bis_iceman 7384 Posted July 18, 2016 18-07-2016 EXE rev. 137596 (game) EXE rev. 137599 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Tweaked: AI now lands with the Ceasar BTT more precisely on Tanoa (https://forums.bistudio.com/topic/191636-apex-vehicles-feedback/page-15#entry3060665) Fixed: CSAT SF, NATO SF and Syndikat combat life savers are now trained to be better at healing (https://feedback.bistudio.com/T119427) Tweaked: AI is now less prone to go prone in buildings (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-980#entry3023511) Fixed: The unit logo used on the CTRG version of the Prowler would levitate on the side of the vehicle (https://feedback.bistudio.com/T118384) Fixed: Horizontal zeroing of the ERCO sights has been tweaked to make them more precise Fixed: The wreck of the Tempest (Device) truck would be levitating in the air Eden Editor Tweaked: Claymore Charge, Explosive Charge and Explosive Satchel placed in the Eden Editor do not explode under fire just like their soldier placed counterparts. Variants destructible by shooting can be placed by script and their class names have a "_scripted" class name suffix Added: A new "Clear" button was added to the Eden Editor ammo box attribute Added: Glasses are now listed among headgear in the Eden Editor ammo box attribute Added: A new "Insignia" attribute for characters. Tweaked: The "None" option in music and sound attributes is now always available as the first option Added: Class names are now displayed in the tooltips of selected drop-down menus in the Eden Editor (e.g. faces, music tracks, etc.) Added: Speaking nationality is now indicated by an icon in the Eden Editor identity attribute Added: A face texture preview is now shown in the Eden Editor face attribute Fixed: Available faces in the Eden Editor face attribute were tied to a character's identity (all faces are available now) Apex Protocol (potential spoilers) Fixed: It was possible to access ammo boxes with their simulation disabled Fixed: The extraction VTOL in the Firestarter scenario now has its doors closed Fixed: Players were unable to take the weapons on the table during the final defense in the End Game scenario Fixed: It was not possible to unlock the "None The Wiser" achievement (in the Heart of Darkness scenario) ENGINE Added: Enhanced key combination possibilities for mapping (mouse axes, special keys, etc.) Tweaked: Countermeasures now work again for the Ship class vehicles Tweaked: Renegades can now see their own mines only, soldiers need to reveal their mines to the teammates on the same side LAUNCHER Fixed: Some Steam Workshop mods could go missing when users moved their Legacy Workshop mods storage to a different drive 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 19, 2016 19-07-2016 EXE rev. 137622 (game) EXE rev. 137619 (launcher) Size: ~2.1 GB (depends on Apex ownership) DATA Fixed: The HUD for the MQ-12 Falcon drone helicopter was missing (https://feedback.bistudio.com/T118037) Fixed: Error in the sound expression for some boats Tweaked: Default loadouts of some units were improved:All NATO SF units (excluding Marksman) now have ERCO optics equipped All CSAT SF units (excluding Marksman) now have ARCO optics equipped NATO SF JTAC units now have a khaki camouflage variant of the Laser Designator CSAT SF JTAC units now have a hexagon or a green hexagon camoflage variant of the Laser Designator depending on whether they belong to the CSAT or CSAT Pacific faction Fixed: When the BIS_fnc_setUnitInsignia was called in a character's init on a Dedicated Server, the texture wasn't visible on clients Eden Editor Added: A new "Call Sign†Eden Editor attribute for characters. It's used in radio protocols (e.g. a leader will order "Kerry, fall back" instead of a generic "2, fall back") Added: It is now possible to set decay and altitude base of the fog in the Environment attributes Added: Tooltips explaining advanced search options Fixed: The "Texture" attribute was available to some objects which were not supposed to have it Apex Protocol (potential spoilers) Tweaked: Tasks were optimized for the Warm Welcome and Firestarter scenarios Tweaked: The AI pilot landing in the Warm Welcome scenario has been optimized Fixed: Night Vision Goggles were removed from the loadouts of riflemen in the Firestarter