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Development Branch Changelog

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25-11-2013

EXE rev. 112769

Size: ~392 MB

  • Added: Commands triggerTimeoutCurrent / waypointTimeoutCurrent
  • Added: Command setParticleFire
  • Fixed: Wrong direction of the rain particles
  • Fixed: Performance issue caused by fog
  • Various Steam Workshop improvements:
  • Offline play of subscribed workshop missions including saves is now possible


  • Scenarios sorting by name, time subscribed and rating (applicable only for Workshop missions)


  • Subscribed and published items are cached now - no more reloading each time


  • Fixed: Adding tags during publishing


  • Publish process is now adding Altis, Stratis, OtherMap tag depending on map used for scenario


  • Using newest Steam SDK 1.26


  • Added: New function BIS_fnc_jukebox
  • Optimized: BIS_fnc_selectRandom
  • HEMTT model has been tweaked visually
  • Changed: Class property of fuel station feed from house to vehicle
  • Changed: Parent class of PlayGround_base_F from Static to HouseSmall
  • Sorted: Mission status bar data structure
  • Added: Mission status slots are now clickable
  • Added: More controller schemes
  • Update of backpack equipment. Introduced new backpack for divers of all factions.
  • Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill.
  • Decreased damage of pistol bullets, for we cannot properly simulate their stopping by vests at the moment. They are still more than enough powerful on unprotected targets though (and still being tweaked).
  • Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage.
  • Anti-personnel explosives damage levels set according the new soldier protection values.
  • Optimization of diver equipment for all factions
  • APDS ammo for Independents removed from ammo boxes
  • Fixed: Empty LOD of T-100
  • Sparks of Sabot hit should glow even at night now
  • Tuned armor damage textures
  • Fixed: ‘Locking’ of texture in rain PP
  • MP: Strange error messages about removing non-local objects (WIP investigation tweaks)
  • Functional mirrors for Marid
  • Rear view mirrors for Marshall
  • Fixed: Crane glitches (http://feedback.arma3.com/view.php?id=15727)
  • Fixed: Walking on stairs of Cargo tower and Cargo patrol tower
  • Fixed: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory (http://feedback.arma3.com/view.php?id=16166)

Edited by DnA

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26-11-2013

EXE rev. 112828

Size: ~319 MB

  • Known issue: There is a script error message on start of each showcase / editor preview
  • Known issue: Campaign progression may break in some circumstances (stuck in a loading screen)
  • Reconfigured position and collision lights for all aircraft
  • Fixed: UI event handler "unload" returned 'true', which removed all other event handlers of the same type
  • Jukebox function functionality improved
  • Ability to have empty music containers


  • No repeat option


  • Added numberOfWindows parameter to structures and restructured position of numberOfDoors
  • Fixed: In-game video stuttering (OGV)
  • Fixed: Campaign menu expand button behavior
  • Rare cases of AI renegade suicidal behaviour are now better avoided
  • Fixed: setWeaponReloadTime command
  • Team members are ordered according to their numbers
  • Fixed: vehicle player removeMagazineTurret ["SmokeLauncherMag_boat", [-1]] crashed the game

Edited by DnA

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27-11-2013

No update due to several auto-tests failing.

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28-11-2013

EXE rev. 112828

Size: ~439 MB

  • Added: Wy-55 Hellcat (armed and unarmed)
  • Added FV-720 Mora
  • Added MBT-52 Kuma
  • Added: LRPS optics
  • Added: IR Grenades
  • Added: Black variants of MX rifles
  • Added: Selected parts of the Tactical Guide to Field Manual
  • Added: Seven new faces of developers to choose from
  • Added: Guerrilla headwear with headsets
  • Added: 4 new ambient sounds
  • Fixed: Camos / PiP mirrors for armored vehicles
  • Fixed: Camo selections of speedboats
  • KIA animation tweaks and fixes. All KIA animations are now 2x faster (inside vehicles).
  • KIA animation for injured passengers of medevac Zamak
  • Fixed: BIS_fnc_sideName returned incorrect value type for unrecognized side ID
  • Jukebox function:
  • Code optimizations


