DnA 5019 Posted October 1, 2015 01-10-2015 EXE rev. 132691 (game) EXE rev. 132691 (launcher) Size: ~87 MB DATA Fixed: A bazillion small translation issues Tweaked: Pistol ammunition is no longer unreasonably effective against vests and helmets, while it retains its effectiveness against unprotected body parts Changed: 2 functions that were recently marked as obsolete and were removed, were re-added to prevent security exploits (they are empty) Fixed: The change from bullets to shells resulted in many issues hard to handle for the community and we decided to rather change the system we are working on than cause such issues. Small caliber cannon ammo is based on bullets again. Eden Editor Fixed: Missing labels of object-specific trigger activation types Added: Flashlight which will light up the area around the camera (useful for night-time editing, where NVG doesn't simulate daytime conditions well enough) Added: Flashlight icon in the menu bar Tweaked: "Disable Fatigue" object attribute is now "Disable Stamina" (not backward compatible, the state won't be preserved in existing scenarios and has to be set again!) ENGINE Added: userType action can define a maximum distance for AI Fixed: configProperties causes a crash when the config path includes nil Changed: Error logging for script commands param and params and a return value fix for params 3 Share this post Link to post Share on other sites
DnA 5019 Posted October 2, 2015 02-10-2015 EXE rev. 132716 (game) EXE rev. 132716 (launcher) Size: ~365 MB DATA Fixed: Problem with multiple broadcasting of task description, title and marker text Tweaked: Attempt to merge all relevant Personal Protective Equipment configuration files to main distribution. Tweaked: All supply (rearm, refuel & repair) trucks and sling loadable supply containers (with exception of the vehicle ammo crate) are now effectively inexhaustible. However, fuel and ammo supply death explosions now destroy anything in their supply radius (10 meters). This is supposed to overcome issues with limited supply capacity and with repeated resupplying of the supply trucks and containers. All the respective scripting commands work as before, as the respective supply parameters were simply increased by several orders of magnitude. Tweaked: Collision models and rotation axis for turning animations of characters Tweaked: Decreased total minimal hit threshold so that even pistol bullets are able to score some trivial total damage through vests Tweaked: Sound of locking missiles is normalized for all weapons ENGINE Fixed: Shots were going in the wrong directions when AI was engaging with bursts in FFV Eden Editor Fixed: Scenarios not being loaded in the editor 4 Share this post Link to post Share on other sites
DnA 5019 Posted October 5, 2015 05-10-2015 EXE rev. 132763 (game) EXE rev. 132757 (launcher) Size: ~43 MB DATA Tweaked: Turning around with a rifle (stand / kneel) to avoid character movement Tweaked: New samples (mixed version) for explosions Tweaked: Removed default toggle VON keybinding (double tap Caps Lock) to prevent accidental voice spam on public servers Tweaked: Sound of APERS bounding mine activation Fixed: Adjusted indirect damage of 35m cannons Tweaked: Pistol bullet damage after an accidental rogue change ENGINE Changed: FriendlyTag will show friendly units always green (even if in enemy vehicle) Added: new command nearestTerrainObjects Tweaked: Score for destroyed stolen vehicles is based on the last assigned group Added: setVariable extended with support for addressing specific targets Fixed: Player without equipped armor takes more fall damage Fixed: VoN - Direct communication would not be received unless a Windows recording device is plugged in Eden Editor Added: Finished rotation widget operation support Added: Finalized rotation widget visualization Fixed: Mines are no longer rotated 180 degrees compared to preview Fixed: Connections between waypoints and triggers remained stuck on screen after waypoints were deleted Fixed: Logic was able to be player at the same time as an object LAUNCHER Added: Support for mod dependencies Added: Dependencies defined for Workshop items are taken into account when loading / unloading mods, and subscribing / unsubscribing them. Added: Watch-dog that watches the Steam download queue and enforces the download of mods when nothing is being downloaded Added: Option to change the location for downloaded mods Added: Option to select a default page (NEWS, PARAMETERS or MODS) Added: Compatibility option to switch to the old folder selection dialog (mainly for users that suffer from a Windows 7 bug where the dialog gets cancelled before it's displayed) Added: Option to unsubscribe all mods Added: Ability to open scenario files in the editor by dragging the scenario file to the Launcher Added: Label with the folder name or the parent folder is displayed if there are two mods with the same name Added: Drop down list with build-in terrains for the "World" parameter Added: Drop down list with available allocators for the "malloc" parameter (based on allocators in the "dll" folder) Added: Name of the autor of local mods is loaded from the mod.cpp file placed in the root folder of the mod when present Added: Preview image for local mods is loaded from the image file "thumbnail.jpg", "thumbnail.png" "thumbnail.bmp" from the root folder of the mod when present Added: Context menu for mods Added: Option to force Steam to download the mod and repair it Added: Taskbar button progress indicator and a status overlay Added: Ability to drag & drop a mod folder or a scenario folder / file over the entire area of Launcher regardless of the active page Added: A few game parameters no one was really missing Added: The “Mods are not ready†dialog is automatically updated with live data and runs the game automatically as soon as all the loaded mods become ready Added: Support for multiple visual styles (with a few testing themes) Changed: Steam SDK to v1.34 Tweaked: The list of loaded and available mods is clearly separated Tweaked: The startup update check speed was vastly improved Tweaked: Startup status messages Tweaked: Window style - the window border resize and dragging areas are now better positioned for easier manipulation; Aero Snap is now working correctly Tweaked: New news post highlight is more noticeable now Tweaked: Arma 3 Buldozer is now excluded when detecting the running game Tweaked: Improved responsiveness of the mod list Fixed: Improved the stability of Launcher when communicating with the Steam client Fixed: A message was not displayed after the user declined the BattlEye EULA while running with the "-noLauncher" parameter Fixed: The automatic detection of mods now detects mods placed in "Arma 3" folder correctly 14 Share this post Link to post Share on other sites
DnA 5019 Posted October 6, 2015 06-10-2015 EXE rev. 132788 (game) EXE rev. 132796 (launcher) Size: ~374 MB DATA Fixed: Navid's irons sights animation glitch during reload Tweaked: Turning around with a rifle (stand / kneel) to avoid character movement Tweaked: Legs are slightly less susceptible to damage Tweaked: Optimized damage taken by VR entities so they are on par with other characters Tweaked: Optimized armor of grenadier vests Added: New audio samples for explosions Eden Editor Fixed: Alt + LMB for teleporting the player in preview wasn't available in Eden Added: Rotation widget enabled in the menu ENGINE Fixed: Visibility of some objects hidden via hideObject was not reset after scenarios ended Fixed: Namespace variables not transferred properly over the network Fixed: General memory allocation crash fix Changed: hideObject made working with trees as well Fixed: The Show button in controller setup would close the whole dialog instead Eden Editor Fixed: Restoring type reading of waypoints in exported scenarios Fixed: Possible CTD LAUNCHER Fixed: Mod properties (like signature status) were calculated and updated for mods in the collection that was being overwritten, so that information was lost Tweaked: Calls to display Load / Unload dependencies were unified Fixed: A typo in the dependencies dialog Fixed: Command-line parameters were lost when Launcher was restarted Fixed: The unload dependency dialog is now waiting properly for user response 8 Share this post Link to post Share on other sites
