Jump to content
DnA

Development Branch Changelog

Recommended Posts

09-05-2016
EXE rev. 135935 (game)
EXE rev. 135935 (launcher)
Size: ~33 MB
 
NOTES
  • 1.60+ profile .vars are not forward compatible, so consider backing them up when switching between branches!

DATA
  • No data changes for today
 
ENGINE
  • Fixed: The GetIn and GetOut Event Handlers would sometimes return “Cargo†incorrectly
  • Fixed: The camSetDir script command was not working correctly
  • Fixed: Lasers and flashlights would stay switched on after getting into a FFV position
  • Fixed: It was possible to duplicate handguns in the inventory
  • Fixed: Audio panners worked incorrectly for 3D positional sounds
  • Fixed: The Dedicated Server would kick a logged-in administrator after an attempt to change the current scenario
 
LAUNCHER
  • Added: An extended list of server-side mods ignored by the Launcher Server Browser
  • Added: An extended list of client mods that can be automatically detected
  • Added: An extended list of server-side mods that are ignored by the Launcher Server Browser (e.g. @ASM)
 
  • Like 7

Share this post


Link to post
Share on other sites
10-05-2016

EXE rev. 135966 (game)

EXE rev. 135966 (launcher)

Size: ~1.3 GB

 

DATA

  • Tweaked: The appearance of soldiers equipment and accessories was improved in Thermal Imaging
  • Tweaked: The aiming direction indicators were limited to tank crews
  • Added: New sounds for grenade throwing and weapon switching
  • Tweaked: The manual control over the Titan AP rocket was improved
  • Fixed: Using Slider attribute GUI could result in script errors in some cases (https://forums.bistudio.com/topic/188714-eden-editor-bugs/?p=3020297)
  • Added: Characters with injured legs are now limping instead of being forced to walk
  • Added: A sound edge parameter for a grenade throwing animation
  • Fixed: Script error in the new Respawn Menu when an inventory template was used without any inventory being defined
  • Fixed: A script error would appear when a player respawned with the Details tab open in the Respawn Menu
  • Added: A new BIS_fnc_controlConfigs function returning the config paths of all controls within a given display
  • Fixed: Respawn points were incorrectly named in some cases
  • Added: Narrow Tree 3D Sound Processing Type
  • Added: An ability to draw lines in map interfaces (default by CTRL + LMB)
 

Eden Editor

  • Added: An armillion of rocks is now available in Eden Editor
 

ENGINE

  • Tweaked: Additional parameters for the modParams script command
  • Tweaked: The setUnitLoadout script command is now supported in the multiplayer environment
  • Fixed: Some weapon animations in multiplayer were incorrect
  • Added: AppId for a Dedicated Server when the Steam client is not running is now checked against steam_appid.txt
  • Fixed: Profile .vars would be deleted after switching between different game branches (thanks Alwarren and others - https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-976?p=3020259#entry3020259
  • Fixed: The camSetDir script command was working incorrectly
  • Tweaked: Grain noise in the Night-Vision was improved
  • Fixed: It was possible to perform a step-over while switching weapons on the move
 

Tasks Overhaul

  •  Fixed: Tasks would be displayed incorrectly after a scenario was loaded from a save file
 

  • Like 20

Share this post


Link to post
Share on other sites
11-05-2016 (+1 hotfix)

EXE rev. 135983 (game)

EXE rev. 135985 (launcher)

Size: ~758 MB (+0.2 MB)

 

DATA

  • Tweaked: A new message is shown instead of role and loadout components when the inventory template is not used in the Respawn Menu
  • Fixed: Script error when respawning in the Respawn menu without using the inventory template
  • Fixed: Script error when using the Patrol module under Sites
  • Added: New config parameters for setting colors of item pictures in the RscTree
 

