DnA 5071 Posted March 7 7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholderRemovalMaxTime, weaponholderLimit mission config parameters Tweaked: Changed default disposal check period from 1 second to 5 seconds in remains collector Fixed: Remains collector was adding duplicate entries into a monitored array Fixed: Remains collector was not always adding entities in multiplayer Tweaked: Wreck priority removal is now calculated depending on whether or not the wreck is smoking Tweaked: Added an extra optional parameter to respawnVehicle Fixed: Helicopters destroyed without effects would continue burning and smoking Fixed: Vehicles respawned as flying were created on the ground first when the "Respawn" Event Handler returned its position Tweaked: getEntityInfo was extended Added: getRespawnVehicleInfo script command Tweaked: Vehicle respawn options are significantly extended Tweaked: More helpful error messages when a server's "keys" folder is missing or empty (thanks to Lango) Tweaked: Added an option to follow a respawn marker's direction for vehicles Fixed: setUnitLoadout would not place UAV Terminal items into the GPS slot Tweaked: Indefinite vehicle respawn default option is now -1 (the wreck left behind gets a suffix _oldwreck) LAUNCHER Added: Support for Reaction Forces Creator DLC 9 1 Share this post Link to post Share on other sites
DnA 5071 Posted March 13 13-3-2024EXE rev. 151569 (game) EXE rev. 151569 (Launcher) Size: ~74 MB ENGINE Tweaked: get/setMissionOptions now use HashMaps Fixed: "AnimDone" event firing constantly after a unit's death - FT-T175658 Added: getCorpseWeaponholders script command Fixed: Desync in some remote animations - FT-T124694 Tweaked: Vehicle respawn marker search was improved Tweaked: Vehicle respawn marker selection was further improved, and the getRespawnVehicleInfo command was extended Added: callExtension feature flags, context stacktrace, and game functions Fixed: The random script command would sometimes return the maximum value; it is now exclusive again (broken since 2008) - FT-T168113 Fixed: Radio channel sentence types were not synchronized properly Fixed: Reliability of adding / removing units to / from custom radio channels was improved Fixed: Chat HUD was still present when a player was removed from the corresponding radio channel Fixed: It was possible to add units to a radio channel that was not yet created 9 1 Share this post Link to post Share on other sites
NeilZar 58 Posted March 20 13-3-2024EXE rev. 151598 (game) EXE rev. 151600 (Launcher) Size: ~86 MB ENGINE Fixed: The mortar gunner animation desync fix was breaking other get in turret animations - FT-T124694 Fixed: Some UserActionEventHandlers did not trigger when a UI was capturing the keypress - FT-T178835 Added: diag_remainsCollector script command Added: The ability to set individual minPlayerDistance for corpses, wrecks and weapon holders Tweaked: __has_include now also parses macros in its parameter (thank you, Stoney) - FT-T153547 7 1 Share this post Link to post Share on other sites
DnA 5071 Posted March 27 27-3-2024EXE rev. 151641 (game) EXE rev. 151641 (Launcher) Size: ~70 MB ENGINE Fixed: Custom radio markers did not synchronize for JIP players - FT-T180034 Fixed: connectTerminalToUAV command was not always behaving correctly Big thank you to NeilZar, for your last build in an official Arma 3 Live Ops capacity and all your hard work these past years 👨💻 6 4 Share this post Link to post Share on other sites
DnA 5071 Posted April 10 10-4-2024EXE rev. 151686 (game) EXE rev. 151686 (Launcher) Size: ~73 MB ENGINE Added: Optional Bool to surfaceTexture and surfaceType commands for accurate surface information Fixed: switchMove blendFactor did not work with gestures - FT-T164731 Fixed: Heal actions did not appear when touching water (now characters just need to have their upper body out of water) - FT-T178578 Fixed: soundFly of shots was not simulating the speed of sound - FT-T178099 Tweaked: Added a cache of recent patterns for regex* script commands Tweaked: Finished integration of weapon holders into the remains collector Tweaked: objectParent now also returns a weapon holder's creator unit Tweaked: Upgraded Linux compiler (no behavior changes expected) Fixed: Feature objects, that are under the mouse cursor while an Eden Editor world is cleaned up, could get stuck as ghost objects - FT-T174009 Fixed: Script errors in params would not print context to RPT (thanks Jasper) Fixed: Script errors in params would not trigger the "ScriptError" Event Handler Fixed: say3D was inconsistent with the returned type of value Fixed: Scripted weapon holders were not added to the remains collector in the 'manage all' mode Fixed: Game freeze and later crash when pressing Alt+F4 with an inventory display open Fixed: Possible crash on game exit Fixed: Eden Editor missions could get stuck as multiplayer even with only one playable unit Added: isADS and opticsMode weapon animation sources - FT-T175562 Fixed: setUnitLoadout did not trigger the "SlotItemChanged" Event Hander as expected - FT-T180338 Fixed: Mission Event Handlers for markers were not triggered locally with Zeus curator changes Fixed: Zeus curator edited marker positions and directions did not broadcast to remote clients Fixed: Custom radio markers were not updated for units added or removed from a channel 11 1 Share this post Link to post Share on other sites
