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May 19th 2022 Update
Arma Reforger 0.9.5.61 changelog

 

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Game

  • Fixed: Rendering artifacts related to shadow cascades
  • Added: Smaller Conflict scenarios available in the Play and Scenarios menus
  • Fixed: AI in Idle behavior was not checking its surroundings and now does
  • Fixed: Explosives containers in Conflict would contain regular items instead
  • Fixed: Changed the faulty background in the PlayerTile groups layouts
  • Fixed: Magazines would stay attached to hands when a reload was interrupted by the equip action
  • Fixed: Crash in inventory when dropping a vehicle inside a turret
  • Tweaked: Ural upshift RPM increased to 1250
  • Added: Option to change the gamepad Y-axis orientation
  • Fixed: Potential character teleport under the surface when exiting a flipped vehicle
  • Tweaked: AI perception at night
  • Fixed: Mouse aiming of turrets became unreliable with high FPS
  • Tweaked: Collisions and destruction of certain small props, walls and environmental objects
  • Fixed: Steam platform saves are now gracefully freed
  • Fixed: Potential crash when closing Game Master mode
  • Fixed: The vicinity would not get refreshed when proxy clients manipulate items inside a storage hierarchy
  • Fixed: Skipped paths in the climbing test for valid climb-over points (climbing through a window)
  • Fixed: Suppressing sprint when going into ADS with binoculars or another gadget
  • Fixed: Potential crash on exit related to UI
  • Fixed: Collision of cars with gate bars could sink the cars under the terrain
  • Fixed: Characters killed (or players disconnected) while inside a vehicle could end up stuck next to the vehicle or sitting on the road
  • Fixed: Improved door contact detection
  • Fixed: Item gestures would not be possible with the character in a throwing stance
  • Fixed: Weapon equip actions are now checking the availability of gestures to prevent delayed pickups
  • Fixed: Binding keys can now be cancelled by pressing the Escape key
  • Fixed: Equipping a weapon could potentially crash the game
  • Fixed: Changing the model of an animated items could potentially crash the game
  • Fixed: Radios would not be returned to the radio pool on disconnecting
  • Fixed: Players could get stuck during the Tutorial scenario when building a bunker
  • Changed: When a player gets banned, the duration of the ban is displayed to them
  • Tweaked: Localization strings and phrasing
     

Xbox

  • Fixed: Password entry on the virtual keyboard
  • Changed: TV audio is no longer muted when headphones are plugged into the controller
     

Multiplayer

  • Changed: Improved the ACK system to reduce resend rates and bandwidth spikes when the server streams a new map regions to players
  • Fixed: Clients are now handling disconnection from the server during a world reload
  • Tweaked: Optimized the transfer of fire action in turrets
  • Hotfixed: Graceful return from an online session to the main menu on resuming from being suspended
  • Fixed: Sanitized ServerCommandHandler in case the player is no longer available
  • Fixed: Improved the network frames acknowledgement mechanism
  • Fixed: Network streaming or disconnecting could potentially crash the game
  • Changed: Animation data from owners (rather than the server, as it previously was) is now played on proxies by default (this can be disabled by -noForwardOwnerAnimations on the server)
  • Tweaked: Improved smoothness of characters in multiplayer
     

Rendering

  • Hotfixed: Rendering artifacts visible on some surfaces when using scopes or the inventory
  • Hotfixed: Building interiors going suddenly pitch black
  • Fixed: Clutter not being removed by decals
  • Fixed: Flickering clutter when removed by decals and flickering decals
     

Enfusion

  • Fixed: An incorrect sub-scene name could be shown in the scene tree
  • Changed: BattlEye is now always loaded from the game installation folder
  •  

Workbench

  • Tweaked: Height resampling is default now when importing a height map in World Editor
  • Fixed: RDB cache showing files not present in an addon
  • Added: The current backend environment is shown in the status bar now
  • Fixed: World Editor - Crash when trying to save a world into a read-only folder
  • Fixed: Ignoring "Armature" bones from Blender
  • Changed: Forbidden use of Workbench as a replication client
  • Tweaked: World Editor - Better default camera position
  • Fixed: World Editor - Crash when displaying an entity's context menu
  • Fixed: Changing properties of DecoratorEntity in Behavior Editor could crash Workbench

 

Backend

  • Fixed: Crashing for some people when they are manipulating the server browser
  • Removed: Local rating update in Workshop
  • Changed: Backend - Dedicated Server shutdown invoked in 3 seconds, after a heartbeat fails 3 times
  • Tweaked: Manifests of old addons are now properly removed when updating
  • Fixed: Backend - When room registration fails, a server now properly shuts down
  • Fixed: Sometimes servers would not be visible in the server browser after disconnecting
  • Changed: Improved error reporting of service-related issues

 

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May 23, 2022 Update
Arma Reforger 0.9.5.51 Steam changelog:

 

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  • Fixed: Inherit prefab in addon action disabled on read-only data
  • Fixed: UI: temporary disabled tooltips (not used in game at all) as hotfix for crash during game exit
  • Tweaked: Proper handling of download error for no files to download bug
  • Changed: Raised max connection limit in RplNet to 256 to match server config limits
  • Fixed: Crash when number of adapters in system was over 4
  • Fixed: Added missing view geo to several models
  • Fixed: Typo in Instagram link
  • Fixed: M88 injured materials are still using telnyashka texture
  • Fixed: AI sometimes don't see players in very dark area, even from upclose
  • Fixed: Possessed AIs collide have bad collisions
  • Fixed: Broken character movement when changing items in prone
  • Fixed: GameConnection stuck when PrepareReload happens in state other than Ready
  • Fixed: Crash when world reload happens just as stream is being prepared
  • Fixed: Deletion during loading not properly modifying RplScheduler's spatial map
  • Fixed: EnableStreaming(Node) not working properly with layering
  • Changed: RplScheduler's budgeting considers the amount of streams client has open when opening streams
  • Tweaked: Improved replication / RplScheduler / BattlEye logs in order to reduce spam and improve information value
  • Fixed: stretched character arms when using mounted turret on M1025
  • Changed: horizontal aim limits on humvee turret to match aimspace values
  • Fixed: Campaign MP - Levitating fireplace
  • Fixed: Campaign MP - Levitating radio in Lamentin

 

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June 1, 2022 Update

Arma Reforger 0.9.5.61 changelog:

 

Quote

Game

  • Fixed: Rendering artifacts related to shadow cascades
  • Added: Smaller Conflict scenarios available in the Play and Scenarios menus
  • Fixed: AI in Idle behavior was not checking its surroundings and now does
  • Fixed: Explosives containers in Conflict would contain regular items instead
  • Fixed: Changed the faulty background in the PlayerTile groups layouts
  • Fixed: Magazines would stay attached to hands when a reload was interrupted by the equip action
  • Fixed: Crash in inventory when dropping a vehicle inside a turret
  • Tweaked: Ural upshift RPM increased to 1250
  • Added: Option to change the gamepad Y-axis orientation
  • Fixed: Potential character teleport under the surface when exiting a flipped vehicle
  • Tweaked: AI perception at night
  • Fixed: Mouse aiming of turrets became unreliable with high FPS
  • Tweaked: Collisions and destruction of certain small props, walls and environmental objects
  • Fixed: Steam platform saves are now gracefully freed
  • Fixed: Potential crash when closing Game Master mode
  • Fixed: The vicinity would not get refreshed when proxy clients manipulate items inside a storage hierarchy
  • Fixed: Skipped paths in the climbing test for valid climb-over points (climbing through a window)
  • Fixed: Suppressing sprint when going into ADS with binoculars or another gadget
  • Fixed: Potential crash on exit related to UI
  • Fixed: Collision of cars with gate bars could sink the cars under the terrain
  • Fixed: Characters killed (or players disconnected) while inside a vehicle could end up stuck next to the vehicle or sitting on the road
  • Fixed: Improved door contact detection
  • Fixed: Item gestures would not be possible with the character in a throwing stance
  • Fixed: Weapon equip actions are now checking the availability of gestures to prevent delayed pickups
  • Fixed: Binding keys can now be cancelled by pressing the Escape key
  • Fixed: Equipping a weapon could potentially crash the game
  • Fixed: Changing the model of an animated items could potentially crash the game
  • Fixed: Radios would not be returned to the radio pool on disconnecting
  • Fixed: Players could get stuck during the Tutorial scenario when building a bunker
  • Changed: When a player gets banned, the duration of the ban is displayed to them
  • Tweaked: Localization strings and phrasing

 