scenarios Fixed: Some subtitles in the Firestarter scenario were duplicated Tweaked: The speed of map centering was increased in the Warm Welcome and Firestarter scenarios Fixed: An incorrect fade effect would be displayed in the lobby in some cases Fixed: Apex Protocol scenarios were not correctly labelled as completed in the mission list displays ENGINE Tweaked: The kickPlayersOnSlowNetwork parameter can now be configured separately for each kind of slowness on the network Fixed: It was not possible to place a loaded RPG-7 in the editor Fixed:The Units / Squad logo was not visible to other units after a respawn Eden Editor Added: Advanced fog implementation in Eden attributes 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 20, 2016 20-07-2016 EXE rev. 137638 (game) EXE rev. 137673 (launcher) Size: ~34.7 MB DATA No data update today ENGINE Tweaked: Quick Play now filters out servers running Tanoa for players who do not own Apex expansion Tweaked: Searching for a landing position by AI pilots was optimized Fixed: It was possible to perform actions (e.g. Get In) on vehicles with their simulation disabled Fixed: Tasks were not initialized properly after loading a save file (https://feedback.bistudio.com/T119273#1489041) Fixed: Broken save during healing (https://feedback.bistudio.com/T82314) LAUNCHER Added: Search in MODS Fixed: Re-initialization of Steam when switching between offline and online mode was incorrect 10 Share this post Link to post Share on other sites
pettka 694 Posted July 21, 2016 21-07-2016EXE rev. 137676 (game)EXE rev. 137682 (launcher)Size: ~968 MB (depends on Apex ownership)DATA Added: Hull hit point with damage material to RHIB ship so that it visually deteriorates under incoming fire even when not destroyed Tweaked: Updated vegetation LODs to smoothen the transitions between them Fixed: Limping should no longer have a shake in the arm. Positions shouldn't jump when switching to pistol, and movement was dialed down for launcher idles. Fixed: The CMR-76 6.5mm could get stuck during reloading in the prone stance Tweaked: Weapon switching on-the-move has been disabled for all Revive-related animation states Fixed: Adjusted get-in memory points on the Tempest The East Wind (potential spoilers) Fixed: Sgt. Hardy's body was clipping into the ground at Signal Lost's start Fixed: The soldier on the H barrier at Camp Rogain in Drawdown 2035 was being incorrectly pushed off it Apex Protocol (potential spoilers) Fixed: Script errors when joining during the ending video of End Game and Keystone Fixed: The final cutscene of the Apex Protocol mission would not trigger under certain circumstances Fixed: Players did not have the correct ID, "Raider 2", for their group in Warm Welcome Fixed: Charges wouldn't properly detonate if a player attempted to disarm them prior to the ambush in Warm Welcome Tweaked: Mission flow would sometimes stall because of AI wandering away from target location New York in Keystone ENGINE Fixed: Script command inArea for triggers Fixed: Localized the axis strings for detecting joysticks 12 Share this post Link to post Share on other sites
DnA 5138 Posted July 22, 2016 22-07-2016 EXE rev. 137695 (game) EXE rev. 137697 (launcher) Size: ~57 MB (depends on Apex ownership) DATA Tweaked: Prepared new data and moved sound for static HMG shooting into the new configuration using soundsets Tweaked: The range of various explosion sounds was increased Apex Protocol (potential spoilers) Tweaked: Modified conditions of searching target location New York to prevent the Keystone scenario from appearing obstructed due to AI wandering away Fixed: Full briefing > signal is showing up now for the Warm Welcome scenario ENGINE Fixed: The fire command so that weapon selection stays until the firing is done Added: Vehicle and Brain components can now be inherited from a parent class without redeclaration Tweaked: Implementation of the Units image manager in the game (downloading / caching) LAUNCHER Tweaked: Spacing added to the default checkbox style Added: A close / kill game button to the MODS page to overlay displayed when the game is running ("Please exit the game to manage mods") 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 25, 2016 25-07-2016 EXE rev. 137721 (game) EXE rev. 137726 (launcher) Size: ~406.9 MB (depends on