DnA 5071 Posted April 17 17-4-2024EXE rev. 151725 (game) EXE rev. 151725 (Launcher) Size: ~81 MB DATA Fixed: Typo in respawnLinkedItems of the FIA Autorifleman - FT-T178528 Fixed: Hole in the bottom part of the MRD scope mesh ENGINE Tweaked: isADS animation source now uses an .index suffix - FT-T175562 Fixed: HashMapObject lost its object properties (methods and special functions) when transferred over network Fixed: Some Eden Editor script commands had a wrong return type reported in their command info Fixed: clear3DENAttribute always returned false and its command info return type was also wrong 5 2 Share this post Link to post Share on other sites
DnA 5071 Posted April 24 24-4-2024EXE rev. 151757 (game) EXE rev. 151757 (Launcher) Size: ~229 MB DATA Fixed: Projectile penetration of Military Coffin props Fixed: Floating mesh in the Prowler model Fixed: Footstep sounds on the green version of Bunker (Tower) - FT-T122026 Tweaked: Generated new inventory icons for Ghillie suits Fixed: Hidden selections on rugged communication terminals Tweaked: Improved UV mapping of the VR Slope (10x5x4) object - FT-T177369 Fixed: Weird vertex issue on a couple more small damaged houses - FT-T163748 ENGINE Fixed: setParticleFire error message was misleading Tweaked: Scripted division by zero now returns infinity (previously 0, still triggers a script error) Fixed: Scripted min/max behaved incorrectly when provided with a NaN value (NaN is allowed on the left side) Fixed: Advanced Flight Model helicopter simulation did not consider water buoyancy - FT-T180426 Fixed: createMarker would ignore the drawPriority of other markers and incorrectly draw on top of higher priority markers - FT-T180604 Fixed: Performance issue in Eden Editor when looking outside of the terrain Fixed: Eden Editor lines that go through the camera (but don't start/end in the camera view) would randomly not show 7 2 Share this post Link to post Share on other sites
DnA 5071 Posted May 1 24-4-2024EXE rev. 151781 (game) EXE rev. 151781 (Launcher) Size: ~699 MB DATA Tweaked: Removed inventory pictures from vehicle-based SPG9 magazines - FT-T180323 Tweaked: Moved some of HEMTT's Virtual Garage texture configuration from Apex to its vanilla counterparts Fixed: Double echo sound when firing Katiba or SPAR-16 indoors - FT-T178139 Tweaked: View geometry of a few more structures (House_1W03_F, House_2W03_F, House_2W04_F, House_2W05_F, IndustrialShed_01_F and u_House_Big_01_V1_F) - FT-T146447 Fixed: Issue related to occluders on Livonia civilian houses - FT-T156396 ENGINE Fixed: HashMap circular reference check when saving the game had a memory leak and a false positive - FT-T180508 Tweaked: Improved performance of getModelInfo/getEntityInfo/getShotInfo Fixed: diag_codePerformance had unexpected overhead, the measurement result could be 10% off from the real execution time Fixed: Map markers were mixed up when setMarkerDrawPriority was used (since the last Dev build) Fixed: ~8 millisecond micro stutter every 5 seconds - FT-T180665 Added: Preprocessor definitions __FILE_NAME__/__FILE_SHORT__ - FT-T180256 Fixed: Possible game freeze when rejoining a multiplayer server after being kicked Fixed: Unarmed characters were unable to get up after being unconscious (they would be stuck in a lying on ground animation) - FT-T63879 Added: createSoundSourceLocal - FT-T180246 10 1 Share this post Link to post Share on other sites
DnA 5071 Posted May 15 15-5-2024EXE rev. 151825 (game) EXE rev. 151825 (Launcher) Size: ~405 MB DATA Fixed: Double echo sound when firing Mk200 indoors - FT-T178139 Fixed: Wrong size of the water impact splash effect for grenades Fixed: Wrong water splash effect for shot grenades (UGL) Added: Missing impact sounds for shot grenades Added: Missing glass breaking sounds for grenades Added: Body impact sounds for grenades ENGINE Added: allCameras script command - FT-T180138 Fixed: High-resolution procedural textures with too few mipmaps were not always rendered on the screen - FT-T180876 Fixed: Some cases where UI to Texture would not load other textures referenced in the display on first render Fixed: Crash when saving the