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Development Branch Changelog

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18-06-2015

EXE rev. 131231 (game)

EXE rev. 131231 (launcher)

Size: ~343 MB

DATA

  • Fixed: CfgPatches contained unnecessary modules
  • Tweaked: Chaff particle effect
  • Fixed: Supports module - Artillery units would sometimes fail to fire

End Game

  • Fixed: Empty groups were not garbage collected
  • Improved: Network traffic optimizations

ENGINE

  • Added: New script command arrayIntersect
  • Fixed: Hosted server considered Client settings instead of Server settings from CfgRemoteExec
  • Changed: exportJIPQueue script command changed to #exportJIPQueue server command
  • Fixed: Could not load some terrains in Buldozer, crashed after loading
  • Fixed: Exploit with inGameUISetEventHandler granted a menu hack possibility
  • Fixed: Zeroing is still visible if HUD is disabled - see http://feedback.arma3.com/view.php?id=23960

I'm otherwise engaged the next few days

Compiled by pettka while Master Lord Joris explains that considering a

only because he is Dutch is falling into stereotypes. Edited by DnA

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19-06-2015

EXE rev. 131251 (game)

EXE rev. 131251 (launcher)

Size: ~218 MB

DATA

  • Added: More vests and uniforms made available in the editor
  • Changed: Remade structures scripts into functions

ENGINE

  • Added: New script command allPlayers
  • Added: New script command currentThrowable
  • Added: New script command serverName
  • Changed: Improved mapCenterOnCamera command
  • Fixed: Vehicle HUD was still shown with disabled HUD - see http://feedback.arma3.com/view.php?id=23962
  • Fixed: Allow toggle zoom for characters inside a vehicle
  • Fixed: Possible crash
  • Fixed: Epoch server crash

I'm otherwise engaged the next few days

Compiled by pettka while Master Lord Joris realizes even Hollywood is oranje and therefore Dutch territory.

Edited by DnA

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22-06-2015

EXE rev. 131267 (game)

EXE rev. 131267 (launcher)

Size: ~339 MB

DATA

  • Fixed: Scenarios and configs that were using structures scripts are now using the replacement functions
  • Fixed: Player characters no longer stand up from crouch when lowering / raising their weapon while turning left / right
  • Changed: The randomization of headgear and facewear for the civilian and FIA units is now handled by BIS_fnc_unitHeadgear
  • Tweaked: Decreased density of meat material to stabilize deviations in damage output from leg and arm hits
  • Added: Commented header for the function BIS_fnc_unitHeadgear
  • Fixed: BIS_fnc_textTiles was not using a unique UI layer
  • Fixed: BIS_fnc_unitHeadgear sometimes used the wrong list of headgears (old system)
  • Fixed: In the Within Reach and Preventive Diplomacy missions, the player could access the inventory during cut scenes

Dynamic Groups

  • Improved: Refactored code to use raw GROUP data type instead of the old abstract data structure, means it's now simplified and data is stored on the group level
  • Added: A designer may now register groups (see BIS_fnc_dynamicGroups::RegisterGroup/UnregisterGroup) that become 'dynamic'. This is useful for mission groups set in the editor.

End Game

  • Fixed: Randomizer game logic was not selectable in the editor

ENGINE

  • Tweaked: AI is better reacting to unknown soldiers shooting behind it
  • Added: New script command roleDescription
  • Improved: AI guns on sochor will now engage soldiers
  • Improved: Weather synchronization (http://feedback.arma3.com/view.php?id=3028)
  • Fixed: Text in RscXListBox now uses color from the colorDisabled parameter when the control is disabled
  • Added: New animation source reloadMagazine2 for alternative muzzles (mostly for UGL)
  • Tweaked: Inconsistent FOV in paraglide

Edited by DnA

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23-06-2015

EXE rev. 131295 (game)

EXE rev. 131292 (launcher)

Size: ~68 MB

DATA

  • Added: BIS_fnc_initVehicle now supports the object variable "BIS_enableRandomization" (works only with spawned vehicles after the scenario start)
  • Added: BIS_fnc_unitHeadgear now supports the object variable "BIS_enableRandomization" (works only with units spawned after the scenario start)
  • Fixed: Wounded Post-Process effects were applied when the player's avatar was deleted
  • Fixed: AAF technicians are now using a proper color scheme on their Quad bikes, not the FIA one (http://feedback.arma3.com/view.php?id=24527)
  • Fixed: Doors on military structures should no longer be killing soldiers by pushing them through walls

