Nillers 433 Posted September 13, 2022 In this thread, we'll try to describe updates happening in the Experimental build of Arma Reforger. The Experimental build does not pass internal QA before publication. Stick with the main release build if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. Share this post Link to post Share on other sites
Nillers 433 Posted September 30, 2022 Arma Reforger 0.9.6.38 Changelog 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 US 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 Game Master Added: Quick placing bar Added: Added new ping that is 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 are 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 was not selected and pressing "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing "End" key Fixed: Transitioning from Game Master to Armavision or back could break camera controls Conflict 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 whole 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 pre-built Fixed: You can no longer capture Coastal bases without radio signal. Fixed: Possibility to spawn on a base recently captured by the enemy Fixed: Modded factions visualization on map Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area Removed: Overrun base mechanics 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 player list. Added: "-autoreload 10" CLI param, where 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 new format Tweaked: Building default parameters Fixed: Contours array management when levels are hidden Network 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 new system, optimized for network traffic Changed: Music Manager had its streaming disabled, previously it was dependent on 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 hierarchy Fixed: Server could get stuck on startup with some downloaded mods Fixed: Calling TrySpawnPrefabToStorage on the server would cause desync on clients Game 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 logic of interruptions Changed: Configuration of inventory parameters of items, oversized items now should not fit into smaller containers anymore 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, 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 it 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 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 pickup item gesture Fixed: Weapon inspection transitions should suppress firing Fixed: 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 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 should not 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 AI 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: AIs 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 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 character controller Tweaked: Assigning waypoints to many groups Tweaked: 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 were not 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 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 first on start of the game 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 Workbench & Modding 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 shown 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 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 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 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 height-map modifications on huge terrains (with possible out-of-memory crashes) Fixed: First editor content browser tab not loading correctly on restart 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 is now a new interface method DisplayControlledEntityChanged Added: Added a 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 optinal parameters Changed: Script - String.Get() now throws an exception for 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 Known Issues Quote The US Army truck has a problem turning to the left, and the wheels aren't turning visually The only thing to do is to drive carefully and slowly Session progress isn't loaded after a server crash or restart Downloading of addons fails if the player downloads mods in the background while doing other actions Workaround is to patiently wait in the downloading screen after initiating mod download until it finishes. If your addons get corrupted, and you're getting "Failed to start with the following mods" even after a restart of the game, delete your addons from your device Players with 1,000s of cards are crashing more often than other players. We need to gather more information about the issue Spawning on Radio Operators is unreliable We need to gather more information about the issue Game Master: GM using Containment Zone can result in a death warning persistently stuck on the screen of all players. Reconnecting to the server is the only way to solve it Entities from addons can be incorrectly shown in the GM Entity browser The equipped weapon gets stuck when choosing the saved loadout in the deploy screen Switch to a secondary weapon or select a grenade and jump 4 2 Share this post Link to post Share on other sites
Nillers 433 Posted October 6, 2022 Arma Reforger 0.9.6.49 Changelog Quote 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 variables Game Fixed: Clicking on spawn points on 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 https://feedback.bistudio.com/T167788 Fixed: Invisible head when dying during third person weapon ADS Fixed: Clutter folding and removal on consoles Fixed: Groups in playerlist 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 as teamkills for example Fixed: Jumping in dynamic stance or changing it now checks collisions of head Fixed: Firemode switch user action was visible on pistols Fixed: M249 was flying out of hands during the 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 next grenade after throwing last grenade of current type Modding Fixed: EntitySlotInfo::AttachEntity has now 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 Game Master Fixed: Restriction zone showing when player died 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 did not work on another players Fixed: Clicking on trait icon within entity card in entity browser did not do anything. Now it behaves as if clicked anywhere else on the card Fixed: Arsenal content editing not working on server Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that Fixed: Height was not calculated correctly when transforming entities above ocean surface Conflict Fixed: Experience should show correctly after reconnecting Fixed: Vehicles spawning into trees Fixed: Control points are not 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 different color in playerlist Added: Playerlist enabled for endgame screen Added: New composition for heavy vehicle depots AI Fixed: Multiple issues related to AI turret usage Fixed: AI soldiers did not try to escape a vehicle which was driving backwards at them Fixed: AI placed in turrets from gamemaster now use 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 'Move' objective for players Fixed: AIs did not want to exit vehicle when they saw enemy Tweaked: After vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle 3 Share this post Link to post Share on other sites
klamacz 448 Posted October 13, 2022 Arma Reforger 0.9.6.54 Changelog 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 4 1 Share this post Link to post Share on other sites
klamacz 448 Posted October 14, 2022 Arma Reforger Changelog 0.9.6.55 Fixed: Attempted fix of dedicated server freeze due to VME in Conflict 2 2 Share this post Link to post Share on other sites
klamacz 448 Posted October 24, 2022 Arma Reforger Changelog 0.9.6.60 Fixed: 2D scopes persisting after death Fixed: Conflict - Radio boxes missing in HQ office buildings Fixed: Crash when destructible entity would get destroyed too soon Fixed: Possible crash on character init possible if animations data is inproper 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 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 search lights for Uaz and Ural Tweaked: Don't animate door physics in the resource browser Removed: Weapon inspection rotate keybind that had no function 4 1 Share this post Link to post Share on other sites
klamacz 448 Posted November 3, 2022 Arma Reforger Changelog 0.9.6.64 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 ironsights Tweaked: Character should no longer be able to prone or roll into 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 5 1 Share this post Link to post Share on other sites
klamacz 448 Posted December 2, 2022 0.9.7.46 Changelog (incremental from 0.9.7.41) Stability Fixed: Crash when there is type mismatch in BTNode inputs Fixed: Crash on ResetVehicle not handling missing entity Fixed: Memory leak in 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 Game Fixed: Login dialog password obfuscation Fixed: Explosions are now traced agains center of mass, not origin Fixed: Explosions would not be blocked by walls Tweaked: Damage computation for explosions Fixed: Avoid swapping ai movement component 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 CombatOps Fixed: Weapon unequippable after being slinged and then moved in inventory to a different slot. Fixed: ScenarioFramework Deliver Intel glitch can cause Exfil task to appear Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles Tweaked: 2D Map - Update default values on Rasterization export Added: Conflict - MP serialization, client data (stored faction & rank) 5 1 Share this post Link to post Share on other sites
klamacz 448 Posted December 5, 2022 0.9.7.48 Changelog (incremental from 0.9.7.46) Fixed: Backend Crash when player is removed during authentication Fixed: Crash when inheritance of unrelated classes, fixes crash on modded loadouts 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 Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation Added: custom arsenal into combat ops and possibility to save loadout and spawn with it Enfusion Blender Tools Changed: TXA export is done through Workbench Bridge (running version of Workbench is necessary) Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions Fixed: Exporting of weapon IK poses Changed: New TXA export interface Better general look - no longer need to expand right panel to see parameters Export profiles & diff poses are reliable stored in the file itself Ability to search through export profiles and diff poses 5 2 Share this post Link to post Share on other sites
klamacz 448 Posted December 9, 2022 0.9.7.53 Changelog (incremental from 0.9.7.48) Game Added: Conflict - Client data can now be re-applied after server restart Fixed: ScenarioFramework - Title and description for task notifications is 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 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, head of AI would not always disappear in first person Fixed: Missing structures when resuming a scenario with prebuilt compositions Fixed: ScenarioFramework - Message about finishing the objective is shown incorrectly Fixed: Conflict - Missing spawnpoints in small scenarios Changed: Disabled spawn occupants in vehicle (context action in GM) until 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 player tries to reconnect during their ban duration they won't be able to rejoin the server even after the ban expires resulting in the 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 parent on server Fixed: Possible continuous Room removal process Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won't redownload it 4 1 Share this post Link to post Share on other sites
