DnA 5128 Posted January 25, 2016 25-01-2016 EXE rev. 134057 (game) EXE rev. 134057 (launcher) Size: ~449 MB KNOWN ISSUES There are Audio-related crashes when firing weapons or throwing explosives on specific hardware. The data for Asian heads got corrupted in the build. DATA Fixed: Weapon deployment can no longer be used to escape from the incapacitated state animation Tweaked: SFX for weapons and explosivesTweaked: Audio panner configuration Added: Configuration of soundShaders and soundSets for new distant shooting configuration (sidearms, Marksmen rifles, suppressors - some parts still WIP) Fixed: In some cases you would only hear the weapon tail, but not the firing report itself Tweaked: Tail samples volume increased (WIP) Tweaked: Mortar SFX Tweaked: Distance frequency attenuation Eden Editor Fixed: The ammobox attribute didn't work as intended after loading a scenario in Eden Fixed: The ammobox attribute was saved in *.sqm even when nothing had changed, leading to increased file sizes ENGINE Added: Serialization for onNetworkPlayerConnected and onNetworkPlayerDisconnected event handlers Fixed: Players in remote groups could not report targets Tweaked: AIs in helicopters should be able to land (e.g. unload cargo) even under fire (continued) Tweaked: Real-time character up-vector correction (http://feedback.arma3.com/view.php?id=27327) Eden Editor Fixed: Eden would inherit a scenario’s set view distance Fixed: textureSources error when opening the attributes of some helicopters Fixed: Bug in dragging composition with attached WP Fixed: The initial speed of flying airplanes was too low Added: Attaching existent WPs to vehicles Fixed: Radio chatter could be heard when deleting vehicle crew 9 Share this post Link to post Share on other sites
DnA 5128 Posted January 26, 2016 26-01-2016 EXE rev. 134079 (game) EXE rev. 134079 (launcher) Size: ~117 MB KNOWN ISSUES Access to Eden Editor is not working correctly after swapping the default scenario editor DATA Fixed: Characters are no longer able to reload while being punished in Zeus mode Fixed: Characters are no longer able to shoot their rifle in the inventory searching animation after closing their inventory UI in the prone stance Fixed: The transition from prone to prone adjust up is no longer slower with a sidearm than with a rifle Fixed: The display names of some texture sources for Vehicle Customization were not localized Fixed: No tasks were present in Showcase Zeus Fixed: Corrupted data for Asian heads Eden Editor Tweaked: Eden Editor is now the default editor. When you click on the EDITOR button in the main menu and open terrain selection, the 3D EDITOR button is now the primary button in the bottom right corner, and double-clicking on a terrain name in the list will open the Eden Editor. Tweaked: Enabled FIA units in Eden Editor for all 3 sides Fixed: Headgear randomization on civilians and FIA combatants was overriding custom loadouts configured in Eden Arsenal. The randomization is now disabled completely in scenarios created by the Eden Editor. ENGINE Fixed: Careless AI jet pilots would ignore flyInHeight when they noticed enemies Fixed: htmlLoad ignored files in the scenario directory with disabled file patching (http://feedback.arma3.com/view.php?id=27427) Fixed: Sound - An invalid instruction causing crashes upon firing on some hardware Added: HBAO+ Tweaked: Minor performance optimization when drawing weapons and vests (continued) Eden Editor Added: New command missionVersion Fixed: Impossibility to sync to an empty vehicle Tweaked: Eden Editor is now made to be the default editor 7 Share this post Link to post Share on other sites
DnA 5128 Posted January 27, 2016 27-01-2016 EXE rev. 134092 (game) EXE rev. 134097 (launcher) Size: ~81 MB DATA Tweaked: FontsEden Editor Tweaked: Asset categorization:CSAT support infantry is now correctly placed in Men instead of Men (Story) Moved all User Texture assets from Helpers to Blank Signs Moved Billboard from subcategory Advertisements to Blank Signs Removed Heat Pump from editor Moved Unfinished Buildings from subcategory Village to City Moved Rattan furniture from subcategory Office to Camping Moved Razorwire from category Structures to Fences Moved Metal Barrel (Open) and Metal Barrel (Burning) from category Structures to Things Renamed Anti-air subcategory to Anti-Air (displayName, not class name) Renamed