DnA 5019 Posted October 7, 2015 07-10-2015 EXE rev. 132908 (game) EXE rev. 132813 (launcher) Size: ~49.7 MB DATA Fixed: Couldn't use sights in adjusted prone stance Fixed: Smoothed out character rotation animations to remove twitching and shaking Fixed: Wetsuit and ghillie suit damage behavior Tweaked: Slightly optimized protection of extremities of OPFOR uniforms Tweaked: Sitting down movement animations End Game Fixed: In End Game the download / upload interface would open / close in a loop when close to a download / upload object but not near enough to connect to it ENGINE Fixed: Targeting array of clients via setVariable LAUNCHER Tweaked: Options page styles Added: Command-line parameter names to parameter tool tips Tweaked: A click on any part of the parameter value (label / checkbox / value editor) will enable the parameter Fixed: Space between the mod status icon and the mod name Added: A mod count overlay over the show dependencies button (3 states: no icon - no dependencies, white icon - satisfied dependencies, red icon - missing dependencies) Fixed: Parameter editor will receive focus when the parameter is enabled Fixed: 'New' flag of news posts wasn't notifying the app about its change; news post wasn't marked as read after it was expanded Added: An unread news posts counter Fixed: A news post is marked as read after a click on the 'Open in browser' button 6 Share this post Link to post Share on other sites
DnA 5019 Posted October 8, 2015 08-10-2015 EXE rev. 132827 (game) EXE rev. 132827 (launcher) Size: ~43 MB DATA Fixed: Another zintilion of small translation tweaks Tweaked: Optimized protection of extremities for pilot and helicopter pilot coveralls Removed: ladders property for certain objects, accidentally returned as part of a recent commit, deleted again Tweaked: Optimized performance of 35 mm Anti-Air ammunitionDecreased direct hit so that it is not capable of easily destroying heavily armored vehicles anymore Increased splash damage radius and decreased deflecting and air friction to more suitable values to retain the performance against softer targets Fixed: Wrong link for tripwire land mine Tweaked: Performance of AA missiles because of inconsistency (ASRAAM should be a little less effective, Zephyr, Falchion and Sahr more effective) ENGINE Fixed: Crash with particles, zero interval and deleted objects Fixed: Recoil for FFV for non-local character Fixed: Visible tracers on bullets when not needed Fixed: Correctly logging killer vehicle when using UAV 9 Share this post Link to post Share on other sites
DnA 5019 Posted October 9, 2015 09-10-2015 EXE rev. 132850 (game) EXE rev. 132844 (launcher) Size: ~57 MB DATA Fixed: Boats and ships had water sounds even on land Added: Road cones and barriers now have proper land contacts Tweaked: 9 mm and STANAG reload tracer mags localized. P07 and Rook adjusted to be able to use them. ENGINE Added: Scripting command inPolygon for detecting a point in a polygon Tweaked: Changed PhysX memory allocation Eden Editor Added: Basic support for custom layers 6 Share this post Link to post Share on other sites
DnA 5019 Posted October 12, 2015 12-10-2015 EXE rev. 132856 (game) EXE rev. 132856 (launcher) Size: ~89 MB DATA Fixed: Adjusted damage inside of vehicles according to new character protection values Tweaked: Raised armor of planes to make them more durable Fixed: Character running in kneel pose did no longer collide with objects Added: New FFV limits for Offroad Added: Front cargo gunners in Offroad are able to stand up and fire (not fully working for AI yet) Added: Cargo gunners in Offroad are able to use launchers Eden Editor Fixed: Incorrect FT link Fixed: Bold text formatting Changed: Community Wiki links Fixed: Trigger areas no longer shine at night ENGINE Changed: hideObject now causes the AI costmap to recompute when used with static objects Fixed: Disappearing driver in combat mode [FFV] Added: More detailed FFV limits (documentation coming soon) Changed: Default state of FFV turret defined as turned-in Fixed: LOD switching in turned out FFV Fixed: Clipping with cabin when getting in Offroad FFV seats Fixed: Broken turrets when canHideGunner was not set properly LAUNCHER Fixed: Missing binding for the Steam game join callback event 9 Share this post Link to post Share on other sites
DnA 5019 Posted October 13, 2015 13-10-20115 EXE rev. 132870 (game) EXE rev. 132874 (launcher) Size: ~582 MB DATA Fixed: Another armillion translation glitches Fixed: Various minor issues on Altis and Stratis, mainly concerning rocks Removed: Redundant edit LODs causing bounding box changes in Garbage Bags and Garbage Pallets ENGINE Fixed: Terrain objects can no longer be hidden locally via hideObjects. This feature is now reserved for hideObjectGlobal (server-side only). Fixed: Inability to lock targets with launchers if a vehicle was commanded by another unit [FFV] Fixed: Possible freeze of the game when tracing suppressing at huge distances 5 Share this post Link to post Share on other sites