klamacz 448 Posted February 16, 2023 0.9.7.85 Changelog: Game Added: Free Building feature Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit Changed: Sorting is always set to default - behavior is now consistent across all browsers Tweaked: Position of context for open door action Fixed: Color values in LightRunway_02 prefab Fixed: AILimit counter condition when removing AI agents Fixed: Fixed Arland timezone Fixed: Wrong lighting on bunkers Fixed: Streamed out friendlies appeared as unknown source in von display UI Fixed: Combat ops - End screen only shows objectives that were completed while the player was connected Fixed: Conflict - Wrong points color in HUD Fixed: Coastal bases do not have Signal/antenna icons when missing range Fixed: Spawning in Morton, added 2 bunkers. Fixed: Destroyed vehicles do not shut engine down Fixed: Incorrect keybind hint in tutorial stage 67 Fixed: Tutorial - Screen flickering upon scenario start Fixed: Vehicles collide with grenades on the ground and can get stuck Fixed: Cannot loot binoculars and compass from dead bodies Fixed: Services in bases can be duplicated Fixed: Updating mesh every frame on supply trucks in conflict Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed Fixed: Tutorial - Wrong waypoint position for bunker building stage Fixed: Wristwatch was not being updated after dropping and picking up Fixed: Entities were force-streamed to client even when editor was opened, but the mode that required streaming was not active. Fixed: Compression on flashlight overlay textures in map changed from ColorHQCompression to DXTCompression to remove the artifacts. Fixed: Budgeting for stationary nodes with per connection streaming disabled Fixed: Create permission record on the fly Fixed: Conflict - Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled Fixed: Conflict - Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way Fixed: UAZ wheels damage, misconfigured roof frame and canvas Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved. Fixed: A check is added to make sure that opened storage are still within vicinity of the player Fixed: Crash when looting dead character Fixed: Engine not starting up reliably on high FPS Modding Added: Math3D::IntersectionSphereAABB API Added: CharacterVicinityComponent::GetDiscoveryRadius API Added: Workshop API to get unfinished download Changed: Editor manager variable was not available in all events Fixed: Server events for mode activation and deactivation were not called in all situations. Fixed: When importing FBX from not loaded project error message Fixed: When importing FBX check for it in all loaded Addon Projects Fixed: Check if FBX is imported from not loaded project Fixed: Error message when importing model with wrong GUID and relative path Scenario Framework Added: ScenarioFramework - Mission header for CombatOps with ability to set number and type of tasks Added: ScenarioFramework - Add Task Defend Changed: Names of the classes of the SF components. Tweaked: ScenarioFramework - Replacing obsolete GetTitleText() with GetTitle() Tweaked: ScenarioFramework - Formatting of code to comply with set conventions Fixed: ScenarioFramework - Exfil task is called move for clients Fixed: ScenarioFramework - Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown and further polished the feature Fixed: ScenarioFramework - Randomized task generation issues that sometimes prevented tasks from being created Xbox Added: UGC privileges are now considered in custom group texts Added: Group name/description now respect UGC also friendly option Added: View target user created content Xbox permission Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods. Fixed: Avoid underflow of Xbox PLS space reservation Fixed: XR-045 - Player with Blocked UGC privilige can see custom group names in deploy screen Rendering Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash Fixed: Broken river flow-maps generating Fixed: GPU crash due to page fault when accessing const buffer out uploaded range Fixed: GPU crash due to vertex buffers overwrite in particles system Fixed: Rendering glitches on particles Fixed: GPU crash, fog read from unset const buffer instead of internal structure Multiplayer Fixed: Fixed rare case where reliable RPC sent once, followed by constant stream of unreliable RPCs, may never be ACKed and gets resent constantly. Fixed: It isn't possible to join modded server with dependencies after game restart Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT. Fixed: High memory consumption on server - caused by replication stats Workshop Tweaked: Workshop checks for an invalid state to improve API stability Tweaked: improved download pause and resume stability Tweaked: prevent downloading a mod twice at the same time Tweaked: safety check on creating a http transfer Fixed: IsEnabled didn't work correctly for local mods Fixed: Mods from a different environment break update Fixed: Race condition in request scheduling Fixed: Deleting and redownloading mod leads to a crash Fixed: If player deletes and redownloads a mod, it is deleted after opening workshop Fixed: Mods in certain state after download can prevent game starting Fixed: Crash on mod update on a linux server Fixed: Infinite addon update if patch is empty Fixed: Pausing and resuming download results in failed addon data validation 3 2 Share this post Link to post Share on other sites
klamacz 448 Posted March 9, 2023 0.9.7.96 Changelog Game Changed: Optimized colliders on Sandbag_01_bunker Fixed: Quick regenerating navmesh tiles could lead to the incorrect final result Fixed: Make log-scopes infinite recursion bulletproof. Fixed: Closing stream not having prior record added when its last frame was ACKed Modding - Enfusion Blender Tools Added: Automatically register & import TXA files upon export Added: Support for importing structures prefabs to blender Fixed: Bug with importing materials that have a space in the path VFX Update Added: Particle FX light Added: Particles - possibility to disable collision until a certain distance Added: Weapon case 3d particles Added: 3D vehicle debris and explosions Added: Light into an explosion Added: Lights into flash Added: SCR_ParticleEmitter - CreateOriented(), CreateAsChildOriented() and CreateOrientedEx() methods Added: Collision-enabled particle interaction layer settings Changed: Metal bullet casing impacts, generic attenuation curves Changed: Better particle FX collisions Tweaked: SCR_ParticleEmitter - deperecated CreateWithTransformAsChild(), CreateWithTransformAsChildEx() and CreateAsChildEx() methods Tweaked: Default values for particle material/prefab Tweaked: Particle editor - new emitter is always created with the default material/prefab Tweaked: Disabled lens flares for particle lights Tweaked: Firearms particles Tweaked: Polish of muzzle smoke Tweaked: Particle FX - ConeAngleMinDist and ConeAngleRndRange Fixed: Instability/oscillation/drifting of nearly static particles, sliding particles (oscillation and speed issues), adds more options for controlling bounce direction and sliding friction Fixed: Disabled some invalid combinations of particle settings Collisions for local-space-simulation particles, local-space for prefab particles (the option is unavailable in the editor, but it was loaded and used anyway) Fixed: Particle FX - random emit angle distribution for ConeAngle.x < 360 Fixed: Particle FX - emit cone visualization for ConeAngle.x < 360 1 2 Share this post Link to post Share on other sites
klamacz 448 Posted April 6, 2023 0.9.7.108 Changelog (Incremental from 0.9.7.96) Game Added: Free Roam Building Composition direction indicator Added: Hat_PeakedCap_USSR_01. Added: Peaked cap for USSR hvt character. Changed: Free Roam Building - New implementation of the ranks limitation Changed: Build support structure task disabled. Changed: DamageManager.HandleDamage now takes instigator as a parameter instead of damageSource Tweaked: Tripod prefabs + compositions which uses them. Also assigned correct anim graphs to tripods and tweak compartment accessibility Fixed: Free Roam Building - It's no more possible to place composition into the water. Fixed: Null pointer to instance in "SetAIWaypoint" function. Fixed: Multiple cases where instigators would be reset before player deaths. Fixed: missing viewgeo of DoorFrame_MetalGate_04_Small. Modding - General Added: Version of MpTest world without game mode and any other prefabs which can be used by community to test their custom game modes Added: Tracer bullet base prefab (Ammo_BulletTracer_Base) for community usage. VFX Update Added: Case for 762x39PS, tweak material Removed: PI division for diffuse lighting Removed: Casings on vehicle roof impact bank. Stability Fixed: Linux DS crash on bleeding particle FX. Fixed: Crash in font rendering. Fixed: Render Crash - Loading GM save with character holding RHS AN/PRC-152 radio Fixed: Crash while loading configs when lot of mods were enabled. Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager. Render Fixed: Flickering shadows Fixed: River flow maps not present in the built data. Workshop Fixed: Loading of offline available addons, corrupted addons shouldn't prevent game starting. Fixed: Crash when opening Workshop when you have lots of mods 4 1 Share this post Link to post Share on other sites
klamacz 448 Posted April 27, 2023 0.9.8.50 Changelog Game Added: Mines feature Added: Gamecode support for per-projectile reloads for UGLs Added: Lowering/raising the weapon in time crucial moments is now faster Added: AI perception tracks occlusion (by smoke, trees) of each target aimpoint Added: Engine controls for engine start/stop action Added: Add dead character to vicinity Added: Flattening of grass under weapon at lower stances Added: Add a way to preview worn model inside PreviewRenderAttributes Added: Notification shown to all players of the given side when a service is built Changed: Log files moved from profile into separate directories with timestamps Changed: Position of weapon from head now only uses y coord. And changed the default values to prevent long hands Changed: Aim modifiers should apply aim modifiers locally even on remote proxies Changed: Having a focused gadget in hand does not stop the character from sprinting, LMB while sprinting permanently hides the gadget, pressing R with a hidden gadget does not block reload Changed: DamageManagerComponent memory optimizations Changed: Better dynamic stance handling Changed: Enabled Door type navlinks to be automatically opened by vehicles Changed: Unified way in which AIs climb to match the way players climb Changed: Replay part of character simulation split into multiple parts so it's possibly to parallelize it and do additional processing Changed: Allow empty string to be set as a name, alias or surname for character identity Changed: Animation updates changed so triggering of animation events happens on the main thread Changed: GameTriggerEntity queries will now use async results Changed: Reworked navlink directions to be consistent. Jump navlinks have single unit traversal by default Changed: Exposed used transceivers to VoN Changed: Remote vehicles start with their physics off Changed: Refactor of AI Movement Changed: AI aiming deathzone Changed: Aim input is not slowed when hands are far away from body. Changed: Prone roll compensation is no longer unstable and frame dependent, but is also less precise Changed: Player in building mode can no longer delete static guns with others players in them Changed: Fixed character doing 360 spin in lowered locomotion when changing direction along with moving the mouse (as well as wrong feet blending in demi adjusted stance) Changed: Optimize activeness of entities Tweaked: Procedural animation system optimization Tweaked: Improved AI perception ambient light model Tweaked: Stamina can be drained even while jogging now Tweaked: AI perception: targets are now detected and identified not instantly but with delay. Delay depends on target's amount of exposed aim points, size, stance, speed, illumination, and observer's alertness. Tweaked: 2dmap - changed default "vertical flip" option on rasterization export Tweaked: AI will not decide any more to attack a target which is outside turret angular limits Tweaked: 2DMap - Powerlines and Grid are only recalculated when frame changes Tweaked: 2DMap - Allow contour density set to 0 to hide specific portions Tweaked: Improved AI visual perception if only one enemy body part is exposed Tweaked: Don't animate door physics in the resource browser Tweaked: Naming of some controller RPCs changed to meet our standards Fixed: Not simulating procedural animation on headless when not needed Fixed: Moving a weapon from one inventory slot to other causes it to be dropped and bugged. Fixed: Character would rotate to random directions after exiting vehicles, sometimes also after climbing over objects. Fixed: Optimize moving operation in inventory Fixed: Ragdoll handpose of holding a weapon. Fixed: While reloading, AI Weapon&Target selector didn't detect the left hand magazine, thus AI thought it was out of ammo Fixed: Character collision shape not set before changing stance. Fixed: Teleporting of vehicles was stretching particle effects, now properly resets velocity Fixed: Stretched arms when aiming at horizontal limits. Fixed: Issue when moving item from/to storage who are not streamed in Fixed: Sprint impossible while weapon is raised Fixed: First few car inputs are not used on server when getting in. Fixed: Switching weapons while reloading displays the magazine of the previous weapon on the new one Fixed: Clone preview in CharacterInventoryStorageComponent was not going over all storage component for creating previews Fixed: Don't enable event on DestructibleEntity when it is not needed. Fixed: Weapon can now be slinged even if the character is inside a vehicle Fixed: One hand aim modifier not updating properly on obstruction changes Fixed: Character will not stop firing from the gun until he finish the whole animation of getting into the vehicle Fixed: Moved the height raycast in turrets back a bit to make character not sit on sandbags Fixed: RemoveEquipedWeaponTask now properly calls DropWeapon instead of trying to equip empty hands first. Fixes issue where Tab+X would teleport weapon on the shoulder before dropping it on the ground Fixed: Budgeting for stationary nodes with per connection streaming disabled Fixed: PerceptionComponent wasn't able to perceive large targets at short distance if target's origin is outside view cone Fixed: Character canceled aiming if target was too close, thus aiming request was never finished and AI character didn't fire Fixed: Character reconnected from driver seat can't control the vehicle properly and physics of it break Fixed: Activeness of attachments on weapons Fixed: Weapon partial lower should now be synchronized again across all machines Fixed: It was possible for event handlers to be skipped after an event was fired Fixed: Replication for weapon inspection Fixed: Magazine now dropped correctly when character is shot during reload (BaseWeaponManagerComponent refactor) Fixed: Animation graph attachments refresh on item removed not working Fixed: Inspection should be cancelled by user-input ADS toggle as desired Fixed: Agents no longer overwalk when approaching doors sideways Fixed: Character can trigger climbing instead of jumping when running up slight (around 15 degrees) slopes, leading to freelook activation, which is inconsistent from the players POV Fixed: Broken ragdoll replication Fixed: Inspection state interpolation should no longer