Jump to content
DnA

Development Branch Changelog

Recommended Posts

7-3-2024
EXE 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

  • Like 10
  • Thanks 1

Share this post


Link to post
Share on other sites

13-3-2024
EXE 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
  • Like 9
  • Thanks 1

Share this post


Link to post
Share on other sites

13-3-2024
EXE rev. 151598 (game)
EXE rev. 151600 (Launcher)
Size: ~86 MB

 

ENGINE

  • Like 7
  • Thanks 1

Share this post


Link to post
Share on other sites

27-3-2024
EXE rev. 151641 (game)
EXE rev. 151641 (Launcher)
Size: ~70 MB

 

ENGINE

 

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 👨‍💻 

  • Like 6
  • Thanks 4

Share this post


Link to post
Share on other sites

10-4-2024
EXE 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
  • Like 11
  • Thanks 1

Share this post


Link to post
Share on other sites

17-4-2024
EXE 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
  • Like 5
  • Thanks 2

Share this post


Link to post
Share on other sites

24-4-2024
EXE 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
  • Like 7
  • Thanks 3

Share this post


Link to post
Share on other sites

24-4-2024
EXE 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

  • Like 10
  • Thanks 1

Share this post


Link to post
Share on other sites

15-5-2024
EXE 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
  • Like 9
  • Thanks 4

Share this post


Link to post
Share on other sites

22-5-2024
EXE 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
  • Like 6
  • Thanks 2

Share this post


Link to post
Share on other sites

5-6-2024
EXE 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
  • Like 10
  • Thanks 3

Share this post


Link to post
Share on other sites

26-6-2024
EXE rev. 151913 (game)
EXE rev. 151913 (Launcher)
Size: ~69 MB

 

DATA

  • Fixed: Some custom animations did not reset properly in Eden Editor - FT-T166771
  • Fixed: supportInfo types did not support filtering by name
  • Tweaked: Empty placeholder mission scripts from config, such as initServerPlayer, etc. are now ignored on mission start - FT-T85153
  • Fixed: Script error in the live feed module (BIS_fnc_liveFeed) - FT-T178986
  • Tweaked: High Command module was failing to execute properly when BIS_fnc_execVM was blocked by the mission maker


ENGINE

  • Fixed: JIP clients did not always synchronize properly - FT-T171670
  • Fixed: Soldier-held AA/AT weapons with lock-on were not able to lock onto targets - FT-T181124
  • Fixed: "SlotItemChanged" Event Handler did not trigger on removal of muzzle attachments
  • Added: Weapon muzzle config Event Handlers "MagazineUnloaded", "SlotItemChanged", "WeaponChanged"
  • Fixed: Crash when cutText replaces itself during "Unload" Event Handler - FT-T182375
  • Like 9
  • Thanks 1

Share this post


Link to post
Share on other sites

10-7-2024
EXE rev. 151987 (game)
EXE rev. 151991 (Launcher)
Size: ~69 MB

 

KNOWN ISSUES

  • SimulWeather script commands are missing on Dedicated Servers

DATA

ENGINE

  • Fixed: setFace was not setting custom faces properly - FT-T85502
  • Fixed: Blank face after a player with a custom face left the server - FT-T85502
  • Fixed: face command not always returning the set face - FT-T85502
  • Tweaked: face command now properly returns the current face as a class name - FT-T85502
  • Added: hasCustomFace script command - FT-T85502
  • Fixed: getEntityInfo would return an array of nulls when the argument was not an entity
  • Tweaked: isSetForDeletion flag in getEntityInfo was extended to work with simple objects
  • Tweaked: Alternative syntax added for setMissileTarget script command
  • Added: missileState script command
  • Tweaked: Handling of Eden Editor mouse cursor placement (it is now possible to place objects on top of all objects and upside down and on the sides of objects; please report issues that you find with this)
  • Fixed: Localized titles and descriptions for exported missions were not showing in the scenarios menu - FT-T179398
  • Fixed: "Killed" Event Handler was not triggering for upside down helicopter crashes - FT-T181306
  • Tweaked: Zeus height-only movement now blocks horizontal movement
  • Added: set3DENAttachedCursorEntity script command - FT-T182548
  • Added: "ArtilleryShellFired" mission Event Handler - FT-T180721
  • Tweaked: missileState extended with missile flight profile
  • Tweaked: Added alternative syntax for name command, for namespaces
  • Fixed: Missing falling sound for mortar shells in some cases - FT-T159917
  • Tweaked: serverTime/netId/objectFromNetId/groupFromNetId script commands now also work in singleplayer - FT-T182176
  • Added: drawLine/drawLine3D now have a width parameter - FT-T122512
  • Tweaked: format script command is no longer limited to 8191 characters (now 8388608) - FT-T81725
  • Added: getSteamFriendsServers now also returns the steamUID of the player - FT-T176268
  • Tweaked: Improved script performance
  • Fixed: UGV remote control from its passenger seat stopped working
  • Fixed: Delay in transferring UAV remote control to the player - FT-T182587
  • Fixed: Entity leak after remote removal of a vest or uniform - FT-T182649
  • Like 10
  • Thanks 4