DnA 5019 Posted October 14, 2015 14-10-2015 EXE rev. 132890 (game) EXE rev. 132890 (launcher) Size: ~86 MB DATA Fixed: An error related to crashing helicopters which are sling loading Taru pods Fixed: Adjusted crew crash protection for most cars Tweaked: EBR reload animation Tweaked: Adjusted aimPrecision in various stances Fixed: Added dummy post-process effects for some optics to return behavior to default Eden Editor Added: Keyboard shortcuts are now mentioned in toolbar button tool tips Fixed: Eden Editor is now using the Arma 3 color scheme instead of hard-coded orange Tweaked: Checkbox textures ENGINE Fixed: setVariable was not working with groups when targeting a Dedicated Server Changed: Restricted the maximum length of strings and arrays in scripts to prevent exploits that could crash the game Added: Support for camCommand to the Zeus camera Eden Editor Fixed: Object positioning when importing from old SQM LAUNCHER Added: A semi transparent border to highlight the main navigation button Added: Re-enabled window transparency to disable the Steam Overlay in Launcher Fixed: A preset could be marked as unsaved after it was activated Tweaked: Contents of Options / Compatibility tabs moved to a General tab Added: Custom window shadow because the system ones stopped working after the transparency was re-enabled 2 Share this post Link to post Share on other sites
DnA 5019 Posted October 15, 2015 15-10-2015 EXE rev. 132922 (game) EXE rev. 132920 (launcher) Size: ~322 MB DATA Fixed: Localization of the Game Master and Game Moderator's names in the Role Assignment display Added: New Stamina configuration (OPREP) Added: Stamina Bar (it can be hidden only by moving it out of the screen currently, but a better solution is in progress) Removed: Old Fatigue config classes & parameters as they do not work anymore Tweaked: Sway distortion upon turning is now more affected by weapon inertia. Smaller weapons are therefore more stable while turning around, while heavier guns are harder to handle upon turning. Magnitude and speed of turning are also considered. Fixed: Sound class for carpet surface outside (was inside) ENGINE Fixed: Calling createVehicle(Local) with improper type name would crash the game Added: New Stamina system Added: Function diag_recordTurretLimits exposed in arma3diag.exe Fixed: htmlLoad wouldn't load files from PBOs without file patching enabled Fixed: Virtual Arsenal - 2 errors after returning to Arsenal while reloading a weapon Added: disableAI/enableAI - new parameter CHECKVISIBLE (disables visibility raycasts) Tweaked: “Branch†renamed to “Build†in the RPT header to prevent confusion with Steam branches Fixed: Destructible buildings cannot be destroyed by standard vehicle collisions anymore 13 Share this post Link to post Share on other sites
DnA 5019 Posted October 16, 2015 16-10-2015 EXE rev. 132942 (game) EXE rev. 132943 (launcher) Size: ~133.7 MB DATA Fixed: BIS_fnc_kbTell was ignoring the _disableRadio parameter and sentences were always disabled during a conversation Tweaked: Rabbits now hop more often Tweaked: OPFOR officers have been trained to handle falling better Fixed: UAV drones now use the proper resolution LODs for pilots Fixed: Laser batteries were disappearing after opening a loadout Fixed: It was no longer possible to shoot through the obstacle in the VR Penetration course with the 9mm pistol Fixed: Several minor issues on Altis Tweaked: Salt flats surface material (GdtDead) speed adjustment End Game Fixed: In End Game Kavala the boat near the pier had a wrong orientation ENGINE Fixed: Stamina in vehicles Added: Stamina script commands (getStamina, enableStamina, setStamina, isStaminaEnabled) Tweaked: Scripting commands - change wording of the local keyword to private for consistency and to avoid confusion Fixed: Crash when small units are spawned on the border of 2 horizontal land segments Added: Configurable visibility of the stamina bar 6 Share this post Link to post Share on other sites