Xbox

  • Fixed: Password entry on the virtual keyboard
  • Changed: TV audio is no longer muted when headphones are plugged into the controller

 

Multiplayer

  • Changed: Improved the ACK system to reduce resend rates and bandwidth spikes when the server streams a new map regions to players
  • Fixed: Clients are now handling disconnection from the server during a world reload
  • Tweaked: Optimized the transfer of fire action in turrets
  • Hotfixed: Graceful return from an online session to the main menu on resuming from being suspended
  • Fixed: Sanitized ServerCommandHandler in case the player is no longer available
  • Fixed: Improved the network frames acknowledgement mechanism
  • Fixed: Network streaming or disconnecting could potentially crash the game
  • Changed: Animation data from owners (rather than the server, as it previously was) is now played on proxies by default (this can be disabled by -noForwardOwnerAnimations on the server)
  • Tweaked: Improved smoothness of characters in multiplayer

 

Rendering

  • Hotfixed: Rendering artifacts visible on some surfaces when using scopes or the inventory
  • Hotfixed: Building interiors going suddenly pitch black
  • Fixed: Clutter not being removed by decals
  • Fixed: Flickering clutter when removed by decals and flickering decals

 

Enfusion

  • Fixed: An incorrect sub-scene name could be shown in the scene tree
  • Changed: BattlEye is now always loaded from the game installation folder

 

Workbench

  • Tweaked: Height resampling is default now when importing a height map in World Editor
  • Fixed: RDB cache showing files not present in an addon
  • Added: The current backend environment is shown in the status bar now
  • Fixed: World Editor - Crash when trying to save a world into a read-only folder
  • Fixed: Ignoring "Armature" bones from Blender
  • Changed: Forbidden use of Workbench as a replication client
  • Tweaked: World Editor - Better default camera position
  • Fixed: World Editor - Crash when displaying an entity's context menu
  • Fixed: Changing properties of DecoratorEntity in Behavior Editor could crash Workbench

 

Backend

  • Fixed: Crashing for some people when they are manipulating the server browser
  • Removed: Local rating update in Workshop
  • Changed: Backend - Dedicated Server shutdown invoked in 3 seconds, after a heartbeat fails 3 times
  • Tweaked: Manifests of old addons are now properly removed when updating
  • Fixed: Backend - When room registration fails, a server now properly shuts down
  • Fixed: Sometimes servers would not be visible in the server browser after disconnecting
  • Changed: Improved error reporting of service-related issues

 

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June 7, 2022 Update

Arma Reforger 0.9.5.66 changelog:

 

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Game

  • Added: Spawned player protection
  • Fixed: Compartments or HitZones may have been not initialized properly in some cases
  • Fixed: Character heads clipping through the roof when climbing inside buildings
  • Fixed: Vehicles which were left empty are now put to sleep to save performance
  • Fixed: Vehicles would be left in undefined state if their driver’s game session terminated unexpectedly (“the flying vehicle” issue)
  • Fixed: Various pathfinding and navmesh generation tweaks and crash fixes
  • Fixed: Possible crash when releasing radio frequencies
  • Fixed: Deploy menu wouldn’t close properly after deploy was requested
  • Fixed: Camera when using weapons on tripods wasn’t aligned correctly
  • Fixed: Items in inventory or arsenal was reshuffling when picked up
  • Fixed: AIs could get stuck when performing some of the requests
  • Fixed: Character could get pushed under the terrain
  • Fixed: Camera shake no longer runs on headless build
  • Fixed: Wrong LOD settings on some equipment
  • Fixed: Building task no longer created outside of small bases
  • Fixed: Players would not have a group after using "Quick Deploy" in faction screen
  • Fixed: Quick bar could not be used on passenger seat
  • Fixed: Game no longer tries to localize server names, can contain “#” now
  • Fixed: Unpenetrable weapons
  • Changed: Editable entity pipeline was made a part of game data to improve modding workflow
  • Changed: GM can no longer finish the scenario, it could result in undefined server state
  • Changed: Base randomization
  • Changed: XP bar reflects kills now
  • Changed: Conflict HQ tents contain medical boxes now
  • Tweaked: Zeroing on M249, RPK74, PKM, SVD, M21
  • Tweaked: Latrine destruction
  • Tweaked: M21 optics position

Replication

  • Added: Authentication timeout added to ensure connections slots do not remain stuck in authenticating state due to unexpected backend issues
  • Changed: Improved issues diagnostics
  • Fixed: Animation state synchronization

Engine

  • Fixed: Allow rendering on GPU adapters with no connected output (this should help mostly on mobile devices with multiple GPUs)
  • Fixed: Crash when an incompatible material was selected
  • Fixed: Particles could crash the game in certain situations

Known issues

  • Base callsigns are not consistent between clients. Please use town names instead.

 

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June 15, 2022 Update

Arma Reforger 0.9.5.73 changelog:

 

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Multiplayer

  • Fixed: Finalizing connections while they are being established could crash the game
  • Fixed: Dedicated Server shutdown issue
  • Tweaked: Network traffic optimization (characters and vehicles use half of the previous version's traffic on average)

Game

  • Fixed: Binding of mouse buttons
  • Fixed: TagMainIdle was missing from IdleTurnMaster, possibly causing excessive idle-to-move transitions and crashes
  • Fixed: Potential crash in AI movement
  • Fixed: Map contours were not always aligned with other map data properly
  • Fixed: An unused map descriptor in small Conflict scenarios would be visible
  • Fixed: Ladder position on church prefabs
  • Fixed: Incorrect colliders on certain walls
  • Fixed: A hidden dialog on top of the main menu that would prevent interacting with it
  • Fixed: RegisterRemnantsPresence access out of bounds
  • Fixed: Vehicle and turret inventory slots can no longer be drag-and-dropped
  • Fixed: Damage state event for vehicles
  • Fixed: Enemy direct speech UI is not visible anymore
  • Fixed: Searching for scenario-specific servers did not work
  • Fixed: Server Browser would get stuck on the addon downloading screen if a multiplayer session required a newer version of the addon
  • Fixed: Server Browser cache may have become corrupted in some cases
  • Fixed: Default character animation state is always a bit different now, so characters do not look like clones after spawning
  • Fixed: Animations could crash the game in rare situations
  • Fixed: Environment feedback was processed and a pass of fixes was applied to Everon
  • Fixed: Randomization of base callsigns
  • Fixed: Completing the Tutorial communication stage with an invalid condition
  • Fixed: Calling Identity.GetFullName() could crash the game
  • Fixed: Mod version checking would not work correctly
  • Fixed: Mods did not show 'update available' until a user requested data explicitly
  • Fixed: Scrolling in the Workshop while loading addons could lead to a game crash
  • Fixed: Multiple crashes in Workshop
  • Fixed: Workshop could get stuck if you opened and closed it in quick succession
  • Fixed: Incorrect links to the Reforger Wiki in the main menu
  • Tweaked: BTR-70 and Ural gear shifting
  • Tweaked: Lowered throwing speeds of all grenades
  • Tweaked: Lowered ADS toggling time on all weapons
  • Tweaked: Minor memory allocation optimization for AI perception
  • Tweaked: Receiving on a second radio while transmitting on platoon channel
  • Changed: Remnants randomization in Conflict (should be a little less predictable now)
  • Changed: Keybind to drop an item from the inventory changed to the X-key
  • Added: Wreck models for various vehicles
  • Added: Static models of various vehicle wrecks used on the map
  • Removed: Radio menu hint removed from VonDisplay

Backend

  • Fixed: Access tokens would not refresh properly, possibly leading to failure of communication with the backend
  • Fixed: Workbench would get switched to Edit Mode in case of failure of communication with the backend

Enfusion

  • Fixed: Script compiler issues
  • Fixed: Unknown classes at the end of a parent scope are now correctly skipped when reading containers

Workbench

  • Fixed: Multiple crashes related to terrain and roads
  • Fixed: Terrain tool would stay available even after deleting the terrain
  • Fixed: Road/flatter layer would remain even after deleting the terrain
  • Fixed: Missing the road/flatter heightmap layer in some cases
  • Fixed: Roads were not always updated when sculpting terrain after its deletion/creation or undo/redo operations
  • Fixed: Incorrect list of surface materials in some cases
  • Fixed: Terrain deletion undo could corrupt memory with invalid terrain edit info
  • Fixed: Terrain entity renaming after undo/redo could cause loading of the terrain again
  • Fixed: Crash after disabling a hidden entity
  • Fixed: Crash after resetting a widget slot
  • Fixed: Crash when deleting a point in the spline tool
  • Fixed: Overriding layouts in addons would result in duplicated widgets
  • Changed: Terrain tool's maximum sculpt strength changed to 5000
  • Changed: Layout Editor can use prefabs from packed data now
  • Added: WAV file overriding in mods
  • Added: Starting Workbench with -EnableWARP CLI makes it possible to run even without a D3D12-capable GPU
  • Removed: Obsolete navmesh prefabs