Eden Editor

  • Fixed:  Error message after Eden Editor’s start
 

ENGINE

  • Fixed: Dedicated Server with a mission cycle would start with the second scenario listed
  • Added: A glow post-process is now applied during saving of the game
  • Fixed: Clutter cache computation was slightly incorrect
  • Fixed: Flashlight flares were not visible for graphics settings set to lower than Very High
  • Added: New functionality for configuring TreeItem left and right picture colors through configs and script commands (documentation WIP)
  • Added: A new startup parameter -prefix to extract the data to Destination\Prefix\Data (instead of Destination\PBOName\Data)
  • Fixed: A logged-in administrator would be kicked off a Dedicated Server after a scenario changed
 

LAUNCHER

  • Fixed: The Twitter embedded content was not displayed in some cases
  • Like 8

Share this post


Link to post
Share on other sites
12-05-2016

EXE rev. 136004 (game)

EXE rev. 136004 (launcher)

Size: ~479 MB

 

DATA

  • Added: A new New param _minimalinteraction for the Dynamic Groups (if set to true, players won’t be able to join, leave, disband or rename their group)
  • Fixed: Potential RPT file spam caused by incorrect animation states
  • Tweaked: Spotting and hearing abilities were improved via configuration
  • Fixed: Marking of a disabled respawn was not working correctly in the Respawn Menu in some cases
  • Fixed: Players could set a respawn point on themselves
  • Added: Dead units are now properly marked on the map in the Respawn Menu
  • Added: Dead unit respawn points are now disabled and players cannot respawn on them
  • Fixed: The new Respawn Menu would not work correctly without a position template
  • Fixed: Identification of a modded content in the Arsenal was not working sufficiently
  • Tweaked: The notification while saving the game was improved
  • Tweaked: Generic respawn map icons
 

Eden Editor

 

 

ENGINE

  • Added: A new AIAvoidStance surface parameter to prevent AI from going prone in tall grass
  • Tweaked: The diagnostics for initializing the animation system were improved
  • FIxed: AI drivers would stop their vehicle if they encountered another vehicle in an opposite direction
  • Like 16

Share this post


Link to post
Share on other sites
13-05-2016

EXE rev. 136021 (game)

EXE rev. 136021 (launcher)

Size: ~72 MB

 

DATA

  • Fixed: Characters were forced to the prone stance when running / sprinting unarmed and turning around
  • Fixed: Standing limping animation sounds were incorrectly configured
  • Tweaked: The head bob for standing limping animations was reduced
  • Fixed: Multiple problems with unarmed limping movement and transitions between stances
  • Tweaked: The head bob for all movement types with launchers was improved
  • Added: Splendid Camera (BIS_fnc_camera) can now be called with an "InitDummy" mode and camera parameters (it will create a camera according to exported data, but it will be a simple, non-interactive camera. Example: ["InitDummy",["Altis",[20065.6,20023,18.9501],21.2237,0.32,[-26.3095,7.33259],10,0,363.087,0,1,1.16209,-0.0469839,1.11101]] call bis_fnc_camera;)
  • Fixed: The Pause Menu could not be closed by the ESC key in the Respawn Menu
  • Tweaked: The autocannon fire mode of the AH-99 Blackfoot and the Mi-48 Kajman helicopters was changed to 5-round bursts
 

ENGINE

  • Added: A default value for the AIAvoidStance to the Default class of cfgSurfaces (0 means no change in the behavior on that surface, 1 means less preference for going prone, 2 means almost never going prone)
  • Added: Error details are now provided when an asynchronous operation performed on Steam fails in Publisher
  • Fixed: The onVideoStopped Event Handler would fire even after a video had stopped playing
 

  • Like 11

Share this post


Link to post
Share on other sites
16-05-2016

EXE rev. 136044 (game)

EXE rev. 136070 (launcher)

Size: ~958 MB

 

DATA

  • Fixed: Kneeling limping animation sounds were incorrectly configured
  • Tweaked: The head bob for kneeling limping animations was reduced
  • Fixed: The position of launchers was incorrect in the kneeling limping animation with a raised rifle in the left direction
  • Added: 'Suppression' samples were added to radio protocols
  • Added: A new tab displaying the official servers in the Server Browser
  • Tweaked: Several multiplayer displays were tweaked
Eden Editor