EdCat_SupplyBoxes class to EdCat_Supplies and its displayName Supply Boxes to Supplies Added subcategories for Arid, Jungle, Desert and Arctic Men Removed subcategory for Weapon Attachments (EdSubcat_WeaponAttachments) as those have their own category now Added new subcategory Cemetery and moved all graves into it Removed chemlights from editor Moved Flags from category Structures to Signs Renamed subcategories Shops to Shop, Offices to Office and Port to Seaport (displayNames, not class names) Shoot House objects are now in their own subcategory Moved Watercoolers from subcategory Office to Electronics (to Fridges) Moved Concrete Barrier from subcategory Military to City Moved Bag Fences from category Structures to Fences Moved H-Barriers from category Structures to Walls Moved Invisible Wall to the same category as other Helpers Moved Camping Lights (both variants) and Portable Lights to subcategory Lamps Moved ruins of Cargo Containers from category Wrecks to Ruins Fixed: Missing tooltips for triggers Fixed: Default tree selection was broken after object categorization Fixed: The 2D editor disclaimer was not localized Removed: Feedback button and Updates Log (both were beta-specific features which were not intended for release) Added: Ability to publish scenarios to Steam Workshop. Please keep in mind that until the Eden Editor is released, users on main branch of the game will not be able to play these scenarios! ENGINE Fixed: Some JIP messages were not serialized Tweaked: Sound - Curve values, panner configuration Eden Editor Fixed: Access to Eden Editor 6 Share this post Link to post Share on other sites
DnA 5128 Posted January 28, 2016 28-01-2016 EXE rev. 134119 (game) EXE rev. 134110 (launcher) Size: ~192 MB DATA Fixed: Transition between tactical and sprint (F / FL / FR directions) movement in erect stance with lowered rifle no longer forces characters to stop for a second Added: Eden Update Welcome Screen Fixed: Not played samples for UGLs Tweaked: SFX for weapons and explosives: sound configuration (panners, curves, volumes), shooting suppressed, mortars, mini-grenades, mines, explosive charge, sonic cracks, large explosions, sidearms, artillery, etc. - still indeed WIP Eden Editor Tweaked: Asset categorization:Moved Shooting Position from subcategory Village to Military Moved Market Shelter from category Things to Structures Moved Research HQ from subcategory Village to Military Renamed Eden Editor subcategory Sound Suppressors to Suppressors ENGINE Fixed: Scenario display force quitting Arma when the Missions folder contains binarized scenarios Fixed: Spawning as seagull in MP when JIPed into a disableAI entity without respawn Added: Ability to disable receiving of chat messages using the enableChannel command Fixed: Possible CTD (http://feedback.arma3.com/view.php?id=27371) Fixed: Helicopters (AFM) could have 0 rotor speed after loading a MP scenario Eden Editor Fixed: Custom backpacks might be added on the ground instead of to characters 12 Share this post Link to post Share on other sites
DnA 5128 Posted January 29, 2016 29-01-2016 EXE rev. 134157 (game) EXE rev. 134161 (launcher) Size: ~48 MB DATA Tweaked: An Armillion or two of various localizations and related fixes Tweaked: Thin font usage should be more consistent Eden Editor Added: Support for Steam Achievements related to the Eden Editor (not yet configured in Steam) Tweaked: The highlight of the selected toolbar icons (e.g. the current transformation widget) are now more visible Added: Option to adjust the camera speed when scrolling the mouse wheel Tweaked: The keyboard shortcut explanation of asset modes (visible above the selection) now use a larger font and the current one is highlighted Potential spoilers: Fixed: James is no longer stuck in a shaking animation after his death in Paradise Found ENGINE Fixed: Freelook doesn't change direction of swimming Fixed: Sound - Mixed sample attenuated 2x incorrectly, tweaked cache size Fixed: Incorrect Stamina after loading a saved game Fixed: Further fixes for serialization of network messages Fixed: Editing another profile replaces the current profile .vars.Arma3Profile file with the .vars.Arma3Profile file of the edited profile (http://feedback.arma3.com/view.php?id=19426) Fixed: Removed ability to move terrain objects in SP using sling loading (http://feedback.arma3.com/view.php?id=27506) Added: New commands: createObject, objectAnimationsNames, objectAnimationSelectionNames, hideAnimationSelection (https://forums.bistudio.com/topic/187670-new-command-createobject-for-decorative-objects/) Added: Second autosave (consider it a backup for cases like when the game autosaved while a bullet was on its way to you so loading would kill you again - WIP and under evaluation) Eden Editor Tweaked: Camera controls (zooming to cursor, increased speed, zoom speed in preferences) Added: Support for Steam Achievements related to the Eden Editor (not yet configured in Steam) LAUNCHER Added: Enabled Server Browser protocol v2 6 Share this post Link to post Share on other sites
DnA 5128 Posted February 1, 2016 01-02-2016 EXE rev. 134182 (game) EXE rev. 134200 (launcher) Size: ~154 MB DATA Fixed: Prone adjust up movement when the character goes in the back-right direction Fixed: Virtual Spectator module was showing a script error in the Eden Editor Fixed: It is no longer possible to place crew in the Trawler in Eden editor because it's just a prop Tweaked: SFX for weapons and explosives:Lowered sonic crack volume Fixed high caliber shots Tweaked panner for weapons Fixed MBTs (sound of shooting) and set up soundSets and soundShaders Tweaked samples for missiles ENGINE Fixed: MP not working properly for clients connecting over the Internet Tweaked: Renamed objectAnimationsNames > animationNames and objectAnimationSelectionNames > animationSelectionNames Fixed: The first manual save was treated as autosave Eden Editor Fixed: Group leaders did not change if the vehicle they were in was deleted with him Fixed: Equipable items were visible on the map (http://feedback.arma3.com/view.php?id=27344) Fixed: Restarting 2D editor opens 3DEN instead Fixed: Wrong text in attribute window title Fixed: CTD in group attributes (http://feedback.arma3.com/view.php?id=27631) Fixed: Error message when leaving the editor Fixed: Missing debriefing Fixed: Not saving information about binoculars in inventory LAUNCHER Tweaked: Purista is back (partially: play-button, tab headers, main page buttons) Tweaked: Improved startup performance Server Browser Added: Force refresh / stop refresh buttons to the server browser Added: New sort mode that doesn't sort Added: Server data cache (set to 2 minutes by default) Added: Server list cache (set to 1 minute for Internet servers, 15 seconds for favorites / recent / friends) Fixed: UTC date / time serialization error when saving the server list cache meta data Fixed: Server list might be covered with the empty list message even when the list is not empty Tweaked: Server browser list look & feel re-styled to more closely match the existing mod / news lists Tweaked: The toggle favorite server button area made was bigger, added a subtle hover effect to the entire button area Added: Bullet symbol to the active sort mode in the server browser sort menu Added: Sort direction (ascending / descending) to the server browser sort menu Added: Ability to change the sort order in the server list by clicking on the column header / an indication whether the list is sorted using this column Fixed: Restored an alternative version of the server row when the server list is too narrow Added: Column headers for the alternative server list view Fixed: Appearance of the toggle favorite server button on an alternative row view Added: Server flags displayed in detail now include: monetized server, dedicated server, official server flags and a platform flag Added: Expander button to the server row; disabled auto-expand Fixed: AI level filter items appearance Tweaked: The empty server list style was matched with other lists (added opacity to the background and text) Added: A message to the server browser indicating that it's not available due to Steam client being offline / not running Added: A tab to the server mod window with additional mods that are currently loaded and are pre-checked against data signatures allowed by the server 17 Share this post Link to post Share on other sites
