DnA 5139 Posted March 7 7-3-2024EXE rev. 151510 (game) EXE rev. 151510 (Launcher) Size: ~71 MB ENGINE Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks Added: Weapon holder support to the remains collector (WIP) Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholderRemovalMaxTime, weaponholderLimit mission config parameters Tweaked: Changed default disposal check period from 1 second to 5 seconds in remains collector Fixed: Remains collector was adding duplicate entries into a monitored array Fixed: Remains collector was not always adding entities in multiplayer Tweaked: Wreck priority removal is now calculated depending on whether or not the wreck is smoking Tweaked: Added an extra optional parameter to respawnVehicle Fixed: Helicopters destroyed without effects would continue burning and smoking Fixed: Vehicles respawned as flying were created on the ground first when the "Respawn" Event Handler returned its position Tweaked: getEntityInfo was extended Added: getRespawnVehicleInfo script command Tweaked: Vehicle respawn options are significantly extended Tweaked: More helpful error messages when a server's "keys" folder is missing or empty (thanks to Lango) Tweaked: Added an option to follow a respawn marker's direction for vehicles Fixed: setUnitLoadout would not place UAV Terminal items into the GPS slot Tweaked: Indefinite vehicle respawn default option is now -1 (the wreck left behind gets a suffix _oldwreck) LAUNCHER Added: Support for Reaction Forces Creator DLC 10 1 Share this post Link to post Share on other sites
DnA 5139 Posted March 13 13-3-2024EXE rev. 151569 (game) EXE rev. 151569 (Launcher) Size: ~74 MB ENGINE Tweaked: get/setMissionOptions now use HashMaps Fixed: "AnimDone" event firing constantly after a unit's death - FT-T175658 Added: getCorpseWeaponholders script command Fixed: Desync in some remote animations - FT-T124694 Tweaked: Vehicle respawn marker search was improved Tweaked: Vehicle respawn marker selection was further improved, and the getRespawnVehicleInfo command was extended Added: callExtension feature flags, context stacktrace, and game functions Fixed: The random script command would sometimes return the maximum value; it is now exclusive again (broken since 2008) - FT-T168113 Fixed: Radio channel sentence types were not synchronized properly Fixed: Reliability of adding / removing units to / from custom radio channels was improved Fixed: Chat HUD was still present when a player was removed from the corresponding radio channel Fixed: It was possible to add units to a radio channel that was not yet created 9 1 Share this post Link to post Share on other sites
NeilZar 58 Posted March 20 13-3-2024EXE rev. 151598 (game) EXE rev. 151600 (Launcher) Size: ~86 MB ENGINE Fixed: The mortar gunner animation desync fix was breaking other get in turret animations - FT-T124694 Fixed: Some UserActionEventHandlers did not trigger when a UI was capturing the keypress - FT-T178835 Added: diag_remainsCollector script command Added: The ability to set individual minPlayerDistance for corpses, wrecks and weapon holders Tweaked: __has_include now also parses macros in its parameter (thank you, Stoney) - FT-T153547 7 1 Share this post Link to post Share on other sites
DnA 5139 Posted March 27 27-3-2024EXE rev. 151641 (game) EXE rev. 151641 (Launcher) Size: ~70 MB ENGINE Fixed: Custom radio markers did not synchronize for JIP players - FT-T180034 Fixed: connectTerminalToUAV command was not always behaving correctly Big thank you to NeilZar, for your last build in an official Arma 3 Live Ops capacity and all your hard work these past years 👨💻 6 4 Share this post Link to post Share on other sites