  • Tweaked: Descriptions of addons in the Eden Editor were improved
  • Tweaked: Default asset images
 

ENGINE

  • Added: A new nearTerrainObjects script command (it’s an unsorted version of the nearestTerrainObjects command - provides a third bool parameter into the input array)
  • Fixed: The groupIconSelectable script command would not reset between scenarios
  • Fixed: Video playback speed when no audio stream is present
  • Added: A new server search accessible via a new Quick Play screen
 

LAUNCHER

  • Fixed: The "Keep current selection and join" button was bound to an incorrect action
  • Tweaked: The icon for signed mods was changed (the lock icon is now reserved for locked servers)
  • Fixed: Server-side mods were filtered out for servers requiring the clients to have identical mods
  • Like 14

Share this post


Link to post
Share on other sites
17-05-2016

EXE rev. 136128 (game)

EXE rev. 136128 (launcher)

Size: ~49 MB

 

DATA

  • Fixed: Characters would make an additional step forward when changing their stance from standing to kneeling with their rifle raised
  • Fixed: Characters would go prone before standing up from crouching with a sidearm lowered
  • Fixed: Characters would lower their weapons when transitioning from an adjusted-down crouch to a crouch with their rifle raised
  • Tweaked: Structure lines in the GUI trees are no longer visible
  • Tweaked: Expanding and collapsing icons were updated for GUI of the trees
  • Tweaked: The Sling Load Assistant was localized
 

Eden Editor

  • Fixed: Asset preview pictures were not visible
 

ENGINE

  • Fixed: In-game video is now properly stopped instead of being hidden
  • Fixed: Shooting sounds were still playing after a weapon stopped shooting in some cases
 

LAUNCHER

  • Tweaked: The color of the notification bar
 

  • Like 11

Share this post


Link to post
Share on other sites
18-05-2016

EXE rev. 136134 (game)

EXE rev. 136135 (launcher)

Size: ~46 MB

 

DATA

  • Fixed: Players were unable to place entities in the Showcase Zeus scenario
  • Fixed: Characters would bounce off the ground when switching their weapon while going prone
  • Fixed: Characters would stand up when sprinting in a crouch with a sidearm
  • Fixed: Characters would go prone when going to a crouch from standing while turning around
  • Fixed: Unarmed characters would step to the left side when going prone while running
  • Fixed: Players could get stuck in the Respawn Menu in some cases
 

ENGINE

  • Added: Large object lists (optimization)
  • Tweaked: The tvSetPictureColorRight script command was renamed to tvSetPictureRightColor
  • Fixed: Some letters would be missing in the Russian localization
 

  • Like 7

Share this post


Link to post
Share on other sites
19-05-2016

EXE rev. 136177 (game)

EXE rev. 136166 (launcher)

Size: ~48 MB

 

DATA

  • Added: An Armillion of strings has been localized
 

ENGINE

  • Added: Version information to BankRev
  • Tweaked: The current difficulty on the Dedicated Server is now used as an initial difficulty on the Create Game screen
  • Tweaked: The Opus codec quality now better corresponds with the vonCodecQuality parameter of the server CFG file
  • Tweaked: The DLC icons in the Showcases menu are now more properly drawn
  • Tweaked: Various terrain performance optimizations
  • Tweaked: The Chat and Voice-Over-Net icons now change their colors according to the channel's color
  • Fixed: A glow post-process was present when saving the game in some cases
  • Fixed: Some Russian characters were not displayed correctly
 

Eden Editor

 

LAUNCHER

  • Fixed: There was a typo in a message box when opening a Steam cache folder
  • Tweaked: The icon for a mismatched server was updated
  • Tweaked: The list of known mods was updated
  • Fixed: Synchronization with the Steam API was not working correctly when it was being shut down
  • Fixed: The server browser would not set up all mods correctly according to the selected actions
  • Tweaked: The Server Mods window is now resizable and bigger by default
  • Tweaked: The dialog windows are now adapting to a high DPI / small resolution screens better
  • Like 11