jitter at any intermediate value Fixed: Saving your loadout does not save UGL grenades Fixed: AI weapon selection was searching for InventoryStorageManagerComponent on vehicle's compartment slot entity, not on vehicle root entity Fixed: several issues in AI character aiming: - spinning when aim target is too much up/down relative to current rotation - rotating backwards when aim target is closer than weapon muzzle - aiming up/down when aim target is orthogonal to the left/right Fixed: ADS does not disable lean anymore Fixed: Sprint and toggle sprint buttons disable lean. Fixed: AI shouldn't close doors after pass Fixed: Iron sights moved when zeroing scope attachments Fixed: Weapon obstruction now updated during stance change too Fixed: Flying magazines by taking them from crate Fixed: Explosions can now deal damage to slotted components Fixed: Left hand IK wasn't affected by aim modifiers Fixed: Edge case where a child removed from a streamed in hierarchy would remain streamed in even though it might be irrelevant Fixed: Taking control of character while inside turret/vehicle would break the controls Fixed: Weapon inspection will no longer allow leaning Fixed: Muzzle smoke would vanish on weapon switch Fixed: Fix comparison between local and world space transform in ladders Fixed: The volume validation in inventory wasn't taking into account the total volume of the item Fixed: Obstruction will suppress ADS in certain cases as intended Fixed: Melee attack should now properly cancel ADS Fixed: Ik pose is now properly propagated to anim sys in PreviewAnimationComponent Fixed: Order of operations changed to ensure the correct navmesh will be set before resorting to simple double-point path generation Fixed: AI groups not using soldier navmesh after getting out of vehicle Fixed: 2DMap elements adjusted with terrain offset Fixed: AI invulnerability and player invulnerability no longer interfere with each other Fixed: Group movement completion doesn't interrupt jump navigation links anymore. Fixed: Add decal flag to shot decals Fixed: Local driving assist mode synced to all machines as necessary Fixed: Typo in naming VehicleAction_AssitanceMode -> VehicleAction_AssistanceMode Fixed: Broken ADSHold and MP ADS replication. Also fixed ADSHold not being able to pause sprinting if triggered while sprinting Fixed: Safety does not work on weapons that do not have it. Safety now stays engaged if switching to a lowered weapon Fixed: Proper cancelling of item actions by jump and stance change, code cleanup Fixed: Improper removal from spatial map while replication is shut down Fixed: Magazines now go into inventory if weapon is dropped during reload unexpectedly, instead of staying in the character's hand Fixed: Manually loaded ammo does not appear on weapon storage in inventory UI Fixed: Actions were not taking their VisibilityRange into account Fixed: AIs not following commander group and movement speed issues. Fixed: Switching input when driving off with reverse gear engaged Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles) Fixed: Hand additive IK attributes resulting in hand item duplication on preview widgets Fixed: Muzzle flash light could remain visible after weapon was dropped Fixed: TaskMoveInFormation no longer finishing unless if aborted. When finishing movement and formation is shifted, set direction of the group correctly Fixed: Content of blouse and trousers was not saved/loaded for player saved loadouts Fixed: TestAimModifier now yields the same sight picture as zeroing would Fixed: Refactor of character heading angles and aiming angles. Fixed: Added a move settings parameter to control the speed of interpolating slope for animations Fixed: Turret animations height adjustment now does not change while on the turret. Sitting in a turret is supported. Added traces to prevent the character from clipping when aiming the turret left and right Fixed: Condition for preventing deletion of player ignored child entities (e.g., turret inside of a composition) Fixed: Player get stuck in tutorial because of the low rank to build a bunker Fixed: Player character effects in Armavision (e.g., black bar on faces) were not restored after closing Armavision and opening it again Fixed: A building mode is removed when player is in unconsciousness Fixed: Smoke particles of smoke grenades wasn't replicated for JIP players Fixed: Server/Single player exit from occluded seat would get character stuck Fixed: HitzoneContainer - Damage for hitzones inside of slotted entities wasn't properly replicated Fixed: Vehicles - Front right window of UAZ doesn't appear broken when hit zone reaches 0 Fixed: HitZoneContainerComponent hierarchy IDs are no longer done on frame, it broke damage over time calculations Fixed: Disabled RPLcomponents on equipment box props causing ghost entities Fixed: Item dimensions are now checked when replacing items Fixed: Explosions not dealing damage to destructibles Fixed: Services UI didn't support additional services Fixed: Missing Faction in vehicle depot prefab Fixed: Incorrectly shown notifications about disassembled services Fixed: Issue with Tutorial where player could respawn with a weapon Fixed: Campaign/Freebuilding - Dead body can block vehicle deployment if it's dropped within vehicle depot composition slot Fixed: Wrong resource links in procedural animation projects Fixed: Campaign - Vehicle ready message contains the name of different vehicle than spawned Fixed: Sometimes friendlies AI are detected as enemies Removed: Unnecessary transform assignment when lerping is finished Removed: updating of weapon's surface signal from character Removed: NWKCOMPONENT_USE_STATE_REPLICATION macro removed as the state replication has been verified enough Modding Added: Attachments Compatibility addon was merged into base game Added: Zeroing generator for rear-sight apperatures (like M72) Added: Exposed method for getting default magazine or projectile of a muzzle Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle Added: It's now possible to set the Z offset of the turret sidesteps raytrace for each turret compartment Added: It's now possible to set the Z offset of the turret height adjustment raytrace for each turret compartment Added: PerceptionComponent.GetUpdateInterval script function Added: A method BaseMuzzleComponent::ClearChamber(int i) and fixed a bug which prevented loading an unchambered weapon if no magazines were available Added: Added AttachmentSlotComponent::CanSetAttachment API Added: API to directly set animation variables and to call animation commands. Added: ApplyControls checkbox on BaseControllerComponent, ability to disable controls processing per controller Added: PerceptionManager.RequestUpdateAllTargetsFactions scripted method for cases when faction friendliness changes dynamically Added: Enable/Disable property and script API for BaseProjectileEffect Added: Extended system for sights zeroing generators Added: public API for occluder destruction Added: EntitySlotInfo::IsEnabled function to the script Added: Rotation and Fire functions into TurretController for scripters Added: BaseTriggerComponent::GetProjectileEffects function Added: Scripted Triggers can now run default query before script query Added: DecalMaterial property that replaces DecalMaterials array, automatically copies data to new property Added: Exposed dynamic speed limits to attributes Added: TurretComponent::GetAimingAngleExcess method. Also exposed it to script Added: SpawnDecalEffect class, this can be used to create decal at projectile position Added: Script API for reserved by on Compartment Slot Added: VehicleProcAnimComponent that will replace CarProcAnimComponent Added: WeaponAttachmentAttributes::GetAttachmentType function to the script Added: Under barrel RIS attachments slots Added: Two more magazine wells for 5.45x39 and 5.56x45 STANAG weapons which don't accept drum magazines Tweaked: Inheritance of attachment classes so they work as intended Tweaked: EyesSensor constants were exposed as properties Tweaked: Modified BaseZeroingGenerator to cope with entites that have no muzzle Changed: Bones provided in ProcAnimParams are now simple override of bones in resource Changed: Renamed boneIndices to boneSlotIndices to clarify the meaning Changed: VehicleSignalType is now common for all vehicles Changed: VoN SetCapture API returns if the capture state was changed Changed: TimeAndWeatherManagerEntity: Exposed UpdateWeather method to manually updating the weather Changed: PlayerManager will always assign PlayerID=1 in SP scenarios Changed: Rework a bit script API of BaseLoadoutManagerComponent and EquipedLoadoutStorageComponent Changed: CharacterIdentity API for script Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from script Changed: Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in clockwise direction (turning right = increase and vice versa) Fixed: Invalid pointers to physics components on custom made contact Fixed: ScriptedDamageManager::OnDamage would get called even when default hitzone would be destroyed and there would be no data for OnDamage Fixed: OnActionStart script executed twice when beginning interaction Fixed: SCR_METHOD with array parameter should be pointer or use notnull modifier Fixed: Manager registration no longer interfering with unrelated worlds / edit mode Fixed: OnCompartmentLeft was not called when switching seats in a vehicle Fixed: OnProjectileShot event should now fire if character is seated in a turret Fixed: ComputeEffectiveDamage had a const inout parameter for both HitZones and DestructibleEntities. Because of it the variable was being read as 0 Fixed: InventorySearchPredicate would not work correctly if there is no definition Fixed: PrettyJsonSaveContainer::SetIndent was not working correctly Removed: DecalMaterials property (no longer used) Removed: TurretComponent aiming limits Scenario Framework Added: New Actions (Delete and teleport entity, wait and execute, end scenario override screen) Added: Serialization for scenarios created by ScenarioFramework Added: Add Visualization content of Slots using selected asset prefab in World Editor Added: Intel task map marker delay option Tweaked: Faction inheritance for Areas, Layers and Slots Tweaked: Teleport action renamed to Set Entity Position and it utilizes getters to obtain entity rather than just the entity name Tweaked: Task Defend tweaks, bug-fixes and improvements Fixed: AI handling and waypoint bugs Fixed: Spawnpoint was accidentaly removed from the base sample world Fixed: Task Defend test scenario LastStand had duplicite GUID Fixed: Unknown keyword/data in slot prefabs and outdated classname of PlayerPenaltyComponent Fixed: Task Defend samples got invalid faction values set Fixed: Missing satellite texture for sample world Fixed: Removed notnull from method parameter that was not supposed to be there Fixed: Wrong condition and value -1 caused improper evaluation of Task Defend Fixed: Getter returns wrong entity Fixed: Default values for new actions were wrongly set Fixed: passing wrong entity caused by overlooking Fixed: Task are not properly spawning after restart Xbox Tweaked: downloading speed up Fixed: Input: virtual mouse on XBOX fix Added: Enable BE headless client support Stability Added: Assertion to SDF font rendering for catching potential rare crash Changed: added upper limit when computing offset to light cluster structure to avoid possible GPU crash Changed: GPU crash - skinning matrices in VS with check for out of bounds acces (test) Fixed: BaseEventHandler leaks memory Fixed: SoundComponent - ECS Multithread crash upon activation Fixed: Crash when a vehicle is getting wrecked Fixed: Crash in Anim Editor Properties Fixed: Crash when addon loading fails Fixed: Crash in colliders debug rendering Fixed: server crashes when unable to communicate with backend Fixed: WorldEditor: split spline crash fix Fixed: Crash when closing ANM property grid Fixed: Lack of setting could cause crash. Fixed: crash when upload fails Fixed: Potential crash by providing incorrect geometry element ID. Fixed: workshop crash when pausing and unpausing the download Fixed: Workbench: WorldEditor: current tool & reload scripts crash fix Fixed: GPU crash, fog read from unset const buffer instead of internal structure Fixed: Crash in graphical options when running on adapter without outputs Fixed: Possible crash when on limit of debug shapes in navmesh debugging Fixed: possible crash in probe when tryign to get volume info from entity Fixed: Workbench options crash when path to addon is too long Fixed: cinematic tool crash when some user track script is missing Fixed: World editor - Crash after reimport XOB Fixed: Config editor - Crash after unsucessful loading Fixed: Clouds: Fixed 2 crashes when Atmosphere is not present in World, but Clouds yes. Fixed: Peak limiter SFX audio node crash - Fixed: JSON - Crash with certain script object/ array inheritance and loading of data upon such object Fixed: Crash on quitting World Editor play mode while downloading Fixed: Workbench - crash by setup physics settings Fixed: GodRays: Fixed crash when generating thumbnail in Workbench Fixed: Fixed crash when a connection is disconnected at the same time (same tick) as ownership was given to or take from it Fixed: VectorEntityTool::OnActivate can crash WB upon opening the tool if the map contains a ShapeEntity with corrupted data Fixed: ShapeEntity points do not get copied to m_Positions after being added leading to crashing when adding and deleting them. Fixed: Clouds: fix crash caused by clouds history (temporal buffer is null) Fixed: Audio Editor - Selector crash