DnA 5139 Posted April 10 10-4-2024EXE rev. 151686 (game) EXE rev. 151686 (Launcher) Size: ~73 MB ENGINE Added: Optional Bool to surfaceTexture and surfaceType commands for accurate surface information Fixed: switchMove blendFactor did not work with gestures - FT-T164731 Fixed: Heal actions did not appear when touching water (now characters just need to have their upper body out of water) - FT-T178578 Fixed: soundFly of shots was not simulating the speed of sound - FT-T178099 Tweaked: Added a cache of recent patterns for regex* script commands Tweaked: Finished integration of weapon holders into the remains collector Tweaked: objectParent now also returns a weapon holder's creator unit Tweaked: Upgraded Linux compiler (no behavior changes expected) Fixed: Feature objects, that are under the mouse cursor while an Eden Editor world is cleaned up, could get stuck as ghost objects - FT-T174009 Fixed: Script errors in params would not print context to RPT (thanks Jasper) Fixed: Script errors in params would not trigger the "ScriptError" Event Handler Fixed: say3D was inconsistent with the returned type of value Fixed: Scripted weapon holders were not added to the remains collector in the 'manage all' mode Fixed: Game freeze and later crash when pressing Alt+F4 with an inventory display open Fixed: Possible crash on game exit Fixed: Eden Editor missions could get stuck as multiplayer even with only one playable unit Added: isADS and opticsMode weapon animation sources - FT-T175562 Fixed: setUnitLoadout did not trigger the "SlotItemChanged" Event Hander as expected - FT-T180338 Fixed: Mission Event Handlers for markers were not triggered locally with Zeus curator changes Fixed: Zeus curator edited marker positions and directions did not broadcast to remote clients Fixed: Custom radio markers were not updated for units added or removed from a channel 11 1 Share this post Link to post Share on other sites
DnA 5139 Posted April 17 17-4-2024EXE rev. 151725 (game) EXE rev. 151725 (Launcher) Size: ~81 MB DATA Fixed: Typo in respawnLinkedItems of the FIA Autorifleman - FT-T178528 Fixed: Hole in the bottom part of the MRD scope mesh ENGINE Tweaked: isADS animation source now uses an .index suffix - FT-T175562 Fixed: HashMapObject lost its object properties (methods and special functions) when transferred over network Fixed: Some Eden Editor script commands had a wrong return type reported in their command info Fixed: clear3DENAttribute always returned false and its command info return type was also wrong 5 2 Share this post Link to post Share on other sites
DnA 5139 Posted April 24 24-4-2024EXE rev. 151757 (game) EXE rev. 151757 (Launcher) Size: ~229 MB DATA Fixed: Projectile penetration of Military Coffin props Fixed: Floating mesh in the Prowler model Fixed: Footstep sounds on the green version of Bunker (Tower) - FT-T122026 Tweaked: Generated new inventory icons for Ghillie suits Fixed: Hidden selections on rugged communication terminals Tweaked: Improved UV mapping of the VR Slope (10x5x4) object - FT-T177369 Fixed: Weird vertex issue on a couple more small damaged houses - FT-T163748 ENGINE Fixed: setParticleFire error message was misleading Tweaked: Scripted division by zero now returns infinity (previously 0, still triggers a script error) Fixed: Scripted min/max behaved incorrectly when provided with a NaN value (NaN is allowed on the left side) Fixed: Advanced Flight Model helicopter simulation did not consider water buoyancy - FT-T180426 Fixed: createMarker would ignore the drawPriority of other markers and incorrectly draw on top of higher priority markers - FT-T180604 Fixed: Performance issue in Eden Editor when looking outside of the terrain Fixed: Eden Editor lines that go through the camera (but don't start/end in the camera view) would randomly not show 7 3 Share this post Link to post Share on other sites