DnA 5128 Posted February 2, 2016 02-02-2016 EXE rev. 134216 (game) EXE rev. 134223 (launcher) Size: ~43 MB DATA Fixed: In Zeus, when multiple objects were dragged onto another object, it sometimes resulted in all objects being stacked on the same position Fixed: Characters are no longer forced to stand after going prone from adjust prone up with a sidearm Tweaked: Moved all ruins, which were made available in 2D editor by recent Eden changes, into their own category (in 2D editor only) to not clutter other categories Fixed: Removed "Invisible Target Soldier" from Virtual Garage Eden Editor Removed: Eden Editor Beta disclaimer ENGINE Fixed: Script variables handling config entries from description.ext are properly serialized (save / load) and can be passed through in MP (e.g. publicVariable) Added: New script command flyInHeightASL Fixed: Unable to update a published scenario from the 2D editor Tweaked: createObject - affecting the costMap, optimizations LAUNCHER Tweaked: A sort order symbol placeholder was replaced with a proper symbol Removed: The game killed message box when the game is forcefully killed 11 Share this post Link to post Share on other sites
DnA 5128 Posted February 3, 2016 03-02-2016 EXE rev. 134264 (game) EXE rev. 134259 (launcher) Size: ~40 MB DATA Fixed: Texture header RPT errors ENGINE Fixed: Enabled 3DEN for server executable configurations Tweaked: When automatically deselecting a launcher, only a valid weapon is selected Added: setWaypointForceBehaviour command, which disables auto-combat for the time of execution of a waypoint Added: Error message when the decompression of a block of data fails Fixed: Sound - Stuck conversation by opening the pause menu Fixed: Finding a dead body will no longer trigger combat mode if there was no killer (killed by Divine Script Intervention) Eden Editor Fixed: Possible CTD when using mines in the MP environment LAUNCHER Fixed: Progress bar animation that didn't stop when the progress bar was hidden Tweaked: Server mods window 7 Share this post Link to post Share on other sites
DnA 5128 Posted February 4, 2016 04-02-2016 EXE rev. 134311 (game) EXE rev. 134332 (launcher) Size: ~130 MB DATA Tweaked: SFX for weapons and explosives:Fixed: Config syntax Fixed: Missing sounds for shooting with suppressor (SPMG) Tweaked: Decreased volume attenuation of sounds which still use the old configuration Tweaked: Less attenuation in helicopters and airplanes Tweaked: Tail samples (e.g. pistol reflection tails) Tweaked: AT and AP missiles now use the new configuration Fixed: Explosions of light missiles have the correct sample names now (explosion sound of RPG fixed) Tweaked: Shooting with suppressor volume decreased Tweaked: Enabled new configuration for Wipeout HE and AP rocket explosions Tweaked: Small shell explosions Fixed: Missing sample Tweaked: Gatling loop samples (brrrrrrrrt) Tweaked: Blackfoot gatling loop Tweaked: Small shells and medium / heavy rocket explosions volume tweaks Fixed: Object categorization was not Eden-compatible Fixed: Interactive Zeus Intel items are now in a category of their own (in Eden Editor - http://feedback.arma3.com/view.php?id=27691) Fixed: Bushes should no longer provide immortality to characters hiding inside Tweaked: If the selected respawn position get's removed from the Respawn Menu, a random position is no longer selected (was leading to a bad respawn location) Fixed: Footstep sounds should work correctly again even on Altis Fixed: Independent FIA Mk6 Mortar had an incorrect author Eden Editor Fixed: Numeric attributes set using drop-down menu were saved only as integers, not floats (http://feedback.arma3.com/view.php?id=27656) Fixed: Incorrect "Mousewheel sensitivity" attribute labels (http://feedback.arma3.com/view.php?id=27640) ENGINE Fixed: Mass of the backpacks removed by clearBackpackCargo/Global was not cleared (http://feedback.arma3.com/view.php?id=27609) Fixed: Endless seagull spam when two players die but there's only one respawn position Added: Trails on the map can have a different style Fixed: Glass collision was still present even if glass was already destroyed (http://feedback.arma3.com/view.php?id=27507) LAUNCHER Server Browser Fixed: Server IP address / port passed to the game were incorrect Fixed: Server Browser column headers alignment Fixed: Server status icons unified in both full and alternative (short) row view Fixed: Mod count is not calculated for a server with a different version (no mods were displayed) Fixed: Added handling for errors when access to a profiles folder was denied Added: Server Browser now saves the last active filter and sort mode for each tab Tweaked: The players column in the Server Browser is now sorted by the number of current players (instead of max number of players) 10 Share this post Link to post Share on other sites