Dynamic Groups

  • Fixed: Terminating a group with option bKeep enabled would try to delete group even if it still had units

ENGINE

  • Tweaked: TBB4 updated to version 4.3u6
  • Tweaked: Smoother freelook in FFV
  • Improved: Aiming behavior in limits
  • Fixed: Sound - AI does not fully speak its dialog
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Tweaked: Smoke cover and suppression thresholds
  • Fixed: Typo in command roleDesripton > roleDescription

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24-06-2015

EXE rev. 131311 (game)

EXE rev. 131311 (launcher)

Size: ~90 MB

DATA

  • Fixed: Dials in the cockpit of all Taru variants should no longer flicker
  • Fixed: VR Training (Placeables) - Blast radius cone would follow players even if they didn't have any charges in their inventory
  • Fixed: Missing support of some objects in module "Open/Close Doors" (http://feedback.arma3.com/view.php?id=18438)
  • Fixed: Ineffective task setting when the sector module position changed
  • Tweaked: Redesigned publishing scenario tags selection dialog according to Steam tags categories
  • Fixed: CfgPatches classes

Potential spoilers:

  • Fixed: In Moral Fiber the warehouse reinforcement choppers were lagging upon landing

ENGINE

  • Fixed: Negative number targets for remoteExec not working properly
  • Added: New script command isObjectHidden
  • Tweaked: setVehiclePosition command (fixes and erasing exploit)
  • Tweaked: isKindOf command (now supports also config classes)
  • Added: New script command configHierarchy
  • Added: New script command currentNamespace
  • Added: Steam Leaderboard functionality (the script commands cannot be used without hard-coded permissions. So official content only for now, starting with Time Trials soon - more info later)

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25-06-2015

EXE rev. 131323 (game)

EXE rev. 131319 (launcher)

Size: ~154 MB

DATA

  • Tweaked: Reworked mesh positioning of the cockpit displays in all Tarus to fully get rid of dial flickering (Z-fighting)
  • Added: Correctly colored tracer ammo for SDAR
  • Tweaked: Samples for LMG 6.5mm and LMG 7.62mm shooting
  • Added: New samples for LMG 6.5mm (body and turret versions)
  • Added: Steam Leaderboards for Time Trials (first iteration - results may be wiped periodically during testing!)
  • Improved: Script for destruction of powerlines (thanks to Killzone_Kid - http://feedback.arma3.com/view.php?id=24100)

End Game

  • Added: Property to end the scenario or not, if the last phase is reached and one of the competing sides did not establish its FOB

Potential spoilers:

  • Fixed: Moral Fiber - If the player would shoot the vehicle tires, the mission would end as a failure, but shooting the tires again would re-trigger the end mission procedure

ENGINE

  • Added: Vest and helmet can protect more than one hitpoint
  • Improved: auto zeroing precision
  • Added: AllowedTargets for CfgRemoteExec's Commands and Functions to restrict the direction in which remoteExec commands can be executed
  • Improved: breakOut command (added support for a return value)
  • Changed: breakOut command (when failed, the command will return void, because of back-compat)
  • Added: New scripting command getObjectViewDistance

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26-06-2015

EXE rev. 131327 (game)

EXE rev. 131327 (launcher)

Size: ~37 MB

DATA

  • Fixed: Sprinting with binoculars clipping the rifle
  • Fixed: Shriekers rockets don't have control range anymore; AI should be able to use them correctly

ENGINE

  • Added: maverickWeapon parameter for missiles (so that maverickWeapon proxies are used even if maxControlRange is < 10)
  • Fixed: hasHitpointProtectionInfo config reading
  • Changed: Script command params now returns the default value when the index is out of range

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29-06-2015

EXE rev. 131342 (game)

EXE rev. 131342 (launcher)

Size: ~67 MB

DATA

  • Changed: Class for LMG in several vehicles to create a different sound of shooting
  • Fixed: Recruits would not receive their previous loadout after respawning in MP Bootcamp

End Game

  • Fixed: While downloading but losing connection, the message was shown for too long
  • Fixed: The Carrier’s vehicle was not ignored in the trace collision test for showing the carrier icon

