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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.

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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

 

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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

 

 

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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
  • Like 4
  • Thanks 1

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Arma Reforger Changelog 0.9.6.55

  • Fixed: Attempted fix of dedicated server freeze due to VME in Conflict
  • Like 2
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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
  • Like 4
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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
  • Like 5
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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)
  • Like 5
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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
  • Like 5
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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
  • Like 4
  • Thanks 1

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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  
  • Like 3
  • Thanks 2

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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
  • Like 1
  • Thanks 2

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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
  • Like 4
  • Thanks 1

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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
  • Like 4
  • Thanks 2
  • Confused 1

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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
  • Like 2
  • Thanks 1

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0.9.9.31 Changelog

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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:
  • 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.

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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)
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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
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