Apex ownership) DATA Fixed: The FV-720 Mora was missing in the AAF Showcase (https://feedback.bistudio.com/T117319) Fixed: Interior tail sounds would not play in some cases Added: It is now possible to display an Arma 3 Units logo in a player's profile Tweaked: The mass of the ERCO optics now matches the ARCO optics Apex Protocol (potential spoilers) Fixed: The Toronto target location composition in the Extraction scenario now matches the same composition used in the Keystone scenario Tweaked: One of the possible locations of the "Near New York" respawn point was moved to prevent AI spawn camping in the Keystone scenario ENGINE Fixed: Some conversations were transmitted both through radio and 3D space Fixed: The number of items in a character’s inventory should affect performance of the game less Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers Fixed: Dry sounds would not be played for static and vehicle weapons Fixed: The “Disconnect†and “Continue†buttons in a Debriefing screen would have the same functionality when playing the Apex Protocol campaign solo Eden Editor Fixed: Transformation attributes were missing for non-empty vehicles 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 26, 2016 26-07-2016 No EXE update today Size: ~634.2 MB (depends on Apex ownership) DATA Fixed: The NATO HQ in End Game scenarios was sometimes called Watchtower instead of Broadway Fixed: The module for setting default character and vehicle costs in Zeus didn't respect the new object categorization Tweaked: Insignia on the CTRG Stealth Uniform can now be changed in the editor and Virtual Arsenal (and there is none by default) Tweaked: Positions of the inventory attachments icons of the AK-12 Fixed: NATO (Pacific) Recon Marksmen were missing sound suppressors from their loadouts (https://feedback.bistudio.com/T119498) Fixed: The AKM rifle was available with an incorrect magazine in the editor Fixed: A script error connected to the Revive system for Joined-In-Progress players Fixed: The default Revive bleed-out value for pre-Apex scenarios was incorrectly set to 1200 seconds The East Wind (potential spoilers) Fixed: Some AAF squads and platoons were part of Task Force Aegis in the Maxwell Hub according to their ORBAT icons 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 27, 2016 27-07-2016 EXE rev. 137761 (game) EXE rev. 137755 (launcher) Size: ~1.6 GB (depends on Apex ownership) DATA Added: A dry firing sound for the LIM-85 machine gun Tweaked: The Revive bleed-out duration range was changed from 10-180 to 20-300 seconds (default value set to 120 seconds) Tweaked: Characters now kneel after landing with a parachute instead of going prone Fixed: Fast successive triggering of a 'Hold Action' (e.g. via spacebar spamming) would break its visualization Eden Editor Fixed: It was possible to play as a drone from the Eden Editor, leading to unforeseen results Apex Protocol (potential spoilers) Fixed: Scenario flow could get blocked while waiting for a boat in the Extraction scenario when playing on a Linux Dedicated Server The East Wind (potential spoilers) Fixed: The Crossing Paths scenario flow could get blocked when retreating to Camp Maxwell (AI could get stuck in the village) ENGINE Tweaked: Handling of mines was optimized Fixed: Recoil was applied also when throwing objects Added: Drawing markers is now connected with the current (VON) communications channel also Tweaked: Players could interrupt idle animations of their characters by clicking the Right Mouse Button Fixed: Sorting of localized strings in Virtual Arsenal was incorrect Fixed: Drones could be controlled by unconscious players 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 28, 2016 28-07-2016 No update today due to logistical issues. 