  • Added function isInitialized


  • Persistent properties


  • Default getVariable values


  • Fixed parameters low-level error


  • Default music containers are now read from config


  • Fixed: Bug that throws an error if no default variable is used and the parameter doesn't exist
  • Removed obsolete proxy of HEMMT ammo
  • Increased weight of Hand Grenade
  • Fixed: Scope Bug - Nightstalker backup has painted on, black reticle (http://feedback.arma3.com/view.php?id=16294)
  • Fixed: ACP-C2 visual problems (http://feedback.arma3.com/view.php?id=16303)
  • Light shafts disabled at night
  • Fixed: Backpack - "Take item" action not working
  • Fixed: Steam Workshop missions visible in MP again
  • Querying and caching of Steam workshop mission author name (displayed in Scenarios)
  • Focus is set to first mission in list (applies to Scenarios, Challenges, Showcases)
  • Limited vonCodecQuality to interval 0 to 10
  • Fixed: Buldozer clicking through debug console.
  • Added: Buldozer warning for objects that exceed 50m after scaling
  • Tweaked: Position and anti-collision lights on aircrafts (to make the lights' glow smaller from large distances and larger from close distances)
  • Configured navigation lights for boats (+ renamed memory points to English)
  • Added: PositionLights selections for boat models and mapped emissive materials
  • Fixed: Propeller axes names (had redundant space in name)
  • Added: Functions for exporting entity lists to Wiki
  • Laser designator is now consistent with other binocular types and could be lowered
  • Added: Alpha version of BIS_fnc_exportCfgVehicles
  • Added: BIS_fnc_objectType and BIS_fnc_itemType - functions to return category and specific type of an object or a weapon respectively
  • Update of diver uniforms:
  • Optimization of diver equipment for all factions


  • Added side-specific diver goggles


  • Added: IR grenades to the gear of Squad Leaders, JTACs, Spotters and Specialist Assistants of all factions
  • Minor tweaks in soldier equipment:
  • Optimized magazine count across factions


  • Introduced freshly overhauled MiniGrenades for Recon units


  • Increased Chest rig capacity by 20%


  • Spotters now possess Laser Designators instead of Range Finders


  • Set up correct gear protection values for gear introduced with “Surviveâ€


  • Elevated throw angle by a little to better match arm movement and also put grenade little further by default
  • Optimized APERS mine count between BLUFOR and OPFOR Recon demo specialists
  • Optimized guerrilla team leader magazine count
  • Story characters have been tweaked
  • Adjusted white glow and overall glow size of runway lights
  • Adjusted weights of Rice box to minimize PhysX sliding from gunfire
  • shiningAdjustable material can be now controlled by config
  • Fixed: Bug causing completed Steam Workshop mission not being marked
  • Fixed: Duplicating items through "Take item" action

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29-11-2013

EXE rev. 113027

Size: ~538 MB

  • A lot of data was repacked, but not changed (to solve a pipeline issue related to config macros causing the <null>-errors)
  • Fixed: Full-auto shooting in prone position doesn't stop when throwing a grenade
  • Tweaked: More materials on armored vehicles
  • Fixed: Dead pilot in Hellcat no longer clips through cockpit
  • Fixed: Can no longer see crew of Mora in TI
  • Tweaked: Bandana model in far LODs
  • Fixed: Client got stuck in the loading screen when server was lost while loading a mission
  • If a weapon is removed from a unit because of the animation set, its classname is now stored in unit's namespace so it can be retrieved
  • Fixed: Problem with some ambient objects falling through the surfaces
  • Fixed: "Vehicle Respawn" module sometimes respawned the vehicle twice
  • Fixed: "Vehicle Respawn" module with position set to "start" didn't position respawned vehicle precisely when a wreck of the destroyed vehicle was blocking the respawn position
  • Fixed: TI on reserve wheels of Zamak trucks
  • Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled
  • Fixed: Point lights of mortar flares
  • Fixed: Sabot hit effects produced wrong particles on some surfaces
  • Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW
  • Fixed: Display name of 250Rnd_30mm_HE_shells_Tracer_Green
  • Fixed: Grenades cannot be thrown in Splendid Camera anymore
  • createUnit function now spawns unit with default 0.5 skill (http://feedback.arma3.com/view.php?id=12669)
  • Merged RV core fix: squad.xml limited to 1024 kBytes to prevent it causing server issues