ENGINE

  • Fixed: Gunner switches firing modes even if the commander is a player
  • Added: Ability to restrict JIP in CfgRemoteExec via a ‘jip’ parameter
  • Improved: Tank drivers reversing
  • Improved: AI countermeasures component: targeting the enemy now takes skill and time into account
  • Tweaked: AI smoke grenades will not be thrown when the enemy is closer than 30m
  • Changed: Script command roleDescription - support for showing role description even in SP (for testing purposes)
  • Fixed: Game crash after a random time only in certain Workshop scenarios
  • Optimized: Network code in gear update messages

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30-06-2015

EXE rev. 131363 (game)

EXE rev. 131363 (launcher)

Size: ~59 MB

DATA

  • Fixed: 30Rnd_556x45_Stanag tracer colors in boxes
  • Fixed: Correctly colored tracer magazines added to diver backpacks
  • Fixed: Copilot of Hellcat is actually able to take controls as a proper copilot
  • Fixed: User Interface lines are now sharper (affects edit box frames, tree hierarchy lines, and all map lines e.g.)

ENGINE

  • Added: New command worldSize introduced
  • Added: Script command setGroupIdGlobal synchronizing group identities over the network
  • Fixed: AT AI will not primarily attack vehicle crew
  • Fixed: Shape used for maverickWeapon
  • Fixed: Targeting sides / groups in remoteExec did not work with Dedicated Servers

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01-07-2015

EXE rev. 131368 (game)

EXE rev. 131368 (launcher)

Size: ~62 MB

DATA

  • Fixed: Killing a unit being handled by the BIS_fnc_ambientAnimCombat function no longer switches the unit to the default standing animation before ragdoll is used (http://feedback.arma3.com/view.php?id=24475)
  • Fixed: VR Training - the “Real Virtuality†achievement would get unlocked without the Weapon Handling courses completed

End Game

  • Fixed: The Randomizer module was in the wrong category; it’s under Misc now
  • Fixed: The Randomizer module was using the same icon as the Respawn Module; it now uses the default logic icon
  • Fixed: Player had access to the action menu during the warmup phase

Dynamic Groups

  • Improved: Group names are now using GroupId, which is set globally using new script command setGroupIdGlobal
  • Fixed: When group leaders would assign a custom name to their group (through Dynamic Groups) the initial group ID was seen in chat messages. It is now using the correct custom name instead.

ENGINE

  • Fixed: Changing selectionFireAnim from "zasleh" hides muzzle flash forever (fix was overwritten)
  • Fixed: Missing title text for tags selection display
  • Fixed: Camera shake when in a parachute
  • Tweaked: CfgRemoteExec now contains a whitelist of commands the clients can send via remoteExec

Edited by DnA

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02-07-2015

EXE rev. 131386 (game)

EXE rev. 131386 (launcher)

Size: ~80 MB

DATA

  • Fixed: Leaderboards (TT) - Parallel fetch operations could conflict with on-going visualization of the results
  • Fixed: Leaderboards (TT) - Fetch operations were executed once redundantly during the start
  • Fixed: Sidearms no longer appear in hand when players walk crouching with lowered rifle (http://feedback.arma3.com/view.php?id=24631)
  • Added: Use BIS_disableDamageCheck = true in your custom VR Training course function to disable automatic fail is player is injured
  • Added: New sound for turret movement
  • Fixed: AI used a different shooting sound than player
  • Fixed: AI wasn't using NLAW in its full firing range
  • Removed: Holosight tool tip

End Game

  • Fixed: JIP player (after phase 3 started) did not see carrier 2D / 3D icon correctly

ENGINE

  • Fixed: Do not run remoteExec for invalid targets (unset group, object, etc.)
  • Improved: Move variant probabilities are now normalized to 1 (animations)
  • Fixed: Restrictions in CfgRemoteExec didn't always work properly for remoteExec
  • Fixed: When JIP is requested via remoteExec, only execute the command if restrictions in CfgRemoteExec allow it
  • Fixed: gunnerType property for 2D editor

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03-07-2015

EXE rev. 131402 (game)

EXE rev. 131402 (launcher)

Size: ~153 MB

KNOWN ISSUES

  • Crashing when e.g. loading VR Arsenal

DATA

  • Fixed: Many tweaks, fixes and improvements in translations
  • Added: gunnerType property to Taru turrets
  • Added: gunnerType property to Ghost Hawk turrets
  • Fixed: Goat, chicken and sheep no longer stuck in animation after a few seconds (http://feedback.arma3.com/view.php?id=23692)
  • Added: Implementation of the new headgear randomization configs
  • Fixed: Wrong smoke color for smokes thrown into the water (http://feedback.arma3.com/view.php?id=15875)
  • Added: Configured hiddenSelections for Leaflets, Graffiti and Posters (http://feedback.arma3.com/view.php?id=19054)
  • Fixed: Mk20s and TRGs should now be compatible with red and green tracer STANAG mags