Share this post


Link to post
Share on other sites

24-7-2024
EXE rev. 152041 (game)
EXE rev. 152041 (Launcher)
Size: ~127 MB

 

DATA

ENGINE

  • Fixed: SimulWeather scripts commands were missing on Dedicated Servers
  • Added: ctrlModelVectorSide script command
  • Tweaked: allLODs now returns whether a LOD is currently loaded
  • Fixed: say3D attenuated for drivers of open vehicles - FT-T84917
  • Added: Vehicle config parameter disableDriverAttenuation
  • Fixed: Siren could be heard twice when entering an ambulance while the siren is playing - FT-T159347
  • Added: remoteExecutedJIPID script command
  • Fixed: loadAbs/load and the inventory UI container fill indicator, which counted the contents of Uniforms/Vests/Backpacks twice - FT-T167469
  • Fixed: Inventory UI external container load progress bar preview was not considering contents in dragged containers - FT-T167469
  • Fixed: lnbDeleteRow did not trigger "OnLbSelChanged" event when the selected row had to be changed
  • Added: "SaveGame" mission Event Handler - FT-T182887
  • Added: allExtensions script command (with code signing certificate information and checking) - FT-T78558FT-T74717
  • Fixed: "CargoUnloaded" entity event did not fire if the cargo was detached without being unloaded properly
  • Added: getEventHandlerInfo now returns code of some Event Handler types (diagnostic binary only)
  • Added: "Attached" / "Detached" entity events
  • Fixed: Some cases where the game would not create a crash report on crashing
  • Added: toJSON and fromJSON script commands - FT-T168271
  • Fixed: Vehicle door open states would not synchronize correctly in multiplayer - FT-T182082
  • Like 6
  • Thanks 2

Share this post


Link to post
Share on other sites

31-7-2024
EXE rev. 152062 (game)
EXE rev. 152062 (Launcher)
Size: ~101 MB

 

DATA

  • Tweaked: Regenerated a lot of Eden Editor previews to fix glitches with various assets

 

ENGINE

  • Fixed: Crash when providing some command-line parameters with an argument, but leaving the argument empty (-unit=) (thanks PineCone227)
  • Fixed: Bogus script type errors on Linux servers (thanks pSiKO)
  • Fixed: Launcher firing effects did not work for remote units - FT-T182166
  • Fixed: Custom missionEnd was broken (thanks kju)
  • Fixed: Game crash when trying to use the #vote server command since a recent change (thanks WO1 P. Larkins)
  • Fixed: Compatibility with Windows 7/Windows Server 2008 (thanks Dimon UA)
  • Fixed: Memory corruption and random crashes when a structure with Path LOD was outside of terrain bounds (thanks Floffel)
  • Fixed: Crash if a weapon magazine is removed during the "Reloaded" Event Handler
  • Fixed: "HandleHeal" Event Handler ignored a returned Boolean - FT-T182892
  • Fixed: "HandleHeal" Event Handler did not trigger on healing at a medical vehicle - FT-T183117
  • Fixed: "HandleHeal" Event Handler isMedic parameter was always false - FT-T71433
  • Tweaked: "HandleHeal" Event Handler return was extended
  • Like 8
  • Thanks 2

Share this post


Link to post
Share on other sites

14-8-2024
EXE rev. 152135 (game)
EXE rev. 152135 (Launcher)

Size: ~136 MB

 