 

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June 29, 2022

Arma Reforger 0.9.5.90 changelog:

 

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Multiplayer

  • Fixed: Network replication of vehicles during movement, causing vehicle to jump forward/back, broken dust and exhaust effects
  • Fixed: Removal of an entity from replication did not properly remove all of its associated bump tasks
  • Fixed: Issue with moving dead bodies corrupting the replication spatial map
  • Changed: DoorComponent streaming data optimization
  • Changed: Slightly optimized streaming of big amounts of network data when moving quickly through the world
  • Changed: Improved logging of replication issues

Game

  • Fixed: AI failing to open doors when too close
  • Fixed: AI was able to see through smoke on Dedicated Servers
  • Fixed: Placing a waypoint or faction objective in the sky is no longer possible
  • Fixed: Hiding the interface in Armavision hid also player overlays, f.e. player tags or blurred faces
  • Fixed: Weapon item previews were cropped in the inventory when dragging
  • Fixed: Server list scrolling and displaying of proper data
  • Fixed: Mods should be now downloaded for hovered-over servers; this should prevent crashes from missing mods when joining
  • Fixed: Equipping sounds not playing
  • Fixed: Right feet had a misconfigured health hitzone damage multiplier
  • Fixed: Changing weapons and stance at the same time could get characters stuck without a weapon
  • Fixed: Workshop did not show that a mod update was available until the user opened mod details page of that mod
  • Fixed: Aiming ADS sensitivity multiplier set in the gameplay settings will not affect freelook anymore
  • Fixed: Bases randomization in Tutorial is now fixed, and there were minor changes / tweaks to controls
  • Fixed: Adding bleeding from the Game Master context menu sometimes did not add bleeding for no apparent reason
  • Fixed: Weapon inspection can no longer occur in vehicle compartments
  • Fixed: Xbox web browser opening
  • Fixed: InventoryItemComponent would trigger some events even while its entity was being deleted (fixes a crash involving flashlights on deleted characters)
  • Fixed: Possible crash in CanSwapItemStorages
  • Fixed: Occasional crash in the server browser after updating the list
  • Tweaked: Fragmentation damage increased
  • Tweaked: Pop-up notification layout: size, color, transparency, frequency
  • Tweaked: Moved a Conflict spawnpoint in Quarry; AI no longer spawn inside walls
  • Changed: Curves for flashlight visibility during daylight, as well as performance tweaks
  • Changed: Strapped flashlights now provide a more consistent angle of illumination when holding weapons
  • Changed: Enforced interrupted weapon switching while jumping
  • Changed: Creating a group of soldiers directly inside a vehicle is no longer possible
  • Added: Servers loading indication in the server browser
  • Added: 'Clear Destroyed Entities' - a toolbar action in Game Master that deletes all dead soldiers and destroyed vehicles with one click
  • Added: Spacing between waypoints placed by a Game Master for multiple AI groups at the same time
  • Removed: More redundant task notifications

Workbench

  • Fixed: Procedural Animation Editor - Using a smoother node does not interrupt preview anymore, preview values on signal nodes are saved
  • Tweaked: Allowing to use sRGB color format for mouse cursors
  • Tweaked: Terrain satellite mask is now used for simulating road roughness
  • Added: Road dielectric reflectance to satmaps
  • Added: Prepared a texture compression configuration for UI textures without compression

API changes (for modders)

  • Fixed: BackendAPI.IsActive() and IsRunning() results were incorrect
  • Added: BackendAPI.GetCommTestStatus()
  • Added: GarbageManager::Flush script API
  • Changed: JsonApi improved logging

 

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July 13, 2022

Arma Reforger 0.9.5.97 changelog:
 

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Multiplayer

  • Fixed: Improvements to door network synchronization
  • Fixed: Explosion projectiles applying damage to multiple items was optimized
  • Fixed: NwkMovementComponent extrapolation would work with the previous value rather than the latest one
  • Tweaked: Logging RplId of nodes that could not be found during creation
  • Tweaked: Added a note regarding prefab entityID network serialization
  • Added: Streaming all content of the current cell first logic

 

AI

  • Fixed: AI getting stuck in aiming after an attack and investigating
  • Fixed: Rotation of AI when provided with a lookAt location
  • Added: New navmesh area type for ladders
  • UI and Localization
  • Fixed: Disabling and enabling a dependency of a mod showed a wrong confirmation dialog
  • Fixed: Faction attribute now supports other entities that use the faction controller
  • Fixed: Author name in the loading screen
  • Fixed: Multiple strings for localization
  • Fixed: Login dialogs need the player's email instead of their username
  • Fixed: Opening the context menu by clicking RMB on an entity did not hide its tooltip
  • Fixed: Script error when opening the entity browser
  • Changed: Kick notifications now state the reason why the player was kicked (if it happens through player interaction, e.g. a vote to kick for excessive teamkilling, etc.)
  • Changed: Debug info in entity tooltips is now based on the debug menu
  • Changed: Visuals of VON UI unified with other HUDs and simplified; the whole widget is about 25% smaller in both X and Y axis
  • Changed: Icon indicator for continuous transmission changed to "lock"
  • Added: Feedback Tracker link to the community section

 

Game

  • Fixed: Opening the inventory now pins a grenade instead of throwing it
  • Fixed: Camera shaking when the player would melee while in ADS
  • Fixed: Set 'draggable' to false on all arsenal, ammo, equipment boxes; block users from moving boxes into vehicles/inventories
  • Fixed: Dropping a transmitting radio would not end the transmission
  • Fixed: Spawning inside radio operators
  • Fixed: AI could block construction sites
  • Fixed: In some cases the building process was not blocked for the player when building was in progress
  • Fixed: Reloading while holding the fire button does not break the reloading animation anymore
  • Fixed: Changing fire mode cancels weapon firing to prevent 'full-automatic shooting' with semi-automatic weapons using rapid fire mode changing
  • Fixed: The death camera was not following the player character
  • Fixed: Toggling between Picture-in-Picture and 2D scopes should no longer cause issues
  • Fixed: PiP HDR possibly using an improper camera index
  • Fixed: VME when swapping PiP scopes
  • Fixed: Correct collider materials assignment and fixes to hit effects and decals on the municipal office building
  • Fixed: Complex loadout compositions may break if inserted via a request spawn item, as an entity needs a HierarchyComponent in order to be parented via the SpawnParams Parent property
  • Hotfixed: Ragdoll Y position not synchronized when streaming ragdolls in
  • Tweaked: Shaking of the turret in ADS while rotating it or the vehicle moving
  • Changed: Door component disabled for Door_FactoryHall_E_01_Elevator
  • Changed: Map deactivates/activates the player camera when it opens/closes
  • Changed: Rocket M72 with a new model and rig (fixes sticking out fins)

 

Backend

  • Fixed: HTTP response queue depletion, when joining to / disconnecting from a modded server
  • Fixed: Potential Workshop crash
  • Fixed: Backend - Crash when someone exceeds the data size and JSON creation fails during Save or Upload
  • Fixed: Checking ping before entering the server browser
  • Tweaked: Backend - Service status test time value reset on errors
  • Tweaked: Backend - Removed the SetFailed() state from OnErrorHandling response callback as it was redundant and called already
  • Tweaked: Support for deleting mods (API)
  • Changed: JsonApi buffer for local saves increased to 1MB
  • Changed: Backend - Environment connecting process for clients to be infinite, which allows re-connecting when there are temporary connection issues
  • Changed: Backend - Refactored Error + Timeout calls to get rid SetFailed() + SetTimeouted()
  • Changed: Backend - All possible JSON parse errors in WorkshopApi result in a failed state
  • Added: Backend - IsInitialized() API function to indicate an environment load is being processed
  • Added: Hiding an author's content request
  • Added: Author is blocked API
  • Added: BattlEye server filter with icons and a localized string
  • Added: Server browser kick dialogs fallback to error group

 

Modding

  • Fixed: BaseWorldAPI::ProjectViewportToWorld missing one parameter in the script declaration
  • Fixed: Pivot ID not being applied to camera transformation in PiP scopes
  • Changed: Only allow CharacterAnimationComponent on ChimeraCharacters
  • Added: Option to set PiP camera angles for specific kinds of optics