upon loading a config file with ports that already exist, now gives an error instead and ignores the port Fixed: Audio/ProcAnim Editor - Crash when trying to modify signal simulation values with no opened project, clearing the signal simulations window now upon no tab opened Fixed: ScriptCompiler: protected method call crash Fixed: Property grid - crash when variable is missing in ancestor due to different class Fixed: crash when playing sound in audio editor from non-Sound node Fixed: crash when playing .wav file via audio editor resource browser Fixed: Material editor - Crash after changed material class of modded material Fixed: crash and layout issue in Mesh Preview "Colliders" page Fixed: ragdoll crashes when bone index is invalid or number of bones is zero Fixed: Crash in PlayerManager due to missing PlayerManagerNode Fixed: Particles - Crash on vehicle explosion Fixed: Crash when changing character ownership of pilot while there is not pilot compartment setup Fixed: Crash on switching from turret to cargo compartment Fixed: Crash when entering copilot in helicopter Fixed: Group Movement crash for commanding when the commander disconnects. Fixed: Crash when explosion effects (not explosion damage) would fail to spawn a prefab Fixed: Crash when streaming in vehicle which is destroyed Fixed: Possible crashes when deploying weapon. Fixed: Possible bit buffer crash if inspection state input action value is out of bounds Fixed: crash if vehicle collides with surface with null SurfaceProperties Fixed: Possible crash on CharacterControllerComponent if used without a RplComponent Fixed: Crash when changing zeroing an there is no sights anymore Fixed: SwitchNextSights && SwitchPrevSights crash if there are no sights Fixed: Crash in BaseRadioComponent when streaming it in (broken string sync) Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object Fixed: Crash when interrupting weapon switching Fixed: Crash in vehicles destruction Fixed: GenerateWindowsPrefabsTool's World Editor potential crash Fixed: ScenarioFramework - Server crashes after finishing a combat ops mission Fixed: Crash when attempting to save a mission without save struct defined Fixed: Crash in destruction from non-collision damage dealt asynchronously/from physics step Fixed: Crash in destructibles Fixed: Persistent loading widget in deploy menu for reconnecting crashed client ( Fixed: Crash in respawn handler Fixed: Audio - Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked Fixed: possible crash in respawn menu handler Fixed: Another crash when computing very small angle Fixed: Assertion/crash during portal volume loading Fixed: Crash on undefined BattlEye callback Fixed: JSON - Crash during processing of missing script object (non-intended Api use) Fixed: Crash on game cleanup while backend communication with workshop is pending Fixed: Crash on deleted Resource name of Behavior tree that was stored in BTmanager Fixed: possible crash in water caustic when texture wasn't defined Fixed: GPU crash when river mesh was not correctly added to underwater surface mesh rendering Fixed: Crash on navmesh rebuild when entities got deleted before query and generation Fixed: Crash where if a DestructibleEntity had less than 2 destruction phases it would crash. Fixed: Crash when reading ragdoll init data when there is no physics controller. Fixed: crash when entering turret compartment without turret controller/component Fixed: Crash when shooting a character Fixed: Explosions - Crash when an entity would be destroyed from multiple explosions in the same frame Fixed: possible GPU crash as index in CB could point out of available CB memory Fixed: Crash without BaseWeaponManagerComponent on a turret Fixed: Passing unverified text as format string to printf, leading to crashes and errors when there are references to non-existinent format string arguments Audio Added: Audio - SoundMap API to get basic map values at a certain position Added: Audio - New callback to indicate when a soundevent has ended in communicationsoundcomponent Added: Audio - New sound event "SOUND_BODYFALL_TERMINAL" for terminal fall damage on character Added: Frequency_Base config Changed: MusicManager - Added custom fading parameters on musicmanager when terminating sounds for interruption or forceplay Changed: Audio - RadioBroadcast full rework to use MS instead of S, optimized entire networking part, way less calls over the network and better synchronization Changed: Audio - Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent Changed: RadioBroadcastManager.et - Modified timings to correctly portray the new system using milliseconds instead of seconds Changed: update samples for inventory open/close Changed: update banks volumes for inventory open/close Changed: Weapon reloads uses maximum 15-10 attenuation curve Changed: Custom curve for reloads Changed: LP frequency on exterior reverb Changed: Direct VON less audible over distance Changed: Audio - Removed unnecessary check in SpawnMusic causing it not to play on clients Changed: Audio - SoundSource, BaseSoundComponent and AudioSystem destruction now supports custom fadeOut time Changed: Audio - SoundEvents replaced with SoundEventTransform where necessary in scripts to support new activeness changes Changed: Audio - Removed include inactive on UGL and Throw Base, should not be needed anymore due to activeness changes Tweaked: Added weapon handgrab sounds when unequipping left-hand gadgets (via animation graph) Tweaked: Added 100ms NoRepeat time to weapon handgrab sounds Tweaked: Distance attenuation Tweaked: Hum loudness Tweaked: Distance attenuation Tweaked: Samples are a bit darker Tweaked: Exterior reverb Tweaked: Removed 40-35 curve Tweaked: Sinking and leaking sounds Tweaked: Distance attenuation curves Tweaked: Exterior reverb reduced Tweaked: Character attenuation curves Tweaked: WaterEnter improvements by Filip added Tweaked: Grenades collisions, unpin, throw use config for frequency weapon handling Fixed: Audio - SOUND_HIT changes to stop current SOUND_HIT of playing and restarting it after consciousness was set Fixed: Multiple UI sounds being played in Hotkey menu Fixed: overlapping HDR/SMAA PP priorities causing HDR to flicker and SMAA not to work Fixed: Radio static final mix routing Fixed: Audio - Activeness fix for weaponsoundcomponent to only assume weapon range if the weapon is active Fixed: Audio - SoundComponent Activating/Deactivating causing infinite loop in soundsystem Removed: Audio - SOUND_WPN_TOUGL sound event Backend, Workshop, Server Hosting Added: Check of file size and resolution of uploaded images with addons Added: Unlisted visibility option for addons Added: SessionStorage Scheduler for periodic saves Added: Configurable period of automatic player save "operating.playerSaveTime" in server config Added: ownerToken.bin file for dedicated servers (replacement for dedicatedServerId) Changed: Server max player limit to 128 player Changed: Server default player limit to 64 player Changed: Use server name instead of dedicatedServerId in A2S_INFO Name https://feedback.bistudio.com/T171463 Fixed: Addon delta patching when downloading updates Fixed: Addon updates on Linux servers Removed: dedicatedServerId from server config 4 2 1 Share this post Link to post Share on other sites
klamacz 448 Posted May 4, 2023 Changelog 0.9.8.54 Added: InventoryItemComponent::PlaceOnGround method, to be able to place on-ground items from a script Changed: General art vegetation, clutter and surfaces cleanup and polishing Fixed: Mine can be placed on characters (kinematic bodies) Fixed: Data errors in Brick Gate 01 Fixed: Settings freeze fix Fixed: Small refactor of item changing replication, should fix situations where mine arming animations would not start or interrupt correctly Fixed: It was possible to equip mine with the gadget, if the mine equipped from the ground Fixed: Player would exit vehicle through roof at low server FPS Fixed: Bug with forbidden gadget equipping if a weapon is not unequipped Fixed: 2D sights adjustment didn't match PIP properly Fixed: Dying with scoped binos didn't clear the ADS state 2 1 Share this post Link to post Share on other sites
Nillers 433 Posted June 29, 2023 0.9.9.31 Changelog Quote Quote Game Added: Health Package features Added: Weapon Deployment feature Added: Server authoritative vehicles feature Added: CharacterIdentityComponent::GetHeadEntity script API Added: Head aiming limits for unconscious characters Added: Ping and packet loss to logStats Added: Diagnostic for toggling unconsciousness and forcing unconscious pose Added: Sound event for when a character gets hit by a projectile from a controlled character Added: Extra error logging to BaseUserAction setup Added: GearLR and GearFB variables are now sent to the inventory character preview as well Added: Gear size animation variables that describe the thickness of loadout and make the character hold the weapon accordingly to prevent clipping Added: BaseGameTriggerEntity::SetUpdateRate and BaseGameTriggerEntity::EnablePeriodicQueries functions Added: Error instead of warning log messages for inventory not finding an item Added: Function to retrieve transform matrix for sights Added: BaseMuzzleComponentPrefabData for constants from a prefab and moved some variables there that were inside a TODO move to prefab data Added: Option to set custom idle turns angle limits for prone stance Added: Possibility to set character orientation matrix when disabling ragdoll Added: Missing init calls for additional compartment actions Added: Extra parameter to AIWeaponTargetSelector Added: BaseTarget.GetTimeLastDetected Added: New method for sights direction that ignores bone animation Added: Support for liquids in vehicle's wheel contact Added: BaseCompartmentSlot now has an array of additional user actions Added: BaseTriggerComponent GetOwner for script Added: MovementDirection animation variable works during swimming Added: Warning and snap to server position upon huge round trip time and missing client history Added: PlayerController:SCR_OnInit Added: FactionAffiliationComponent on changed callback has more information Added: Support for suppressing OnPlayerKilled callbacks to avoid nasty stuff in scripts Added: Script access to some functions of NwkCarMovementComponent Added: Teleportation of ragdolls when teleporting character Added: Custom fall damage handling for ragdolls Added: BaseTriggerComponent EOnContact & EOnInit Added: Fixed support for scripted loitering character commands Added: Exposed CharacterHeadingAnimComponent to script Added: Checkbox for pieces of clothing to ignore InflatedDeflated functionality Added: Replication and compensation of server time to clients using ChimeraGameNwkNode Added: Quaternion to scaled axis representation Added: Bone lod mapping from multiple MeshObjects Added: Magazine ammo count is now correctly saved when using the "saving loadout" action Added: EquipedLoadoutStorageComponent::GetSlotsFromArea API Added: Supporting a different bind pose for each head, allowing facial animations Added: Eject action Added: Possibility to handle bone transformation in interpolation step Added: Character head aiming direction keeps getting updated while the character is in the air Added: Gradual rotation of character when jumping without locomotion Added: Radio messages encryption API Added: Support of CreateInstanceFromContainer on ItemAttributeCollection Added: Touching material by AoT to force texture loading Added: Turret entity class Added: Usage of full wheeled re-simulation + unconstrained motion for prediction Added: Exposed vehicle G-force magnitude to character animation graph Added: Collimator sights Added: Maximal noise surface value from suspension for character wobble animation Added: ChimeraNavmeshWorld, which selects DestructibleEntities for navmesh marking Added: G-force API to wheeled vehicles Added: AI Group is now correctly deactivated based on agents attached to it Added: FloorAngle variables now are with respect to entity orientation, not heading. Additionally, they update also when the character is not moving Added: FloorAngle variable now ignores movement direction - the angle of the plane in the movement direction can be gotten through easy trigonometry between FloorAngle and FloorAngleLateral. Left to the reader as an exercise Added: FloorAngleLateral animation variable for feet adjustment when standing perpendicular to a sloped surface Added: OnDiag to ScriptedDamageManagerComponent Added: Single manager that handles post-physics simulation events Added: Shutdown logic on character ownership change to be identical with the current vehicle Added: Physics activation state synchronized Added: Ownership callback to CarController Added: Configuration for blast particle effects Added: Inventory hand slot prototype Added: Additional WB params for setting up thresholds for triggering idle turns Added: Added a MovementSpeedReal animation variable which keeps the current speed of the character in meters per second. Currently for testing and should be rewritten later due to the current variable being one frame delayed against actual movement Added: Simple networked pawn Added: 2dmap - min, max color setup for ocean+terrain Added: Exposed CharacterInputContext::IsUnconscious to script (missing cpp file). Added: Exposed CharacterInputContext::IsUnconscious to a script Added: Zeroing generator for rear-sight apertures (like M72) Added: TFL_NO_TREE flag to BaseGameTriggerEntity Added: Exposed method for getting default magazine or projectile of a muzzle Added: Initial setup for landing gear IK driven