DnA 5128 Posted February 5, 2016 05-02-2016 EXE rev. 134365 (game) EXE rev. 134350 (launcher) Size: ~39 MB DATA Fixed: Radio reports in Zeus sounded like as if they were spoken in slow motionEden Editor Fixed: It wasn't possible to publish a scenario to Steam Workshop (a warning about a missing license agreement was shown instead) ENGINE Hotfixed: Crash by using a script variable from description.ext Fixed: Black clouds in certain altitudes Added: Support for a vehPriorityMask parameter for roads defined in RoadCfg, making it possible for a road to take priority over all other landscape fields in the cost map Eden Editor Fixed: Custom global attributes in the engine window were not restored after loading of the scenario Fixed: A backup save of a scenario is now created before previewing Fixed: Deletion of characters inside a vehicle Fixed: Forced undo after undo / redo was performed Tweaked: Double clicking on the map for camera movement was replaced by middle mouse button clicking due to planned usage of double click for a different feature LAUNCHER Server Browser Fixed: Inconsistent sorting results caused a CTD when servers were sorted in a specific way 13 Share this post Link to post Share on other sites
DnA 5128 Posted February 8, 2016 08-02-2016 EXE rev. 134385 (game) EXE rev. 134388 (launcher) Size: ~351 MB DATA Tweaked: The next Armilion of localizations Fixed: When Zeus died while remotely controlling a character, their view got stuck after respawn Fixed: When an inventory item was configured as hidden (scope = 1), it didn't appear in the Arsenal even when the character had it already equipped (this lead to the item disappearing). Now, equipped items will always be visible. In the future, we'd like to revise item visibility and make sure as few as possible are hidden. Tweaked: Final Eden Update Welcome Screen images Tweaked: SFX for weapons and explosives:Tweaked: Meadows reflection tails (shortened versions) Tweaked: Several other tails Fixed: Missing close explosion of a specific rocket Fixed: Missing close explosion of bombs Tweaked: Debris panner parameters (more positional with distance) Eden Editor Fixed: The Init-field of Logic entities in Eden didn't offer scripting help (https://forums.bistudio.com/topic/184951-eden-feature-requests/page-7#entry2976051) ENGINE Fixed: menuEnabled returned incorrect values (this could crash the game on certain occasions) Tweaked: htmlLoad will no longer display a pop-up window if a requested file can't be located Fixed: USER_DEFINED markers were not unique, which resulted in duplication (http://feedback.arma3.com/view.php?id=19879) Fixed: Map marker wouldd disappear when moved close to the edges of the screen Fixed: triggerArea returned wrong data under certain conditions Fixed: The ctrlType command always returned 0 for map controls Eden Editor Fixed: create3DENEntity would tilt structures along the terrain LAUNCHER Fixed: Editor parametersServer Browser Added: Localization for the Server Browser Fixed: The password box in the password dialog now has focus after the window is shown 9 Share this post Link to post Share on other sites
DnA 5128 Posted February 9, 2016 09-02-2016 EXE rev. 134414 (game) EXE rev. 134423 (launcher) Size: ~37 MB ENGINE Fixed: Sound - sound set was not updated (changing weapons did not always change the sounds - http://feedback.arma3.com/view.php?id=27768) Fixed: vehPriorityMask was not read correctly for characters and boats Fixed: Sound - Helicopter engine SFX could drop out after Alt-Tab from a MP session (http://feedback.arma3.com/view.php?id=27701) Fixed: TrackIR / Numpad looking around in FFV positions (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-931?p=2977443#entry2977443) Fixed: Crash when hiding a selection on an empty launcher that was different than hiding on a loaded launcher Fixed: triggerArea returned wrong data under certain conditions (continuation) Fixed: Solving a rare LAN server enumeration problem Fixed: Mods might not be listed in the server browsers (both in-game and in the Launcher) LAUNCHER Server Browser Fixed: Signature match text was incorrect Fixed: Possible deadlock when updating the window with server mods Fixed: Server mod status wasn't correctly updated under certain conditions Fixed: Steam Overlay penetrating the defense of certain windows 7 Share this post Link to post Share on other sites