 

Game Master

  • Fixed: "Clear all destroyed entities" action deletes destroyed vehicles now

 

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July 20, 2022

Arma Reforger 0.9.5.101 changelog:

 

Quote
Quote

 

Game

  • Fixed: Wrecks blocking vehicle spawnpoints
  • Fixed: Reordering of items upon pickup
  • Fixed: Crash in BaseLoadoutManagerComponent when the cloth has an invalid area occluder in data
  • Fixed: Switch to the third-person camera was sometimes not working
  • Fixed: Crash possible on replicated entities due to hitzones getting released too early
  • Fixed: Crash on accessing AttachmentSlotComponents of weapons
  • Fixed: Crash if sway modifiers are wrongly configured
  • Tweaked: Better default particles (disappearing less radically)
  • Added: Container opening sounds to vehicles and traversing

 

Multiplayer

  • Fixed: Muzzles not synced entirely when streaming could cause broken hit registration
  • Fixed: Player disconnection was possible when a replicated entity was released from replication and made a part of another replicated entity
  • Fixed: BattlEye was accidentally enabled even for servers with it disabled
  • Changed: HitZones no longer replicated, replication routed via the parent hitzone container
  • Changed: Updated BattlEye binaries
  • Added: A2S bind address can now be configured independently from replication itself

 

Audio

  • Fixed: Xbox communication device handling, consistent with device permissions
  • Fixed: Changing the microphone when the default device is edited while in game

 

Controls

  • Fixed: Gamepad combos were not displayed properly in the keybinding menu
  • Fixed: Rebinding certain actions were not setting proper input filters
  • Tweaked: Smoother input curve for aiming using a gamepad
  • Changed: Split VONToggle into separate actions, using VON of another type will now cancel the original if toggled
  • Changed: Push to talk is now on press instead of delayed hold
  • Added: Weapon inspect keybindings and default bindings adjusted to Ctrl+R / RB + X, grenade slot binding to View + B
  • Added: Ability to rebind Hint, Hint details, Objectives, and Current objective
  • Removed: Default joysticks bindings until joystick rebinding is supported

 

Modding

  • Fixed: Inverted controller vertically didn't work with helicopter pitch action
  • Changed: NavmeshEditorTool to allow saving of parts of navmesh
  • Added: Rework of serialization system
  • Added: BinSerializationContainer for serialization
  • Added: Support for modding of parts of navmesh

 

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August 10, 2022

0.9.5.109 changelog:

 

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Crossplay

  • Added: Crossplay is enabled now
  • Added: Dedicated server config allows platform setup of PC or Xbox+PC crossplay
  • Added: Server browser crossplay filters
  • Added: Warning to loading screen displayed when joining a crossplay server
  • Added: Crossplay privilege checked and used on Xbox
  • Added: Player list showing a column with platform icon

 

Game

  • Fixed: Missing open trunk user action on Ural truck
  • Fixed: Possible crash in building mode
  • Fixed: Possible crash when exiting ladders
  • Fixed: AI getting stuck when exiting ladder after climbing it up
  • Fixed: Semi-lowered weapon does not shoot immediately on mouse click but raises the weapon
  • Fixed: Crash possible after grenade throwing is canceled
  • Fixed: Get in and switch seat action on cargo variants of trucks is now accessible
  • Fixed: Controls conflict between saved camera in GM and saved selections
  • Fixed: Control hint for using slot 4 on the controller was missing
  • Tweaked: Deploying MHQ on top of rocks is restricted
  • Changed: Server browser now sorts by ping by default
  • Changed: After using a bandage, automatically assigns a new one to the quick bar
  • Changed: Arrow keys are no longer controlling character movement
  • Added: Unbind action to keybinding settings
  • Added: Official and community server filters in server browser
  • Added: Possibility to delay deactivation of an animated object on BaseItemAnimationComponent

 

Modding

  • Fixed: Crash caused by clicking on Retry button in Virtual Machine Exception window
  • Fixed: World Editor invalid bounding box when starting a mission with an empty world
  • Changed: Workbench profile folder is now separated from the game, called ArmaReforgerWorkbench
  • Added: Script methods to bind and call custom commands and variables in animation data
  • Added: CallCommand4I was missing in _AnimationControllerComponen_t

Multiplayer

  • Fixed: Prevent certain network desyncs when removing items from replication to crash the game
  • Fixed: Prevent a crash when the client receives an RPC for an item that has locally been removed from replication
  • Fixed: State replication could be stalled by bandwidth limit
  • Tweaked: Optimized http requests using the same connection
  • Tweaked: Minor streaming optimization for UniversalInventoryStorageComponent
  • Tweaked: InventoryStorageSlot streaming optimization
  • Tweaked: Destructibles streaming traffic
  • Tweaked: RplComponent streaming traffic
  • Added: Separate RplError value for kick due to flooding and stalling to better differentiate between these two cases

 

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August 24, 2022

0.9.5.116 changelog:

 

Quote

 

Multiplayer

  • Fixed: Disconnection after alt-tabbing while joining a MP session
  • Fixed: Replication save that could sometimes fail due to multithreading issue, which led to the disconnection of a player
  • Fixed: Possible crash on server shutdown
  • Fixed: Possible crash on joining a modded server
  • Fixed: Xbox - crash after leaving a modded scenario

Game

  • Fixed: AI message "northwest" was not localized
  • Fixed: PKM barrel, ammo belt, and magazine were sometimes black
  • Fixed: Errors in BSP setup of one of the Garage objects
  • Fixed: Horn sound kept playing if the driver switched seats while using the horn
  • Fixed: Possible crash in AnimationPlayerComponent
  • Fixed: Camera could be wrong for a spawned unarmed character
  • Fixed: Conversion of large floats to integer
  • Fixed: Crash in Workbench Layout Editor
  • Fixed: UGL grenades were pickable after they were fired
  • Tweaked: M203 is not visible in inventory anymore
  • Changed: Logo, splash screen changed to Reforger for Xbox
  • Added: Option to set item visible in inventory

 

 

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Arma Reforger Changelog 0.9.6.56

Quote

 

Assets

  • Added: Prone roll animations (default key Q/E)
  • Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll
  • Added: Weapon inspection animations instead of IKpose
  • Added: New poses for U.S. Army bandage
  • Added: Unfolding of M16 M203 sights
  • Added: Brake/collision reaction animations for characters in vehicles
  • Added: Animated internal parts to the BTR turret
  • Changed: New animations for flat top ladder
  • Changed: Boonie model was remade from scratch
  • Tweaked: Character locomotion animations
  • Tweaked: Grenade usage animations
  • Tweaked: Hands and arms poses for various weapons
  • Tweaked: Jump animations
  • Tweaked: Reload animations for sniper rifles
  • Tweaked: Death animations
  • Tweaked: Polished swimming animations
  • Fixed: Various fixes and improvements to buildings
  • Fixed: Various typos in road signs and other text assets
  • Fixed: Wrong width on some ladders
  • Fixed: M16 fire selector not being animated
  • Fixed: Ladder setup in Fire Station

Stability

  • Fixed: Crash in clouds rendering when using scope twice
  • Fixed: Possible memory leaks of WorkspaceWidget in Workbench
  • Fixed: VME while editing Wheeled_Base.et
  • Fixed: Possible VME in Voice-over-net system
  • Fixed: VME in SCR_VehicleDustPerWheelComponent
  • Fixed: Crash in AIWeaponTargetSelector when AI soldiers enter a vehicle

Network

  • Fixed: Ragdoll positions not synced properly
  • Changed: ADSTime sync turned back on
  • Changed: Optimizations of network traffic related to replication of IK animation variable
  • Added: An improved method for calculating the lag compensation rewind time, improving the accuracy of hit registration
  • Added: Ragdoll state replication
  • Changed: Static destructibles are now using a new system optimized for network traffic
  • Changed: Music Manager had its streaming disabled, previously it was dependent on the TFL_NO_LINK flag functionality, which is no longer supported
  • Changed: Inconsistent behavior of streamable flag in a hierarchy. This information could be lost with hierarchy moves
  • Changed: Inconsistent streaming when changing hierarchy from non-root old or new parent
  • Changed: Turned off network sync of ArmIK, AimIKXYZ, and AimTransXYZ
  • Changed: Disabled streaming for Groups
  • Tweaked: Traversing replicated nodes
  • Tweaked: Network streaming
  • Fixed: Behavior of EnableStreaming(Node)
  • Fixed: Streaming calls potentially still left in their ques after a node has changed the hierarchy
  • Fixed: Server could get stuck on startup with some downloaded mods
  • Fixed: Calling TrySpawnPrefabToStorage on the server would cause a desync on clients