DnA 5139 Posted May 1 24-4-2024EXE rev. 151781 (game) EXE rev. 151781 (Launcher) Size: ~699 MB DATA Tweaked: Removed inventory pictures from vehicle-based SPG9 magazines - FT-T180323 Tweaked: Moved some of HEMTT's Virtual Garage texture configuration from Apex to its vanilla counterparts Fixed: Double echo sound when firing Katiba or SPAR-16 indoors - FT-T178139 Tweaked: View geometry of a few more structures (House_1W03_F, House_2W03_F, House_2W04_F, House_2W05_F, IndustrialShed_01_F and u_House_Big_01_V1_F) - FT-T146447 Fixed: Issue related to occluders on Livonia civilian houses - FT-T156396 ENGINE Fixed: HashMap circular reference check when saving the game had a memory leak and a false positive - FT-T180508 Tweaked: Improved performance of getModelInfo/getEntityInfo/getShotInfo Fixed: diag_codePerformance had unexpected overhead, the measurement result could be 10% off from the real execution time Fixed: Map markers were mixed up when setMarkerDrawPriority was used (since the last Dev build) Fixed: ~8 millisecond micro stutter every 5 seconds - FT-T180665 Added: Preprocessor definitions __FILE_NAME__/__FILE_SHORT__ - FT-T180256 Fixed: Possible game freeze when rejoining a multiplayer server after being kicked Fixed: Unarmed characters were unable to get up after being unconscious (they would be stuck in a lying on ground animation) - FT-T63879 Added: createSoundSourceLocal - FT-T180246 10 1 Share this post Link to post Share on other sites
DnA 5139 Posted May 15 15-5-2024EXE rev. 151825 (game) EXE rev. 151825 (Launcher) Size: ~405 MB DATA Fixed: Double echo sound when firing Mk200 indoors - FT-T178139 Fixed: Wrong size of the water impact splash effect for grenades Fixed: Wrong water splash effect for shot grenades (UGL) Added: Missing impact sounds for shot grenades Added: Missing glass breaking sounds for grenades Added: Body impact sounds for grenades ENGINE Added: allCameras script command - FT-T180138 Fixed: High-resolution procedural textures with too few mipmaps were not always rendered on the screen - FT-T180876 Fixed: Some cases where UI to Texture would not load other textures referenced in the display on first render Fixed: Crash when saving the game with a script-created #lightreflector in the world - FT-T179975 Added: Engine support for headgear models switching based on NVG being on or off Fixed: Magazines added via addXXXCargo script commands were not recognized - FT-T74244 Fixed: Throwing a grenade could play an impact sound - FT-T180487, FT-T73791 Fixed: Grenade water splash effects were limited to remote clients Fixed: Water splashes were missing for smoke grenades and chemlights Fixed: Any surface impact for grenades was using the ground impact sound Fixed: Underwater grenade simulation Fixed: Grenade collisions with characters Fixed: Smoke from grenades in water was finishing too soon on remote clients Fixed: Grenade interaction with glass - FT-T126046, FT-T82591, FT-T79230, FT-T76734, FT-T71810, FT-T71658, FT-T67904, FT-T66209, FT-T64513, FT-T76391, FT-T70529, FT-T67440 Fixed: Smoke grenades were too loud underwater Fixed: Close proximity grenade interactions with glass Tweaked: New hitGlassBreak[] = {} config parameter for glass breaking impact sounds Tweaked: Grenade impacts on characters now deal corresponding minor damage based on the kinetic energy and angle of impact Tweaked: "WeaponAssembled", "WeaponDisassembled" and "Disassembled" Event Handlers now receive extended parameters - FT-T180929 Added: "Assembled" Event Handler - FT-T180929 Fixed: Could not scroll the player list in the role selection screen (it would always reset the scroll back to the top) - FT-T180434 Fixed: Scrollbar in the role selection screen obscured the player mute button - FT-T180434 Fixed: Player mute button in the role selection list would mute the wrong player, if the list was scrolled down Fixed: Eden Editor multiplayer scenarios would apply the player name to the "player" unit, even if a different "playable" unit was chosen Tweaked: getAttackTarget now shows targets sooner - FT-T154359 Added: Map markers are now visible in 3D in Eden Editor - FT-T172248 Fixed: Submunition shots could duplicate their effects (particles, impact craters) in multiplayer - FT-T177010 Tweaked: Added a parameter to addForce to disable setting characters to unconscious Tweaked: Eden Editor object icons now rotate with the object Added: Eden Editor markers can now be placed in 3D (not just on the 2D map) Fixed: Eden