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted July 29, 2016 29-07-2016 EXE rev. 137787 (game) EXE rev. 137787 (launcher) Size: ~1.4 GB (depends on Apex ownership) DATA Tweaked: Laser Spot Tracker availability and indication for gunships and drones Added: Gunner Aim indication for VTOL and Kajman pilots Tweaked: Several footsteps sound improvements (fadeout, bass frequencies, straw sounds) Added: A new sound configuration for the machine gun of the Prowler LSV Tweaked: The BIS_fnc_exportEditorPreviews function now allows taking screenshots of specific vehicle classes Fixed: The FV-720 Mora in the AAF Showcase had a crew Fixed: Double-clicking in the SP scenarios menu didn't work correctly Added: An ability to sort Arsenal lists alphabetically or by a mod Apex Protocol (potential spoilers) Fixed: An incorrect name was shown for Riker in the Firestarter scenario Fixed: Some dialog lines would be played several times in the Firestarter scenario Fixed: Achievements "Better with Friends" and "Lone Wolf" would only unlock if the missions were played in a specific order The East Wind (potential spoilers) Several improvements to the Breaking Even scenario:Fixed: Various soldiers and a truck would not properly retreat at the end of the scenario Fixed: The player group could be instantly detected during the initial sequence when ordered to take out the guards Tweaked: The truck driver no longer teleports inside his truck during the retreating phase, but instead uses a standard Get In procedure Tweaked: The truck now leaves the Outpost faster when retreating to the forest Fixed: The Preventive Diplomacy could fail after loading an autosave (https://feedback.bistudio.com/T117492) ENGINE Fixed: Keys with modifiers (e.g. SHIFT) would be marked as duplicates for similar actions without the key modifiers (part 2) Fixed: Reloading a weapon would cancel deployment when prone LAUNCHER Added: A context menu item to the Server Browser and a command to copy server information to the clipboard Added: An option to export a list of mods to a file (HTML or plain text) (WIP) Added: An ability to import a list of mods from a file or a website by dragging the site or a file with a list of mods to the Launcher Added: An ability to export and share a mod preset (via a new button) Added: A new 'Dismiss all' button was added to the notification bar (dismisses all active notifications) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 1, 2016 01-08-2016 EXE rev. 137800 (game) EXE rev. 137803 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Tweaked: NATO Pacific Helicopter Crew now have their MXC weapons in the proper camoflage variant Tweaked: Driver positions for air vehicles are now labeled as 'Pilot' in the Virtual Garage Added: It is now possible to define Linked Layers in Eden Editor to link objects to the modules of End Game objectives Added: An ability to sort Arsenal lists alphabetically or by a mod (actual implementation) Tweaked: The Pause Game and Vehicle Driver commands were moved into the in-game controls under the Common and Command categories respectively ENGINE Added: New actionIDs and actionParams script commands Fixed: AI gunners would refuse to occupy the gunner seat of Kuma in some cases LAUNCHER Added: An ability to import a preset from the Preset Manager (WIP) (known issue: if some mods are not subscribed by the user, the imported preset is activated without them and then modified as the mods are subscribed) 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 2, 2016 02-08-2016 EXE rev. 137821 (game) EXE rev. 137823 (launcher) Size: ~62 MB (depends on Apex ownership) DATA Fixed: The safety switch of the SPAR-16 rifle would be in an incorrect position after changing the fire modes (https://forums.bistudio.com/topic/191637-apex-weapon-feedback/page-21#entry3073169) Tweaked: Mass values of the MAR-10 and the Cyrus rifles were reduced Tweaked: Inertia of the Cyrus and SPMG weapons was optimized Tweaked: Arsenal now shows mod icons even when launched in a scenario (i.e. not only in Editor or Virtual Arsenal) Tweaked: Arsenal sorting now prioritizes official content (in this order: Arma 3, Zeus, Karts, Helicopters, Marksmen, Apex) Tweaked: Sorting type is now preserved in a game session, not in a scenario session Tweaked: The MXM rifle can no longer fit into a backpack Eden Editor Tweaked: Pressing the "Clear" button in the Eden Ammo Box attribute will now erase items only in the selected category (e.g., while Handguns are selected, only handguns will be cleared). Pressing the button when all items are selected will still delete all of them. The East Wind (potential spoilers) Fixed: The extraction truck would sometimes leave without a player in the Wet Work scenario ENGINE Added: A new _thisEventHandler variable containing an Event Handler handle was added to the entity, MP and mission Event Handler