Share this post


Link to post
Share on other sites
20-05-2016

EXE rev. 136239 (game)

EXE rev. 136237 (launcher)

Size: ~57 MB

 

DATA

  • Fixed: Tanks and IFVs were able to track aerial units
  • Tweaked:  APCs can now use auto-lead / zeroing on target while engaging with their cannons 
  • Tweaked: The AAA radars are now more balanced
  • Added: New sound 3D processor types
 

Eden Editor

  • Fixed: Toggling the "Environmental Sounds" attribute in the Eden Editor preferences had no effect (http://feedback.arma3.com/view.php?id=27943
  • Fixed: Initialization of a numeric value of the "SliderTime" Eden Editor attribute was not correct
  • Fixed: A numeric value of the "SliderMultiplier" Eden Editor attribute was not applied correctly
  • Fixed: Some rock images were missing
 

ENGINE

  • Tweaked: The irScanGround config parameter was expanded (0 = only air, 1 = ground and air, 2 = only ground)
  • Tweaked: Performance optimizations for terrain drawing at night
  • Added: New #maxPing, #maxPacketLoss and #maxDesync commands for server administrators (documentation WIP)
  • Added: Ability to enableAI / disableAI "PATH", which stops the AI’s movement but not the target alignment
  • Added: A new #disconnectTimeout command for server administrators, and maxPing, maxPacketLoss and maxDesync support in server.cfg
 

LAUNCHER

  • Fixed: An interaction with a context menu when reordering the lists was incorrect
  • Tweaked: The button animations were removed
  • Like 14

Share this post


Link to post
Share on other sites
23-05-2016


EXE rev. 136272 (game)

EXE rev. 136272 (launcher)

Size: ~61 MB


 

DATA

  • Added: A new "blockMobileSwitching" parameter to avoid weapon switching on the move for certain animations
  • Fixed: Transition animations (e.g. prone transitions to crouch and stand, sitting and ladder animations) could be used for weapon switching on the move
  • Fixed: Weapon switching on the move could cause incorrect behavior for cutscenes and vehicle crew animations
  • Tweaked: The speed of animations with a lowered sidearm in a stand pose and a tactical pace has been lowered for forward, forward-left and forward-right directions 
  • Tweaked: Heavy caliber projectile impact was improved
  • Added: New Visual Upgrade parameters to the CAWorld based on a community request
  • Added: Frequency randomizers for sound tails
  • Added: Loop debug sounds
 

ENGINE

 

LAUNCHER

  • Fixed: Legacy Steam mods could be auto-included in the mod list in some cases
  • Fixed: The Steam API would report the Launcher as being open even after players closed it in some cases
  • Fixed: Crash when entering the options immediately after Launcher's start
  • Like 13

Share this post


Link to post
Share on other sites
24-05-2016

EXE rev. 136305 (game)

EXE rev. 136305 (launcher)

Size: ~53 MB

 

DATA

  • Added: The Quick Play tab now has an iterated visual style
 

ENGINE

  • Tweaked: RPT spam related to corrupted server data was removed
  • Fixed: APCs would ignore the ‘Suppression’ command
  • Added: New ctrlOpenVideo, ctrlPlayVideo, ctrlCloseVideo and ctrlPauseVideo script commands
  • Fixed: Sound of falling bullet casings was duplicated in some cases
  • Fixed: The Quick Play feature would try to connect to modded servers without player having the mod(s) in some cases
  • Tweaked: The 'Unknown' game type is no longer visible in the Quick Play tab
  • Tweaked: The setUnitLoadout script command is now better supported in multiplayer (containers stored in other containers - e.g. a vest in a backpack)
  • Added: New ‘#exec unban’ and ‘#exec clearbans’ commands for administrators of Dedicated Servers
 

LAUNCHER

  • Fixed: Various localization errors
  • Fixed: The context menu items of Launcher’s tray icon were not correctly legible
  • Like 10

Share this post


Link to post
Share on other sites
25-05-2016

EXE rev. 136335 (game)

EXE rev. 136335 (launcher)

Size: ~54 MB

 