DnA 5019 Posted October 19, 2015 19-10-2015 EXE rev. 132967 (game) EXE rev. 132969 (launcher) Size: ~118 MB DATA Added: A default screen for the tablet object Tweaked: Optimized aiming precision coefficients in various less commonly used stances Tweaked: Improved blood effects Fixed: Another handful of minor bugs on Altis Tweaked: Sound for reloading PDW2000 to fit the new animation ENGINE Fixed: UGL - a different grenade is loaded after a reload Fixed: Graphical ordering of roads Added: Support for custom vehicle weapon switching (not configured yet) Added: BattlEye protection for hideObject Eden Editor Fixed: User not being able to select a waypoint when it is too far away Added: Support for slowing the camera down above water surfaces LAUNCHER Added: A message box to confirm the removal of a watched folder from the list Tweaked: The list of watched folders is now not displayed when empty Removed: The parameter display name from the tooltip Added: A proper visual style for the news counter Tweaked: A visual dependency counter changed to match the visual style of the news counter Added: A tooltip for the multiplayer / signature field Fixed: The general message boxes were not draggable Tweaked: Reordered the option menu Tweaked: Removed group headers in the options menu to reduce the clutter Fixed: A possible exception when saving the window position 4 Share this post Link to post Share on other sites
DnA 5019 Posted October 20, 2015 20-10-2015 EXE rev. 132992 (game) EXE rev. 132992 (launcher) Size: ~55 MB DATA Tweaked: Stamina:Substantially increased weapon sway gained from various movements from simple walking, through running (jogging), tactical pace and sprinting Decreased maximum load so over-encumbrance occurs sooner Changed default equipment of NATO Missile Specialists (AT/AA) so they are not overloaded by default due to decreased maximum load Default running (jogging) no longer regenerates stamina Movement in tactical pace with weapon up no longer regenerates stamina Being in weapon optics no longer prevents stamina regeneration Holding breath prevents stamina regeneration Added: turnOffset property for Offroad FFV positions to allow the AI to actually work with turning out Fixed: Broken PhysX geometry on Sea_Wall_F.p3d End Game Tweaked: Decreased download / upload network update rate from a 1s to 3s interval ENGINE Added: Support for changing a Zeus camera’s maxPitch by using the camCommand Added: AI can now use turn in / out actions to engage targets in different directions Added: Inventory - new parameters for inventory magazine slots (customized icons) Fixed: Changed behavior of introduced manual off on Zeus cameras to not block the whole camera simulation Fixed: Broken manual on / off in Zeus camera due to yesterday’s changes Added: Stamina parameter for MoveInfoMan Fixed: Sights distortion after 'this enableStamina false' (http://feedback.arma3.com/view.php?id=26253) LAUNCHER Fixed: Sneaky Steam Overlay was expelled from the message boxes Fixed: Possible log flood due to unexpected data returned by the list of game processes Tweaked: The dependency website button is enabled sooner Removed: The game version from the Launcher main window; the game version is still available in the options menu 9 Share this post Link to post Share on other sites
DnA 5019 Posted October 21, 2015 21-10-2015 EXE rev. 133012 (game) EXE rev. 133012 (launcher) Size: ~147 MB DATA Fixed: Set correct stamina values for movement without weapon, swimming and movement with binoculars Fixed: Set correct stamina values for diving. Note that unlike fast swimming with diving gear, fast swimming without diving gear does not consume stamina, because it does not increase swimming / diving speed. Fixed: Vaulting and rolling over now prevent stamina regeneration Fixed: Transition states (changing stances or weapons) no longer regenerate stamina Fixed: Falling and getting up from the ground from adjusted stances no longer regenerate stamina as well as from normal stances Changed: FFV limits for military trucks switched to new technology Fixed: Various environment issues on Stratis and Altis Fixed: Pause menu in Virtual Arsenal sometimes showed the Abort button instead of Arsenal Eden Editor Added: Scenario entities can now be organized into Layers. Go through the "Layers" tutorial to see all the available interactions. ENGINE Changed: "manual on" / "manual off" for camCommand should only affect player input, not whole camera simulation Fixed: Example code for nearestTerrainObjects command Fixed: Proper distinction between player and AI when selecting weapon mode Fixed: Hotfixed a crash when resetting the landscape state (http://feedback.arma3.com/view.php?id=26206) Added: pixelW and pixelH commands that return the horizontal / vertical size of one pixel Added: allowSprint and isAllowedSprint script commands Fixed: Calling the joinString command with an empty selector crashed the game (http://feedback.arma3.com/view.php?id=26238) Fixed: Character animation warping when changing stance from leaning to prone Tweaked: Sound - Engine core update (Stereo Emitter) 6 Share this post Link to post Share on other sites
