Nillers 377 Posted September 13, 2022 In this thread, we'll try to describe updates happening in the Experimental build of Arma Reforger. The Experimental build does not pass internal QA before publication. Stick with the main release build if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. Share this post Link to post Share on other sites
Nillers 377 Posted September 30, 2022 Arma Reforger 0.9.6.38 Changelog Quote Assets Added: Prone roll animations (default key Q/E) Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll Added: Weapon inspection animations instead of IKpose Added: New poses for US Army bandage Added: Unfolding of M16 M203 sights Added: Brake/collision reaction animations for characters in vehicles Added: Animated internal parts to the BTR turret Changed: New animations for flat top ladder Changed: Boonie model was remade from scratch Tweaked: Character locomotion animations Tweaked: Grenade usage animations Tweaked: Hands and arms poses for various weapons Tweaked: Jump animations Tweaked: Reload animations for sniper rifles Tweaked: Death animations Tweaked: Polished swimming animations Fixed: Various fixes and improvements to buildings Fixed: Various typos in road signs and other text assets Fixed: Wrong width on some ladders Fixed: M16 fire selector not being animated Fixed: Ladder setup in Fire Station Game Master Added: Quick placing bar Added: Added new ping that is only visible and usable by Game Masters Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed Added: Armavision now allows players to add different types of lens flare Added: Game Master can now interact with objects in the world (i.e. open a door, play the piano, or flush a toilet) Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle Changed: Take control AI moved from key C to U to avoid overlapping input Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small they are now combined into Small Flat, Large Road, etc. Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar Changed: When transforming an entity in Game Master (i.e. moving it around with its ghost preview visible), context menu actions are no longer available Tweaked: Sounds when editing layers Fixed: Wind direction is now correctly displayed in Game Master Fixed: In Game Master, hovering over an entity that was not selected and pressing "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing "End" key Fixed: Transitioning from Game Master to Armavision or back could break camera controls Conflict Added: FIA Supply Depots - these can be raided to obtain additional supplies and distribute them to your bases Added: Randomized starting location Added: Respawning on Conflict bases now requires supplies Added: Barracks composition to spawn defenders (in exchange for supplies) Added: Heavy Vehicle Depots Added: Antenna installation - extends radio signal range of parent base Added: Base icons now flash for the whole duration of them being captured Added: Base defenders can now alert others about attacks on their base Added: FIA will now try to retake their supply depots Changed: Conflict winning condition - you are required to seize a certain amount of points and hold them for a given time Changed: Supplies generation frequency in main bases Changed: Requesting vehicles now require supplies Changed: Spawn protection time Changed: Supply depots are no longer automatically pre-built Fixed: You can no longer capture Coastal bases without radio signal. Fixed: Possibility to spawn on a base recently captured by the enemy Fixed: Modded factions visualization on map Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area Removed: Overrun base mechanics Player Management & Server Administration Added: You can now cancel your vote for a player after casting it Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in player list. Added: "-autoreload 10" CLI param, where number specifies after how many seconds a scenario should restart after finishing Added: Reload and missions server commands Added: Command to list all players Added: Player kicks now support timeout, which serves as a ban Added: Bans commands (Ban / Unban) Added: Command to display local player ID Changed: In-game kicking is now based on player ID UI Added: Protractor to map tools Added: HUD adaptive opacity depending on scene brightness Added: Author blocking and unblocking in the Workshop Added: Adaptive Opacity enabled for a few more GUI elements Added: Control hints for gadget selection on a controller Tweaked: Dragging tools in the 2D map Tweaked: Weapons and muzzles UI information Topographic Map Added: Bridges visualization Added: Walls visualization Added: Castles visualization Changed: Road rendering process split to have smoother transitions Changed: Export Data