Edited by DnA

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02-12-2013

EXE rev. 113082

Size: ~161 MB

  • Added compass to all positions in Speedboat
  • Fixed: Side score was displayed on the right bar even when "Multiplayer score" difficulty option was disabled
  • Added list of units that are being inserted to Editor -> Insert Group
  • Decreased overall helmet protection to elevate importance of headshots
  • Minor downgrade of heaviest vest to be less effective against explosives
  • Minor optimization of soldier ammo loadouts
  • Unified squad leaders and team leaders ammo count across factions
  • Unified basic rifleman / scouts magazine ammo count across factions
  • Changed OPFOR Urban brown tactical vests for black ones that suits their camouflage patterns much better
  • Minor optimization of ammo bearers loadouts to increase their usability
  • Optimized OPFOR Urban magazine counts and assistants equipment
  • Added icons for OPFOR Urban Harness vest variant
  • Fixed: Showcase Night fog was not working
  • Fixed: Showcase Night - player reporting first contact improved
  • Showcase Combined Arms extraction chopper was not locked after players board it
  • Polished material in interior and polished exterior color map for LODs of Mora
  • Added: BIS_fnc_crewCount - returns number of crew positions in vehicle
  • Added: BIS_fnc_importImageLinks
  • Fixed: Drowning crew in helicopters
  • Fixed: Visual glitch on vest / assault pack
  • Fixed: Launchers - launched rocket remained in inventory

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03-12-2013

EXE rev. 113095

Size: ~472 MB

  • Tweaked maxFordingDepth for the Hellcat
  • Fixed: MROT breaking on Hellcats
  • Some Kumas now hide their camo plates on their defensive cages
  • Wheels of the Mora have been re-centered
  • The Kuma takes less damage from shots into its belly (there's nothing to be destroyed there)
  • Added: Wreck and damage textures for the Kuma
  • Fixed: Memory point names for fire effects of some vehicle weapons (coaxial on T-100 has effect on right place now)
  • Tweaked: Sounds of the Kuma
  • Fixed: Extended armor parameter coefficients for every respective difficulty. You should be invincible no more when playing on lower difficulty settings with extended armor on. This also introduces slightly different recoil modifiers according to difficulty levels.
  • Khaki chest rig is now fully khaki
  • Assistant automatic rifleman renamed to asst. auto rifleman
  • Fixed: Incorrect mirror reflection in Offroads (http://feedback.arma3.com/view.php?id=14877)
  • Fixed: Ability to crawl inside DPP tank large (http://feedback.arma3.com/view.php?id=7271)
  • Fixed: Mismatched data for Laser Designator; it should now have correct texture even on the front
  • Equipment tweaks: 6 HE grenade shells were added for BLUFOR and OPFOR ammo bearers. INDEPs will not have them for they carry more machine gun ammo along with a heavier rocket type (NLAW). They should now serve as quite universal ammo loading points for different weaponry of the whole squad and thus provide robust supply support in contrast to specialized support of different Assistant units.
  • Polishing of color maps for Black MX variants
  • Fixed: Labels on OK button in campaign menu
  • Fixed: Correct override of the setObjectTexture message in JIP array (http://feedback.arma3.com/view.php?id=16197)

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04-12-2013

EXE rev. 113178

Size: 386 MB

  • Reverted recoil modifier attached to difficulty settings
  • Removed CollisionLights_blinking animation from aircrafts for now (because we can't yet synchronize it with blinking of the marker lights)
  • Flipped emissive faces of position lights, renamed PositionLight selection to PositionLights and moved anti-collision lights from PositionLights selection to CollisionLights
  • Fixed: Mi 48 lower rotor blade was duplicated (http://feedback.arma3.com/view.php?id=13308)
  • Fixed: Wrong texture behind rocket pods of Wy-55 Hellcat (http://feedback.arma3.com/view.php?id=16368)
  • Tweaks on Hellcat:



  • Fixed: Missing "from binocular" animation for all states. Removed warp when changing stances in binocular pistol mode.
  • Fixed: Stance transitions in pistol
  • Fixed: Model config inheritance of Mora
  • Added: Independent Armor Groups into editor
  • Combined armor group is a composition of tanks, APCs and AA soldiers to challenge the lack of Anti-Air vehicles for Independents
  • Fixed: Guerrilla editor groups
  • Adjusted third Altisian Radio Protocol
  • Unified class naming of heads - all NATOHeads have been renamed to WhiteHeads (that means just NATOHead_01 and 16 to 21, rest was already correctly WhiteHead)
  • Adjusted Init scripts for vehicles to use setObjectTextureGlobal (http://feedback.arma3.com/view.php?id=15618)
  • Fixed: Units in safe mode get stuck after exiting Ifrit and helicopters
  • Fixed: Getting stuck in the roof at Mike 26 (http://feedback.arma3.com/view.php?id=7277)
  • Fixed: Damaged factory missing / broken texture (http://feedback.arma3.com/view.php?id=13488)
  • Fixed: Land_Net_Fence_Gate_F very hard to interact with (http://feedback.arma3.com/view.php?id=13642)
  • Fixed: Unable to play Steam Workshop MP mission
  • Fixed: Only MP mission are visible in MP screen now
  • Fixed: Inability to heal certain hitpoint areas
  • Skill of a unit of a group inserted in the editor now ranges from 0.4 (Pvt.) to 0.7 (Col.)