Game

  • Fixed: Clicking on spawn points on the map wasn't selecting them properly
  • Fixed: Selection outline for spawn points when switching between them
  • Fixed: Sight-switching action
  • Fixed: Zeroing should now rotate the weapon properly
  • Fixed: Emissive surface is not working on helmets or reflectors in multiplayer (#T167788)
  • Fixed: Invisible head when dying during third-person weapon aim down sights (ADS)
  • Fixed: Clutter folding and removal on consoles
  • Fixed: Groups in the player list now react correctly to clicking on their name in the left panel
  • Fixed: Gadget ADS not being disabled when opening inventory
  • Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered teamkills, for example
  • Fixed: Jumping in dynamic stance or changing it now checks collisions of head
  • Fixed: Fire mode switch user action was visible on pistols
  • Fixed: M249 was flying out of hands during weapon inspection
  • Fixed: ADS not being disabled when opening inventory
  • Changed: Create new group moved to Hold N key
  • Changed: The kick threshold changed to 0.3
  • Changed: Entering ADS now cancels freelook
  • Added: Automatically equip the next grenade after throwing the last grenade of the current type
  • Fixed: Rolling in prone wasn't working
  • Fixed: Turning left in trucks was less efficient than turning right
  • Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu
  • Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle
  • Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity
  • Fixed: Magazines swapping in weapon inspection
  • Fixed: Heavy depot construction
  • Fixed: Memory leaks in EventHandler
  • Fixed: Double reporting of stall from source to services in the replication system
  • Fixed: Sometimes disappearing character in first person view
  • Fixed: IK settings of the left hand during prone
  • Fixed: AI wasn't able to operate some turrets
  • Fixed: Quick deploy is moved to respawn handler
  • Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding
  • Fixed: Crash on changing zeroing or switching sights when there were no sights configured
  • Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection
  • Changed: Weapon gamemats tweaked to allow better penetration
  • Added: Character roll mechanics
  • Added: Ragdoll effectors, using energy inputs (#T166662)
  • Added: Sight switching. Uses default ALT-RMB to switch between different sights. Currently available on SVD/PSO-1
  • Added: Weapon action, which enables/disables bipods
  • Added: Blending of hands poses when switching muzzles or using gestures like pointing
  • Added: Sway and recoil on weapons with deployed bipod in prone will be significantly lower
  • Added: Detach scope from weapon action and Attach scope from inventory action.
  • Added: US_AR and USSR_AR loadout configs, added US_AR and USSR_AR loadouts to USxUSSR loadout manager
  • Added: New destructibles system
  • Added: Elevate turret weapon for reloading
  • Added: Ability to toggle grenade launcher or cycle grenade type by reselecting the assigned quick slot
  • Added: Unbind action to keybinding settings
  • Added: Support of currently held gadgets for weapon inspection
  • Added: Possibility to specify additional per item offset when holstered as well as override holstered visibility state
  • Changed: Killfeed system was refactored and integrated into all playable content and notifications
  • Changed: Exhaust effect underwater
  • Changed: ADS, sprinting, and other character controls the logic of interruptions
  • Changed: Configuration of inventory parameters of items, oversized items now should no longer fit into smaller containers
  • Changed: Cameras are consistent with head angles
  • Changed: Character ragdoll handling refactor and ragdoll configuration tweaks
  • Changed: Replaced procedural animations for weapon inspection
  • Changed: Inspection will be disabled on stance change
  • Changed: Character magazine reload is restricted when a gadget is held in the left hand.
  • Changed: Updated radio menu controls and added logic for switching between squad channels
  • Changed: Right Thumbstick (Single Click) toggles freelook, Right Thumbstick (Hold Trigger) focuses instead of freelook while not driving
  • Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumbstick
  • Changed: Sight illumination gamepad rebound to RB + Y to deconflict gadget selection while aiming
  • Changed: Dropping items via RMB when arsenal is open drops them on the ground
  • Tweaked: Zeroing on M60, PKM, M249, RPK74
  • Tweaked: Vehicles suspension and axles configuration
  • Tweaked: Weapon sway
  • Tweaked: Steering curves for wheeled vehicles
  • Tweaked: Lateral friction on wheeled vehicles, M998 gearbox controller
  • Tweaked: Increased explosive damage multiplier for vehicle wheels, hulls, and engines
  • Tweaked: Various tweaks and fixes related to tires and friction, roughness, added dirt road material
  • Tweaked: Truck and APC steering speeds, including recentering
  • Tweaked: Weather simulation, moon position, time of day
  • Fixed: Added test for surface evaluation to fix the cases when the character can fall into tight holes
  • Fixed: Getting out of a vehicle could clip the character into vehicle geometry
  • Fixed: Backpack radio not visible on the back if spawned as initial loadout
  • Fixed: Camera movement when jumping, falling, climbing walls, ladders, and entering/exiting vehicles should now be smoother.
  • Fixed: Frozen fire animation when a weapon was dropped during firing
  • Fixed: One-handed aim modifier will now work properly while playing the pickup item gesture
  • Fixed: Weapon inspection transitions should suppress firing
  • Fixed: The character doesn't get detached from a vehicle being destroyed while getting in/out animation is played
  • Fixed: Joystick and TrackIR input breaking inventory interface
  • Fixed: Turret base movement sounds
  • Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when an interaction is enabled
  • Fixed: Backpacks and weapons not properly hidden when equipped during switching seats
  • Fixed: If you set your car on fire and die in it, you shouldn't get punished for friendly fire
  • Fixed: Tutorial - Requesting supply truck stage would get delayed due to slow supplies income
  • Fixed: Wrong melee instigator resulting in melee kills counting as suicides
  • Fixed: Sometimes players had to press deploy multiple times to respawn
  • Fixed: Respawning with saved loadout could disable the primary weapon (#T166317)
  • Removed: Timeout for fatigue-based semi-lowering of weapons

Workbench & Modding

  • Fixed: EntitySlotInfo::AttachEntity now has the correct return type
  • Fixed: EntitySlotInfo was not checking if the pivot id was correct
  • Fixed: Copying array when getting the array of objects
  • Fixed: BehaviorEditor memory leaks during reload scripts
  • Fixed: Pitch and roll angle swapped in Prefab Library
  • Added: PerceptionComponent.FindTargetPerceptionObject script method
  • Added: Support of multiple LadderComponent on the same object
  • Added: Generic "-load" CLI param for all WB editors
  • Added: Option to remove your addon from the Workshop
  • Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
  • Added: World editor - An option to show/hide layers without showing entities
  • Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows - this enables usage of heightmap shadows computed on terrain level for terrain objects
  • Added: Links to documentation embedded directly in Workbench UI
  • Added: It is now possible to invoke EventHandlerManagerComponent events from the script.
  • Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles
  • Added: Grouping nodes in Behavior Tree Editor
  • Added: World editor - Possibility to reposition entity using drag and drop from Hierarchy window to scene window
  • Added: Added a way to set max decimal length when saving float in JSON format
  • Added: Added a way to write/read the top-level object of JSON when writing an object as the first item
  • Changed: Weather cycles: Added new lightning default configuration to cycles
  • Changed: MultilineEditBoxWidget refactored
  • Changed: Unified FactionAffiliationComponent and VehicleFactionAffiliationComponent
  • Changed: Generating of Navmesh should now be more deterministic
  • Changed: Improved copy/paste functionality in Behavior Tree Editor
  • Changed: ScriptAPI: user authorization for methods that might be harmful (Thanks Arkensor and other reporters)
  • Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app
  • Tweaked: Peer tool properties, added admin password
  • Fixed: Saving animation workspaces that contain vanilla data
  • Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint
  • Fixed: PointInfo could not be used as an attribute in the script
  • Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation
  • Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has
  • Fixed: Very slow heightmap modifications on huge terrains (with possible out-of-memory crashes)
  • Fixed: First editor content browser tab not loading correctly on restart