KNOWN ISSUES

  • Dedicated Server may be unable to load mission files

DATA

  • Fixed: Eden Editor preview for Spetsnaz Recon Grenadier
  • Tweaked: Unified Geometry LOD on all character models (this should result in more unified damage behavior between various uniforms)
  • Tweaked: Enabled inventory on AL-6 boxes - FT-T179981

ENGINE

  • Fixed: Tactical Ping was not placed correctly on a rotating mini map - FT-T165080
  • Added: simulSetHumidity command (reintroduced after a long absence)
  • Fixed: AI would calculate paths even if "PATH" is disabled via disableAI - FT-T160446
  • Fixed: Unable to use compositions or unit/squad logos when the profile folder contains non-ASCII characters - FT-T148574
  • Added: "UnitKilled" group Event Handler - FT-T170658
  • Fixed: "InventoryOpened" event did not receive the ground weapon holder - FT-T170711
  • Fixed: drawRectangle and drawEllipse not following a rotating mini map - FT-T165080
  • Tweaked: drawRectangle and drawEllipse optional parameter - FT-T165080
  • Fixed: Extensions could not be loaded if the mod folder or game folder path contained non-ASCII characters
  • Fixed: Explosive charges could cause very low or no damage at all, when detonated close to the center of mass of a building - FT-T183118
  • Tweaked: missionProfileNamespace is now saved on mission end (only if isMissionProfileNamespaceLoaded) - FT-T183037
  • Fixed: Non-leaders could talk on command chat - FT-T179942
  • Tweaked: Chat channels which are not available will not appear in the UI channel selection - FT-T179942
  • Fixed: Performance issues and out-of-memory crash trying to draw the map on extremely large (>128km²) or broken (NaNs in heightmap) terrains - FT-T183162
  • Fixed: sleep command would not work in persistent Join-In-Progress scripts
  • Fixed: Spamming map open/close could result in a permanent loss of sound (thanks Dolph Man)
  • Fixed: "Put" Event Handler did not fire on containers - FT-T175428
  • Tweaked: copyFromClipboard is now available in Eden Editor multiplayer mode
  • Fixed: Zeus map did not show Polyline markers - FT-T175116
  • Added: Server network anti-flood protections
  • Fixed: Server could freeze when too many network messages were received
  • Fixed: WaypointremoteExec, particle, init.sqf and action scheduled scripts were missing the _thisScript variable - FT-T183544
  • Fixed: setUnitLoadout would replace Uniform/Vest/Backpack containers even if nil was passed for them - FT-T180975
  • Fixed: The game still considered shadow view distance (and rendered all objects within that distance) even if shadows are disabled - FT-T175612FT-T175509
  • Tweaked: drop script command now returns the particle object - FT-T182084
  • Tweaked: "EpeContactStart" event now triggers before collision damage is applied - FT-T177724
  • Like 7
  • Thanks 2

Share this post


Link to post
Share on other sites

11-9-2024
EXE rev. 152211 (game)
EXE rev. 152211 (Launcher)
Size: ~96 MB

 

KNOWN ISSUES

  • Not always loading textures and LODs for assets

 

DATA

  • Fixed: Hiding of the loading screen (unknown) game mode for singleplayer was broken since a recent engine change


ENGINE

  • Fixed: Game could freeze when tabbing out while rendering - FT-T183720
  • Fixed: Fused UGL grenades would not explode when hitting a character body
  • Tweaked: getBoneNames now returns two arrays (bone/parent split, instead of being combined in one array) - FT-T167461
  • Fixed: supportInfo command did not list all commands on "u:*" and "b:*"
  • Added: Mission option to ignore upside-down self damage for helicopters
  • Like 5
  • Thanks 2

Share this post


Link to post
Share on other sites

25-9-2024
EXE rev. 152232 (game)
EXE rev. 152232 (Launcher)
Size: ~71 MB

 

DATA

  • Fixed: Vanguard MP would not always clear a leader's selection box after closing the map


ENGINE

  • Fixed: Not always loading textures and LODs for assets
  • Fixed: "HandleDamage" Event Handler started triggering on character heal
  • Like 7
  • Thanks 1

Share this post


Link to post
Share on other sites

06-11-2024
EXE rev. 152375 (game)
EXE rev. 152377 (Launcher)
Size: ~78 MB

 