Editor marker placement preview icons did not exactly match the markers (slight size difference and missing shadow) Tweaked: Eden Editor map markers now become visible when selected even if their alpha is 0% Fixed: Partially filled magazines could disappear after reloading in multiplayer - FT-T142540 Fixed: The "Expansions" list in the server browser was not able to display all mods (not even all DLCs fit into it) Fixed: Hand grenades would disappear on remote clients after hitting water Added: "WeaponChanged" entity Event Handler - FT-T178384 9 4 Share this post Link to post Share on other sites
DnA 5139 Posted May 22 22-5-2024EXE rev. 151835 (game) EXE rev. 151835 (Launcher) Size: ~74 MB ENGINE Added: New argument to "SlotItemChanged" entity event, and it now fires for weapon attachments - FT-T177742 Added: "Unloaded" entity event - FT-T174935 Tweaked: getEntityInfo was extended with isSetForDeletion option Tweaked: Added isSetForDeletion option to getShotInfo Fixed: Ban reason was not displayed on clients being banned (but kick and BattlEye kick reasons were) - FT-T181310 Fixed: Server kick/ban commands now support whitespace in usernames by wrapping them in quotes - FT-T181310 6 2 Share this post Link to post Share on other sites
DnA 5139 Posted June 5 5-6-2024EXE rev. 151869 (game) EXE rev. 151869 (Launcher) Size: ~375 MB DATA Tweaked: VR world is now using separate footstep sounds - FT-T180485 ENGINE Added: get/setPhysicsCollisionFlag script commands Fixed: Performance degradation when many scheduled scripts are active Added: "MagazineReloading" entity event Fixed: Missile targeting sensors did not check range / angle limits (anti-radiation missiles could target radar emitters that were behind the missile, out of range and whose radar did not even reach the missile) - FT-T181124 Added: Vehicle marker lights now animate with animated memory points Fixed: Removing all throwables via addMagazineCargo/addMagazineAmmoCargo would leave a ghost grenade behind - FT-T76533 Fixed: removeMagazine(Global) on a grenade would make the grenade category unusable, even if more grenades were available - FT-T79813 Added: DLL extension access to DirectX Added: New script command screenToWorldDirection, and an alternative syntax for screenToWorld/worldToScreen for a specific camera - FT-T181178 Fixed: enableInfoPanelComponent could not disable CustomDisplayComponent - FT-T162729 Added: "Draw2D" mission Event Handler 9 3 Share this post Link to post Share on other sites
DnA 5139 Posted June 26 26-6-2024EXE rev. 151913 (game) EXE rev. 151913 (Launcher) Size: ~69 MB DATA Fixed: Some custom animations did not reset properly in Eden Editor - FT-T166771 Fixed: supportInfo types did not support filtering by name Tweaked: Empty placeholder mission scripts from config, such as initServerPlayer, etc. are now ignored on mission start - FT-T85153 Fixed: Script error in the live feed module (BIS_fnc_liveFeed) - FT-T178986 Tweaked: High Command module was failing to execute properly when BIS_fnc_execVM was blocked by the mission maker ENGINE Fixed: JIP clients did not always synchronize properly - FT-T171670 Fixed: Soldier-held AA/AT weapons with lock-on were not able to lock onto targets - FT-T181124 Fixed: "SlotItemChanged" Event Handler did not trigger on removal of muzzle attachments Added: Weapon muzzle config Event Handlers "MagazineUnloaded", "SlotItemChanged", "WeaponChanged" Fixed: Crash when cutText replaces itself during "Unload" Event Handler - FT-T182375 9 1 Share this post Link to post Share on other sites