Game Master

  • Fixed: Restriction zone showing when the player dies out of the zone and spawns within it
  • Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead
  • Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash
  • Fixed: 'Resupply' context action in Game Master didn't work on other players
  • Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
  • Fixed: Arsenal content editing not working on the server
  • Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that
  • Fixed: Height wasn't calculated correctly when transforming entities above the ocean surface
  • Added: Quick placing bar
  • Added: Added new ping that's only visible and usable by Game Masters
  • Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip
  • Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed
  • Added: Armavision now allows players to add different types of lens flare
  • Added: Game Master can now interact with objects in the world (i.e., open a door, play the piano, or flush a toilet)
  • Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle
  • Changed: Take control AI moved from key C to U to avoid overlapping input
  • Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small, they're now combined into Small Flat, Large Road, etc.
  • Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar
  • Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu actions are no longer available
  • Tweaked: Sounds when editing layers
  • Fixed: Wind direction is now correctly displayed in Game Master
  • Fixed: In Game Master hovering over an entity that wasn't selected and pressing the "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing the "End" key
  • Fixed: Transitioning from Game Master to Armavision or back could break camera controls

Conflict

  • Fixed: Experience should show correctly after reconnecting
  • Fixed: Vehicles spawning into trees
  • Fixed: Control points aren't correctly set up when resuming a scenario
  • Fixed: Errors when resuming saved small scenario
  • Fixed: Tutorial - Tasks are skipped/wrongly advanced when the player dies
  • Changed: Reduced seizing time for coastal bases
  • Changed: Changed prebuilt service compositions to editable versions
  • Changed: Starting HQ selection algorithm
  • Changed: Local player name is now a different color in the playerlist
  • Added: Playerlist enabled for endgame screen
  • Added: New composition for heavy vehicle depot
  • Added: FIA Supply Depots - these can be raided to obtain additional supplies and distribute them to your bases
  • Added: Randomized starting location
  • Added: Respawning on Conflict bases now requires supplies
  • Added: Barracks composition to spawn defenders (in exchange for supplies)
  • Added: Heavy Vehicle Depots
  • Added: Antenna installation - extends radio signal range of parent base
  • Added: Base icons now flash for the entire duration of them being captured
  • Added: Base defenders can now alert others about attacks on their base
  • Added: FIA will now try to retake their supply depots
  • Changed: Conflict winning condition - you are required to seize a certain amount of points and hold them for a given time
  • Changed: Supplies generation frequency in main bases
  • Changed: Requesting vehicles now require supplies
  • Changed: Spawn protection time
  • Changed: Supply depots are no longer automatically prebuilt
  • Fixed: You can no longer capture Coastal bases without a radio signal.
  • Fixed: Possibility to spawn on a base recently captured by the enemy
  • Fixed: Modded factions visualization on the map
  • Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area
  • Removed: Overrun base mechanics

AI

  • Fixed: Multiple issues related to AI turret usage
  • Fixed: AI soldiers didn't try to escape a vehicle that was driving backwards at them
  • Fixed: AI placed in turrets from gamemaster now uses the correct component
  • Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles
  • Fixed: Move and investigate missing LookAt node
  • Fixed: AI was able to complete the "Move" objective for players
  • Fixed: AI didn't want to exit a vehicle when they saw an enemy
  • Tweaked: After a vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle
  • Added: AI usage of melee
  • Added: AI reaction to melee attack
  • Added: AI can now throw grenades
  • Added: New AI weapon and target selection system
  • Added: AI now react to vehicle horn
  • Added: Special Attack behavior tree for machineguns
  • Added: Special Attack behavior tree for sniper rifles
  • Added: Find Fire Position behavior, used by snipers when they lose sight of the target
  • Added: Doors that are opening should cause AI to move away from them
  • Added: Weapon ballistic tables, used by AI to better predict aiming point
  • Changed: Split navmesh into smaller files
  • Changed: Create navmesh on sea level instead of seabed
  • Changed: AI aiming moved to the character controller
  • Tweaked: Assigning waypoints to many groups
  • Tweaked: The behavior of an AI healing another AI is more reliable now
  • Fixed: Soldiers not tracking targets while friendly is in aim
  • Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry
  • Fixed: AIs weren't able to switch weapons in a turret
  • Fixed: Leaking memory in Behavior Tree
  • Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correction
  • Player Management & Server Administration
  • Added: You can now cancel your vote for a player after casting it
  • Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in the player list.
  • Added: "__-autoreload 10" CLI param, where the number specifies after how many seconds a scenario should restart after finishing
  • Added: Reload and missions server commands
  • Added: Command to list all players
  • Added: Player kicks now support timeout, which serves as a ban
  • Added: Bans commands (Ban/Unban)
  • Added: Command to display local player ID
  • Changed: In-game kicking is now based on player ID

UI

  • Added: Protractor to map tools
  • Added: HUD adaptive opacity depending on scene brightness
  • Added: Author blocking and unblocking in the Workshop
  • Added: Adaptive Opacity enabled for a few more GUI elements
  • Added: Control hints for gadget selection on a controller
  • Tweaked: Dragging tools in the 2D map
  • Tweaked: Weapons and muzzles UI information

Topographic Map

  • Added: Bridges visualization
  • Added: Walls visualization
  • Added: Castles visualization
  • Changed: Road rendering process split to have smoother transitions
  • Changed: Export Data plugin feedback updated to a new format
  • Tweaked: Building default parameters
  • Fixed: Contours array management when levels are hidden

Audio

  • Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types
  • Added: Bullet crack sounds for HMGs
  • Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds
  • Added: Collision sounds for RDG2 smoke grenade.
  • Added: Upper-body movement in water will now cause slightly audible splashes
  • Added: Any character movement inside bushes will now have audible bush rustling
  • Added: Vehicle sinking and leaking sounds
  • Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines
  • Added: Sounds for scope illumination and zooming
  • Added: Bipod fold/unfold sounds
  • Added: Thunder sounds
  • Changed: Music Manager refactored
  • Changed: Horn sounds logic
  • Changed: Scale and behavior of the "Dynamic Range" audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at the first game start
  • Tweaked: Trunk open/close sounds
  • Tweaked: Ambient rain sounds are more intense now
  • Tweaked: HDR and NightMode mix settings
  • Fixed: Issue with respawn menu music continuously playing after respawning

Audio Editor

  • Added: Scattering delay network reverb DSP
  • Added: Priority signal input on sound node
  • Fixed: Volume inheritance from config works properly for filter and sound nodes now

Script API

  • Added: Entity.RemoveChild keepTransform param added
  • Added: Getter of aimpoints in PerceivableComponent
  • Added: Getters for FocusFOV in PlayerCamera
  • Added: Exposed ComputeEffectiveDamage to script. Now incoming damage can be modified before it's applied.
  • Added: Set.IsIndexValid method
  • Added: Array.IsIndexValid method
  • Added: Particles.MultParam()
  • Added: String.ContainsAt, String.IsDigitAt() and String.IsSpaceAt() methods
  • Added: SCR_ParticleEmitter - Create*** methods (to replace Play*** methods of SCR_ParticleAPI)
  • Added: World editor - API function ClearVariableValue
  • Added: BaseContainer.GetDefaultAsString
  • Added: BaseTarget.GetPerceivableComponent
  • Added: Functions exposing Ballistic tables to script
  • Added: Method indicating whether a car has an automatic gearbox
  • Added: GUI based on SCR_InfoDisplayExtended.c doesn't need to handle entity switching by itself. There's now a new interface method DisplayControlledEntityChanged
  • Added: New function to set the ammo count of a magazine, SetAmmoCount
  • Added: TurretController::DoReloadWeaponWith
  • Added: BaseLightSlot::GetLightEntity
  • Changed: SCR_ParticleAPI is now completely obsolete
  • Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized
  • Changed: Script - String.ToFloat() and String.ToInt() now have 3 optional parameters
  • Changed: Script - String.Get() now throws an exception for an invalid index
  • Fixed: OnCompartmentEntered should not get called multiple times for turret
  • Fixed: CallLater did not support overloaded functions.
  • Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252)

Mod Manager

  • Added: Mod manager action for updating mod and downloading mod dependencies
  • Added: Mods presets
  • Added: Mod manager export tools
  • Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabled

 

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0.9.6.60 Changelog

October 26, 2022

Quote

Fixed: 2D scopes persisting after death

Fixed: Conflict - Radio boxes missing in HQ office buildings

Fixed: Crash when a destructible entity would get destroyed too soon

Fixed: Possible crash on character init possible if animations data is improper

Fixed: Crash on detaching weapon

Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles)

Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object

Fixed: Registering kills when both the victim and the instigator were inside the same vehicle

Fixed: Inability to construct Heavy Vehicle Depot on the Soviet side

Fixed: Some airport lights were too bright

Fixed: M203 and GP25 zeroing position

Fixed: Memory leak on dedicated server related to widgets

Fixed: Focus in freelook by moving sight switching combo to Ctrl+RMB and RB + Left Trigger on gamepad

Fixed: Improved door network synchronization

Fixed: CarControllerInputs not default initialized possibly leading to unpredictable results

