Nillers 436 Posted June 2, 2022 May 19th 2022 Update Arma Reforger 0.9.5.61 changelog Quote 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 1 Share this post Link to post Share on other sites
Nillers 436 Posted June 2, 2022 May 23, 2022 Update Arma Reforger 0.9.5.51 Steam changelog: Quote 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 2 Share this post Link to post Share on other sites
Nillers 436 Posted June 2, 2022 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 3 1 Share this post Link to post Share on other sites
Nillers 436 Posted June 20, 2022 June 7, 2022 Update Arma Reforger 0.9.5.66 changelog: Quote Quote 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. 1 1 Share this post Link to post Share on other sites
Nillers 436 Posted June 20, 2022 June 15, 2022 Update Arma Reforger 0.9.5.73 changelog: Quote 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 1 1 Share this post Link to post Share on other sites
Nillers 436 Posted June 29, 2022 June 29, 2022 Arma Reforger 0.9.5.90 changelog: Quote 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 3 Share this post Link to post Share on other sites
Nillers 436 Posted August 5, 2022 July 13, 2022 Arma Reforger 0.9.5.97 changelog: Quote Quote 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 1 Share this post Link to post Share on other sites
Nillers 436 Posted August 5, 2022 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 1 Share this post Link to post Share on other sites
Nillers 436 Posted August 11, 2022 August 10, 2022 0.9.5.109 changelog: Quote 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 1 Share this post Link to post Share on other sites
Nillers 436 Posted August 24, 2022 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 1 Share this post Link to post Share on other sites
Nillers 436 Posted October 20, 2022 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 3 1 Share this post Link to post Share on other sites
Nillers 436 Posted November 10, 2022 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 Share this post Link to post Share on other sites
Nillers 436 Posted November 10, 2022 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 Share this post Link to post Share on other sites
Nillers 436 Posted December 1, 2022 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 2 1 Share this post Link to post Share on other sites
Nillers 436 Posted December 8, 2022 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 1 1 Share this post Link to post Share on other sites
Nillers 436 Posted December 15, 2022 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 2 2 Share this post Link to post Share on other sites