DnA 5019 Posted October 22, 2015 22-10-2015 EXE rev. 133037 (game) EXE rev. 133037 (launcher) Size: ~165 MB DATA Added: End Game Zaros Added: End Game Feres Added: Spectator role proof-of-concept (used as 4 slots per End Game so far) Added: Upload Terminal Added: Military Tablet Fixed: Zeus icon was used for virtual players in the briefing screen, should be a generic star now Fixed: Hand placement on the butt shuffling animation Tweaked: Enabled UGL grenade reload animations Tweaked: TRG-21 UGL animation Tweaked: ABR reload animation Tweaked: Decreased direct hit damage of 120mm and 125mm High Explosive shells for they were too effective even against heavily armored vehicles. Explosive splash damage remains unchanged though. End Game Added: Upload Terminal is now used as Upload object Added: Military (Schematics) Tablet is now used as Schematics object Eden Editor Tweaked: "Disable X" object attributes are now "Enable X" for more clarity ENGINE Fixed: Wrong position of grenade launcher cursor [FFV] Fixed: Tracers were not visible during the day Fixed: CTD when loosing network connection during content list check (http://feedback.arma3.com/view.php?id=26220) Fixed: Conversations and music would repeat if the player saved the game (http://feedback.arma3.com/view.php?id=24456) Fixed: playMusic could reset on alt-Tab (http://feedback.arma3.com/view.php?id=24584) Fixed: Stamina bar arrow transition from sprint to run Fixed: Help for script commands pixelW and pixelH Added: Scripting commands isEqualType, isEqualTypeArray, isEqualTypeAll, isEqualTypeParams Eden Editor Fixed: Multiple small bugs and issues related to the new layer system and copy pasting Added: New editor operations for working with layers SelectLayerChildren and SelectLayerAll Fixed: Not keepHorizontal objects rotating when moved, which was introduced by a previous commit 11 Share this post Link to post Share on other sites
DnA 5019 Posted October 23, 2015 23-10-2015 EXE rev. 133055 (game) EXE rev. 133055 (launcher) Size: ~52 MB DATA Tweaked: For backward compatibility sake, function BIS_fnc_setTask now returns a string with task ID Fixed: ARSENAL button in the Arsenal pause menu sometimes ended the scenario instead of returning to Arsenal Fixed: Improved calculation for vehicle spawning position in the Sites module (less likely collisions) Spectator Added: Ability to control the Follow camera distance Tweaked: Map unit selection was improved and the unit is now highlighted Added: Ability to rotate the Follow camera around the focused object Fixed: Some UI elements (icons) would disappear when switching to the Free Camera mode Fixed: Backspace is now the default key to hide the interface Tweaked: Improved the Follow camera Added: Pressing L will create a camera and pointer lights, pressing L again will destroy them Tweaked: Improved End Game specific icons and locations Fixed: Clicking one time on a location (in the list) was not making the camera look at it ENGINE Tweaked: Renamed script command "isAllowedSprint" to "isSprintAllowed" Tweaked: Commands "Try" and "Throw" have been improved Fixed: Command "addWeaponItem" can load a magazine even into secondary muzzles now Fixed: AI sometimes not engaging targets from FFV, because of watching their leader instead Tweaked: Stamina bar color Fixed: Stamina bar visibility in vehicles and on the map LAUNCHER Tweaked: Icons on the MODS page toolbar to match the overall visual style Fixed: The count overlay on the show dependencies button was not focusable Tweaked: Improved a quick fix command in the show dependencies dialog Tweaked: Visual style of the load dependencies dialog was unified with the show dependencies dialog Added: An arrow icon to command buttons without any custom icon to make them more noticeable Added: Support for banners in the composite dialog window template Tweaked: BattlEye description, options menu item and tab label, dialog overlays reverted to modal dialog Tweaked: The Steam offline banner in the show dependencies dialog was moved to a new banner area Added: Ability to request the loading of mods before they are even subscribed / in the subscription list (so we can load dependencies and don't care about any subscription delay) 7 Share this post Link to post Share on other sites