DATA

  • Tweaked: The radar (irScan) was removed from static weapons and helicopters (excluding the gunships and the Orca)
  • Added: Radio protocol sentences for suppressing for the Independent and CSAT factions
  • Fixed: Script error when using the loadout module as Zeus
  • Fixed: Script error when respawning via the Respawn Menu
  • Tweaked: Respawn markers for Civilian and Independent sides can now also be named “respawn_civ†and “respawn_guer†(these are backwards compatible)
  • Tweaked: The BIS_fnc_getRespawnMarkers function was optimized
 

ENGINE

  • Added: Support for explosives being detonated by multiple players
  • Tweaked: The co-pilots have been trained to control VTOLs
  • Added: Authors of markers / drawn lines can now be displayed
  • Fixed: Steam achievements would not work for all episodes of The East Wind campaign (kudos to Mitrail for reporting that)
  • Fixed: The difficulty settings of the client would be inherited from the server even after disconnecting from the session in some cases
  • Fixed: The ‘Suppression’ command was not working correctly for the FFV positions
  • Added: Support for initBuldozer.sqf on the startup of Buldozer
  • Fixed: The editor.sqs was mentioned as ignored in the logs of Buldozer
  • Fixed: The remoteExec* would not apply a correct message filter for the Joined-In-Progress players
  • Added: Extended information when the setStatValue function fails
  • Like 11

Share this post


Link to post
Share on other sites
26-05-2016

EXE rev. 136354 (game)

EXE rev. 136354 (launcher)

Size: ~47 MB

 

DATA

  • Fixed: Player could bypass the initial spawn countdown in End Game by respawning (in cases when the respawn time was shorter than the countdown)
  • Added: A new BIS_fnc_isThrowable function (determining if the magazine of a given class name is throwable)
  • Fixed: It was possible to respawn in a vehicle with its simulation disabled
 

Eden Editor

  • Fixed: Unarmed soldier and Survivor were missing their preview images
 

ENGINE

  • Tweaked: Damage source handling improvements (extended Event Handlers, optimizing damage handling functions) (WIP)
  • Fixed: Players were immortal in multiplayer
  • Fixed: Damage to hitpoints was ignored
  • Added: A new ctrlVideo script command
  • Tweaked: The ctrlCloseVideo script command was renamed to ctrlSetVideo
 

  • Like 12

Share this post


Link to post
Share on other sites
27-05-2016 + 1 hotfix

EXE rev. 136391 (game)

EXE rev. 136393 (launcher)

Size: ~121 MB

 

DATA

  • Tweaked: All End Game scenarios now use respawn classes instead of the Virtual Arsenal
  • Tweaked: The vehicles brought by helicopters in End Game Feres can be used as respawn points (they’ll become unavailable in the third stage once the vehicles are no longer empty)
  • Fixed: Some game mode pictures were missing in the Quick Play 
  • Fixed: Vehicles with their simulation disabled were displayed as available for respawn in the Respawn Menu
  • Tweaked: The tile textures for deep sea in the map preview were improved
 

ENGINE

  • Added: A new getContainerMaxLoad script command
  • Tweaked: A new parameter in the Hit Event Handler was moved to the last position
Eden Editor

  • Fixed: The selected scenario would not be refreshed when searching by text
  • Fixed: Crash when dragging an entity in the Object Type list in the Entity attributes
  • Fixed: The view distance was very low after launching the Eden Editor from the main menu
 

LAUNCHER

  • Fixed: Crash on Launcher start-up
  • Like 9

Share this post


Link to post
Share on other sites
30-05-2016

EXE rev. 136412 (game)

EXE rev. 136412 (launcher)

Size: ~55 MB

 

DATA

  • Fixed: Characters were forced to go prone when opening an inventory while moving unarmed (kudos to ElectricLeash for the report)
  • Fixed: Characters would stop and slide when transitioning from an unarmed jog to an unarmed walk
  • Fixed: Characters would go prone when switching from an unarmed jog to an unarmed walk while turning (kudos to Somesangheili for the report)
  • Fixed: Animation freezes when limping into swimming state (kudos to Alwarren for the report)
  • Fixed: The first unit would respawn on an incorrect position in the Respawn Menu
  • Fixed: The brightness of Altis and Stratis in the map mode was too low
 