DnA 5128 Posted February 10, 2016 10-02-2016 No new EXEs Size: ~3 MB DATA Tweaked: PhysX logo was replaced with GameWorks logo in the game’s splash screenEden Editor Fixed: Pressing Ctrl+F always selected the first submode (e.g. BLUFOR in Objects) 5 Share this post Link to post Share on other sites
DnA 5128 Posted February 11, 2016 11-02-2016 EXE rev. 134494 (game) EXE rev. 134494 (launcher) Size: ~141 MB DATA Tweaked: Removed the spaceWidth and spacing parameters from the fonts that don't need themEden Editor Fixed: Unlocalized text in the "Export to Terrain Builder" window Fixed: The “NEW SCENARIO†button text didn't fit the button width ENGINE Tweaked: Weapon switching takes priority over command menu interaction while the menu is not open. Toggle the menu by using the ‘select all’ action, and close the menu by using any (even disabled or invisible) command action (WIP and under evaluation) Added: Character specialties can now be changed on-the-fly via script commands setSpeciality / getSpeciality (including custom specialties). Overrides are only active during the current scenario and specialties are stored in the AI brain, so it’s respawn-compatible. Added: Shadow type can now be selected for listbox items separately (itemShadowLIcon, itemShadowRIcon, itemShadowLText and itemShadowRText) as well as for the whole control Fixed: Possible issues when connecting to remote servers Fixed: Characters would shake when swimming in certain angles Added: Font metrics technology for improved kerning Added: RPT warning when a non-existing scenario is selected in the cycle in server.cfg Tweaked: Sound - Looped shooting samples Eden Editor Fixed: Crash when reading a corrupted scenario file (http://feedback.arma3.com/view.php?id=27847) Fixed: Running the game with a path to a 3DEN scenario SQM will open the given scenario in the editor Added: Error message when opening a scenario containing a missing vehicle class Fixed: Special uppercase characters would not be displayed properly in some cases (e.g. buttons) Fixed: Possible crew duplication when manipulating vehicles 8 Share this post Link to post Share on other sites
DnA 5128 Posted February 12, 2016 12-02-2016 EXE rev. 134516 (game) EXE rev. 134514 (launcher) Size: ~43 MB DATA Eden Editor Fixed: Half-an-Armillion of Portuguese translations Fixed: "Activation Condition" text was unlocalized Fixed: "Publish to Steam Workshop" button was disabled Fixed: “Copy“ and “Delete†context menu options were not working Fixed: No text was highlighted in the Eden Editor tutorials ENGINE Added: Mission event handler equivalents for old non-stackable event handlers (WIP and documentation is forthcoming) Fixed: Setting speciality (via setSpeciality) to medic would not work Added: volumeFactorMin for adding minimum to sound function (http://feedback.arma3.com/view.php?id=27769) Fixed: Using db values in cfgSoundShader would not work (http://feedback.arma3.com/view.php?id=27770) Fixed: Stamina bar appearance when setSpeciality is used Eden Editor Fixed: AI subskills set in Eden Editor would be too high 9 Share this post Link to post Share on other sites
DnA 5128 Posted February 15, 2016 15-02-2016 EXE rev. 134539 (game) EXE rev. 134539 (launcher) Size: ~43 MB DATA Fixed: RPT spam about animal skeletons Tweaked: Another Armilion of localization tweaks ENGINE Tweaked: 3PP camera improvements for FFV Added: White-listing filePatching of specific Steam IDs via "filePatchingExceptions" in the server config Fixed: Inventory maxLoad would not be visualized properly based on the setSpeciality command 4 Share this post Link to post Share on other sites
DnA 5128 Posted February 16, 2016 16-02-2016 EXE rev. 134560 (game) EXE rev. 134560 (launcher) Size: ~63 MB DATA Fixed: Get in animations would cause an incorrect camera position in 3PPEden Editor Fixed: The PLAY-button text would exceed its assigned space in the German and Russian localizations Fixed: Module attributes expecting a Boolean value were not set correctly (https://forums.bistudio.com/topic/183856-release-candidate-branch-discussion/page-3#entry2980685) Tweaked: Possibly the last Armilion of localization tweaks ENGINE Added: A new roadAt script command Fixed: Zero space characters were not handled properly in some languages (e.g. Italian) Tweaked: The operands help for the getMissionConfigVal command were changed Fixed: Setting speciality via setSpeciality and applying fatigueCoef would break the calculation of exhaustion Eden Editor Fixed: Searching in the Edit field could cause flickering and incorrect ordering in some cases 7 Share this post Link to post Share on other sites