types (addEventHandler, addMPEventHandler, addMissionEventHandler) Eden Editor Fixed: Script error when using the Garbage Collector in Eden Editor (connected to the "AddAll" variable) Fixed: The 3D cursor would sometimes appear on the ground on uneven terrain Fixed: Player unit would be assigned to a drone when no other player is present in a scenario (https://feedback.bistudio.com/T86291) LAUNCHER Added: An option to choose what list of mods to export (only loaded or all) Added: An exported mods list is now displayed in a Roboto font Added: A warning message when exporting a preset with non-Workshop mods Tweaked: The message informing about server information being copied to the clipboard was updated Tweaked: The server information copied to the clipboard was updated 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 3, 2016 03-08-2016 EXE rev. 137841 (game) EXE rev. 137845 (launcher) Size: ~499.7 MB (depends on Apex ownership) DATA Fixed: The rear right light of the Xi'an VTOL was not turned off properly Tweaked: Pacific vehicles now carry the correct color variants of infantry weapons Fixed: Some magazines were listed twice in Eden / Zeus Ammo Box attributes Fixed: The UnitPos attribute values were incorrect Tweaked: The Friendly Fire ending now uses standardized format in Showcase Infantry Apex Protocol (potential spoilers) Fixed: Players could not hear each other over the radio in the Keystone scenario ENGINE Added: An engine implementation of the Stance attribute Tweaked: The focus of the work area is properly switched now when Right Mouse Button is pressed in Zeus Tweaked: Renegades can now disable all mines Fixed: The setUnitLoadout command used with a classname would ignore backpacks (https://feedback.bistudio.com/T117143) Fixed: AI characters would refuse to to disembark from helicopters / VTOLs with an AI pilot present LAUNCHER Added: More information about mods is now cached (It should help with reducing the traffic on a drive where the mods are stored) Fixed: Invoking a repair operation while Steam is not available would create an error message on the desktop 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 4, 2016 04-08-2016 No EXE change for today EXE rev. 137854 (launcher) Size: ~261.8 MB (depends on Apex ownership) DATA Tweaked: An Armillion localization fixes and tweaks Fixed: Instruments on the MB 4WD were duplicated Tweaked: The inertia coefficient value of the LIM-85 was slightly increased Added: Unarmed characters for the Tanoa factions Fixed: Equipment of unarmed characters is now consistent across all factions (Altis and Tanoa) Added: The Dynamic Groups are now available in all Master Zeus scenarios Added: A new BIS_fnc_switchLamp function toggling the functionality of street lamps Fixed: Armed Striders had incorrect axes set for their fuel indicators Tweaked: The rate of fire of the Rahim weapon was slightly decreased Eden Editor Tweaked: Spectator can now be combined with the "Respawn on custom position" Respawn setting in the Eden Editor Apex Protocol (potential spoilers) Tweaked: AI convoy driving was improved in the Warm Welcome and Firestarter scenarios Added: Riker squad will remind the players not to follow them at the start of the Keystone scenario ENGINE No engine changes today LAUNCHER Fixed: A warning about sharing non-Workshop mods took all present mods into an account (instead on checking only mods from the current preset) 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 5, 2016 05-08-2016 EXE rev. 137862 (game) EXE rev. 137864 (launcher) Size: ~401.6 MB (depends on Apex ownership) DATA Several weapons were tweaked:Tweaked: The mass and recoil values were adjusted for the Type-115 weapon Tweaked: The mass and recoil values were adjusted for the SPAR-17 weapon Fixed: The secondary muzzle of the Type-115 weapon would inherit its muzzle speed from the primary muzzle Tweaked: Air friction and penetration values of the secondary ammunition of the Type-115 were increased Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (not just those compatible with currently selected weapons) Tweaked: The light settings of the nights on Altis and Stratis are now more consistent with Tanoa ENGINE Fixed: The sound pitch of fatigue / health feedback sounds (e.g. heavy breathing) did not correspond with the pitch in the profile settings Tweaked: Performance drops when using the “LAND†waypoint in an obstructed area LAUNCHER Fixed: A corrupted mod identifier in a mod preset could prevent loading of other mod presets Added: Sharing mod presets now includes local mods (users still have to get them manually, but they are recognized if present or the user is pointed to the mod website to get them) 15 Share this post Link to post Share on other sites