Eden Editor

  • Added: An area widget (allowing to rotate and resize triggers and marker areas by dragging their corners)
 

ENGINE

  • Fixed: Using the ctrlPauseVideo command after the ctrlPlayVideo would cause a crash 
  • Fixed: User profiles could not always be deleted (connected to the Unicode standard)
  • Added: A new mapDrawingBrightnessModifier config parameter for adjusting the brightness of the 2D map textures
  • Like 9

Share this post


Link to post
Share on other sites
31-05-2016

EXE rev. 136428 (game)

EXE rev. 136429 (launcher)

Size: ~139 MB

 

DATA

  • Fixed: The AI could get stuck in a FFV animation
 

ENGINE

  • Fixed: Server crash connected to containers
  • Added: A new drawingInMap server.cfg parameter to toggle the Line Drawing on Dedicated Servers
  • Fixed: The Pause Menu would not display a correct difficulty when playing more scenarios with different difficulties on a Dedicated Server
 

LAUNCHER

  • Fixed: Corrupted PBO files having a size lower than 20 bytes could cause a crash
 

  • Like 7

Share this post


Link to post
Share on other sites
02-06-2016

EXE rev. 136491 (game)

EXE rev. 136499 (launcher)

Size: ~33 MB

 

KNOWN ISSUES

  • Eden Editor's UI size might be incorrectly scaled
 

DATA

  • Tweaked: The UI grids used in the Eden Editor were improved
 

ENGINE

  • Tweaked: Airplanes are now less prone to fly backwards
  • Added: Multiplayer synchronization for assigned team functionality
  • Fixed: The ‘No servers found’ message was displayed in the Quick Play screen even before connecting to a server in some cases
  • Fixed: The ‘First’ option in the Quick Play screen would not work correctly in some cases
  • Added: A new pixelGridNoUIScale script command (returning the grid size based on screen resolution and core configs [uiScaleFactor, uiScaleMaxGrids])
  • Added: A new pixelGridBase script command (returning the grid size based on screen resolution only)
 

LAUNCHER

  • Fixed: Potential crash when the meta.cpp file got corrupted
  • Fixed: Synchronization of already stored (legacy) mods was incorrect
  • Fixed: Sorting order of the official servers was incorrect
  • Like 8

Share this post


Link to post
Share on other sites
08-06-2016

EXE rev. 136632 (game)

EXE rev. 136624 (launcher)

Size: ~3.6 GB (depends on Apex ownership)

 

KNOWN ISSUE

  • European Steam servers may get you stuck during the update. This has been fixed already on Valve's side, but their servers need to update. You can try manually switching download servers temporarily.
 

DATA

  • Added: Headgear randomization allows usage of a fake headgear "H_FakeHeadgear", which passes some faces to the function in order to randomize it
  • Fixed: Miscellaneous Tanoa glitches (e.g. infrastructure structures)
  • Tweaked: The headgear randomization now considers all private headgears (scope < 1) as fake (results in a removed headgear and randomized facewear similar to H_FakeHeadgear)
  • Added: New main menu terrain scenes for Altis, Stratis and VR (consistent with Tanoa’s new approach)
 

ENGINE

  • Fixed: AI would refuse to suppress a target over a small obstacle (https://forums.bistudio.com/topic/189479-ai-suppress-command/page-4#entry3031228)
  • Fixed: Incorrect action mappings would cause a spam in the RPT file
  • Fixed: AI divers were told not to throw grenades underwater (https://feedback.bistudio.com/T117176)
  • Tweaked: The addAction command’s functionality was extended (WIP)
  • Tweaked: The CommandModeChanged Event Handler was extended
  • Added: The server browser now contains a button minimizing the game and switching focus to the Launcher
  • Fixed: Tasks were not saved correctly when resuming a scenario after closing the game
  • Added: Support for multiple vision modes for goggles
  • Fixed: The TeamSwitch mission Even Handler was not working in singleplayer
  • Fixed: It was not possible to assign tasks in 3D while controlling a UAV
 