Potential spoilers:

  • Fixed: In Moral Fiber the leader you have to help was playing a weird animation

ENGINE

  • Fixed: Scripted radio messages are spoken locally (http://feedback.arma3.com/view.php?id=24502)
  • Fixed: Possible crash thanks to duplicate usage of RemoveItem in EPEManager
  • Added: Check for actors when creating PhysX joints
  • Tweaked: Smoother leg transition when traversing terrain of varying slope
  • Fixed: Camera shake when in a parachute
  • Fixed: Switching optics mode resets zeroing

Edited by DnA

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07-07-2015

EXE rev. 131432 (game)

EXE rev. 131432 (launcher)

Size: ~37 MB

DATA

  • Fixed: Missing animation source warnings for xH-9 variants
  • Fixed: Leaving the Zeus interface while the interface was hidden led to all icons disappearing
  • Fixed: Script error at the start of Within Reach

End Game

  • Added: Scripted event handlers - EndGame_OnStageChanged / EndGame_OnStartGameObjectiveCompleted / EndGame_OnObjectiveStateChanged / EndGame_OnObjectiveCompleted / EndGame_OnObjectiveEnded
  • Improved: Zeus support
  • Improved: FPS boost (the equipment rewards functionality was bringing FPS down significantly)
  • Improved: Adding items to Virtual Arsenal created unnecessary network overhead

Potential spoilers:

  • Fixed: In Within Reach, there was a vehicle burning at the player start location

ENGINE

  • Fixed: MP collisions of static non-local helicopters / airplanes
  • Fixed: remoteExec JIP when targeting groups or sides didn't work
  • Fixed: Command / Function-specific restrictions no longer apply when mode == 2 in CfgRemoteExec
  • Added: colorDisabled parameter to RscActiveText
  • Fixed: No remoteExec restrictions for Headless Clients
  • Fixed: Turn commands for AI tank drivers are now properly inverted in reverse
  • Fixed: CTD at the start of VR Arsenal
  • Fixed: Preserve external camera after getting out of a vehicle

LAUNCHER

  • Changed: The icon for a fully signed mod changed from a check mark in a circle to a lock
  • Changed: Relative path calculation modified to not process paths as URIs to prevent unwanted percent decoding when processing the path
  • Fixed: A possible folder duplication when a mod name is changed
  • Added: A keyboard shortcut for a BattlEye page (Alt+4)
  • Added: A keyboard shortcut for the "Play unmodded" command (Ctrl+Shift+P)

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08-07-2015

EXE rev. 131461 (game)

EXE rev. 131461 (launcher)

Size: ~144 MB

DATA

  • Fixed: Icon, localization, author and editor presence of Carrier Rig (Black)
  • Fixed: Broken color smoke grenades (http://feedback.arma3.com/view.php?id=24672)
  • Fixed: SDAR rifles should now have correct faction-specific tracers
  • Tweaked: Minor volume changes for MRAP turret movement sounds
  • Improved: Cars are no longer prone to explosions from small arms fire. Explosive shells & devices are now required to blow up cars (http://feedback.arma3.com/view.php?id=6699)
  • Added: Tab highlighting in Game Options
  • Added: Tab highlighting to the MP Create Game display

Potential spoilers:

  • Fixed: Unstuck mechanic added for the journalist in Status Quo
  • Fixed: Issue in Status Quo where Nikos and the journalist were not talking to the player

ENGINE

  • Fixed: A HC crash when setting up remoteExec restrictions
  • Fixed: Further remoteExec group / side fixes
  • Fixed: Incorrect drawing of holstered sidearm in 1st person view
  • Added: The -pid= parameter should work for all executables
  • Fixed: Getting out of vehicles no longer resets fire mode (http://feedback.arma3.com/view.php?id=7395)
  • Fixed: Report only the first time-outed pending message for person / object
  • Tweaked: onPlayerConnected and onPlayerDisconnected commands (_owner and _jip variables)

LAUNCHER

  • Added: Launcher will now automatically elevate itself when it detects that Steam is also running elevated (running on same integrity level is required to enable communication and to run the game). This should be a work-around for the issue manifested by unusual exit code 0x00000035.