Edited by DnA

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04-12-2013 (hotfix)

No new EXE

Size: ~36 MB

  • Fixed: pop-up error related to heads

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05-12-2013

EXE rev. 113238 (1.09)

Size: ~351 MB

We are beginning staging of the 1.08 patch data. We are doing this sooner than usual, because there is to be a devbranch update interruption during the winter holidays and we'd like to make sure this patch works well during that period (more info in the next SITREP).

  • Added: New pile of wood model
  • Added: New camping light model
  • Added: Three graves
  • Added: Two variants of a garbage container
  • Added: Five variants for graffiti
  • Added: Playground castle with slide
  • Added: Two wooden shelves
  • Added: Various leaflets and posters
  • Added: Board map of Altis, Stratis and customizable empty map
  • Added: Five variants of luggage heaps
  • Added: Four variants of a trash barrel
  • Added: Various fishing gear
  • Wheels of the Strider have been balanced to prevent their shadows to be cast in wrong direction
  • Scalpels and GBUs should be able to lock IR Grenades
  • Balanced cfgPatches class for LRR
  • Fixed: Problem with delayed triggers
  • Fixed: Campaign menu OK button labels
  • Disabled [inventory] map link in MP
  • Profiler enabled for devbranch (diag_captureFrame, diag_captureSlowFrame) as part of the effort to optimize MP performance. For Dedicated Servers, the results are in the RPT.
  • Fixed: AI soldiers now can heal hitpoints damage properly
  • Fixed: [MP DS] Unable to change uniform, vest, backpack from crate
  • Sound: Matching SFX voice (fatigue / injury) to speaker (this still need configuration)
  • Fixed: Unsynced trigger names on loaded MP games (loaded from save)
  • Fixed: Reading MP Steam Workshop missions
  • New parameters for MarkerLight to set blinking pattern (blinkingPattern and blinkingPatternGuarantee, to be documented)

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06-12-2013

EXE rev. 113293

Size: ~220 MB

I’d like to point out again that Lord of the Bounce Pettka is always massively helping to compile these logs for me to post!

  • Fixed: addon names in PreloadAddons
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Fixed: Missing classes of Altian Radio Protocol
  • Fixed: Showing loading screen in BIS_fnc_showLoadingScreen sometimes delayed the rest of the script by several milliseconds
  • Fixed: Scripting error when no respawn position was found
  • Tweaked visuals on luggage heaps
  • Added: More names into full Credits
  • Added: Empty ORBAT sizes
  • Fixed: Time acceleration was not restored after Team Switch
  • Fixed: LRPS and DMS now have correct optic type for AI
  • Fixed: Bridges with descruct="no" will be properly indestructible now
  • Increased scroll speed of ComboBoxes
  • Fixed: Crash when using setParticleFire without particle initialization
  • Improved selection between weapons and dead bodies on the ground
  • Fixed: Changed non-entity items to be ignored by CheckCursorActionTarget


  • Changed which entities should have lower priority in calculatePriority selection


  • Fixed: Weapons - Unable to transfer a magazine to inventory when your weapon is empty

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09-12-2013

EXE rev. 113343

Size: ~47 MB

  • Fixed: Armed offroad is enterable as a co-driver from the right side (http://feedback.arma3.com/view.php?id=16447)
  • Fixed: Unable to transfer a magazine to inventory when your weapon is empty
  • Fixed: Campaign weapon persistency issue

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10-12-2013

EXE rev. 113420

Size: ~31 MB

  • Sound: Collision sounds, Change: Single sample > Random sample (not yet configured in our data)
  • Further diagnostics added for server / MP performance profiling
  • Fixed: Equipment in inventory could go missing

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11-12-2013

EXE rev. 113491

Size: ~50 MB + ~3 MB

There was one quick hotfix for a pop-up error.