animation Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle Added: OnOwnershipChanged event to PlayerController Added: New simulation signals for animations (#2); new signals + signal testing Added: MineManagerComponent, to be used for registration of mines from a script and later use of AI Added: New simulation signals for animations Added: Animation of a character turning via wheeled signal state Added: UpdateGeometries on cloth, so they are updated based on the mesh Added: BaseWeaponManagerComponent::GetDefaultWeaponIndex and BaseWeaponManagerComponent::SelectWeapon script API Added: A new storage component, to be able to make attachments on any items Added: BaseGameTriggerEntity::GetTraceMask/AddTraceMask/ClearTraceMask script API Added: BaseGameTriggerEntity::AddClassType/RemoveClassType and BaseGameTriggerEntity::AddFilterName/RemoveFilterName script API Added: Script API for accessing local and server timestamps Added: Turret angles can be reset when the gunner goes unconscious Added: Constant angular reticle size to collimators Added: Deflated offset and angles, so it changes attachment position with it Added: IsAi inside CharacterControllerComponent Added: Set multiplayer activity of listen server Added: Reticle texture configs Added: Door sounds redesigned using our recordings Added: Map tool menu API for adding a custom entry Added: Leave faction option is available from the pause menu Added: Audio for respawn timer Added: Sounds for start/stop drawing of map marker Added: Sounds for drawing the start/stop of map markers Added: Text for selected von display Added: Correct display name for officer class name Added: New icons for briefing Objectives Added: New icons for objectives Added: M997 MERDC variant and added it to Vehicle EntityCatalog Added: Virtual ballistic protection logic Added: Names, description texts, and inventory parameters to M1 helmet, M69 jacket, and 6B2 vest Added: Configured Inflated radio backpacks in Radio backpack prefabs Added: Slower passive regeneration while unconscious or with a low blood level Added: ADS camera will now stabilize during ADSIn->Out transition once tags are added Added: First-person camera tilted down in vehicles to better show the dashboard Added: Missing interaction for removing dead and unc characters from M923A1 Transport truck Added: Patrol cap into US Arsenal Added: Strings for a voting system of kicking and banning Added: Localization texts for Game Master Deploy Menu Added: Action Hints for the Editor's Deploy Menu's localized string Added: Improved Editor Deploy Menu's localization strings Added: Navigation hint for a Game Master Added: New icons for nametags Added: Implemented spawn location preload Added: RespawnRefactor - Doxygen for Welcome and Debriefing screen Added: Images for Game Master Deploy Screen Added: Confirmation dialog when selecting a permanent faction Added: New GM Deploy Menu images Added: Nametag unconsciousness display icon Added: New images for FM tiles incapacitation Added: New images for FM incapacitation and medical vehicles Added: New image for FM tile radio signal Added: New HitZone config HitZone_Wood_Beam.conf Added: All SCR_InfoDisplayExtended classes now have DisplayOnSuspended and DisplayOnResumed methods that get called when GUI is suspended/resumed due to visibility flags (eg. SHOW_IN_EDITOR false) Added: InspectCasualtyUseraction and widget Added: Hoverover info for big bleeding icon and improved inspect casualty layout Added: Forgotten line for hover over info for big bleeding icon Added: Naked campaign prefab, loadout is now using this Added: Names and descriptions for new body armor and helmets Added: Names and descriptions of field shovel Added: WorldTimestamp API for script Added: Support for using WorldTimestamp in replication. Added: Checking whether physics element transformation has really updated something Added: Showing whether the geometry has some animated parent Added: TransformGizmo Shape visualizer Added: Thorough check, whether the child hierarchy needs to be updated when the skeleton changes Added: Online: SHA512 CRC checking for fragments + whole file with retry feature on fail Added: ContactPoint to TraceMove result Added: Multiplayer activity can now track the number of players Added: World file extension check Added: Set crossplay/modded information on the loading screen Changed: Root motion in prone turns option now enabled by default Changed: Property grid - Info about owner containers added to WB_GetVariableDisplayState event Changed: Exposed getter for AIControlComponent to be utilized for optimizing Changed: Re-enabled use of nav links for car movement. Navlink interaction physics block for vehicles Changed: Gears enumerator is in the public header for other components to use Changed: Switched all systems to use new RPC syntax Changed: Added feedback loop for PID controllers and constant slow down based on the wanted orientation Changed: Switched ChimeraGameNwkNode, lobby system, game-side replication-related types, and TimeAndWeatherManagerEntity to use new RPC syntax Changed: Moved GForce script API to VehicleBaseSimulation Changed: BaseGameTriggerEntity now has a list of classes instead of just one class for his filter Changed: Session/scenario restart API Changed: Unconscious characters now don't react to kinematic objects(cannot be pushed by doors/characters). Doors go through unconscious characters Changed: Ragdoll processing is now done together with a keyframe Changed: Character position is not always synced on remote proxies Changed: Improved unstucking behavior for AICarMovement and added OnStuck call for AIGroupMovementComponent Changed: Instigator is now tracked by player id Changed: CommunicationSoundComponent - Now activates the component upon Queuing of events Changed: Door links register to the road network Changed: BaseGameMode will register itself even in edit mode Changed: Reworked FuelNode and FuelManagerComponent Changed: Vehicle replication clean-up 1: removed temporary pipeline Changed: Damage system switched to new RPC call syntax Changed: Batch size calculation to adjust for a small number of anims Changed: Car's suspension serialization API Changed: Increased distance divisor as prediction is now more accurate Changed: Disabled prediction for non-ADS view. This improves the non-ADS smoothness of the weapon as the character only moves with 1mm precision, but ADS hands are more precise Changed: Vehicle's wheel structures re-factor Changed: Gear can be selected any time now Changed: Moved local transform to AddChild function directly instead of SetLocalTransform later, so people can use correct transform in OnAddedToParent/OnChildAdded callback Changed: The AIBaseUtilityComponent has been moved to cpp to increase performance. The RemoveObsoleteActions now does not reorder the array each time. The rest of the scripts have been modified to use the new system Changed: Removed recalculation of group acceptance radius Changed: Added subscription to OnPathSet signal Changed: Overridden signal of changing path and minor improvement on AITaskMoveInFormation based on that Changed: Expanded Car Controller API, now allows for the setting of state Changed: Included speed adjustments and slight maneuvering for driving through curves Changed: Character animations: vehicle command: g force value replaced by maximal surface noise from wheel contacts Changed: Combined two ForEach inside DistanceProducerSystem Changed: CharacterHeadAimingComponent is now only ticking on owner Changed: OnOwnershipChanged logic is now in wheeled simulation to more clearly separate responsibility Changed: Handbrake behavior to be identical to the current vehicle Changed: Vehicle has physics disabled when a client is no longer the owner Changed: Enable usage of VoNComponent from non-character entities Changed: How physics activation is synchronized Changed: Synced up vehicle physics activation Changed: Engine start/shutdown to be a bit closer to the car version Changed: Only activate physics on a server if the client explicitly activated them Changed: Scripts: fixed doxygen group names in generated code Changed: Minor vehicle entity cleanup (includes, removed unused parts) Changed: Cleaned BaseWeaponManagerComponent Changed: Reorder stuff inside InventoryStorageManagerComponent Changed: Clear stuff inside WeaponSlotComponent Changed: 2dmap - export tool refactored to a managed instance Changed: 2dmap - export API refactored to support more arguments Changed: Base changes to get reliable AI Car movement Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from a script Changed: SetStance refactor for characters Changed: Moving of aiming component around AIAgents Changed: Signals do not go through the signal system but are networked via states Changed: ChimeraGameNwkNode server time updated every frame, but still replicated only every fixed frame Changed: DEFLATED model uses the same materials override as the WORN model Changed: Adopt new multiplayer activity API Changed: Multiplayer activity is set right after connection to the server is initialized Changed: Various weapon loudness tweaks Changed: Players are no longer put automatically into the group when they change faction Changed: Elapsed scenario time icon Changed: Gamepad controls in the Deploy map menu Changed: Spawning from deploy menu by pressing space for a keyboard, holding a for controller Changed: Moved IsExpanded getter to the base deploy selector class Changed: RespawnRefactor - Welcome/DebriefingScreen now uses the intended pagination layout Changed: Updated Respawn Menu controls Changed: Added separate control hints for the ToolBar menu Changed: RespawnRefactor - RespawnRefactor - Utilize intended Objectives icons Changed: RespawnRefactor - Correct member variables for objective icons Changed: RespawnRefactor - Pagination keybindings changed from Nav to Tab Changed: Conflict - Welcome screen images and text Changed: Incorrect icon in welcome screen, role selection screen was missing max players indication Changed: Removed inertia logic from the animation graph Changed: Sound event names for task accept and abandon Changed: Some pitch variation removed, samples adjusted Changed: Map line delete button sound Changed: Conflict - FIA presence layout Changed: Conflict - Autoreload timer increased to 75s Changed: VON menu visual update Changed: Unified VON menu adjust the action Changed: VON menu visual update part two Changed: Decoupled unconsciousness logic in von controller from von comp setter Changed: HUD Manager's Editor Notifications are disabled Changed: Slotted entities get freed from replication before they are destroyed Changed: Quickbar item restock after drop/use based on list item type Changed: UAZ LODs and skinning, also a bit polish on LOD0 on rear chassis part Changed: Fire colliders and mine trigger colliders added Changed: Faster GetIn/GetOut anim sfx Changed: Set item model as item model and as default meshobject Changed: Soldier loadouts updated with new items Changed: Using proper LBS icon for LBS' in inventory Changed: Naming of new M1 helmet and M69 vest variants Changed: Disabled flashlight physics when equipped on the chest Changed: Characters now revive at a .7 resilience threshold Changed: Fixed rifle < 1m climbs anims to prevent floating in the air Changed: Added necessary event to start the vehicle Changed: Unarmed rifleman received Patrol cap instead of Boonie hat Changed: Resolution of ARTII and B12 reticles Changed: Added TagDeath to vehicle death states Changed: Fixed horn anims not matching GUID with .asi file Changed: Added bind pose and bone mask for suspension chassis Changed: Added transition between vehicle attachment and death pose to avoid character standing up upon being removed from a vehicle while uncon/dead Changed: Fixed IK config for melee animations Changed: Removed toggle button from persistent faction dialog Changed: New tile image for Field Manual Changed: Character teleportation out of the spawn zone was moved right after entity creation in the script, hopefully improving player detection and location finding Changed: Fixed radio going through torso when held in a vehicle and opening inventory Changed: Changed target icon for uncon nametag Changed: Fixed melee IK node properly this time Changed: Repairing normals on Type56 Changed: Replaced unarmed 20/80 climb over by older animations as most recent ones are incorrect Changed: Humvee M2 pintle now using proper starting animation node allowing unconscious Changed: Increased size of healing user action contexts, and moved arm-healing actions Changed: Resilienceregeneration reduced when bleeding and unconscious at once Changed: InspectCasualty action moved to the torso Changed: Added loc for inspectcasualty useraction and added loc for hover over bigbleeding icons Changed: InspectCasualty action disabled when not damaged Changed: String statuses for the next batch Changed: Naming of olive and woodland M69 vests and M1 helmets Changed: Updated asset description texts Changed: Field_manual label added to new FM strings Changed: Updated FM texts for B8 & B12 binoculars and Incapacitation Changed: Register UAZ452 graph parts Changed: Updated replication documentation to show the use of WorldTimestamp in codec Changed: SetLocalTransform sets just world transform when the hierarchy component has autotransform off (to make it in accord with non-parented entity) Changed: Unified code for getting skeleton nodes (GetNodeTransforms), regarding INHERIT_PARENT_SKELETON Changed: SetElementTransform checks redundancy - if there is the same matrix used, it doesn't update the physics Changed: "Show