Edited by DnA

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09-07-2015

EXE rev. 131471 (game)

EXE rev. 131471 (launcher)

Size: ~43 MB

DATA

  • Added: New sounds for 30mm and 40mm autocannons (separated by turret / body position)
  • Fixed: Removed non-existing magazine with empty class name from TRG family of weapons
  • Added: Support for description.ext CfgTimeTrials definitions (for self-contained TTs)
  • Improved: Ignoring Leaderboard code when no board exists for the TT

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10-07-2015

EXE rev. 131477 (game)

EXE rev. 131477 (launcher)

Size: ~38 MB

DATA

  • Fixed: It was not possible to disable the headgear and facewear randomization via disableRandomization (description.ext)
  • Removed: Facewear randomization for the civilians (from BIS_fnc_unitHeadgear)
  • Added: aiRateOfFire properties added to fire modes meant for players to ensure the correct rate of fire even on short distances
  • Tweaked: Configured aiAmmoUsageFlags for ammo of planes to help them choose proper weapons

End Game

  • Fixed: Possible script error on JIP
  • Removed: The additional equipment that is being given upon securing the Intel site
  • Fixed: Error message upon End Game initialization
  • Optimized: DownloadProgress is now updated 4 times less often
  • Fixed: Possible undefined variable in an expression in initServer.sqf

ENGINE

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13-07-2015

EXE rev. 131501 (game)

EXE rev. 131501 (launcher)

Size: ~57 MB

DATA

  • Added: Proper icons for groups
  • Tweaked: Dogs will now move around more often
  • Tweaked: Kneel sprint (unarmed, rifle, pistol and launcher) has been tweaked to be more plausible and balanced
  • Fixed: Even APCs have been taken back to manufacturers for improved puncture protection of their wheels
  • Added: ‘Creative solution’ to preload the line texture to avoid mipmapping

ENGINE

  • Fixed: Time of day affected by low FPS
  • Fixed: Bug in simulation when a vehicle is sling loaded but the player is not in the parent vehicle
  • Fixed: Dedicated Server or Headless Client would freeze if a pop-up error showed up
  • Fixed: remoteExec security and functional fixes
  • Added: New targetKnowledge command (better version of knowsAbout)
  • Fixed: FFV remote player simulation in local vehicles
  • Hotfixed: CTD related to nulled AI brains
  • Fixed: mpStatistics.log moved from the Arma 3 root directory to other logs (profile directory)

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14-07-2015

EXE rev. 131527 (game)

EXE rev. 131527 (launcher)

Size: ~230 MB

DATA

  • Tweaked: Unarmed sprinting
  • Fixed: Launcher bug in unarmed sprinting
  • Removed: All mentions of the legacy allSites command, replaced by entities "Site_F"
  • Fixed: Module arguments config inheritance
  • Fixed: Replaced 2D icons for Zeus-only map objects

Potential spoilers:

  • Tweaked: In Showcase Armed Assault the turrets on the Tigris (enemy outpost) had their ammo reduced significantly

ENGINE

  • Added: New distance2D command
  • Fixed: Copilot controls in airplanes
  • Changed: Pose adjust action disabled in movement (to prevent problems with slowdown)
  • Fixed: Further remoteExec traffic optimizations and fixes

LAUNCHER

  • Fixed: Added missing localization for a tooltip
  • Added: A link to a Community Wiki page to the unusual process exit message box
  • Added: Missing localization for another tooltip
  • Fixed: Inconsistencies in translations of a "Steam Workshop" string

Edited by DnA

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15-07-2015

EXE rev. 131540 (game)

EXE rev. 131540 (launcher)

Size: ~288 MB

DATA

  • Fixed: Launcher bug from sprint with binoculars
  • Tweaked: Rescue Boat, autonomous GMG and HMG turrets, Zamak Ammo and HEMTT Repair are now available in Virtual Garage
  • Tweaked: Links for collisions SFX of Stomper
  • Tweaked: Linked additional samples for turrets of AR-2 Darter
  • Added: BIS_fnc_unitHeadgear now supports custom parameters from the scenario config file
  • Fixed: Even the raised commander turret on Striders goes correctly sad panda if destroyed (http://feedback.arma3.com/view.php?id=24532)
  • Fixed: Replaced question mark 2D icons for Zeus-only objects in the Objects (Sea) category
  • Fixed: Camera's display no longer overlays the time indicator
  • Fixed: Section ComboBox doesn't appear any more in the Streamlined editor layout when using a Xbox controller