plugin feedback updated to new format Tweaked: Building default parameters Fixed: Contours array management when levels are hidden Network Added: An improved method for calculating the lag compensation rewind time, improving the accuracy of hit registration Added: Ragdoll state replication Changed: Static destructibles are now using new system, optimized for network traffic Changed: Music Manager had its streaming disabled, previously it was dependent on TFL_NO_LINK flag functionality, which is no longer supported Changed: Inconsistent behavior of streamable flag in a hierarchy, this information could be lost with hierarchy moves Changed: Inconsistent streaming when changing hierarchy from non-root old or new parent Changed: Turned off network sync of ArmIK, AimIKXYZ, and AimTransXYZ Changed: Disabled streaming for Groups Tweaked: Traversing replicated nodes Tweaked: Network streaming Fixed: Behavior of EnableStreaming(Node) Fixed: Streaming calls potentially still left in their ques after a node has changed hierarchy Fixed: Server could get stuck on startup with some downloaded mods Fixed: Calling TrySpawnPrefabToStorage on the server would cause desync on clients Game Added: Character roll mechanics Added: Ragdoll effectors, using energy inputs (#T166662) Added: Sight switching. Uses default ALT-RMB to switch between different sights. Currently available on SVD/PSO-1 Added: Weapon action, which enables/disables bipods Added: Blending of hands poses when switching muzzles or using gestures like pointing Added: Sway and recoil on weapons with deployed bipod in prone will be significantly lower Added: Detach scope from weapon action and Attach scope from inventory action. Added: US_AR and USSR_AR loadout configs, added US_AR and USSR_AR loadouts to USxUSSR loadout manager Added: New destructibles system Added: Elevate turret weapon for reloading Added: Ability to toggle grenade launcher or cycle grenade type by reselecting the assigned quick slot Added: Unbind action to keybinding settings Added: Support of currently held gadgets for weapon inspection Added: Possibility to specify additional per item offset when holstered as well as override holstered visibility state Changed: Killfeed system was refactored and integrated into all playable content and notifications Changed: Exhaust effect underwater Changed: ADS, sprinting, and other character controls logic of interruptions Changed: Configuration of inventory parameters of items, oversized items now should not fit into smaller containers anymore Changed: Cameras are consistent with head angles Changed: Character ragdoll handling refactor and ragdoll configuration tweaks Changed: Replaced procedural animations for weapon inspection Changed: Inspection will be disabled on stance change Changed: Character magazine reload is restricted when a gadget is held in the left hand. Changed: Updated radio menu controls, added logic for switching between squad channels Changed: Right Thumbstick (Single Click) toggles freelook, Right Thumbstick (Hold Trigger) focuses instead of freelook while not driving Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumbstick Changed: Sight illumination gamepad rebound to RB + Y to deconflict gadget selection while aiming Changed: Dropping items via RMB when arsenal is open drops it on the ground Tweaked: Zeroing on M60, PKM, M249, RPK74 Tweaked: Vehicles suspension and axles configuration Tweaked: Weapon sway Tweaked: Steering curves for wheeled vehicles Tweaked: Lateral friction on wheeled vehicles, M998 gearbox controller Tweaked: Increased explosive damage multiplier for vehicle wheels, hulls, and engines Tweaked: Various tweaks and fixes related to tires and friction, roughness, added dirt road material Tweaked: Truck and APC steering speeds including recentering Tweaked: Weather simulation, moon position, time of day Fixed: Added test for surface evaluation to fix the cases when the character can fall into tight holes Fixed: Getting out of a vehicle could clip the character into vehicle geometry Fixed: Backpack radio not visible on back if spawned as initial loadout Fixed: Camera movement when jumping, falling, climbing walls, ladders, and entering/exiting vehicles should now be smoother. Fixed: Frozen fire animation when a weapon was dropped during firing Fixed: One-handed aim modifier will now work properly while playing pickup item gesture Fixed: Weapon inspection transitions should suppress firing Fixed: Character doesn't get detached from a vehicle being destroyed while getting in/out animation is played Fixed: Joystick and TrackIR input breaking inventory interface Fixed: Turret base movement sounds Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when interaction is enabled Fixed: Backpacks