DnA 5019 Posted October 23, 2015 23-10-2015 (hotfix) Size: ~0 MB DATA Spectator Tweaked: Wrong pivot location for the Follow camera Added: Ability to enable / disable AI from the list 5 Share this post Link to post Share on other sites
DnA 5019 Posted October 26, 2015 26-10-2015 EXE rev. 133085 (game) EXE rev. 133085 (launcher) Size: ~214 MB DATA Tweaked: Geometry for unarmed characters Tweaked: Some reload gestures Tweaked: TRG-21 / MX UGL animations Tweaked: ABR reload animation (no clipping) Fixed: Random 'undefined variable' error in the advanced hints Fixed: Localized tooltip for the Sling Load Assistant in the Layout Editor Fixed: Localized move and resize hint in tooltips in the Layout Editor Fixed: The Arsenal initial camera was not in the cor6rect position after playing an End Game scenario ENGINE Fixed: Attempt to fix crashes where instructions went missing in the script expression compiler Added: UI rotation commands: ctrlAngle, ctrlSetAngle; config setting: angle, centerU, centerV for CStatic controls Fixed: Turning in the deadzone during combat pace Fixed: Do not show the nav. icon when in a vehicle and the HUD info is disabled Fixed: Localized the Weapons pool tab when the Inventory is opened in the Briefing Tweaked: Old fatigue commands now set and get relative Stamina Fixed: diag_recordTurretLimits now should support normal turrets Fixed: closeOnMissionEnd in multiplayer 5 Share this post Link to post Share on other sites
DnA 5019 Posted October 27, 2015 27-10-2015 EXE rev. 133106 (game) EXE rev. 133119 (launcher) Size: ~237 MB DATA Added: Under-barrel magazine slot to the inventory ENGINE Added: Ability to turn on / off the in-game heap memory manager via the -heapMgr command-line parameter (turned on by default). This might help prevent crashes in massive scripts from happening. Added: Platform as another result of the productVersion script command Fixed: Road clipping Fixed: Another bazillion of translation tweaks Fixed: Sound - CTD Added: Stamina drain parameters for terrain (not yet configured) LAUNCHER Fixed: The 'Steam is offline' banner in the show dependencies window was initially visible while the data was being loaded Fixed: Malformed button labels Tweaked: Default visual theme changed to the blue one to maintain consistency between versions Fixed: Misplaced scroll bars in the combo boxes Fixed: The sizing of the combo boxes on the options page 4 Share this post Link to post Share on other sites
DnA 5019 Posted October 28, 2015 28-10-2015 There will not be an update today due to a Czech national holiday. 3 Share this post Link to post Share on other sites
DnA 5019 Posted October 29, 2015 29-10-2015 EXE rev. 133117 (game) EXE rev. 133125 (launcher) Size: ~75 MB DATA Tweaked: Exhaustion is now significantly affected by the terrain gradient once again. Whenever the terrain slope becomes steep, the terrain icon pops up, sprint will be disabled and running / jogging will become exhaustive while walking will not be restorative. Added: Nexus Update Welcome Screen (artwork WIP) Added: BIS_fnc_lerp - Linear float point interpolation Spectator Tweaked: Smooth Follow camera zoom in / out Added: Spectator is now able to see download / upload progress of an object by a side when near it Tweaked: End Game-specific icons and locations Fixed: Clicking once on a location (in the list) was not making the camera look at it ENGINE Tweaked: Reading and checking of file signatures moved to a different thread so it won't block the main thread Tweaked: Checking client signatures on servers is done in multiple frames 10 Share this post Link to post Share on other sites
DnA 5019 Posted October 30, 2015 30-10-2015 EXE rev. 133137 (game) EXE rev. 133142 (launcher) Size: ~268 MB DATA Fixed: It was not possible to whitelist Exp_A scenarios on a Dedicated Server Fixed: In Defend Syrta, there was a misplaced offroad Tweaked: Increased the time of reloading Mk18 Tweaked: Smoothed out the motion in the upper body and head in the running forward relaxed animation Fixed: Climbing steeper stairs is now possible even when crouched Tweaked: UGL prone animations improved for Mk20 / TRG-21 Fixed: Terrain gradient impact coefficient for Stamina after a recent engine fix Tweaked: Sway behavior for Stamina in accordance with engine improvements Fixed: BIS_fnc_saveInventory could have caused a script error Fixed: Hand position on the NLAW Tweaked: The PDW reload animation has been improved Spectator Tweaked: Dead players now stay on the spectator list with a skull icon ENGINE