DnA 5128 Posted February 17, 2016 17-02-2016 EXE rev. 134593 (game) EXE rev. 134593 (launcher) Size: ~43 MB DATA Fixed: Soldiers generated by the Sites module would fall down from tall structures ENGINE Fixed: Connecting to a server via a start-up parameter would not work correctly without a port number entered Fixed: Personal waypoint could not be deleted when controlling a UAV Tweaked: Redundant information logged to the RPT by servers is now removed Added: A new displayParent scripting command Fixed: An incorrect speed value would be shown during a freefall Fixed: Incorrect 1PP camera for disabled FFV positions (http://feedback.arma3.com/view.php?id=27972) Fixed: Sound - Attempt to address a potential crash Eden Editor Fixed: Some text in the Eden Editor’s history list would be missing when using a script command to delete objects 6 Share this post Link to post Share on other sites
DnA 5128 Posted February 18, 2016 18-02-2016 EXE rev. 134628 (game) EXE rev. 134628 (launcher) Size: ~52 MB DATA Tweaked: Sound tails for Marksmen weapons Fixed: Some Marksmen weapons would go silent after a few rounds ENGINE Tweaked: Artillery computer now turns the “Fire†button red when the turret is not yet adjusted / aimed Fixed: The setVelocity command could affect static objects in some cases Tweaked: Ropes can be attached to static objects again now Fixed: Static objects would move when pulled with a rope Fixed: Possible crash in Voice-Over-Net technology (http://feedback.arma3.com/view.php?id=27974) Fixed: Pause menu buttons would not be displayed correctly in some languages (e.g. Russian) Eden Editor Fixed: Calling set3DENAttribute with a string value would wrap the value with redundant symbols (http://feedback.arma3.com/view.php?id=27915) Fixed: Some logic attributes were not backwards-compatible 2 Share this post Link to post Share on other sites
DnA 5128 Posted February 19, 2016 19-02-2016 EXE rev. 134657 (game) EXE rev. 134655 (launcher) Size: ~37 MB DATA Eden Editor Fixed: Some module attributes would reset when re-opening the attribute window ENGINE Added: A new viewVector script command (the direction an entity is looking in) Fixed: Possible crash connected to missionConfigFile variables Fixed: Module category “Other†was hidden in the 2D editor Eden Editor Fixed: Custom attribute expressions might have been formatted incorrectly (e.g. removing % expressions) Fixed: Custom global attributes were not called on all clients in the multiplayer environment Fixed: Previews of elliptic area markers were not visible Fixed: Triggers in multiplayer scenarios created in the Eden Editor would not trigger on clients Added: Eden Editor achievements are now enabled in Dev-Branch 4 Share this post Link to post Share on other sites
DnA 5128 Posted February 22, 2016 22-02-2016 EXE rev. 134675 (game) EXE rev. 134655 (launcher) Size: ~18.3 MB ENGINE Added: A new drawPolygon script command Fixed: Terrain decals would be malformed in some cases Fixed: The player camera would show an incorrect view when switching from a vehicle’s gunner seat Tweaked: Earlier change of weapon switching taking priority over command menu interaction removed while we re-evaluate this approach Tweaked: Team Switch is available from the map again Fixed: The createObject command had an incorrect syntax help Added: A new inArea script command (future replacement of BIS_fnc_inTrigger) Added: A new sideAmbientLife script command Added: A new sideEmpty script command Added: A new allLayers script command Tweaked: cutXXX script commands now support layer names Tweaked: cutXXX commands now add a default cut layer when no other is available Added: A new inArea script command Eden Editor Fixed: The scaling widget was scaling map markers too rapidly Tweaked: The distinction between dragging and clicking is now clearer Fixed: Author serialization support in SQMs was missing Tweaked: When you edit only a single object, its name is now in the attribute window title instead of generic "edit object" Tweaked: Prepared support for collapse all and expand all buttons for the edit tree 13 Share this post Link to post Share on other sites