and weapons not properly hidden when equipped during switching seats Fixed: If you set your car on fire and die in it, you should not get punished for friendly fire Fixed: Tutorial - Requesting supply truck stage would get delayed due to slow supplies income Fixed: Wrong melee instigator resulting in melee kills counting as suicides Fixed: Sometimes players had to press deploy multiple times to respawn Fixed: Respawning with saved loadout could disable the primary weapon (#T166317) Removed: Timeout for fatigue-based semi-lowering of weapons AI Added: AI usage of melee Added: AI reaction to melee attack Added: AI can now throw grenades Added: New AI weapon and target selection system Added: AIs now react to vehicle horn Added: Special Attack behavior tree for machineguns Added: Special Attack behavior tree for sniper rifles Added: Find Fire Position behavior, used by snipers when they lose sight of target Added: Doors that are opening should cause AI to move away from them Added: Weapon ballistic tables, used by AI to better predict aiming point Changed: Split navmesh into smaller files Changed: Create navmesh on sea level instead of seabed Changed: AI aiming moved to character controller Tweaked: Assigning waypoints to many groups Tweaked: Behavior of an AI healing another AI is more reliable now Fixed: Soldiers not tracking targets while friendly is in aim Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry Fixed: AIs were not able to switch weapons in a turret Fixed: Leaking memory in Behavior Tree Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correction Audio Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types Added: Bullet crack sounds for HMGs Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds Added: Collision sounds for RDG2 smoke grenade. Added: Upper-body movement in water will now cause slightly audible splashes Added: Any character movement inside bushes will now have audible bush rustling Added: Vehicle sinking and leaking sounds Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines Added: Sounds for scope illumination and zooming Added: Bipod fold/unfold sounds Added: Thunder sounds Changed: Music Manager refactored Changed: Horn sounds logic Changed: Scale and behavior of the "Dynamic Range" audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at first on start of the game Tweaked: Trunk open/close sounds Tweaked: Ambient rain sounds are more intense now Tweaked: HDR and NightMode mix settings Fixed: Issue with respawn menu music continuously playing after respawning Audio Editor Added: Scattering delay network reverb DSP Added: Priority signal input on sound node Fixed: Volume inheritance from config works properly for filter and sound nodes now Workbench & Modding Added: Generic "-load" CLI param for all WB editors Added: Option to remove your addon from the Workshop Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors Added: World editor - An option to show/hide layers without shown entities Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows - this enables usage of heightmap shadows computed on terrain level for terrain objects Added: Links to documentation embedded directly in Workbench UI Added: It is now possible to invoke EventHandlerManagerComponent events from script. Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles Added: Grouping nodes in Behavior Tree Editor Added: World editor - Possibility to reposition entity using drag and drop from Hierarchy window to scene window Added: Added a way to set max decimal length when saving float in JSON format Added: Added a way to write/read the top-level object of JSON when writing an object as the first item Changed: Weather cycles: Added new lightning default configuration to cycles Changed: MultilineEditBoxWidget refactored Changed: Unified FactionAffiliationComponent and VehicleFactionAffiliationComponent Changed: Generating of Navmesh should now be more deterministic Changed: Improved copy/paste functionality in Behavior Tree Editor Changed: ScriptAPI: user authorization for methods that might be harmful Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app Tweaked: Peer tool properties, added admin password Fixed: Saving animation workspaces that contain vanilla data Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint Fixed: PointInfo could not be used as an attribute in script Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has Fixed: Very slow height-map modifications on huge terrains (with possible out-of-memory crashes) Fixed: First editor content browser tab not loading correctly on restart Script API Added: Entity.RemoveChild keepTransform param added Added: Getter of aimpoints in PerceivableComponent Added: Getters for FocusFOV in PlayerCamera Added: Exposed