DnA 5138 Posted August 8, 2016 08-08-2016 EXE rev. 137876 (game) EXE rev. 137876 (launcher) Size: ~42 MB (depends on Apex ownership) DATA Fixed: The speed of scrolling (using ScrollBar UI controls) was too fast Tweaked: The BIS_fnc_selectRandomWeighted function was optimized ENGINE Tweaked: The shownScoretable command now returns a number Added: A new visibleScoretable command (returning a bool) LAUNCHER No changes today 4 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 9, 2016 09-08-2016 EXE rev. 137888 (game) EXE rev. 137906 (launcher) Size: ~246.6 MB (depends on Apex ownership) DATA Tweaked: CSAT Pacific vehicles now transport proper weapons and ammunition Fixed: The drivers of Water Scooters did not grip the vehicle’s handles properly Fixed: The Prowler Light had some unwanted holding bars on the roll-cage Tweaked: Muzzle velocity of the AK-12 was decreased Prologue (potential spoilers) Fixed: Resting & deployment indicators would flicker when the player is held in place in the Reality Check scenario Apex Protocol (potential spoilers) Tweaked: All vehicles with disabled simulation are now locked in the Warm Welcome scenario Fixed: The support team no longer retreats to the supply depot in the Firestarter scenario Fixed: One of the Debriefing texts was incorrect in the Firestarter scenario Tweaked: Compositions of the Warm Welcome and Firestarter scenarios changed to simple objects (except interactive objects, such as fireplaces) ENGINE Added: Quick Play now displays dialogs with basic information about the found server, with an option to cancel the connection Fixed: Crash when using the actionParams script command with a script file specified Tweaked: The actionParams command now matches the addAction array of parameters Added: New "targettoview", "weapontoview" and "radartoview" MFD sources (used for HUD and HMD configuration) Fixed: The GetText() method for a string would return an invalid string Fixed: Crash when a helicopter with no Geometry LOD is present Eden Editor Added: Support for a Placement Radius attribute for groups Fixed: Eden variable names would accept also commands (https://feedback.bistudio.com/T119741) 5 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 10, 2016 10-08-2016 EXE rev. 137914 (game) EXE rev. 137915 (launcher) Size: ~801.6 MB (depends on Apex ownership) DATA Tweaked: Ballistic performance of the 7.62x39 mm bullets was optimized (increased air friction, decreased penetration) Tweaked: Muzzle velocity of the SPAR-16S weapon was increased Tweaked: The Protector, SPAR-16S and SPAR-17 weapons now have proper cursor types FIxed: The reticle of the ERCO optics was not correctly aligned Tweaked: Function BIS_fnc_setTaskLocal_handleJip was removed and its definition can be safely removed from remoteExec* whitelists. JIP is now properly handled within the BIS_fnc_setTaskLocal function. Tweaked: Character identities at the start of Showcase Scuba are now more distinct Tweaked: Helicopter flares were removed in Showcase Scuba Tweaked: Volume of the rotation sound for the 6.5 mm minigun Eden Editor Added: An ability to filter the Eden Editor asset browser by mods (click on the new drop-down menu next to search field and pick any of the mods there) ENGINE Fixed: Zeus could not delete objects in the map view Tweaked: The PhysX libraries were updated Fixed: Server crash related to PhysX 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 11, 2016 11-08-2016 EXE rev. 137921 (game) EXE rev. 137921 (launcher) Size: ~52.4 MB (depends on Apex ownership) DATA Tweaked: The “Slingload†task completion radius was increased from 100 to 150 meters in the Support scenarios Tweaked: Ticket penalty for dying was reduced from 10 to 3 tickets in the Support scenarios Tweaked: NATO helicopter compositions were adjusted in the Support scenarios Tweaked: Rewards for completing objectives were doubled in the Support