bones" visualization changed to the new TransformGizmo shape, to make it usable fast Changed: Changing additional local transforms do not enforce children entities update, if not in a hierarchy with pivot bone Changed: Skeleton::UpdateNodes optimized for various cases. At least 30% faster now Changed: When NodeDestroyed is called on a client, RplComponent breaks the replication hierarchy it was holding together with. Changed: Threshold for the y-axis character position changes from 0.01->0.001. This makes very small movements on slopes smooth Changed: Multiplayer activity update throttling Changed: Make param of RoomConnectionData::ExpandFromRoom const Tweaked: AI perception: when a Perceivable is teleported, its visibility is reset to 0 for all observers Tweaked: PerceptionComponent now forgets targets from the Enemy and Detected categories after some time Tweaked: AI weapon selection can reload UGL and RPG muzzles now Tweaked: disabled engine start on Collective input Tweaked: AI perception component has a higher update rate at LOD value of 0 Tweaked: Ears sensor was reworked to use real physical sound values (Watts and deciBels) Tweaked: AI can detect vehicles from a bigger range Tweaked: Diag visualization of sensors was split into several diag menu options Tweaked: Diag visualization of sensors is now transparent Tweaked: PerceptionComponent.GetClosestTarget now accepts float timeSinceDetectedMax Tweaked: Modified BaseZeroingGenerator to cope with entities that have no muzzle Tweaked: Improved reticles resolution for optic Tweaked: UAZ469 door sounds Tweaked: Added sound events to M997 patient unconscious + switchIn/switchOut animations Tweaked: Added preliminary "lie down on stretcher" sounds to Character_Movement_Vehicles.acp Tweaked: Vehicle cabin occlusion Tweaked: Radial menu items preview update simplified and unified Tweaked: Radial menu centering on open Tweaked: RespawnRefactor - Implemented correct Objectives icons Tweaked: Eject action default filter changed from DoubleClick to HoldOnce to prevent ignoring the X key in some cases Tweaked: Fixed roughness of grass clutter (was accidentally uniform 1 value); tweaked global AO of vegetation and clutters to better fit current lighting; improved hue and saturation of coniferous surfaces (they were too desaturated before) Tweaked: ScenarioFramework - Trigger activation and conditions adjusted to work with the latest GameCode changes Tweaked: SCR_DestructionBaseHandler wreck delayed at least one frame Tweaked: Common un-destructible hitzone for config for truck modules and M151 bench Tweaked: Reduced damage passed from canvas from 100% to 10% Tweaked: M997 slots setup Tweaked: UAZ-452 collision damage setup Tweaked: M997 removed obsolete redefines of the car controller component Tweaked: Compartment accessibility setting for UAZ452 Tweaked: Compartment accessibility setting for M997 Tweaked: License plate light on UAZ452 Tweaked: Shorter no door anims for Humvee Tweaked: Head collider on character mesh Tweaked: Reimported clothing models to refresh meta files and fix potentially broken materials Tweaked: Woodland pattern on BDU jacket and pants Tweaked: M1 helmet with changes to proportions, and updated textures to match new UVs Tweaked: Decreased duration of bandaging self Tweaked: M998 and UAZ-469 driver camera initial angle offset in 1st person Tweaked: Change anim to the left hand Tweaked: M998 horn sound events Tweaked: Vehicle wheels - correct health settings, switched to DamageManager Tweaked: Initial zeroing on PSO-1 was changed from 400m to 100m Tweaked: Aggregated user actions for UAZ back passenger seats Tweaked: All vehicle light slots changed to SCR_LightSlot Tweaked: Removed obsolete light action from Wheeled_Base.et Tweaked: Sound events position adjusted to new climb anims Tweaked: UGL hints show outside optics only and have 5 seconds timeout Tweaked: ScenarioFramework - Refactored how triggers are set-up and used Tweaked: HEAT spalling penetration ability reduced to 40% of the main penetrator Tweaked: Aggregated user actions for truck front passenger seats Tweaked: RespawnRefactor - Debriefing shows strings based on endgame result Tweaked: B8 binoculars strings, added very placeholder text, and un-hid them Tweaked: Added get in interrupt and get out interrupt events for uaz452 buchanka Tweaked: Polish get in for uaz452 driver Tweaked: Rivers without GUID are now not reported as an error Fixed: EntitySlotInfo::GetSlotInfo and EntitySlotInfo::GetSlotInfos do not account for WeaponSlotComponent Fixed: InventoryItemComponent::OnParentSlotChanged argument invalid when the magazine was spawned Fixed: The flockmovement takes into consideration the scale of the spline prefab now Fixed: Item colliders were not moving correctly with the character Fixed: Missing API for wheel liquid contact in other versions of wheeled simulation components Fixed: Re-entering unconsciousness causes body rotation Fixed: Character would always turn on back when going unconscious Fixed: Explosions - Cargo and canvas do not receive damage from explosives Fixed: Logging errors could cause VME because the action was not initialized for the GetActionNameScripted callback Fixed: TryRecoverLastRightHandItem can start even when changing items is not allowed, causing AIs to drop weapons instead of slinging them when going unconscious Fixed: CharacterCommandMove should use only one IsRootMotionControlled value during the entire frame (as opposed to one value in PreAnim and second in PrePhys and PostPhys) Fixed: If stuck on top of a navlink, continue moving to the endpoint Fixed: Character stuck in FPV camera after being in 3PV, going into ADS, and dropping weapon with Tab+X Fixed: ADS now resets when the character goes unconscious, fixing a bug where they could otherwise get stuck in FPV Fixed: Double GenericEntity displayed in BaseGameTriggerEntity Fixed: Worn items colliders aren't animated Fixed: Checking parent instead of child when checking for ownership. Fixed: Solved an assert in WB due to a data type mismatch between script and C++ Fixed: Transition between ragdoll and unconscious animation Fixed: Invisible ragdolls caused by the wrong entity position Fixed: Interior audio signal for remote entities Fixed: Character shaking when an unconscious character is killed (killing character now disables unconsciousness) Fixed: several issues in AIActionBase and AIBaseUtilityComponent Fixed: OnConsciousnessChanged event was called on proxies when it should be only on the owner and server. (rev 14387) - the original behavior was correct, the mistake was caused by the script Fixed: Characters' feet align to the ground even in vehicle mounted turrets Fixed: OnConsciousnessChanged event was called on proxies when it should be only on the owner and server Fixed: Character's AimX aiming variable is clamped by sidestep's set values even if the character is sitting and thus can't do side steps Fixed: AI character was aiming up when looking through binoculars and the weapon was raised (even though visually it wasn't raised) Fixed: When starting the engine, engage the brakes to stay in position. Fixed: Set path when a leader has none Fixed: Premature setting of mission header Fixed: Proper -PI to the PI limit for aiming angles while jumping Fixed: Limiting AimingAngles with the CharacterAimingComponent vertical aiming limit based on stance Fixed: Smooth CharacterAimingComponent stance limit adjustment Fixed: CharacterInputContext::IsUnconscious is now replicated to proxies too Fixed: FactionManager's base:: would refer to Entity, not GenericEntity as intended, resulting in broken init calls Fixed: Doors pushing characters Fixed: Unconscious characters being pushed by non-vehicle entities Fixed: Overall cleanup and Simplification of enabling/disabling ragdoll Fixed: Animation/Placement of the character breaks down after taking control of an unowned character Fixed: Better determination for sitting in turrets, sitting at turrets always resets them to 0 aiming Fixed: BaseInventoryStorageComponent::GetOwnedItems declaration was not correct Fixed: Changing gear when using FULL assistance can be stuck in first gear Fixed: Fixed getting stuck in traversing curves by preventing direction reverting and balancing the curve point with the path's information Fixed: Weapon doesn't have any attachment in the render preview of the inventory Fixed: Player was able to swim underwater Fixed: BaseHUDComponent is not created on a dedicated server anymore Fixed: Unconscious body slides when going unconscious during walk animation Fixed: BaseMuzzleComponent could be added to any entity Fixed: Network serialization of the car's suspension is now working with prediction Fixed: AI character now aims from the muzzle, bypassing weapon sight Fixed: AI character now aims from the head instead of the muzzle when reloading or changing weapons, which fixes weird rotation while aiming and switching weapons or reloading Fixed: Explosions not dealing damage to destructibles Fixed: OnAddedToParent called by adding an entity to the entity slot now has the right local transform set Fixed: AIActions have correct priorities again Fixed: User cannot switch to reverse from higher gears Fixed: Explosions don't deal damage most of the time Fixed: The AI can have multiple actions in their queue again. Checking for types is now done correctly Fixed: Possible inconsistency in when the simulation is active on the server Fixed: Save/Load/JIP/reconnect handling of unconsciousness Fixed: Script Leaking + Script declarations on the AIActionBase and AIBaseUtilityComponent interfaces Fixed: Missing reset of curve traversal Fixed: AIMovementComponent is not updated when AI is teleported from vehicle to vehicle Fixed: Idle turns can bug out because of NaNs if the prediction was not made Fixed: Character can change stance while unconscious Fixed: Character instantly dying after entering an unconscious state in a vehicle on DS Fixed: Deactivated character would not be teleported Fixed: Powerline entity cable object component initialization and creation Fixed: Desynchronization of handbrake Fixed: Removed CMD_Injured, now everything uses CMD_Unconscious Fixed: Vehicle wobble animation variable gets reset when the player exits the vehicle. Fixed: AI was not activated back correctly Fixed: AI was not activated back after being deactivated Fixed: AI could control the character when spawned Fixed: Clouds: Fixed static clouds (missing wind movement) with a dedicated server Fixed: AI was not correctly deactivating at 1000 m Fixed: OnDistanceChanged was not called after all observers were gone Fixed: Cleanup and a small fix for imprecise idle turn predictions. Fixed: Group update positioning when not ticking group movement Fixed: CosAngle returns value in interval <-1,1> Fixed: Invalid folder for downloaded cloud saves Fixed: Missing doors blocking navlink traversal Fixed: Server used to disable gravity when it lost ownership Fixed: Not restarting correction rtt delay when changing ownership Fixed: Exiting a vehicle while free looking in an extreme direction can lead to angle unhandled angle overflow, causing the camera and weapon to be misaligned Fixed: After being teleported in the game master, the character often starts turning in a different direction than was set by the user. Fixed: Doors on navmesh tile edges do not regenerate all the areas they modify Fixed: Searching attachments in the hierarchy of components in WeaponComponent Fixed: Character inventory preview has a backpack hidden when in vehicles Fixed: Go over the hierarchy of components when searching for the storage component Fixed: Fans signal affected by the dashboard power signal Fixed: Changed raycast call to use the returning distance instead of calculating the start and hit point difference Fixed: Now the OnTakeOff, OnFlying, and OnLanding functions are now callbacks Fixed: MP Proxy characters now wake up prone after being unconscious even if before they were erected Fixed: Server cannot see character rotation Fixed: Calling the same event twice with different arguments would cause it to be called multiple times only with the last supplied arguments Fixed: Refactor of character heading angles and aiming angles. Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in a clockwise direction (turning right = increase and vice versa) Fixed: Character would rotate in random directions after exiting vehicles, sometimes also after climbing over objects Fixed: FactionManager not being accessible in edit mode (failed registration) Fixed: SetUnconscious compared argument to wrong reference variable in an effort to drop redundant calls - could lead to some calls being ignored. Also could attempt to call OnConsciousnessChanged twice Fixed: Fixed the wrong name and return type on IsUnconscious Fixed: NaN exception when the character is swimming in (un)certain depth Fixed: While reloading, the AI Weapon&Target selector didn't detect the left-hand magazine, thus AI thought it was out of ammo Fixed: OnCompartmentLeft was not called when switching seats in a vehicle Fixed: Update of adjusted stance Fixed: Missing turning animation for non-owner proxy drivers Fixed: Fuel was not correctly synchronized in multiplayer Fixed: Not correct deletion of an item when reloading slots Fixed: Disabled/Enabled physics correctly for a loadout with animate colliders on Fixed: Order of connection steps Fixed: Climbing down from stuff now calls the correct updated climbing type Fixed: Climbing early exit now cannot trigger while we are still in the air Fixed: Incorrect checks for aim and movement limits when the weapon has high pitch rotation Fixed: Wrong JIP inputs and input actions synchronization Fixed: It is possible to shoot from a turret while being unconscious Fixed: BaseLoadoutClothComponent should tick on remote proxies Fixed: Ballistic protection items would not show correctly in edit mode Fixed: Worn model was not correctly applied to cloths Fixed: Inventory would influence deflated/inflated property and positions of BaseLoadoutClothComponent Fixed: GarbageManager should not allow operation on clients Fixed: Weapon visibility was not correctly updated when inserted into a slot Fixed: Lowest crouch stance, 0.05, is incorrectly replicated as prone. Fixed: ADS would sometimes zoom when changing stance Fixed: Bounding box of the animated colliders part should be updated based on the skeleton Fixed: AI drops weapons when going unconscious during weapon switch on low FPS Fixed: MP - Mine can get armed despite the character dropping it during the arming procedure Fixed: MP - Mine placing would not work after canceling the previous mine placing - bug introduced in 14611 Fixed: MP - Mine placing canceling would not work if you would hit the precise frame when the animation command was called but the animation did not start yet Fixed: Two players could enter a vehicle at the same time even though they were hostile to each other Fixed: Missing scenario interpretation on MP reload Fixed: Serialization buffer of input action is sent even if the next action data is corrupted Fixed: Placing a character into a turret would not correctly set the faction Fixed: Nullptr check when invoking animation variable that is out of range Fixed: Negative weight after dropping all items from the inventory Fixed: Loading of weapons during loading of loadouts was not working correctly Fixed: Only the main game instance of ChimeraWorld is now allowed to push time updates into ChimeraGameNwkNode Fixed: Adding multiple input actions during the performance of an action would only perform the first one Fixed: MP: Reload on a low FPS server can cause an invisible magazine in the weapon Fixed: 4x20 2D reticle cut off from the top when using sight adjustment Fixed: US lantern without particle + fixes of emissivity of materials Fixed: Mechanics layer occlusion Fixed: PIP scopes view distance was fixed at1500m independently of view distance. It is now set consistently with view distance set in-game options Fixed: players were able to spawn on radio operators before the timer ran out by holding enter Fixed: Missing player controller nullcheck Fixed: Out of memory caused by incorrect ActionListeners handling Fixed: Map controls not being disabled when focusing on menus in respawnMap Fixed: Controls buttons being visible while not focused Fixed: Focusing toolbar menu will now disable map context Fixed: Border issues on spawnpoint selector Fixed: Task list is now right next to the MapTools Fixed: RespawnRefactor - Game master access from WelcomeScreen Fixed: Player loadout preview was missing in the deploy map loadout selector Fixed: RespawnRefactor - VME in workbench when Play from current position enabled Fixed: RespawnRefactor - VME in workbench for ArsenalManagerComponent Fixed: RespawnRefactor - Another WB VME caused by play from the current position Fixed: RespawnRefactor - Switching directly to GM from the welcome screen locks some mouse input Fixed: RespawnRefactor - Compass and Watches being cut off in RespawnScreen Fixed: Group name was not shown on the deploy menu open Fixed: RespawnRefactor - Scaling of images in WelcomeScreen Fixed: Saved loadout button was shown even when the saved loadout was not available Fixed: Editor camera was not correctly terminated Fixed: RespawnRefactor - WelcomeScreen Fix for pagination clicking not working on the first click Fixed: Pencil drawings on the Deploy menu are now behind UI Fixed: First Spawn point in the array of available spawns doesn't have a bar in spawn selection Fixed: It's no longer possible to manipulate map tools while they are under buttons Fixed: Player can spam the group leader with requests Fixed: Gm placed spawn points were missing names in the deploy map Fixed: Notifications not showing up in the Deploy menu and Editor Fixed: Conflict - Callsigns of bases sometimes missing after reconnect Fixed: Conflict - Positioning of HQ tents on starting bases Fixed: Performance of GM, update widget animator Fixed: Incorrect von menu keybind adjustment Fixed: Von entry unwanted animation and improper centering with long channel text Fixed: Incorrect radio power state Fixed: Radios channel tuning is not working correctly for clients Fixed: Von menu UI not reacting correctly to frequency changes on client due to frequency getter being delayed Fixed: Notifications not showing Fixed: Spawning player in the editor respected invisible respawn timer, preventing spawning in quick succession Fixed: It was not possible to place individual AI characters after the last change Fixed: Players were placed in AI groups Fixed: VONMenu radio channel displaying untranslated string for Russian faction Fixed: Assigned correct wreck model to M997 Fixed: UAZ452 uses the correct wreck model Fixed: UAZ452 searchlight had wrong emit angle set + fixed assigned light entity for Light_Searchlight config Fixed: Name of UAZ in conflict Fixed: GUID on Searchlight light slot on M998 Fixed: Window FR1 on UAZ452 now can get damaged Fixed: UAZ-452 slot Wheel_R01 registering damage Fixed: Soldier faction base prefabs don't have uniforms, gadgets, or watches - added new prefab with those and tweaked inheritance Fixed: Inheritance of Character_US_AR - now inherits from baseloadout prefab Fixed: Removed extra colliders and added missing colliders on some of the inflated backpacks Fixed: Wrong model, the material on inflated RPG assistant backpack Fixed: M88 and BDU have now correct in/deflated models assigned Fixed: Some heads had turned on the alpha effect in FPV Fixed: Base icon disappeared after being captured by another faction Fixed: Update of alpha value was not updated when the character entity was dead Fixed: Full group was missing an indication in the role selection screen Fixed: Join faction/group hint was still visible after joining when the button was still under the cursor Fixed: Inheritance from correct parent units Fixed: Ragdoll definition - changed head collider - UCS_Head -> UCX_Head, removed irrelevant mass values Fixed: ARTII reticle compression Fixed: B12 reticle compression Fixed: Added interior light prefab for UAZ452 Fixed: UAZ-452 engine start actions Fixed: Leftover mentions of SlideDistanceLimit in prefabs, which was removed Fixed: Composition children were moved to the composition center Fixed: Empty slots in the loadout list in role selection were set enabled upon player loadout request Fixed: Leader indication was not set correctly upon joining a group Fixed: Music was missing in respawn menu Fixed: Head-turning 180 degrees by changing locators and setting an offset on the prefab Fixed: Player was able to hit respawn button multiple times, resulting in a vme Fixed: Navigation buttons not found warning on configurable dialog creation. Server hosting dialog label Fixed: Suspicious parent velocity assert when vehicle wheel dust effect is enabled Fixed: Wreck models not applied for streamed in vehicles Fixed: Player spawning should not clash with -ailimit anymore Fixed: Switching weapon sight action hint is now correctly displayed Fixed: Missing hint for selection or deselection of grenade launcher Fixed: Missing magazine template that was removed on accident Fixed: US GL has a PASGT vest, causing clipping with the grenadiers vest. The combo is illegal Fixed: Conflict - Misaligned HQ tents Fixed: Conflict - MHQ signal calculation Fixed: Conflict - Wrong supplies amount shown when (un)loading supplies Fixed: Performance issues with the DespawnPatrol method Fixed: Broken Endscreen Fixed: Truck cargo passenger compartments definitions, missing casualty actions, disabled teleport on getout Fixed: RespawnRefactor - Wrong Conflict tasks and duplicities + stats in Debriefing Fixed: Camera was stuck on ocean view in scenarios with no SCR_WelcomeScreenComponent Fixed: Map location hint was visible in the deploy menu Fixed: Spawning on radio operators resulted in players spawning on top/inside of the character Fixed: Disabling respawning through game master didn't disable the deploy button Fixed: "Don't show this again" in persistent faction dialog was not saved in user settings Fixed: Pinging AI teams replaced their icon with one that no longer exists Fixed: Orientation of Vest_Lifchik model Fixed: Removed Map Marker manager component from prefab Fixed: Character will take out his weapon after climbing over a wall even when the weapon was hidden manually Fixed: SCR_WeaponAction now has only local effect as WeaponComponent::SetBipod now replicates the state Fixed: LayerPreset setup on M997_doors_front model Fixed: LayerPreset on Backpack_Veshmeshok_Inflated colliders Fixed: WoodenWall_02_8m_A now has the correct LayerPreset set on colliders Fixed: Chat UI does not stay on screen anymore when opening and closing it really fast Fixed: Chat Max character limit notification now disappears when deleting characters Fixed: Chat messages are now correctly ordered when scrolling through chat history Fixed: Browsing chat history moves back to the most recent message when some player sends a message Fixed: Freeze in AI fireteam manager when group size is 0 Fixed: Casualtyinspection now only client side, non-disappearing icons fixed Fixed: GetInNearest vehicle, not using a vehicle without an addon, proper lock order Fixed: ETool should be Runtime in RplComponent Fixed: Negative weight showing in inventory when all items are dropped Fixed: Can no longer open inventory when unconscious Fixed: Character can now climb on walls up to 2.5m tall, as it was before Fixed: Spawn protection not expiring on a server with disabled cheats Fixed: Inconsistent behavior of Room Remove after a kick due to FF Fixed: Behavior Editor - Crash when editing property of Switch node Fixed: Editors issues with resources being saved into a data root directory Fixed: World load fails when parent sub-scene is saved in data root dir Fixed: ShapeMesh leaked when instanced Fixed: Decal was not correctly shown when displayed on a MeshObject with a CF_INHERIT_PARENT_SKELETON flag Fixed: RECALC_LOCAL_TRANSFORM should handle correctly if the flag AUTO_TRANSFORM is set Fixed: When character motion is restricted due to breaking the elevation threshold it adds occluder the same way it does for normal collisions Fixed: River's unique GUID is now always generated when the user creates/copies a river Fixed: Error when the user copies a river with an existing GUID (or creates it from a prefab) Fixed: Non-consistent order of objects in inherited arrays in config files Fixed: Missing reset of world timestamp on world cleanup Removed: Character omitting condition for interaction handler in vehicle hierarchy Removed: Post respawn-refactor clarity pass Removed: Disable gravity when using InteractionBlockHelper Removed: Unused FOV focus property from EyesSensor Stability Added: 2dmap - placeholder to show badly setup descriptors in the map instead asserting && sanitized places where it could crash on missing properties Added: Logging of last deleted resources and output of them in case of a crash Fixed: Crash when parent don't have physics component and have a vest on them Fixed: Wrongly setup destructibles could still crash the game when taking damage, now they shouldn't be taking damage Fixed: Crash on startup transition Fixed: Miss-configured entity with MuzzleComponent causes crash Fixed: Possible crash when gamemaster switches into collimator view Fixed: Crash when Setting ragdoll right before destroying phys controller Fixed: Temporary workaround for crash when addon reloading causes the game to update before it loaded the world Fixed: Crash when AIs tried to access the related activity of a dead group Fixed: Crash due to not disconnecting signal to the group leader Fixed: Explosions - Crash when an entity would be destroyed by multiple explosions in the same frame Fixed: Explosions - Crash when multiple mines explode at the same time Fixed: Turret doesn't make client and server crash anymore Fixed: PerceptionComponent::GetClosestTarget crash when there is no PerceptionManager in the world Fixed: Script: Function not linked crash fix Fixed: Input: missing input device on dedicated server crash fix Fixed: Hotfix for crashes on AMD GPUs when rendering underwater effect Fixed: World editor - Vector tool - Crash by pline points transformation Fixed: Crash in Anim Editor live to debug Fixed: Crash when loading anim workspace with invalid child preview model. Was causing occasional crashes at startup with CLI to load world Fixed: World editor - Crash after applying "Replace with prefab" action to RiverEntity Fixed: Crash: Deleting node in Behavior Editor Fixed: Crash related to particles Fixed: Crash on deleting the same roadpart twice Fixed: Crash in InLoopOut anim node Fixed: Crash on addon download if DownloadVersionsRefactor is loaded Fixed: UI: imageset loading crash fix Fixed: Audio Editor - Alt connection crashing engine due to unnecessary updating of UI, which triggered focusOutEvent Fixed: Crash when using vehicle ray-cast debug test Fixed: GPU crash in clutter instance processing Fixed: Crash on failure to compile script module Fixed: Crash when new anim expression table created Fixed: Crash when editing anim events and hitting Ctrl+S Fixed: Assert and crash when using virtual connections to simulate server load. Fixed: Crash in audio