razazel 611 Posted July 10 10-7-2024EXE rev. 151987 (game) EXE rev. 151991 (Launcher) Size: ~69 MB KNOWN ISSUES SimulWeather script commands are missing on Dedicated Servers DATA Fixed: BIS_fnc_setIdentity was not always syncing the identity properly - FT-T85502 ENGINE Fixed: setFace was not setting custom faces properly - FT-T85502 Fixed: Blank face after a player with a custom face left the server - FT-T85502 Fixed: face command not always returning the set face - FT-T85502 Tweaked: face command now properly returns the current face as a class name - FT-T85502 Added: hasCustomFace script command - FT-T85502 Fixed: getEntityInfo would return an array of nulls when the argument was not an entity Tweaked: isSetForDeletion flag in getEntityInfo was extended to work with simple objects Tweaked: Alternative syntax added for setMissileTarget script command Added: missileState script command Tweaked: Handling of Eden Editor mouse cursor placement (it is now possible to place objects on top of all objects and upside down and on the sides of objects; please report issues that you find with this) Fixed: Localized titles and descriptions for exported missions were not showing in the scenarios menu - FT-T179398 Fixed: "Killed" Event Handler was not triggering for upside down helicopter crashes - FT-T181306 Tweaked: Zeus height-only movement now blocks horizontal movement Added: set3DENAttachedCursorEntity script command - FT-T182548 Added: "ArtilleryShellFired" mission Event Handler - FT-T180721 Tweaked: missileState extended with missile flight profile Tweaked: Added alternative syntax for name command, for namespaces Fixed: Missing falling sound for mortar shells in some cases - FT-T159917 Tweaked: serverTime/netId/objectFromNetId/groupFromNetId script commands now also work in singleplayer - FT-T182176 Added: drawLine/drawLine3D now have a width parameter - FT-T122512 Tweaked: format script command is no longer limited to 8191 characters (now 8388608) - FT-T81725 Added: getSteamFriendsServers now also returns the steamUID of the player - FT-T176268 Tweaked: Improved script performance Fixed: UGV remote control from its passenger seat stopped working Fixed: Delay in transferring UAV remote control to the player - FT-T182587 Fixed: Entity leak after remote removal of a vest or uniform - FT-T182649 10 4 Share this post Link to post Share on other sites
razazel 611 Posted July 24 24-7-2024EXE rev. 152041 (game) EXE rev. 152041 (Launcher) Size: ~127 MB DATA Tweaked: BIS_fnc_setCustomSoundController adapted to handle JIP players - FT-T159347 Fixed: Van siren was not working correctly for JIP players - FT-T159347 Fixed: External sounds attenuated for drivers in open LSVs Fixed: External sounds attenuated for drivers in Karts Fixed: Script error in Eden Editor interface - FT-T180633 Fixed: Scripts with format-related errors - FT-T182822 Fixed: Copy code performance results script error - FT-T182822 Fixed: Errors in BIS_fnc_EGSpectator - FT-T180413 Fixed: Errors in the strategic map module - FT-T156710 Fixed: External sounds attenuated for Quadbike drivers and passenger Fixed: Offroad siren was not working correctly for JIP players Fixed: Script errors in BIS_fnc_EGSpectator - FT-T180930 ENGINE Fixed: SimulWeather scripts commands were missing on Dedicated Servers Added: ctrlModelVectorSide script command Tweaked: allLODs now returns whether a LOD is currently loaded Fixed: say3D attenuated for drivers of open vehicles - FT-T84917 Added: Vehicle config parameter disableDriverAttenuation Fixed: Siren could be heard twice when entering an ambulance while the siren is playing - FT-T159347 Added: remoteExecutedJIPID script command Fixed: loadAbs/load and the inventory UI container fill indicator, which counted the contents of Uniforms/Vests/Backpacks twice - FT-T167469 Fixed: Inventory UI external container load progress bar preview was not considering contents in dragged containers - FT-T167469 Fixed: lnbDeleteRow did not trigger "OnLbSelChanged" event when the selected row had to be changed Added: "SaveGame" mission Event Handler - FT-T182887 Added: allExtensions script command (with code signing certificate information and checking) - FT-T78558, FT-T74717 Fixed: "CargoUnloaded" entity event did not fire if the cargo was detached without being unloaded properly Added: getEventHandlerInfo now returns code of some Event Handler types (diagnostic binary only) Added: "Attached" / "Detached" entity events Fixed: Some cases where the game would not create a crash report on crashing Added: toJSON and fromJSON script commands - FT-T168271 Fixed: Vehicle door open states would not synchronize correctly in multiplayer - FT-T182082 6 2 Share this post Link to post Share on other sites