Fixed: Crash when interrupting weapon switching

Changed: Polished searchlights for UAZ and Ural

Tweaked: Don't animate door physics in the resource browser

Removed: Weapon inspection rotate keybind that had no function

 

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0.9.6.64 Changelog
November 10, 2022

Quote

Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG
Fixed: Player penalty system not registering some of the kills
Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event
Fixed: Missing ocean underwater PP for PIP sights
Fixed: Tutorial - No available spawnpoint after resuming the scenario
Fixed: Tutorial - Blinking map in deploy screen
Tweaked: Normals on RPG iron sights
Tweaked: Character should no longer be able to prone or roll into the water
Tweaked: Character roll while prone only when input is over 50%
Changed: Analytics - Disabled playerSpawn + playerScore + playerDie events
Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles

 

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GROUND SUPPORT MILESTONE UPDATE

0.9.7.41 Changelog

December 1, 2022

Quote

 

Assets

  • Added: Arland terrain
  • Added: Arland specific buildings
  • Added: 4×20 Carry Handle Scope for M16 rifles
  • Added: Combat Ops scenario
  • Added: Sa-58P and Sa-58V 7.62x39 assault rifles
  • Added: Airport signs & lights
  • Added: Color variants to structures & buildings
  • Added: Everon Airport sign on top of its hangar
  • Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
  • Fixed: Transmitter station fixed

 

Game

  • Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
  • Added: Switching between first-person and third-person cameras now cancels ADS
  • Added: It is now possible to use healing items in a vehicle
  • Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
  • Added: Manual gearbox - Gameplay option for Driving Assistance
  • Added: Inspected gadgets now support user actions as intended
  • Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
  • Added: New animations and animation graph for the Russian radio_R148 with inspection
  • Added: Flattening of grass under weapon at lower stances
  • Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
  • Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
  • Added: RGD-5 fuze pop sounds
  • Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
  • Added: Direction indicator is now shown when rotating an entity in Game Master
  • Added: Antenna now has cost of building now
  • Added: Separated combobox (selection drop-down list) for players' management menus
  • Added: Hover over hitzone hint in the inventory
  • Added: Medical crates are back in HQ tents
  • Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
  • Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
  • Added: Instant vote keyhint on sticky notification
  • Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
  • Added: Previous/Next page keybinds to the controls menu
  • Added: Weapon scopes to arsenals
  • Changed: Character will play sit-down/stand-up animations when entering compartments without animations
  • Changed: Character magazine reload restricted during item inspection
  • Changed: Improved flashlight control hints
  • Changed: Action CharacterDropItem available while in the quick bar
  • Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
  • Changed: Updated UI sounds in Inventory
  • Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
  • Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
  • Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
  • Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
  • Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
  • Changed: Level of details selection algorithm was tweaked for transitions to be less visible
  • Changed: Perception settings for AI so they see better during the night
  • Changed: Persistent braking behavior
  • Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
  • Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
  • Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
  • Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
  • Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
  • Changed: Invalidation of render target shadow context
  • Changed: To/from GP25 plays foley sounds now
  • Tweaked: Entering ADS now cancels freelook
  • Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
  • Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
  • Tweaked: Audio of weapon inspection
  • Tweaked: Sounds of rolling with different equipment
  • Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
  • Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
  • Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
  • Tweaked: Weapon "default" radiuses to ensure reliable picking up
  • Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
  • Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
  • Tweaked: Slightly increased vehicle steering speed while stationary
  • Tweaked: Tripod rotation speeds
  • Tweaked: Increased spawn point default spawn radius
  • Tweaked: Shortened vehicle burn time by 33%
  • Tweaked: Explosive damage rebalance
  • Tweaked: Control hints for manual gearbox
  • Tweaked: Gamepad aiming speeds for characters and turrets
  • Tweaked: Third-person camera in vehicles
  • Tweaked: Colors of rain
  • Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
  • Fixed: Hands pose properly refreshed after inspection
  • Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
  • Fixed: Canceling of item actions by jump and stance change
  • Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
  • Fixed: Sonic crack sound might have played when the projectile was subsonic
  • Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
  • Fixed: AI wasn't able to operate the hummer turret
  • Fixed: AI BTR turret operator can't see enemies
  • Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
  • Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
  • Fixed: Running over players with a vehicle now properly sets instigators
  • Fixed: Explosions now consider occlusions of hitzones
  • Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
  • Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
  • Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
  • Fixed: Crash when killing AI
  • Fixed: Weapons and gadgets are properly dropped
  • Fixed: Weapons were firing slowly
  • Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
  • Fixed: Disappearing rocket during reloading in MP
  • Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
  • Fixed: Weapon/item inspection won't continue during melee attack(s)
  • Fixed: Grenade can now be switched to another weapon when it is being aimed
  • Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
  • Fixed: Can't enter into ADS after removing M21 scope
  • Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
  • Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
  • Fixed: ADS state for turrets wasn't set properly after reloading
  • Fixed: Weapon inspection should suppress gestures as intended
  • Fixed: Turret base movement sounds sometimes got stuck on clients
  • Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
  • Fixed: Server browser server mod loading
  • Fixed: Player didn't respawn when the deploy button was toggled
  • Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
  • Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
  • Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
  • Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
  • Fixed: Invalid ADS camera behavior during jump transition(s)
  • Fixed: Magazine loaded in turrets disappears after some time
  • Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
  • Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
  • Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
  • Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
  • Fixed: Sight switching action didn't work
  • Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
  • Fixed: AI was able to complete the "Move" objective
  • Fixed: No more headless clients when dying during third-person weapon ADS
  • Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
  • Fixed: Server crash on player reconnect
  • Fixed: Improved MT safety of physics regarding the character controller
  • Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
  • Fixed: Displaying of selection button in group and player entries
  • Fixed: Groups and player entries should now have the right visuals
  • Fixed: Player options should display a vote warning when voting for a player was started
  • Fixed: Crash related to delayed execution of a gadget task when streaming a character in
  • Fixed: RPG rocket disappears if detached while no suitable inventory space is available
  • Fixed: Crash when reloading without mag to inventory
  • Fixed: Spamming deployment could spawn a player multiple times when lagging
  • Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
  • Fixed: WeaponRaised and ADS streaming desync
  • Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
  • Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
  • Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
  • Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
  • Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
  • Fixed: Vehicle order in Request action at depots
  • Fixed: Controls hints priority sorting
  • Fixed: Possible fix for incorrect player count shown in the faction selection menu
  • Fixed: Make the deactivation threshold works with any input filter
  • Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
  • Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
  • Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
  • Fixed: Characters sometimes would be "undead" if they got healed after dying
  • Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
  • Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
  • Fixed: Players spawning on the same spot when spawning on the spawn point group
  • Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
  • Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
  • Fixed: Direction and Normal was vector.Zero during melee
  • Fixed: BTR no longer shoots itself on the move
  • Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
  • Fixed: Couldn't focus on items opened traverse storages via gamepad
  • Fixed: PIP scope input speed scaling
  • Fixed: Removed open and inspect actions from arsenal weapons/backpacks
  • Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
  • Fixed: Removing sights result in undefined behavior and can crash the game at any point
  • Fixed: Can't reload M1025 turret
  • Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
  • Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
  • Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
  • Fixed: Some garage doors wouldn't collide with vehicles
  • Fixed: PKT gunner stance
  • Fixed: Right lean adjustment on the gamepad was too sensitive
  • Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
  • Fixed: FOV sliders not working properly
  • Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
  • Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
  • Fixed: VoN - Audio signals not set for streamed out characters
  • Fixed: Possible crash on multithread racing condition in physics of characters
  • Fixed: Possible crash when AI is using doors which gets deleted
  • Fixed: Memory leak when a player is kicked mid-joining
  • Fixed: Crash on preloading entities without a model
  • Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
  • Fixed: User action aggregation broke sorting order within the user action context
  • Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
  • Fixed: Admin bans should now persist between reconnects
  • Fixed: Server browser BattlEye and player filters
  • Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
  • Fixed: Clouds: fixed clouds haze not matching with distance fog
  • Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
  • Removed: CharacterWeaponBipod action as it is currently unused

 

Xbox

  • Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
  • Changed: Turn off connection reuse on Xbox
  • Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
  • Changed: MSAA and 1080p target resolution on Xbox Series S
  • Changed: Disabled FSR for 30FPS mode for Xbox Series S
  • Fixed: Possible crash after leaving a modded scenario
  • Fixed: Mouse & keyboard fixes
  • Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
  • Fixed: Keyboard disconnecting problems on Xbox

 