  • Wy-55 Hellcat cockpit visually tweaked
  • Fixed: Distant LOD of Hellcat making it transparent
  • Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
  • Fixed: Movie credits running in main menu after closing of credits
  • Added: #captureFrame admin command
  • Fixed: Missing scrollbar in scenarios and other windows
  • Properties of scrollbar are handled by CScrollBar it self now


  • Minor fixes in SteamManager
  • Various small fix merges from core RV engine

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12-12-2013

EXE rev. 113567

Size: ~532 MB

  • Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
  • Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
  • Models: reworked position lights selections
  • HMD of Hellcat has been re-centered
  • Reworked proxies of Buzzard to be useful for user armament
  • Tweaked PhysX collision damage for tanks
  • Tracks of tanks should not get damaged up to 30 KPH collisions


  • Zeroing for Kuma commander HMG
  • Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
  • Finetuned position of various group members in editor
  • Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
  • Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
  • Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
  • Fixed: Scripting error when no respawn position was found
  • Fixed: Script header of BIS_fnc_MP contained misleading description
  • BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
  • Fixed: Movie credits running in main menu after closing of credits
  • Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
  • New scripted geometry function added
  • Slightly decreased collateral resistance of OPFOR soldiers’ extremities
  • Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
  • Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
  • Set up proper protection values for OPFOR Officer uniform.
  • Range-master belt, bandolier and chestrig armor values set to zero (serving as just equipment holders).
  • Fixed several minor issues reported on the subject of personal protection. Mainly it is composed of redistribution of proper helmets amongst Grenadiers and a small fix of OPFOR Leader helmet inheritance class.
  • Miller has some basic equipment when placed in the editor
  • New character heads received some polishing
  • Changed: Simulation Manager now ignores helper objects
  • Removed graffiti, leaflets and posters from editor (they are handled by a module instead)
  • Optimization of the poster module
  • New version of the poster module (added support for graffiti)
  • Fixed: Roadways of chapels and the airport tower
  • Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
  • Added non-homogenous material for radar dome
  • Configured posterSize, icons and mapSizes for graffiti
  • Fixed: Non-functional binoculars
  • Added: Black background when player is off the map
  • Increased weight of machine guns while maintaining their weight differences
  • Fixed: Localization for yellow flare and for 3rd flare magazines
  • Fixed: Zubr .45 has stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
  • Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
  • The material of craters has been tweaked
  • Added modest camera shaking from nearby hits for infantry weapons
  • Fixed: Possible crash in Dedicated Servers
  • Removed: setAIS scripting function
  • Optimization of bleeding splatters creation
  • Optimization of footstep marks creation
  • Fixed: AI's selection of rifle and handgun
  • All SMGs have correct zeroing for iron sights
  • Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.

Edited by DnA

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13-12-2013 - 03.01.2014

There will be no devbranch updates during this period. Check back for continued daily updates and lots of cool stuff from Monday 06.01.2014 (edit: and we actually missed the 6th as well :o). Cya next year!

Edited by DnA

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07.01.2014

EXE version: 113928

Size: ~150MB

Data:

  • Fixed: Hellcat hitpoints
  • Fixed: An issue with animations getting stuck when using a medikit with a handgun
  • Fixed: An issue with standing up when trying to strafe in fast prone
  • Added: New helmet camouflages
  • Adjusted: Carbine rifles distribution
  • Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance
  • Added: BIS_fnc_counter now supports multiple name spaces
  • Added: Executing <arrayOfSides> call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value
  • Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574)
  • Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically
  • Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556)
  • Several tweaks for first campaign episode
  • Added: Consistent warning messages for the poster module
  • Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520)
  • Fixed: A typo in Industry Standard preset and cleared some redundant entries
  • Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
  • Material for craters has been balanced
  • Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
  • Fixed: Missing classes of the Altian Radio Protocol
  • Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructures markerlights' config
  • Roadway of small chapels have been tweaked
  • Added: Empty ORBAT sizes
  • Added: Timid camera shaking from nearby hits for infantry weapons

Engine:

  • Fixed: An inventory issue with backpacks in crates
  • Fixed: Spawned medikits and FAKs sometimes has zero weight
  • Simulation of dead bodies has been optimized
  • Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target

Edited by DnA

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08.01.2014

EXE version: 114055

Size: ~ 31MB

Compensatory watchdog protocol in effect.