Fixed: Missing dialogue in the radio protocol (http://feedback.arma3.com/view.php?id=24419) Added: New script command isEqualTypeAny Tweaked: Weapon sway formulas Tweaked: Introducing configNull and extending isNull to support Config Tweaked: Script command help and example windows now support the texts of length up to 2048 characters Added: New script command getAimingCoef Fixed: switchCamera can now be used to switch to any unit in a vehicle Fixed: AI gunners were using only single shots after switching seats or cancelling manual fire Fixed: The commanding cursor direction with aiming deadzone LAUNCHER Changed: UGC events completely replaced with messages Fixed: UGC initialization postponed after the subscription list is received Added: A faster recovery of installed Workshop items in case the configuration and cache files are corrupted 6 Share this post Link to post Share on other sites
DnA 5019 Posted November 2, 2015 02-11-2015 EXE rev. 133154 (game) EXE rev. 133157 (launcher) Size: ~96 MB DATA Added: Basic support for campaign config files and various small optimizations of function BIS_fnc_initVehicle Added: BIS_fnc_getVehicleCustomization, returns components and textures currently selected on a vehicle Added: BIS_fnc_getAngleDelta which returns the smallest difference between 2 angles in degrees Fixed: Second reload of DMRs and MMGs did not play sample Added: Default Arsenal camera position can now be set locally Fixed: Arsenal camera view borders Fixed: Placement of weapons proxies on A-134 Buzzard Tweaked: Minor optimization of aimPrecision values in less common stances and movements Tweaked: Updated reload gestures Tweaked: aimPrecision for movement without any weapons and fixed some discrepancies in movements with binoculars Tweaked: Unarmed movement collision Tweaked: Running / jogging forward now slowly exhaust stamina in all stances. Rolling to the sides in prone now exhaust stamina like sprinting. Fixed: Minor inconsistency of aimPrecision when rolling over with a sidearm Fixed: In module Punishment the animation could return nil and a script error would be issued Spectator Tweaked: Spectator 3PP camera rotation is now smooth Tweaked: Spectator camera pointer light no longer gets attached to spectator focus (because of jerky light movement / update) ENGINE Fixed: Incorrectly returned default values of identity commands Fixed: Missing sound when players reload their weapon a second time in a row Tweaked: Stamina bar color updates (not yet configured) 7 Share this post Link to post Share on other sites
DnA 5019 Posted November 3, 2015 03-11-2015 EXE rev. 133167 (game) EXE rev. 133169 (launcher) Size: ~1.1 GB DATA Fixed: Under certain conditions, using BIS_fnc_initVehicle with ‘animations’ as an empty array was throwing an error Tweaked: Sound effect in planes when being missile locked Tweaked: Slowed down aiming precision deterioration and regeneration to 40% of former value to make it more of a long term effect Tweaked: Increased weights of various heavier weapons and magazines to limit certain equipment compositions Tweaked: Hold breath is now less effective at stabilizing lateral sway. Temporal sway distortion upon turning around with weapon should be more responsive. Fixed: Hand was glitching through PDW2000 when reloading Tweaked: Mk18 reload speed Fixed: Too long reload sounds for UGLs Tweaked: Shortened reload sounds of most weapons Tweaked: Position of the primary and under-barrel magazine of the primary weapon in the inventory UI Tweaked: Organization of Radio Protocol samples End Game Fixed: A barrel was sunk underground in the End Game Feres scenario Spectator Fixed: RPT warning about trying to add an icon to schematics that were not actually used in the current scenario (due to randomization) Tweaked: Objective progress scaled down a little Tweaked: Objective progress blinking Fixed: Missing string in Rsc3DObjectInfo ENGINE Tweaked: FFV weapon obstruction Fixed: Gunfire sounds were not played correctly Fixed: Variables set via the setVariable command on respawned characters were not JIPped Fixed: Scripting command magazinesAllTurrets didn't return any magazines on MBT Kuma and excluded commander turrets on other MBTs LAUNCHER Added: Ability to load required libraries without the application configuration file (arma3launcher.exe.config) Added: Assembly resolution log included in the simple crash log Tweaked: Texts and strings 5 Share this post Link to post Share on other sites