scenarios Added: An ability to search in the Zeus asset browser Added: Buttons for sorting and muting all players in the multiplayer lobby Tweaked: The gunner crosshair in the HMD in the Blackfoot was improved Fixed: Browsing different uniforms, vests or backpacks in Arsenal didn't update the capacity information Eden Editor Added: Vehicle appearance in Eden can now be tweaked using Garage. Click RMB on a vehicle and select the "Edit Vehicle Appearance" item to access it. This replaces previous "Skin" attribute. Apex Protocol (potential spoilers) Tweaked: Some compositions in the Warm Welcome scenario were tweaked (simple objects) Tweaked: The speed of the convoy is no longer limited in the Warm Welcome scenario Added: Support for Respawn and Revive settings in the Campaign Lobby ENGINE Tweaked: Players will now un-deploy if they cross the deployment limit while prone (this was actually never in the version, and merely part of internal testing) Tweaked: Sprint can now be temporarily interrupted by firing LAUNCHER Fixed: CTD when sharing a preset with a local mod that has no URL in the action parameter in mod.cpp 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 12, 2016 12-08-2016 EXE rev. 137926 (game) EXE rev. 137926 (launcher) Size: ~414.7 MB (depends on Apex ownership) DATA Tweaked: Accuracy of the CAR-95-1 LSW was optimized Tweaked: Accuracy and muzzle speed of the CAR-76 DMR were optimized Fixed: The default zeroing interval of aiming with the iron sights was not correct for the CMR-76 weapon Tweaked: Damage model for Revive was optimized (soft damage should now scale better with the ammo caliber and should be in general less severe) Fixed: The knee ragdoll limits did not fit the new version of PhysX Apex Protocol (potential spoilers) Added: Respawn tickets were implemented to all Apex Protocol scenarios (WIP) Tweaked: All compositions of the Apex Protocol scenarios have been converted to Simple Objects for better performance ENGINE Tweaked: Locking on targets of laser-guided bombs now uses the same prediction as the CCIP Indicator Tweaked: Steering, convoy and formation behavior were improved for AI driving 11 Share this post Link to post Share on other sites
DnA 5138 Posted August 15, 2016 15-08-2016 EXE rev. 137946 (game) No new Launcher Size: ~626 MB (depends on Apex ownership) DATA Fixed: The Loadmaster position and several bench pod positions for the Taru were not localized Fixed: The Squad Radar was visible during some campaign scenes Tweaked: Sound effects for firing missiles and rockets were moved to the new configuration, and some volumes were tweaked ENGINE Tweaked: Increased (again) the timeout delay before a ‘zombie’ Workshop item is deleted - from 10 minutes to 2 hours [steamLayer] 6 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 16, 2016 16-08-2016 EXE rev. 137954 (game) EXE rev. 137955 (launcher) Size: ~54.5 MB (depends on Apex ownership) DATA Fixed: Karts Race scenarios would not end automatically if all drivers died Fixed: Various JIP issues in Karts Race scenarios Fixed: Weather changes made by Zeus in Karts Race scenarios would never bring rain Apex Protocol (potential spoilers) Tweaked: The co-op campaign lobby now properly displays difficulty selection and settings Fixed: Potential script error when trying to launch the campaign in Solo mode Eden Editor Fixed: A missing default value when placing an empty Site module could result in an infinite loading screen Fixed: Potential script error when using the Virtual Support Providers ENGINE Fixed: The GetIn entity Event Handler would not fire for characters moved in vehicles by scripts Fixed: Incorrect behavior of satellite textures on map borders when the land segments have a none-zero offset Tweaked: Improvements to AI convoy behavior (WIP) Fixed: Characters would be forced to stand up on terrains too steep for being prone Eden Editor The “Delete†button in the Save / Load dialog is now working only when the scenario list has focus LAUNCHER Added: The “server version†and “required game version†were added when copying information about a server to the clipboard (from the context menu of a server in the Server Browser) Tweaked: The User Interface of the Parameters tab was overhauled Added: A search box for parameters by their name, command-line parameter, value or keyword