Multiplayer

  • Added: In-game server hosting on PC allowing generating server config files and hosting listen server
  • Changed: Remote vehicles start with their physics off
  • Changed: Swimming and sliding commands made available for local replay
  • Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
  • Changed: Use unreliable RPL channel for Voice over Net (VoN)
  • Fixed: Physics velocity not updating on remote proxies
  • Fixed: Final transformation of items now consistent between running instances (replicated)
  • Fixed: Weapon fire desync after reconnecting
  • Fixed: Proper replication of dropping a weapon
  • Fixed: Old values of movement, lean, and stance change not updating properly
  • Fixed: Turrets get desync when a client exits them and another enters
  • Tweaked: Item actions traffic
  • Tweaked: Controller inputs delta compression
  • Tweaked: Character shared variables traffic optimization
  • Tweaked: Delta compression for PhysAgent orientation
  • Tweaked: Animgraph streaming traffic optimization
     

Game Master

  • Added: Game Master health settings for global scenario properties
  • Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
  • Added: Game Master can now choose passengers of vehicles by means of a context action
  • Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
  • Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
  • Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
  • Changed: Game Master health settings for characters' scenario properties
  • Fixed: Double cursor would sometimes appear in the Game Master map
  • Fixed: Missing control hints for the Game Master
  • Fixed: Game Master camera wasn't shown on the map
  • Fixed: "Resupply" context action in Game Master didn't work on other players
  • Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
  • Fixed: Hiding the Game Master interface made the map disappear as well
     

Modding

  • Added: New tutorial for the Scenario Framework
  • Added: Compositions for tutorial framework scenario
  • Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
  • Added: Inventory operations can also be executed on the server now
  • Added: Workbench: ScriptAPI: AnimExporter API added
  • Added: Visualization of animation channel in the preview window
  • Added: Undo/redo system in Behavior Editor
  • Added: ScriptAPI: float.INFINITY
  • Added: World editor - An action to copy entity name to clipboard
  • Added: Rivers/Ponds use as default the global "terrain" probe
  • Added: New ragdoll definition
  • Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
  • Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
  • Added: Documentation for IntersectionSphereRay + calculation explanation
  • Added: BT editor, runtime trees inheriting breakpoints from editor tree
  • Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes
  • Added: BaseTarget.GetTimeLastSeen script getter
  • Added: Hitzones can now bypass area computation and provide their own
  • Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
  • Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
  • Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
  • Added: Possibility to implement custom vicinity visibility behavior
  • Added: Possibility to set a custom lock on InventoryItemComponent
  • Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
  • Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
  • Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
  • Added: Added a new function to set the ammo count of a magazine
  • Added: GetHandBrake method to script API
  • Added: Expose the function BaseLightSlot::GetLightEntity to the script
  • Added: TryUseEquippedItem can now be used to also call animations on the current weapon
  • Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
  • Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
  • Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
  • Added: WeaponAttachmentAttributes::GetAttachmentType function to script
  • Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
  • Added: ShouldShowInInspection property and function to AttachmentSlotComponent
  • Added: Script API for camera field of view scalar
  • Added: Add the ability to adjust the weight and volume of items in the script
  • Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
  • Added: Terrain tool 2D map for tile locking and ownership
  • Added: Facilities for per-sight zero generator
  • Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
  • Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
  • Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
  • Changed: Mesh preview colliders page reworked
  • Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
  • Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
  • Changed: Create navmesh on sea level instead of seabed
  • Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
  • Changed: Input: IsGamepad event added
  • Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
  • Changed: Workbench: TerrainEditor: increased brush size and strength
  • Changed: Loadout rework. Using a class instead of an enum
  • Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
  • Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
  • Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
  • Fixed: ScriptCompiler: Template class with attributes crash fix
  • Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
  • Fixed: ScriptCompiler: Member vs global method call resolving
  • Fixed: Animating colliders in Anim Editor
  • Fixed: Config editor - Disabled when game scripts aren't successfully compiled
  • Fixed: Animation Editor file selection window should show ANM files only
  • Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
  • Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
  • Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
  • Fixed: Tripod turns now uses command params instead of the TurnAmount variable
  • Fixed: FindEntityByID crash
  • Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report)
  • Fixed: SCR_NavigationBarUI is now more mod friendly
  • Fixed: TracePosition didn't call filter callback
  • Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
  • Fixed: EntitySlotInfo::AttachEntity has now the correct return type
  • Fixed: Repeater BTnode behavior
  • Fixed: Some classes didn't have his scripted attributes loaded correctly
  • Fixed: Retrieving UIInfo instances via prefab source data returns null
  • Fixed: Logout wasn't working in Workbench
  • Fixed: Crash with modded PlayerMenuEntries.conf
  • Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
  • Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
  • Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
  • Removed: GetLookAtAngularVelocity method
  • Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
  • Exposed GetRelativeWaterLevel function on CommandHandler

 

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0.9.7.48 Changelog

December 8, 2022

Quote

Game

  • Added: Custom arsenal into Combat Ops and the possibility to save loadout and spawn with it
  • Added: Conflict - MP serialization, client data (stored faction & rank)
  • Fixed: Login dialog password obfuscation
  • Fixed: Explosions are now traced against the center of mass, not the origin
  • Fixed: Explosions would not be blocked by walls
  • Tweaked: Damage computation for explosions
  • Tweaked: 2D Map - Update default values on Rasterization export
  • Fixed: Avoid swapping AI movement components if the controlled entity is a player
  • Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action
  • Fixed: ScenarioFramework - Task notification pop-up duplication when someone assigns/unassigns task
  • Fixed: Missing penalty component to Combat Ops
  • Fixed: Weapon unequippable after being slung and then moved in inventory to a different slot
  • Fixed: Scenario Framework Deliver Intel glitch can cause the Exfil task to appear
  • Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles
  • Fixed: Script error when entering a turret compartment with an empty weapon slot
  • Fixed: Conflict: Wrong assets spawned around relay towers
  • Fixed: Leaning not replicated properly
  • Fixed: Character state stayed modified even after the item in hand was deleted

 

Stability

  • Fixed: Backend Crash when the player is removed during authentication
  • Fixed: Crash when the inheritance of unrelated classes, fixes crash on modded loadouts
  • Fixed: Crash when there is a type mismatch in BTNode inputs
  • Fixed: Crash on ResetVehicle not handling missing entity
  • Fixed: Memory leak in the scripted camera
  • Fixed: Crash in audio caused by delays
  • Fixed: Crash when BaseLoadoutClothComponent's area type is not set
  • Fixed: Memory leak when server shutdowns immediately after creation
  • Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation

 

Enfusion Blender Tools

  • Changed: Any game data processing is now done via Workbench Bridge, following are the features that require running a version of Workbench (Operator's/Property's description contains a warning too):
    • TXA export
    • Enfusion materials import(Enfusion Tools → Import → FBX)
    • FBX export(Enfusion Tools → Export→ FBX)
    • Colliders Setup
    • Model Quality Assurance(only if " 'usage' Property " is checked)
  • Changed: Model Quality Assurance now uses Geometry Nodes setup to visually indicate invalid geometry (see "Invalid Topology" Collection)
  • Changed: New TXA export interface
    • Better general look - no longer need to expand the right panel to see parameters
    • Export profiles & diff poses are reliably stored in the file itself
    • Ability to search through export profiles and diff poses
  • Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions
  • Fixed: Exporting of weapon IK poses

 

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0.9.7.53 Changelog
December 15, 2022

Quote

Game

  • Added: Conflict - Client data can now be re-applied after server restart
  • Fixed: ScenarioFramework - Title and description for task notifications are not properly updated when overriding default values
  • Fixed: Conflict - Wrong capture point count when resuming a scenario
  • Fixed: Conflict - No longer possible to build already built structures when resuming a scenario
  • Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario
  • Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
  • Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
  • Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots
  • Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
  • Fixed: Missing structures when resuming a scenario with prebuilt compositions
  • Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
  • Fixed: Conflict - Missing spawnpoints in small scenarios
  • Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
  • Tweaked: Fragmentation damage

 

Stability

  • Fixed: Crash when saving loadout
  • Fixed: Make loadouts area type safer and not crash when not setup
  • Fixed: Race condition causing crash on aborting download
  • Fixed: Potential crash in WeaponComponent::GetSightsTransformation
  • Fixed: Possible crash in AI abort defend waypoint
  • Fixed: Possible AI Crash in RequestAction

 

Multiplayer

  • Fixed: If a player tries to reconnect during their ban duration they won’t be able to rejoin the server even after the ban expires resulting in a connection failure.
  • Fixed: Backend - Crash related to auth fail and kick during player reconnect
  • Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
  • Fixed: Possible stall during JIP if some nodes didn’t have a parent on the server
  • Fixed: Possible continuous Room removal process
  • Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won’t redownload it

 

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