game with a script-created #lightreflector in the world - FT-T179975 Added: Engine support for headgear models switching based on NVG being on or off Fixed: Magazines added via addXXXCargo script commands were not recognized - FT-T74244 Fixed: Throwing a grenade could play an impact sound - FT-T180487, FT-T73791 Fixed: Grenade water splash effects were limited to remote clients Fixed: Water splashes were missing for smoke grenades and chemlights Fixed: Any surface impact for grenades was using the ground impact sound Fixed: Underwater grenade simulation Fixed: Grenade collisions with characters Fixed: Smoke from grenades in water was finishing too soon on remote clients Fixed: Grenade interaction with glass - FT-T126046, FT-T82591, FT-T79230, FT-T76734, FT-T71810, FT-T71658, FT-T67904, FT-T66209, FT-T64513, FT-T76391, FT-T70529, FT-T67440 Fixed: Smoke grenades were too loud underwater Fixed: Close proximity grenade interactions with glass Tweaked: New hitGlassBreak[] = {} config parameter for glass breaking impact sounds Tweaked: Grenade impacts on characters now deal corresponding minor damage based on the kinetic energy and angle of impact Tweaked: "WeaponAssembled", "WeaponDisassembled" and "Disassembled" Event Handlers now receive extended parameters - FT-T180929 Added: "Assembled" Event Handler - FT-T180929 Fixed: Could not scroll the player list in the role selection screen (it would always reset the scroll back to the top) - FT-T180434 Fixed: Scrollbar in the role selection screen obscured the player mute button - FT-T180434 Fixed: Player mute button in the role selection list would mute the wrong player, if the list was scrolled down Fixed: Eden Editor multiplayer scenarios would apply the player name to the "player" unit, even if a different "playable" unit was chosen Tweaked: getAttackTarget now shows targets sooner - FT-T154359 Added: Map markers are now visible in 3D in Eden Editor - FT-T172248 Fixed: Submunition shots could duplicate their effects (particles, impact craters) in multiplayer - FT-T177010 Tweaked: Added a parameter to addForce to disable setting characters to unconscious Tweaked: Eden Editor object icons now rotate with the object Added: Eden Editor markers can now be placed in 3D (not just on the 2D map) Fixed: Eden Editor marker placement preview icons did not exactly match the markers (slight size difference and missing shadow) Tweaked: Eden Editor map markers now become visible when selected even if their alpha is 0% Fixed: Partially filled magazines could disappear after reloading in multiplayer - FT-T142540 Fixed: The "Expansions" list in the server browser was not able to display all mods (not even all DLCs fit into it) Fixed: Hand grenades would disappear on remote clients after hitting water Added: "WeaponChanged" entity Event Handler - FT-T178384 9 3 Share this post Link to post Share on other sites
DnA 5071 Posted May 22 22-5-2024EXE rev. 151835 (game) EXE rev. 151835 (Launcher) Size: ~74 MB ENGINE Added: New argument to "SlotItemChanged" entity event, and it now fires for weapon attachments - FT-T177742 Added: "Unloaded" entity event - FT-T174935 Tweaked: getEntityInfo was extended with isSetForDeletion option Tweaked: Added isSetForDeletion option to getShotInfo Fixed: Ban reason was not displayed on clients being banned (but kick and BattlEye kick reasons were) - FT-T181310 Fixed: Server kick/ban commands now support whitespace in usernames by wrapping them in quotes - FT-T181310 6 1 Share this post Link to post Share on other sites
DnA 5071 Posted June 5 5-6-2024EXE rev. 151869 (game) EXE rev. 151869 (Launcher) Size: ~375 MB DATA Tweaked: VR world is now using separate footstep sounds - FT-T180485 ENGINE Added: get/setPhysicsCollisionFlag script commands Fixed: Performance degradation when many scheduled scripts are active Added: "MagazineReloading" entity event Fixed: Missile targeting sensors did not check range / angle limits (anti-radiation missiles could target radar emitters that were behind the missile, out of range and whose radar did not even reach the missile) - FT-T181124 Added: Vehicle marker lights now animate with animated memory points Fixed: Removing all throwables via addMagazineCargo/addMagazineAmmoCargo would leave a ghost grenade behind - FT-T76533 Fixed: removeMagazine(Global) on a grenade would make the grenade category unusable, even if more grenades were available - FT-T79813 Added: DLL extension access to DirectX Added: New script command screenToWorldDirection, and an alternative syntax for screenToWorld/worldToScreen for a specific camera - FT-T181178 Fixed: enableInfoPanelComponent could not disable CustomDisplayComponent - FT-T162729 Added: "Draw2D" mission Event Handler 6 2 Share this post Link to post Share on other sites