LAUNCHER

  • Added: Arma 3 Apex content licensing handling
  • Tweaked: The game type list was updated
  • Added: Starting Launcher with a “-connect†parameter will force a pop up of the Join Server dialog
  • Added: Starting Launcher with a "-skipserverbrowser†parameter will disable the Join Server dialog
  • Added: Arma 3 Apex content licensing handling
  • Fixed: Mods required by a server with signature verification disabled would be duplicated in the Optional section
  • Tweaked: The Expansion was renamed to Apex in the DLC list of the server details
  • Tweaked: The speed of loading a profile was increased
  • Fixed: A second instance of Launcher was launched when expanding an existing instance from the system tray
  • Like 22

Share this post


Link to post
Share on other sites
09-06-2016

EXE rev. 136688 (game)

EXE rev. 136675 (launcher)

Size: ~840 MB (depends on Apex ownership)

 

DATA

  • Fixed: Minor fixes to Tanoa structures (e.g. civilian and cultural)
  • Tweaked The headgear randomization now allows a selection of a piece of headgear without a piece of facewear
  • Fixed: Loading a save in the Preventive Diplomacy campaign scenario could cause an incorrect ending of the scenario
  • Tweaked: The in-game credits were updated
 

ENGINE

  • Fixed: The official DLCs were incorrectly marked as incompatible in the Server Browser 
  • Tweaked: The names of game types are now limited to 7 characters (longer types will be trimmed to match the limitation)
  • Added: Support for the Tobii EyeX Controller
  • Fixed: The selectWeaponTurret script command was behaving incorrectly
  • Fixed: The ESC key input was not handled correctly in the Score table
  • Fixed: The Night Vision mode on HMDs was always enabled when using a weapon’s optics
  • Tweaked: The checkVisibility command was improved (it now allows ignoring of a second object)
  • Fixed: The inputAction script command was not working with the action menu open (it now accepts a new input priority level ANY (0) as a part of the fix)
  • Fixed: Gunner kills would count as commander kills in multi-seat vehicles 
  • Fixed: Crash when the ammo type for a mine couldn't be read from the config
  • Tweaked: AI vehicle path-following was improved (more Intel tomorrow)
 

Eden Editor

  • Fixed: The "Play as Character" option in Eden Editor was not behaving correctly when trying to play as a gunner of an APC
 

  • Like 19

Share this post


Link to post
Share on other sites
10-06-2016

EXE rev. 136741 (game)

EXE rev. 136739 (launcher)

Size: ~910 MB (depends on Apex ownership)

 

DATA

  • Fixed: AI units were displayed in the Entities list regardless of the settings in the Virtual Spectator
  • Tweaked: Various keybinding changes in the Arma 3  Apex preset (combat pace now uses 2xC, walk now uses LCTRL+C and zeroing is adjusted by LCTRL+MW)
  • Tweaked: Asset positions on Tanoa were improved
  • Added: Squad Radar (WIP)
 

ENGINE

  • Fixed:  There was no dust particle effect for landed VTOLs
  • Fixed: Some parameters for AI driving had incorrect syntax
  • Fixed: AI would refuse to drive vehicles in some cases (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?p=3041048)
  • Tweaked: The PhysX component of AI driving was improved
  • Fixed: It was not possible to use UGLs when deployed
  • Added: Tactical Ping (WIP)
  • Fixed: The dust simulation for stationary airplanes was incorrect
  • Tweaked: The speed of commanded movement of vehicles was optimized  
Eden Editor

 

LAUNCHER

  • Fixed: Difficulty or AI level name was not displayed if server forced a custom difficulty
  • Tweaked: All mission names with encoded URL addresses are decoded when displayed
  • Tweaked: The map name capitalization is unified (map names are converted to a title case when displayed)
  • Like 20

Share this post


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

×