KNOWN ISSUES

  • The 32 bit version may crash randomly

 

DATA

  • Fixed: Made VR suits damage consistent with rest of characters by removing additional hit points for left and right limbs, which were breaking actual damage behavior (f.e. shaking hands when arms were injured)
  • Fixed: CSAT Officer Fatigues damage configuration is now consistent with the rest of the characters

 

ENGINE

  • Added: Replaced Real Virtuality multithreading system with Enfusion's version
  • Added: Asynchronous JIP queue processing
  • Added: Multithreaded JIP queue processing
  • Added: Multithreaded lights collection
  • Added: More multithreading into rendering
  • Added: Asynchronous AI and sound simulation
  • Added: Partially multithreaded AI simulation
  • Added: Multithreaded AI visibility calculations
  • Tweaked: Improved PhysX simulation performance, if many PhysX objects are in close proximity
  • Tweaked: Buildings with lights no longer get faster simulation if they are not animated and static
  • Tweaked: Visibility checks when applying explosion damage are now multithreaded
  • Tweaked: Improved server performance when sending a large JIP queue
  • Fixed: drawRectangle and drawEllipse script commands would ignore the angle parameter
  • Fixed: RPT spam for valid custom radio channels -  FT-T185238
  • Fixed: Characters would scream at the end of healing
  • Fixed: UAV terminal checkboxes do not work - FT-T185228
  • Fixed: Large helicopter rotors would break after hitting a player, instead of damaging that player
  • Fixed: Script number comparisons with NaN returned the wrong result
  • Tweaked: UAV terminal checkbox interaction sharing was improved (now available to UAV owners where the UAV is local) - FT-T185228
  • Tweaked: Taking secondary control in a UAV is now limited to the same group (video feed and taking control of an empty UAV is available to everyone from the same side)
  • Fixed: Excessive damage of various buildings by bullet fire - FT-T185327
  • Fixed: Alternative syntax of createUnit was not working as expected - FT-T185475
  • Fixed: Sometimes "UnitKilled" and "Killed" Event Handlers had their output swapped around - FT-T185567
  • Added: getUnitState script command
  • Tweaked: Remains collector default mode in multiplayer is now: off (it was broken until 2.18, but its working state may not work well with all scenarios yet)
  • Fixed: Sometimes velocity for EPE objects would return 0 - FT-T185618
  • Added: Continuous capture for diag_captureSlowFrame
  • Added: Logging diag_captureFrame to file now also outputs a Chromium tracing format file
  • Fixed: customChat could fail if a player is removed and added in a certain way - FT-T185296
  • Fixed: UAV would stop following waypoints after a Land waypoint
  • Fixed: getObjectTextures/getObjectMaterials would not work with Simple Objects - FT-T185884
  • Added: Alternative syntax for getObjectTextures script command
  • Added: Option to setObjectTexture to return default textures - FT-T171318
  • Added: Option to setObjectTexture and setObjectMaterial commands to reset to default texture/material
  • Added: Ability to set a marker color directly - FT-T185042
  • Tweaked: inAreaArray efficiency for markers has been slightly improved
  • Fixed: Inconsistency between inAreaArray and inAreaArrayIndexes for Array when matching in 3D
  • Added: Slightly improved efficiency of inAreaArray for Arrays
  • Added: Alternative syntax for inPolygon check to inAreaArray
  • Added: Optional parameter to inArea/Array/Indexes to force all positions to be treated as PositionWorld (default was PositionAGL)
  • Added: New marker shapes: TRIANGLE, PENTAGON, HEXAGON, HEPTAGON, OCTAGON, NONAGON, DECAGON
  • Added: drawXPolygon script command
  • Added: exportJIPQueue now includes the number of messages per object (to see how many would be removed if said object was deleted)
  • Fixed: enableReload would not work with static weapons 
  • Fixed: Removing a magazine from a static weapon would trigger a reload when enableReload was false
  • Tweaked: setUnitLoadout will now abort if a unit is in the process of switching weapons - FT-T167015
  • Added: isSwitchingWeapon script command
  • Fixed: removeMagazine was removing the current magazine from static weapons first

 