editor during resource validation Fixed: Possible crash on maps without AIWorld Fixed: Crash on deleting online saves Fixed: Audio Editor - Crash when checking unreferenced files Fixed: Crash in WorldSaveItem::FillManifest Fixed: Workbench: WidgetStyleEditor: crash fix Fixed: Workbench: crash fix when closing editors during script debugging Fixed: Crash when editing events and saving by shortcut (dangling focus) Fixed: Crash when renaming node to a name that is already in the graph Fixed: Crash when debug draw can be called on a not fully initialized vehicle Fixed: Crash when typing %n in chat Fixed: Possible crash on navmesh when out of memory Fixed: Prefab preview - Crash after disabled entity in prefab Fixed: Possible crash in water caustic when the texture wasn't defined Fixed: WeatherManagerEntity: Fixed crash due to NaN Fixed: Crash when opening prefab with empty physics world Fixed: Crash on writing more than 65536 characters to file from script Fixed: Engine: assert "retry" crash without debugger attached Fixed: JSON - Crash during the processing of missing script object (non-intended API use) Fixed: Crash in gain-to-dB conversion due to negative gain Fixed: Linux DS crash on bleeding particle FX Fixed: ScriptAPI: AssertEntity crash fix Fixed: World Editor - filtering components on the entity can cause an assert/crash Fixed: Crash in font rendering when approaching the end of the ring buffer Fixed: Workshop - crash in the asset check Fixed: InputBinding: crash fix when unknown action present Fixed: Input: CheckConflicts crash fix Fixed: ScriptCompiler: Variadic arguments (void) compile time validation, crash on template fix Fixed: ScriptCompiler: invalid typedef compilation crash fix Fixed: Particles crash with incompatible emitter material assigned Fixed: ScriptAPI: ScriptContext::Convert class type check crash fix Fixed: Crash on startup Fixed: Input: InputBinding.CheckConflicts crash fix Fixed: Server crashes when unable to communicate with the backend Fixed: Workbench: UI editor crash fix Fixed: ScriptAPI: prevent Debug.Break & Debug.CompileBreak from crashing when no debugger is attached Fixed: Lack of setting could cause a crash Fixed: Script: added dummy method linking to fix methods indices (fix crash on exit) Fixed: Input: re-binding crash fix Fixed: Crash when addon upload to workshop fails Fixed: Crash on generating empty navmesh tile Fixed: Possible crash during workshop addon downloading Fixed: Crash when hierarchy did not have a parent in HierarchyComponent in BaseLoadoutClothComponent::EOnPostFrame Fixed: MP - GarbageManager crashes after flushing garbage on a map with a vehicle with a dead character inside Fixed: Crash in SCR_DestructionBaseHandler and SCR_DestructibleHitZone Fixed: Possible terrain tracing crash Fixed: Another crash in particles on Linux DS Fixed: Crash, when removed-but-not-deleted RplComponent, is still in the replicated entity hierarchy that has new parts streamed in. Fixed: RestApi - possible crash when someone deletes callback during callback call Audio Changed: Audio - Modified how to speed signal behaves when the character is dead and resets its value to 0 when the ragdoll is not active anymore Changed: Audio - Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent Fixed: Several logging and formatting errors in audio Fixed: Audio - Issue where you could not change the combo boxes on the signals diag menu Fixed: Audio - Unconsciousness signal in MP Workbench Added: Script Editor - changing font size directly in the editor Added: Script Editor - column number visible in the status bar Added: Script Editor - new "search in addons" option Added: Script Editor - super + auto suggestions support Added: Script Editor - outline & suggestion for modded classes Added: Script Editor - outline improvements Added: Script Editor - outline keyboard shortcut Added: Script Editor - class/method highlighting in Outline Panel & in status bar info Added: WidgetStyleEditor - remember the selection and fold state after an update Added: Entity pre-create event to editor Changed: Script Editor - hints expanded by default Changed: Generalized moon material and enable MatSkyPlanets to be created through the workbench Changed: Scripts: Workbench: Add MeasureTool's ability to measure against entities Tweaked: World editor - "Save World As" action is now disabled for packed maps Fixed: Script Editor - suggestions on enum Fixed: World Editor - deleting roads does not update the terrain Fixed: WidgetStyleEditor: preview size Fixed: Game cursor blinks when opening WorldEditor Backend, Workshop, Server Hosting Added: Server config validation Added: Checksum validation for addon fragments to prevent addon corruption Added: Additional server startup logging Added: ForceUpdate when downloading addons - allows download even when the game window is not focused Added: Server config param: admins - specify a list of server admins slotReservationTimeout - reserve slots after replication kicks Added: ScriptApi to check if the player is in the list of admins or the server owner Changed: Refactored addon downloading - improved reliability, error handling, and UI visualization Changed: Improved server config error handling Changed: publicAddress automatically detects public IP address instead of local IP address (use "local" for local detection) Fixed: New a2s configuration in the server config Fixed: Issues with SessionStorage local player data save/load Fixed: Multiple issues with downloading addons Fixed: Temporary handshake timeout for all new players caused by kicks while connecting to a server (RDB mismatch, Script mismatch...) Removed: Backwards compatibility for old/renamed server params - see wiki for changes made in the last major update Important information for modders and players! Modded helicopters may not work as intended since some networking changes have already been branched into 0.9.9. The community used unfinished components to create their current mods, which we no longer support. As mentioned in the last Dev Report, we introduced major updates (0.9.8) that included changes in the server configuration structure and parameter names. It was mentioned that there would be backward compatibility until the next major update. However, in the 0.9.9 update, this backward support is no longer possible, and server configurations must be updated. You can check the wiki on how to host servers to find out exactly what changed in the server configurations. 6 3 Share this post Link to post Share on other sites
klamacz 448 Posted July 13, 2023 Changelog 0.9.9.38 Game Added: Ability to save loadout without restrictions in Combat Ops scenario. Added: Conflict - Proper journal texts Added: Weapon deployment movement restriction now takes buttstock height into consideration. Added: Rotation aiming modifier to weapon deployment. Added: Rule for ignoring disarmed targets in AIWeaponTargetSelector Added: Recognition of unconscious targets to Group AI Perception Changed: Can now loot unconscious characters Changed: Journal layout now uses rich text Changed: Weapon deployment doesn't stop if one of the bipod legs is off the surface. Tweaked: Weapon deployment - Aim and movement thresholds, so that its more restrictive when colliding with object in front of character. Tweaked: Improved initial position of thrown grenade if character has obstacle just behind him Tweaked: Duration of AI Group investigations depends on distance to targets and amount of targets Tweaked: Collider setup on juniperus_communis 1s and 2 Tweaked: AIs won't shoot unconscious soldiers any more Tweaked: Better weapon collision to prevent pivot point being inside surface. Fixed: Unconscious enemy can now be dragged out of the vehicle Fixed: Vehicle affiliation wasn't updated when character was deleted from vehicle Fixed: Player callsigns not being assigned (Note placing entity via GM still lacks a callsign as they are not part of a group) Fixed: Spawn point selector refocused on a different entry when a spawn point was created/removed Fixed: Players were able to spawn on already lost base Fixed: Teleporting player in a vehicle on client did not work, the vehicle position got overridden by the server. Fixed: Saline disappears when applied inside vehicle Fixed: ScenarioFramework - Tutorial world mistakes in setup Fixed: Campaign - Vehicle depot vehicles don't get reserved for player that spawned them Fixed: ScenarioFramework - Logic prefabs were wrongly created and missed unique naming Fixed: Entity action was activated even when it shouldn't upon pressing 'E' shortcut. Fixed: Respawn Refactor - Player list can't be opened on GM welcome page Fixed: Some issues with voting for GM Fixed: First placed mine on DS is not armed Fixed: spawn point border was not visible on initial deploy map open Fixed: Player could accept invite to group which does not exist anymore. Fixed: Tasks list can now be opened via keybind in DeployMenu Fixed: Objectives map gadget is not functional on player equipped map Fixed: Playerlist now closes properly on presing esc in deploy screen. Fixed: ScriptAPI: ScriptAndConfig inheritance fix for modded classes Fixed: World editor - Camera auto rotation funtionality worked with wrong axes Fixed: Wrong patrol respawn timers upon scenario reload Fixed: Weapon movement properly restricted when reaching height limits. Fixed: Weapon deployment - when character's z position is not close enough to the expected one, we move the weapon in the opposite direction to fix offset between weapon and character. Fixed: Could break character item use command by interrupting item use in the first frame, when the animation have not started yet. Fixed: Character holds an invisible gadget after falling from low obstacles. Fixed: Character item changing gets broken after entering vehicle, stalling, reconnecting and exiting vehicle. Removed: Hide career UI from AccountWidget on MainMenu layout. Removed: Some way too experimental keybinds were removed from keybinding menu for now. Stability Tweaked: Underwater effect has now correct shore parameters, fixed crash when there is no terrain in water shader Fixed: Crash when player makes group and AI exist as Group on Player join and assign leader script invokers are static Fixed: Non-Square Terrain Crashes Fixed: Crash when releasing widgets after game was destroyed Fixed: Crash upon deletion of a bleeding character. Server Hosting Added: In-game hosting option to host LAN server (use local address for publicAddress) Fixed: Joining to server via invite Modding Added: ScriptAPI: additional info logged after script module compilation Changed: FullHeal() now has a condition to remove healing-damagetypes as well when called Changed: Increased static memory for scripts from 20MB to 40MB (https://feedback.bistudio.com/T173029) 3 1 1 Share this post Link to post Share on other sites
klamacz 448 Posted August 24, 2023 0.9.9.83 Changelog Game Added: Everon - New Power plant location Added: Everon - Tourist trails Added: Everon - Set of recreational props Added: Everon - Flavor update (murals, posters, notice boards) Added: New color variants of Church_01 Added: New variants of cargo containers Added: Ocean simulation synchronization Changed: Everon - Satmap updated Changed: Increased saline bag effect from 30 to 90 seconds Changed: Map markers configured Tweaked: Blending of ADS state in different situations Fixed: ArmaVision Camera was visible on the map which allowed players to exploit it as a map marker. Fixed: HUD Manager's Layer Handlers didn't register themselves to HUD Manager upon initialization. Fixed: Base supplies are no longer deducted for pre-built services when loading a save Fixed: Game Master budgets desynchronizing for clients Fixed: Newly joined Game Master Clients have the wrong budget information Fixed: Arland base couldn't be captured because defender FIA AI was spawned inside a fuel tank AI Changed: AI simulation was spread through multiple frames by default Fixed: Navmesh Server should run only when using Workbench Visuals Added: Ambient Insects Added: Shore wave effect Added: Tessendorf foam accumulation Added: Particles - Emissivity curve Added: Per-effect particle collision presets Added: Particle lights - world-space relative y-translation Added: Particle light shadows Changed: Forest Generator now supports partial regeneration Tweaked: Particle emissivity multiplier - better behavior for LV < 0 Tweaked: Particles - Better behavior of emissivity map Stability Fixed: Compartment occupant was cleared too early leading to a server crash later Fixed: Crash that happened when destructible entities had HandleDamage called with non-valid damage types Fixed: Crash when trying to host the game from the client Fixed: Crash when download fails due to lack of storage space Fixed: Workbench crash with EquipedLoadoutStorageComponent Fixed: Crash caused by improper handling of controls Fixed: Linux server crash with gamecode::EntitySlotInfo::DetachEntity Workshop Added: Downloading calculation of size between version patches Added: Author block/report cancel when joining a server Tweaked: Workshop - download speed optimization Fixed: Crash when addon download fails due to CRC check or corrupted SHA Fixed: Workshop - download may freeze if the connection is unstable Modding Added: ParticleEffectEntity is now replacing SCR_ParticleEmitter Added: BaseWorld::GetTimeSlice script API Added: Ability to disable AIGroup/AIAgent from script and code Added: Particles API getters/setters support for Max LV param Audio Added: WaterDepth signal Added: Dedicated sounds for explosions in water 4 Share this post Link to post Share on other sites