ComputeEffectiveDamage to script. Now incoming damage can be modified before it's applied. Added: Set.IsIndexValid method Added: Array.IsIndexValid method Added: Particles.MultParam() Added: String.ContainsAt, String.IsDigitAt() and String.IsSpaceAt() methods Added: SCR_ParticleEmitter - Create*** methods (to replace Play*** methods of SCR_ParticleAPI) Added: World editor - API function ClearVariableValue Added: BaseContainer.GetDefaultAsString Added: BaseTarget.GetPerceivableComponent Added: Functions exposing Ballistic tables to script Added: Method indicating whether a car has an automatic gearbox Added: GUI based on SCR_InfoDisplayExtended.c doesn't need to handle entity switching by itself, there is now a new interface method DisplayControlledEntityChanged Added: Added a new function to set the ammo count of a magazine, SetAmmoCount Added: TurretController::DoReloadWeaponWith Added: BaseLightSlot::GetLightEntity Changed: SCR_ParticleAPI is now completely obsolete Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized Changed: Script - String.ToFloat() and String.ToInt() now have 3 optinal parameters Changed: Script - String.Get() now throws an exception for invalid index Fixed: OnCompartmentEntered should not get called multiple times for turret Fixed: CallLater did not support overloaded functions. Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252) Mod Manager Added: Mod manager action for updating mod and downloading mod dependencies Added: Mods presets Added: Mod manager export tools Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabled Known Issues Quote The US Army truck has a problem turning to the left, and the wheels aren't turning visually The only thing to do is to drive carefully and slowly Session progress isn't loaded after a server crash or restart Downloading of addons fails if the player downloads mods in the background while doing other actions Workaround is to patiently wait in the downloading screen after initiating mod download until it finishes. If your addons get corrupted, and you're getting "Failed to start with the following mods" even after a restart of the game, delete your addons from your device Players with 1,000s of cards are crashing more often than other players. We need to gather more information about the issue Spawning on Radio Operators is unreliable We need to gather more information about the issue Game Master: GM using Containment Zone can result in a death warning persistently stuck on the screen of all players. Reconnecting to the server is the only way to solve it Entities from addons can be incorrectly shown in the GM Entity browser The equipped weapon gets stuck when choosing the saved loadout in the deploy screen Switch to a secondary weapon or select a grenade and jump 4 1 Share this post Link to post Share on other sites
Nillers 377 Posted October 6, 2022 Arma Reforger 0.9.6.49 Changelog Quote Stability Fixed: Crash in clouds rendering when using scope twice Fixed: Possible memory leaks of WorkspaceWidget in Workbench Fixed: VME while editing Wheeled_Base.et Fixed: Possible VME in Voice-over-net system Fixed: VME in SCR_VehicleDustPerWheelComponent Fixed: Crash in AIWeaponTargetSelector when AI soldiers enter a vehicle Network Fixed: Ragdoll positions not synced properly Changed: ADSTime sync turned back on Changed: Optimizations of network traffic related to replication of IK animation variables Game Fixed: Clicking on spawn points on map wasn't selecting them properly Fixed: Selection outline for spawn points when switching between them Fixed: Sight switching action Fixed: Zeroing should now rotate the weapon properly Fixed: Emissive surface is not working on helmets or reflectors in multiplayer https://feedback.bistudio.com/T167788 Fixed: Invisible head when dying during third person weapon ADS Fixed: Clutter folding and removal on consoles Fixed: Groups in playerlist now react correctly to clicking on their name in the left panel Fixed: Gadget ADS not being disabled when opening inventory Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example Fixed: Jumping in dynamic stance or changing it now checks collisions of head Fixed: Firemode switch user action was visible on pistols Fixed: M249 was flying out of hands during the weapon inspection Fixed: ADS not being disabled when opening inventory Changed: Create new group moved to Hold N key Changed: The kick threshold changed to 0.3 Changed: Entering ADS now cancels freelook Added: Automatically equip next grenade after throwing last grenade of current type Modding Fixed: EntitySlotInfo::AttachEntity has now the correct return type Fixed: EntitySlotInfo was not checking if the pivot id was correct Fixed: Copying array when getting the array of objects Fixed: BehaviorEditor memory leaks during reload scripts Fixed: Pitch and roll angle swapped in Prefab Library Added: PerceptionComponent.FindTargetPerceptionObject script method Added: Support of multiple LadderComponent on the same object Game Master Fixed: Restriction zone showing when player died of the zone and spawns within it Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash Fixed: 'Resupply' context action in Game Master did not work on another players Fixed: Clicking on trait icon within entity card in entity browser did not do anything. Now it behaves as if clicked anywhere else on the card Fixed: Arsenal content editing not working on server Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that Fixed: Height was not calculated correctly when transforming entities above ocean surface Conflict Fixed: Experience should show correctly after reconnecting Fixed: Vehicles spawning into trees Fixed: Control points are not correctly set up when resuming a scenario Fixed: Errors when resuming saved small scenario Fixed: Tutorial - Tasks are skipped/wrongly advanced when the player dies Changed: Reduced seizing time for coastal bases Changed: Changed prebuilt service compositions to editable versions Changed: Starting HQ selection algorithm Changed: Local player name is now different color in playerlist Added: Playerlist enabled for endgame screen Added: New composition for heavy vehicle depots AI Fixed: Multiple issues related to AI turret usage Fixed: AI soldiers did not try to escape a vehicle which was driving backwards at them Fixed: AI placed in turrets from gamemaster now use correct component Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles Fixed: Move and investigate, missing LookAt node Fixed: AI was able to complete 'Move' objective for players Fixed: AIs did not want to exit vehicle when they saw enemy Tweaked: After vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle 3 Share this post Link to post Share on other sites
klamacz 417 Posted October 13, 2022 Arma Reforger 0.9.6.54 Changelog Fixed: Rolling in prone wasn't working Fixed: Turning left in trucks was less efficient than turning right Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity Fixed: Magazines swapping in weapon inspection Fixed: Heavy depot construction Fixed: Memory leaks in EventHandler Fixed: Double reporting of stall from source to services in the replication system Fixed: Sometimes disappearing character in first person view Fixed: IK settings of the left hand during prone Fixed: AI wasn't able to operate some turrets Fixed: Quick deploy is moved to respawn handler Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding Fixed: Crash on changing zeroing or switching sights when there were no sights configured Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection Changed: Weapon gamemats tweaked to allow better penetration 4 1 Share this post Link to post Share on other sites
klamacz 417 Posted October 14, 2022 Arma Reforger Changelog 0.9.6.55 Fixed: Attempted fix of dedicated server freeze due to VME in Conflict 2 2 Share this post Link to post Share on other sites
klamacz 417 Posted October 24, 2022 Arma Reforger Changelog 0.9.6.60 Fixed: 2D scopes persisting after death Fixed: Conflict - Radio boxes missing in HQ office buildings Fixed: Crash when destructible entity would get destroyed too soon Fixed: Possible crash on character init possible if animations data is inproper Fixed: Crash on detaching weapon Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles) Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object Fixed: Registering kills when both the victim and the instigator were inside the same vehicle Fixed: Inability to construct Heavy Vehicle Depot on Soviet side Fixed: Some airport lights were too bright Fixed: M203 and GP25 zeroing position Fixed: Memory leak on dedicated server related to widgets Fixed: Focus in freelook by moving sight switching combo to Ctrl+RMB and RB + Left Trigger on gamepad Fixed: Improved door network synchronization Fixed: CarControllerInputs not default initialized possibly leading to unpredictable results Fixed: Crash when interrupting weapon switching Changed: Polished search lights for Uaz and Ural Tweaked: Don't animate door physics in the resource browser Removed: Weapon inspection rotate keybind that had no function 4 1 Share this post Link to post Share on other sites