DnA 5139 Posted July 31 31-7-2024EXE rev. 152062 (game) EXE rev. 152062 (Launcher) Size: ~101 MB DATA Tweaked: Regenerated a lot of Eden Editor previews to fix glitches with various assets ENGINE Fixed: Crash when providing some command-line parameters with an argument, but leaving the argument empty (-unit=) (thanks PineCone227) Fixed: Bogus script type errors on Linux servers (thanks pSiKO) Fixed: Launcher firing effects did not work for remote units - FT-T182166 Fixed: Custom missionEnd was broken (thanks kju) Fixed: Game crash when trying to use the #vote server command since a recent change (thanks WO1 P. Larkins) Fixed: Compatibility with Windows 7/Windows Server 2008 (thanks Dimon UA) Fixed: Memory corruption and random crashes when a structure with Path LOD was outside of terrain bounds (thanks Floffel) Fixed: Crash if a weapon magazine is removed during the "Reloaded" Event Handler Fixed: "HandleHeal" Event Handler ignored a returned Boolean - FT-T182892 Fixed: "HandleHeal" Event Handler did not trigger on healing at a medical vehicle - FT-T183117 Fixed: "HandleHeal" Event Handler isMedic parameter was always false - FT-T71433 Tweaked: "HandleHeal" Event Handler return was extended 8 2 Share this post Link to post Share on other sites
razazel 611 Posted August 14 14-8-2024EXE rev. 152135 (game) EXE rev. 152135 (Launcher)Size: ~136 MB KNOWN ISSUES Dedicated Server may be unable to load mission files DATA Fixed: Eden Editor preview for Spetsnaz Recon Grenadier Tweaked: Unified Geometry LOD on all character models (this should result in more unified damage behavior between various uniforms) Tweaked: Enabled inventory on AL-6 boxes - FT-T179981 ENGINE Fixed: Tactical Ping was not placed correctly on a rotating mini map - FT-T165080 Added: simulSetHumidity command (reintroduced after a long absence) Fixed: AI would calculate paths even if "PATH" is disabled via disableAI - FT-T160446 Fixed: Unable to use compositions or unit/squad logos when the profile folder contains non-ASCII characters - FT-T148574 Added: "UnitKilled" group Event Handler - FT-T170658 Fixed: "InventoryOpened" event did not receive the ground weapon holder - FT-T170711 Fixed: drawRectangle and drawEllipse not following a rotating mini map - FT-T165080 Tweaked: drawRectangle and drawEllipse optional parameter - FT-T165080 Fixed: Extensions could not be loaded if the mod folder or game folder path contained non-ASCII characters Fixed: Explosive charges could cause very low or no damage at all, when detonated close to the center of mass of a building - FT-T183118 Tweaked: missionProfileNamespace is now saved on mission end (only if isMissionProfileNamespaceLoaded) - FT-T183037 Fixed: Non-leaders could talk on command chat - FT-T179942 Tweaked: Chat channels which are not available will not appear in the UI channel selection - FT-T179942 Fixed: Performance issues and out-of-memory crash trying to draw the map on extremely large (>128km²) or broken (NaNs in heightmap) terrains - FT-T183162 Fixed: sleep command would not work in persistent Join-In-Progress scripts Fixed: Spamming map open/close could result in a permanent loss of sound (thanks Dolph Man) Fixed: "Put" Event Handler did not fire on containers - FT-T175428 Tweaked: copyFromClipboard is now available in Eden Editor multiplayer mode Fixed: Zeus map did not show Polyline markers - FT-T175116 Added: Server network anti-flood protections Fixed: Server could freeze when too many network messages were received Fixed: Waypoint, remoteExec, particle, init.sqf and action scheduled scripts were missing the _thisScript variable - FT-T183544 Fixed: setUnitLoadout would replace Uniform/Vest/Backpack containers even if nil was passed for them - FT-T180975 Fixed: The game still considered shadow view distance (and rendered all objects within that distance) even if shadows are disabled - FT-T175612, FT-T175509 Tweaked: drop script command now returns the particle object - FT-T182084 Tweaked: "EpeContactStart" event now triggers before collision damage is applied - FT-T177724 6 2 Share this post Link to post Share on other sites