LAUNCHER

  • Like 10
  • Thanks 3

Share this post


Link to post
Share on other sites

20-11-2024
EXE rev. 152427 (game)
EXE rev. 152427 (Launcher)
Size: ~72 MB


KNOWN ISSUES

  • 32 bit Dedicated Server crashes upon mission start
  • 64 bit Listen Server may freeze a few moments after mission start

 

ENGINE

  • Fixed: Crash when an AI group is deleted while being simulated
  • Fixed: AI visibility checks did not consider per-frame time limits (trying to only do so many checks to keep FPS above 20)
  • Fixed: Crashing on 32 bit
  • Added: Multithreaded PhysX simulation
  • Fixed: Game would try to re-download Steam Workshop Compositions repeatedly - FT-T171116
  • Fixed: Zeus map did not render "Empty" markers - FT-T185279
  • Removed: One rendering optimization (caused objects to visibly flicker, pending further investigation)
  • Fixed: Crash related to weapon flashlights/IR lasers
  • Fixed: RPT file header would not print completely if too many mods are loaded
  • Fixed: RPT file header would not print all arguments if arguments were too long
  • Fixed:  inArea/Array/Indexes did not support legacy hexagon - BI Forums
  • Fixed: Difficulty could get stuck in "Regular" after a campaign intro scenario
  • Fixed: DataLink config attributes in "Man"-type classes were ignored - FT-T186290
  • Fixed: JIP players seeing different uniform on a player for up to a minute (please test looting from dead bodies as this might have indirectly fixed a few other bugs)
  • Added: CT_WEBBROWSER control
  • Added: Alternative syntax forlineIntersects command to run multiple intersects in parallel
  • Fixed: Unit insignia were sometimes being applied to the whole body - FT-T155459
  • Tweaked: Uniform textures are now stored on uniform entities
  • Tweaked: Uniform textures now persist in multiplayer
  • Added: FPS limit in main menu with -world=empty and when windowed mode is unfocused
  • Fixed: Keybinding F16-F23 keys were displaying "UNEXPECTED_KEY_ID" instead of the key name - FT-T125049
  • Like 7
  • Thanks 3

Share this post


Link to post
Share on other sites

04-12-2024
EXE rev. 152469 (game)
EXE rev. 152469 (Launcher)
Size: ~69 MB

 

KNOWN ISSUES

  • 32 bit Dedicated Server crashes upon mission start

 

ENGINE

  • Added: Option to log remains collector entities into a file
  • Fixed: Game freezes when spawning certain types of vehicles
  • Tweaked: Added ability to force remove remains after additional fixed time
  • Tweaked: Slightly improved efficiency of remains disposal checks
  • Tweaked: Added option to diag_remainsCollector to return override times
  • Tweaked: Added better compatibility with the old ways of setting textures - FT-T155459
  • Fixed: Freeze with -cpuCount=2
  • Added: Servers with no players now limit their FPS to 30 (regardless of -limitFPS parameter)
  • Added: -limitFPS command-line parameter now also works on clients
  • Fixed: Headless Client would not report if connection failed due to allowedFilePatching or equalModRequired restrictions
  • Added: Ability to configure remains collector force remove times in the server config
  • Fixed: snow parameter in RainParticles config did not work - FT-T185117
  • Fixed: "LOD flicker"
  • Fixed: Sections of objects would stop rendering at specific camera angles
  • Fixed: Rare crash caused by PhysX multithreading
  • Fixed: setObjectTexture stopped working with VR entities - FT-T155459
  • Fixed: ignoreNoDamage mission option was preventing healing using a Medikit - FT-T186874
  • Fixed: Crash in legacy non-PhysX car collision simulation (thanks to Moerderhoschi for the reproduction steps)
  • Tweaked: Improved game start speed
  • Removed: Log "context" is no longer available on 32 bit
  • Like 10
  • Thanks 1

Share this post


Link to post
Share on other sites

11-12-2024
EXE rev. 152501 (game)
EXE rev. 152501 (Launcher)
Size: ~68 MB

 

KNOWN ISSUES

  • 32 bit Dedicated Server crashes upon mission start

ENGINE

  • Fixed: When taking off a uniform, modded content would apply its uniform texture to underwear - FT-T155459
  • Added: Uniforms textured by setObjectTexture/Global will now show custom textures in weapon holders
  • Fixed: Network spam after deleting units
  • Like 2
  • Thanks 2

Share this post


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

×