klamacz 417 Posted November 3, 2022 Arma Reforger Changelog 0.9.6.64 Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG Fixed: Player penalty system not registering some of the kills Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event Fixed: Missing ocean underwater PP for PIP sights Fixed: Tutorial - No available spawnpoint after resuming the scenario Fixed: Tutorial - Blinking map in deploy screen Tweaked: Normals on RPG ironsights Tweaked: Character should no longer be able to prone or roll into water Tweaked: Character roll while prone only when input is over 50% Changed: Analytics - Disabled playerSpawn + playerScore + playerDie events Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles 5 1 Share this post Link to post Share on other sites
klamacz 417 Posted December 2, 2022 0.9.7.46 Changelog (incremental from 0.9.7.41) Stability Fixed: Crash when there is type mismatch in BTNode inputs Fixed: Crash on ResetVehicle not handling missing entity Fixed: Memory leak in scripted camera Fixed: Crash in audio caused by delays Fixed: Crash when BaseLoadoutClothComponent's area type is not set Fixed: Memory leak when server shutdowns immediately after creation Game Fixed: Login dialog password obfuscation Fixed: Explosions are now traced agains center of mass, not origin Fixed: Explosions would not be blocked by walls Tweaked: Damage computation for explosions Fixed: Avoid swapping ai movement component if the controlled entity is a player Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action Fixed: ScenarioFramework - Task notification pop-up duplication when someone assigns/unassigns task Fixed: Missing penalty component to CombatOps Fixed: Weapon unequippable after being slinged and then moved in inventory to a different slot. Fixed: ScenarioFramework Deliver Intel glitch can cause Exfil task to appear Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles Tweaked: 2D Map - Update default values on Rasterization export Added: Conflict - MP serialization, client data (stored faction & rank) 5 1 Share this post Link to post Share on other sites
klamacz 417 Posted December 5, 2022 0.9.7.48 Changelog (incremental from 0.9.7.46) Fixed: Backend Crash when player is removed during authentication Fixed: Crash when inheritance of unrelated classes, fixes crash on modded loadouts Fixed: Script error when entering a turret compartment with an empty weapon slot Fixed: Conflict: Wrong assets spawned around relay towers Fixed: Leaning not replicated properly Fixed: Character state stayed modified even after the item in hand was deleted Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation Added: custom arsenal into combat ops and possibility to save loadout and spawn with it Enfusion Blender Tools Changed: TXA export is done through Workbench Bridge (running version of Workbench is necessary) Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions Fixed: Exporting of weapon IK poses Changed: New TXA export interface Better general look - no longer need to expand right panel to see parameters Export profiles & diff poses are reliable stored in the file itself Ability to search through export profiles and diff poses 5 2 Share this post Link to post Share on other sites
klamacz 417 Posted December 9, 2022 0.9.7.53 Changelog (incremental from 0.9.7.48) Game Added: Conflict - Client data can now be re-applied after server restart Fixed: ScenarioFramework - Title and description for task notifications is not properly updated when overriding default values Fixed: Conflict - Wrong capture point count when resuming a scenario Fixed: Conflict - No longer possible to build already built structures when resuming a scenario Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on controller Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots Fixed: When possessing AI in GameMaster, head of AI would not always disappear in first person Fixed: Missing structures when resuming a scenario with prebuilt compositions Fixed: ScenarioFramework - Message about finishing the objective is shown incorrectly Fixed: Conflict - Missing spawnpoints in small scenarios Changed: Disabled spawn occupants in vehicle (context action in GM) until proper fix can be made Tweaked: Fragmentation damage Stability Fixed: Crash when saving loadout Fixed: Make loadouts area type safer and not crash when not setup Fixed: Race condition causing crash on aborting download Fixed: Potential crash in WeaponComponent::GetSightsTransformation Fixed: Possible crash in AI abort defend waypoint Fixed: Possible AI Crash in RequestAction Multiplayer Fixed: If player tries to reconnect during their ban duration they won't be able to rejoin the server even after the ban expires resulting in the connection failure. Fixed: Backend - Crash related to auth fail and kick during player reconnect Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies Fixed: Possible stall during JIP if some nodes didn't have parent on server Fixed: Possible continuous Room removal process Fixed: Marking BEServer_x64.cfg as userconfig, so Steam won't redownload it 4 1 Share this post Link to post Share on other sites