End Game

  • Added: Schematics objects can now be destructible
  • Added: The music that plays at the start of each phase can now be customized in the Objectives Instance Module

ENGINE

  • Fixed: remoteExec in SP (targets were not checked and it was executed at most once)
  • Fixed: setPosATL for dead bodies
  • Fixed: Some issues with cloud rendering
  • Fixed: Ignoring forward declaration classes when setting source mods

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16-07-2015

EXE rev. 131554 (game)

EXE rev. 131553 (launcher)

Size: ~103 MB

DATA

  • Fixed: Animation and sound speed for kneeled sprint with pistol in hand
  • Fixed: Animation files for kneel sprint in FL / FR directions were swapped
  • Fixed: CSAT technicians have adjusted BTR-K Kamysh to prevent rolling even at extremely high speeds (http://feedback.arma3.com/view.php?id=24090)
  • Tweaked: Slightly increased the neck hit point radius and optimized Tactical Vest (Police) and Raven Vest statistics to better match their respective models
  • Fixed: Spawning a grey sport hatchback from config was creating a red one
  • Fixed: Soldiers have been told that Titan AT is not a static MG and they should rather report it as a static AT
  • Fixed: IEDs can now be detonated by gunfire (http://feedback.arma3.com/view.php?id=24303)
  • Tweaked: Proper sounds of shooting different munitions for Marshall
  • Tweaked: New sound samples for 105mm, 120mm, 125mm and 155mm cannons

ENGINE

  • Fixed: remoteExec - JIP while targeting a server or a specific client or when allowedTargets == 2 on a given command / script is considered an error
  • Changed: Traffic optimization when targeting multiple targets via remoteExec
  • Fixed: A crash when an object list was released and loaded again
  • Fixed: An issue with FFV remote player simulation and optimized simulation for remote vehicles
  • Fixed: allTurrets command should now properly return commander turrets with FFV
  • Fixed: remoteExec - JIP while targeting sides
  • Added: Support for displaying server mods in the LAN tab

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17-07-2015

EXE rev. 131567 (game)

EXE rev. 131570 (launcher)

Size: ~ 30.8 MB

DATA

  • Added: Parameter logicalOrder set for all Field Manual entries

ENGINE

  • Improved: Simulation when a vehicle is sling loaded but the player is not in the parent vehicle
  • Fixed: An issue with remoteExec and JIP when multiple targets containing a group or side were specified
  • Fixed: remoteExec targets given as a string are now read correctly from the mission namespace instead of local namespace
  • Changed: The ‘thanks for your purchase’ dialog shows a list of newly unlocked DLCs instead of a list of all currently owned ones

LAUNCHER

  • Fixed: Header of the Name column changed from ImiÄ™ to Nazwa in Polish

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20-07-2015

EXE rev. 131583 (game)

EXE rev. 131582 (launcher)

Size: ~51 MB

DATA

Dynamic Groups

ENGINE

  • Fixed: Healing action is now disabled while on a ladder
  • Fixed: allTurrets fixed for FFV again (allTurrets [vehicle, false] will not return any turret with FFV now)
  • Fixed: Unintentional endless looping of sounds of weapons
  • Fixed: missionStart always had the same value on Dedicated Servers

LAUNCHER

  • Fixed: An error during creation of a parameter string when a file parameter value was null for an unknown reason
  • Fixed: Added error handling to the process monitor to prevent unnecessary creation of an emergency report

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21-07-2015

EXE rev. 131590 (game)

EXE rev. 131590 (launcher)

Size: ~41 MB

DATA

  • Fixed: Missing icons for some of the particle modules
  • Fixed: AI no longer gets stuck in prone stance
  • Added: Variants of smoke shells, chem lights and flares with infinite timeToLive (used in scripted modules)

Potential spoilers:

  • Fixed: Moral Fiber - An instance where the eject action could be called on units which are not in the vehicle anymore

End Game

  • Added: Equipment rewards for capturing Intel were reintroduced, now being controlled by a more optimized system

ENGINE

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22-07-2015

EXE rev. 131604 (game)

EXE rev. 131604 (launcher)

Size: ~58 MB

DATA

  • Tweaked: New samples for boat crashes linked
  • Fixed: Dampers of the rear right wheel on Tempest trucks is now actually on the right side
  • Added: New samples for boats crashing into other boats

Potential spoilers:

ENGINE

  • Fixed: remoteExec not executing properly on Headless Clients
  • Fixed: Suspension diagnostics possibly causing a crash

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