trees Eden Editor Fixed: The BIS_fnc_inTrigger function did not work properly when applied on an ellipse with B size larger than A size ENGINE Tweaked: PhysX objects movement and collision precision were improved Added: Heading to the sensor display Fixed: Sorting of the text parts of MFDs was incorrect Tweaked: The "maxFordingDepth" parameter can now be negative on cars and tanks (cars are measured from the center of the BBbox, helicopters need a positive value as they're measured from the land contacts) 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 13, 2017 13-01-2017 EXE rev. 139969 (game) EXE rev. 139969 (launcher) Size: ~846 MB (depends on Apex ownership) DATA Tweaked: Tank sensors now have narrower field of regard and use visual sensors instead of IR Fixed: The velocity of static GMG ammo was incorrect (http://feedback.arma3.com/view.php?id=27469) Fixed: Some weapons were missing sounds of cases falling on the ground ENGINE Added: A new "mapOrientation" parameter (0 - default North orientation, 1 - map is rotating with player vehicle's direction, 2 - map rotates with weapon's direction) Added: Heading, time and grid on the GPS screen Fixed: Dedicated Servers were not visible in the server browser unless Steam client was running Eden Editor Fixed: Objects were sometimes moved out of their layer when their type was changed 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 16, 2017 16-01-2017 EXE rev. 139986 (game) EXE rev. 139986 (launcher) Size: ~2.8 GB (depends on Apex ownership) DATA Tweaked: The RPG-7 now has zeroing and a correct projectile drop (https://feedback.bistudio.com/T120528) Fixed: The Prowler would behave as a submarine when driving through water Added: Rain sounds on car surfaces while inside of the vehicle Tweaked: Sound configuration of the HEMTT trucks was improved Fixed: There was no braking sound for the HEMTT trucks Fixed: Missing falling CAR-95 casings SFX ENGINE Tweaked: The minimally required speed for airplane taxiing has been lowered Added: New PAPI lights configuration (new parameters: VasiLight >> light >> cone, slope, angleLimitH, angleLimitV; Check the class "CfgVehicles >> Land_Runway_PAPI >> VasiLight" from the config viewer for more Intel) Added: New MFD options: For text: "sourceLength", "sourcePrecision" For scale: "NeverEatSeaWeed": 1 - will show "N,E,S,W", 2 - will show "N,NE,E,SE,S,SW,W,NW" in the heading scale 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 17, 2017 17-01-2017 EXE rev. 139996 (game) EXE rev. 139996 (launcher) Size: ~2.3 GB (depends on Apex ownership) DATA Tweaked: Boats, armored vehicles and drones now have different sound effects for rain in first-person view Tweaked: The "Fire at that medic" radio protocol sentence was replaced with a more generic sentence (e.g. "Fire at that soldier.") Tweaked: Minor improvements to the Sensor and Custom Info config templates Added: TypeRecognitionDistance to the sensor templates Tweaked: Removed unnecessary Custom Info panel actions from the action menu Added: IR, Vis and RadarTarget properties to tanks and APCs Tweaked: Anti-Air Radar detection ranges Tweaked: Performance of high-caliber ammunition: Armor Piercing shells are now more likely to deflect from hard surfaces High Explosive shells detonate on contact HEAT shells now have average deflection behavior Eden Editor Added: All task modules now have a "Show Notification" attribute, allowing them to add / update a task without on-screen notifications Added: A "Parent Task ID" attribute was added to the "Create Task" module ENGINE Tweaked: Enemy detection by plain sight is now limited by the object view distance Fixed: A potential memory leak when using the "detach" script command in multiplayer Fixed: Possible CTD connected to Dynamic Simulation (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=859#comment-3140086) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 18, 2017 18-01-2017 EXE rev. 140011 (game) EXE rev. 140009 (launcher) Size: ~2.8 GB (depends on Apex ownership) DATA Tweaked: The Taru Cargo pod now has an inventory for consistency Fixed: The MH-9 had inconsistent FFV view limits Tweaked: Custom Info default keybindings (Close and Prev panel actions won't be assigned by default) Apex Protocol (potential spoilers) Spoiler Fixed: In the Apex Protocol lobby, players would end up with the leader's squad XML info instead of theirs Fixed: The "Investigate the Drone" task could break in some cases in the Apex Protocol scenario The East Wind (potential spoilers) Spoiler Fixed: Script error upon rendezvousing with the surviving NATO units in the Situation Normal scenario ENGINE Tweaked: The Killed, MPKilled and EntityKilled Event Handlers were extended with a damage effect value Eden Editor Fixed: The multiplayer lobby in the Eden Editor scenario preview would not display position names of vehicle crewmen 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 19, 2017 19-01-2017 EXE rev. 140024 (game) EXE rev. 140024 (launcher) Size: ~843 MB (depends on Apex ownership) DATA Fixed: Missing SFX samples for vehicle IU actions (refuel, rearm, repair) Apex Protocol (potential spoilers) Spoiler Fixed: Script error in the Apex Protocol campaign lobby when changing the respawn options ENGINE Fixed: It was possible to break the Picture-in-Picture UAV feed Fixed: Setting a Control or Display variable to nil would not properly undefine the variable Fixed: Marked targets would remain marked even after switching weapons / vehicles 9 Share this post Link to post Share on other sites