DnA 5128 Posted February 23, 2016 23-02-2016 EXE rev. 134692 (game) EXE rev. 134692 (launcher) Size: ~50 MB DATA Fixed: An error would be logged to the RPT due to a misconfigured End Game module parameter Fixed: Warm up animations would switch after a long delay in End Game Tweaked: BIS_fnc_getName now performs faster with name clamping enabled Fixed: End Game players could be respawned in water when no respawn position was selected Fixed: A possible error connected to BIS_fnc_EGObjectiveVisualizer in End Game Feres Added: An ability to block the use of the free camera in the Virtual Spectator Added: An ability to disable the focus info box in the Virtual Spectator Added: A NATO skin for the Strider Added: An oranje skin for the Zamak trucks Added: A civilian version of the Zamak transport truck Fixed: Duplicated developer name in the credits Fixed: The Team Switch menu would be shown even when the respawn menu configuration would not allow it Eden Editor Added: AllowFreeCamera and ShowFocusInfo can now be defined in the Eden Editor’s VirtualSpectator_F entity Tweaked: All objects are created as editable if BIS_fnc_diagPreview is called Fixed: The Debug console was not available despite it being enabled ENGINE Fixed: A possible crash when Steam was not initialized properly Fixed: A possible crash caused by the cutObj command Fixed: Some objects would hover when an object under them was destroyed Fixed: A possible crash connected with the createObject object command Tweaked: The frequency of "Low ammo" and "No ammo" reports by the AI is now lower Added: A new moonPhase script command Fixed: The lockAcquire command would not work if the automaticLA parameter was set for it Eden Editor Fixed: Connections between pasted objects were not preserved Fixed: 2D Editor scenarios were imported to the Eden Editor without the Intro and Outro sections Fixed: Some playable logics (e.g. Virtual Spectator) were not playable from the Eden Editor Fixed: Custom Intel attributes were not called for a running function Fixed: Some entities would not be created in a multiplayer environment 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 24, 2016 24-02-2016 EXE rev. 134697 (game) EXE rev. 134697 (launcher) Size: ~45 MB DATA Tweaked: The soundShadersLimit parameter value was changed from 3 to 2 Added: A blue skin for the PO-30 Orca helicopter Fixed: The "Hbarrier_5_F" barrier was missing a texture in one of its LODs Fixed: Player could start the Marksmen showcase with some equipment missing ENGINE Fixed: The NVS scope could lose its night sight after dropping a weapon down and picking it back up 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 25, 2016 25-02-2016 EXE rev. 134712 (game) EXE rev. 134712 (launcher) Size: ~133 MB ENGINE Fixed: The step-over action could be called with no animation state defined Tweaked: Access to the NamedMutex is now enabled for all users in the system Eden Editor Fixed: Some Init scripts were not called for players who Joined-In-Progress 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 26, 2016 26-02-2016 EXE rev. 134731 (game) EXE rev. 134731 (launcher) Size: ~168 MB DATA Fixed: The GM6 Lynx rifle was missing a reload animation for swimming divers Tweaked: The BIS_fnc_splitString function can now split string by string Fixed: Multiplayer scenario initialization would get stuck with the respawnDelay configured as a string (should be a number) Tweaked: Improved behavior of ladders on the Barracks building Added: Wreck visuals are now affected by the liveries of these vehicles:ZSU-39 Tigris BTR-K Kamysh 2S9 Sochor T-100 Varsuk ENGINE Tweaked: Calculations of the positions of sky objects and the moonPhase command are now more optimized Fixed: The moon phase and direction were not calculated properly Fixed: Turrets would be created with their lights switched on Fixed: Some set limits for the Virtual Spectator camera were ignored Eden Editor Fixed: Expression formatting was not correct Fixed: The global Intel attributes were not restored properly after a scenario was loaded Fixed: Some vehicles were not synchronized when imported from the 2D Editor (https://forums.bistudio.com/topic/188236-eden-no-more-supply-drop-or-cas-support/) 13 Share this post Link to post Share on other sites