DnA 5139 Posted August 21 21-8-2024EXE rev. 152167 (game) EXE rev. 152158 (Launcher) Size: ~76 MB DATA Added: Czech Veterans Day 2023 selected screenshots to Showcase Art of War (Lars Blanken Gallery) ENGINE Added: Extension UI Control 7 1 Share this post Link to post Share on other sites
DnA 5139 Posted September 11 11-9-2024EXE rev. 152211 (game) EXE rev. 152211 (Launcher) Size: ~96 MB KNOWN ISSUES Not always loading textures and LODs for assets DATA Fixed: Hiding of the loading screen (unknown) game mode for singleplayer was broken since a recent engine change ENGINE Fixed: Game could freeze when tabbing out while rendering - FT-T183720 Fixed: Fused UGL grenades would not explode when hitting a character body Tweaked: getBoneNames now returns two arrays (bone/parent split, instead of being combined in one array) - FT-T167461 Fixed: supportInfo command did not list all commands on "u:*" and "b:*" Added: Mission option to ignore upside-down self damage for helicopters 5 2 Share this post Link to post Share on other sites
DnA 5139 Posted September 25 25-9-2024EXE rev. 152232 (game) EXE rev. 152232 (Launcher) Size: ~71 MB DATA Fixed: Vanguard MP would not always clear a leader's selection box after closing the map ENGINE Fixed: Not always loading textures and LODs for assets Fixed: "HandleDamage" Event Handler started triggering on character heal 7 1 Share this post Link to post Share on other sites
razazel 611 Posted November 6 06-11-2024EXE rev. 152375 (game) EXE rev. 152377 (Launcher) Size: ~78 MB KNOWN ISSUES The 32 bit version may crash randomly DATA Fixed: Made VR suits damage consistent with rest of characters by removing additional hit points for left and right limbs, which were breaking actual damage behavior (f.e. shaking hands when arms were injured) Fixed: CSAT Officer Fatigues damage configuration is now consistent with the rest of the characters ENGINE Added: Replaced Real Virtuality multithreading system with Enfusion's version Added: Asynchronous JIP queue processing Added: Multithreaded JIP queue processing Added: Multithreaded lights collection Added: More multithreading into rendering Added: Asynchronous AI and sound simulation Added: Partially multithreaded AI simulation Added: Multithreaded AI visibility calculations Tweaked: Improved PhysX simulation performance, if many PhysX objects are in close proximity Tweaked: Buildings with lights no longer get faster simulation if they are not animated and static Tweaked: Visibility checks when applying explosion damage are now multithreaded Tweaked: Improved server performance when sending a large JIP queue Fixed: drawRectangle and drawEllipse script commands would ignore the angle parameter Fixed: RPT spam for valid custom radio channels - FT-T185238 Fixed: Characters would scream at the end of healing Fixed: UAV terminal checkboxes do not work - FT-T185228 Fixed: Large helicopter rotors would break after hitting a player, instead of damaging that player Fixed: Script number comparisons with NaN returned the wrong result Tweaked: UAV terminal checkbox interaction sharing was improved (now available to UAV owners where the UAV is local) - FT-T185228 Tweaked: Taking secondary control in a UAV is now limited to the same group (video feed and taking control of an empty UAV is available to everyone from the same side) Fixed: Excessive damage of various buildings by bullet fire - FT-T185327 Fixed: Alternative syntax of createUnit was not working as expected - FT-T185475 Fixed: Sometimes "UnitKilled" and "Killed" Event Handlers had their output swapped around - FT-T185567 Added: getUnitState script command Tweaked: Remains collector default mode in multiplayer is now: off (it was broken until 2.18, but its working state may not work well with all scenarios yet) Fixed: Sometimes velocity for EPE objects would return 0 - FT-T185618 Added: Continuous capture for diag_captureSlowFrame Added: Logging diag_captureFrame to file now also outputs a Chromium tracing format file Fixed: customChat could fail if a player is removed and added in a certain way - FT-T185296 Fixed: UAV would stop following waypoints after a Land waypoint Fixed: getObjectTextures/getObjectMaterials would not work with Simple Objects - FT-T185884 Added: Alternative syntax for getObjectTextures script command Added: Option to setObjectTexture to return default textures - FT-T171318 Added: Option to setObjectTexture and setObjectMaterial commands to reset to default texture/material Added: Ability to set a marker color directly - FT-T185042 Tweaked: inAreaArray efficiency for markers has been slightly improved Fixed: Inconsistency between inAreaArray and inAreaArrayIndexes for Array when matching in 3D Added: Slightly improved efficiency of inAreaArray for Arrays Added: Alternative syntax for inPolygon check to inAreaArray Added: Optional parameter to inArea/Array/Indexes to force all positions to be treated as PositionWorld (default was PositionAGL) Added: New marker shapes: TRIANGLE, PENTAGON, HEXAGON, HEPTAGON, OCTAGON, NONAGON, DECAGON Added: drawXPolygon script command Added: exportJIPQueue now includes the number of messages per object (to see how many would be removed if said object was deleted) Fixed: enableReload would not work with static weapons Fixed: Removing a magazine from a static weapon would trigger a reload when enableReload was false Tweaked: setUnitLoadout will now abort if a unit is in the process of switching weapons - FT-T167015 Added: isSwitchingWeapon script command Fixed: removeMagazine was removing the current magazine from static weapons first LAUNCHER Added: Support for Expeditionary Forces Creator DLC (known issue: imagery missing) 8 3 Share this post Link to post Share on other sites
razazel 611 Posted 21 hours ago 20-11-2024EXE rev. 152427 (game) EXE rev. 152427 (Launcher) Size: ~72 MB KNOWN ISSUES 32bit Dedicated Server crashes upon mission start 64bit Listen Server may freeze a few moments after mission start ENGINE Fixed: Crash when an AI group is deleted while being simulated Fixed: AI visibility checks did not consider per-frame time limits (trying to only do so many checks to keep FPS above 20) Fixed: Crashing on 32 bit Added: Multithreaded PhysX simulation Fixed: Game would try to re-download Steam Workshop Compositions repeatedly - FT-T171116 Fixed: Zeus map did not render "Empty" markers - FT-T185279 Removed: One rendering optimization (caused objects to visibly flicker, pending further investigation) Fixed: Crash related to weapon flashlights/IR lasers Fixed: RPT file header would not print completely if too many mods are loaded Fixed: RPT file header would not print all arguments if arguments were too long Fixed: inArea/Array/Indexes did not support legacy hexagon - BI Forums Fixed: Difficulty could get stuck in "Regular" after a campaign intro scenario Fixed: DataLink config attributes in "Man"-type classes were ignored - FT-T186290 Fixed: JIP players seeing different uniform on a player for up to a minute (please test looting from dead bodies as this might have indirectly fixed a few other bugs) Added: CT_WEBBROWSER control Added: Alternative syntax forlineIntersects command to run multiple intersects in parallel Fixed: Unit insignia were sometimes being applied to the whole body - FT-T155459 Tweaked: Uniform textures are now stored on uniform entities Tweaked: Uniform textures now persist in multiplayer Added: FPS limit in main menu with -world=empty and when windowed mode is unfocused Fixed: Keybinding F16-F23 keys were displaying "UNEXPECTED_KEY_ID" instead of the key name - FT-T125049 2 3 Share this post Link to post Share on other sites