Watchdog log, supplemental:

Data:

  • Fixed: KIA cargo pose of Hellcat crew
  • Fixed: Some situations in which credits would not execute
  • Fixed: An error that appeared when chaging mission parameters during hosting a multiplayer game
  • Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton

Engine:

  • Slight rendering optimization in stencil buffer usage
  • Fixed: Disappearing tags when publishing a mission to Steam Workshop
  • Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
  • Fixed: AI unit is no longer repeatedly swaping gunner/observer position
  • Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694)
  • Fixed: Houses no longer have inventory

Edited by DnA

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09-01-2014

EXE version: 114092

Size: ~11.2 MB

Data:

  • Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
  • Fixed: A flying H-barrier in the AA outpost has been grounded

Engine:

  • Fixed: An issue with unability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
  • Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
  • Prototype implementation of HDAO method for ambient occlusion computation. It's available only for DX11 GPUs (uses compute shaders). Can be found in video options in AO settings.
  • Optimalized dynamic errors for server

Edited by Dwarden
typo

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10-01-2014

EXE rev. 114126

Size: ~27 MB

Data:

  • Fixed: Bugged left sleeve of FIA soldier model
  • Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, whether it goes out of the boundaries
  • Added: BIS_fnc_isLeapYear - returns true if given year is leap year
  • Added: BIS_fnc_monthDays - returns number of days in given month
  • Fixed: An issue where NVGs could remain on during cutscenes

Engine:

  • Fixed: Connecting headless client to password-protected server
  • Fixed: AI avoiding dead bodies

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13-01-2014

EXE rev. 114155

Size: ~191 MB

  • Added: 2 new voices to radio protocol (1 x British English, 1 x Altian English)
  • Fixed: CSAT Grenadier now has correct helmet
  • Tweaked: Effects of suppressors on bullets
  • Tweaked: Underwater ammo speed and damage
  • Tweaked: Increased damage of headshots from small caliber weapons
  • Fixed: Spawning of posters in the air
  • Added: Variable (postersArray) with all posters in namespace of a building added

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14-01-2014

EXE rev. 114204

Size: ~16 MB

  • switchCamera command now works for external/internal camera when gunner camera is not allowed
  • Added several safety checks to prevent unnecessary AI calculations
  • Fixed: Crash caused by wrong vertex data in specific objects

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15-01-2014

EXE rev. 114253

Size: ~101 MB

  • Merged and used some optimization of collision detections from DayZ
  • Function BIS_fnc_setToPairs now has a correct example
  • Added new functions to control the stacking of disabled save games
  • Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games
  • Modified all “Survive†missions to support new stacked handling of disabled saving
  • Continued work upon soldier protection:
  • This contains especially further changes to helmets


  • Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks


  • Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades


  • Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.


  • Mk20 rifle has correct zeroing steps of iron sights

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16-01-2014

EXE rev. 114301

Size: ~232 MB

  • Added: Campaign episode "Adapt"
  • Please
    consider carefully
    whether you’d like to test this version here now - or would rather wait for the release on January 21.


  • Added: "Adapt" music:
  • 4 event tracks (with variants)


  • 1 ambient track


  • 1 background track


  • 4 lead tracks (with variants)


  • Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
  • Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
  • Deleted preloaded building when the original building is already destroyed (should fix http://feedback.arma3.com/view.php?id=7136 ... but does not :D)
  • Fixed: 3rd person mortar view
  • Fixed: MLRS not shooting at given position
  • Fix for low skill AI turret gunners shooting at impossible-to-hit targets
  • Tripwire mines now work properly when put in buildings
  • Fixed: Possible issues with cinema border function being called badly

Edited by DnA

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17-01-2014

EXE rev. 114301

Size: ~106.9 MB

  • Added more text translations to "Adapt" content
  • Adjusted soldier personal protection:
  • Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head.


  • Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions.


  • Also fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart.


  • Also elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions.


  • HDAO is now available even for DirectX 10 cards (uses pixel shaders instead of compute shaders)
  • Swimming soldiers stop levitating / swimming on land
  • Fixed: Creation of duplicate post process effect handles after saved game is loaded

Potential campaign spoilers:

  • A glitch has been removed from the intro animation on the beach
  • Added more variability to weapon pools in hubs
  • Fixed: Levitating armorer in hubs
  • Fixed: Player had conversations with his team even when they were all dead
  • Tweaked: Helicopter often crashing into turbines
  • Tweaked: Helicopter not taking off at all in some cases (an improved fix for this is WIP)
  • Various tweaks and fixes in voice-overs

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