Added: It is now possible to select which parameters are displayed on the first Parameters page (favorites) Added: The number of active parameters is now displayed Tweaked: Mods and mission parameters were removed from the default set of favorite parameters (favorites can be set by users) Tweaked: Navigation was improved 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 17, 2016 17-08-2016 EXE rev. 137962 (game) EXE rev. 137976 (launcher) Size: ~57.2 MB (depends on Apex ownership) DATA Fixed: The BIS_fnc_kbTell function did not correctly handle the broadcasting of the enableSentences and fadeSound options Tweaked: Pressing "Space" in the Splendid Camera will now teleport the player even on raised surfaces (e.g. building roofs or floors) as opposed to just to the terrain location under the cursor as before Apex Protocol (potential spoilers) Fixed: Respawn tickets were not handled correctly in the Warm Welcome and Firestarter scenarios ENGINE Added: Pilot cameras now support laser designating Added: New pilotCameraRotX and pilotCameraRotY animation sources Added: New getPilotCameraPosition, getPilotCameraDirection, getPilotCameraRotation, getPilotCameraTarget, hasPilotCamera, setPilotCameraDirection, setPilotCameraRotation and setPilotCameraTarget script commands Eden Editor Fixed: The "Guard" waypoint combined with triggers did not work correctly (https://feedback.bistudio.com/T86121) LAUNCHER Tweaked: The toolbar in the "Servers" page is now visually consistent with the rest of the toolbars Added: A new keyboard shortcut and a hint to the filter box on the “Servers†page Fixed: Potential crash when entering an incorrect value in the Direct Connect dialog Fixed: A typo in one of the tooltips (thanks to R3vo for spotting it) Fixed: The message box can now be dragged by the full caption bar (previously only the top half was active) Fixed: Steam Overlay would appear in message boxes in some cases 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 18, 2016 18-08-2016 EXE rev. 137988 (game) EXE rev. 137990 (launcher) Size: ~103.8 MB (depends on Apex ownership) DATA Tweaked: Sounds for launching rockets from helicopters were improved Tweaked: The config files for the static GMGs were overhauled Apex Protocol (potential spoilers) Tweaked: Improvements to the Campaign Lobby (sounds, tooltips, combat efficiency rating and animation sequence) ENGINE Fixed: Crash when starting a SP scenario Tweaked: The precision of static turrets controlled by AI now depends on AI gunner skill more Fixed: The Communication Menu would not close after an entity died Fixed: The setUnitPos command would not work for fleeing AI LAUNCHER Fixed: Installing mods on exFAT and FAT drives would mark them as corrupted Fixed: Text would behave incorrectly in the text field parameters Fixed: There was an invisible caret in filter boxes on the "Parameters" and "Mods" pages 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted August 19, 2016 19-08-2016 (+1 hotfix) EXE rev. 138014 (game) EXE rev. 138011 (launcher) Size: ~100.3 MB (depends on Apex ownership) DATA Added: An ability to block opening of the Dynamic Groups interface (missionNamespace setVariable ["BIS_dynamicGroups_allowInterface", false]) Fixed: The Dynamic Groups interface could be open during weapon deployment (this was causing problems) Tweaked: Several improvements to the Campaign Lobby (new icons, sound volume tweak, script error on launch) Added: New samples for several dry firing sound effects Tweaked: The sounds of 20 mm and 40 mm GMGs are now separated Added: Pressing P in the Virtual Spectator mode now allows drawing of projectile paths ENGINE Fixed: Confirming an Apex Protocol scenario by pressing the Enter key would skip one scenario in the Campaign Lobby Fixed: Potential crash Fixed: The dynamic aiming error did not behave properly for AI reloading weapons Tweaked: Using disableAI "MOVE" now stops vehicles driven by AI Added: Checkboxes for muting players in the Multiplayer Lobby Eden Editor Fixed: An entity placed on water in the 3D scene would be placed on a different location than a unit placed via the map interface LAUNCHER Fixed: An excessive quote character in the mission selection dialog filter was removed Tweaked: The English localization was updated 11 Share this post Link to post Share on other sites