Jump to content

klamacz

BI Developer
  • Content Count

    381
  • Joined

  • Last visited

  • Medals

Posts posted by klamacz


  1. 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
    • Like 4

  2. 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)
    • Like 3
    • Thanks 1
    • Confused 1

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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
    • Thanks 2

  10. 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
    • Thanks 1

  11. 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
    • Thanks 1

  12. 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
    • Thanks 1

  13. We are receiving feedback about gankers/TeamKill, especially on Xbox servers.

    Main issue is that some of ways of killing people are not recognized by TK system - we call it "instigator" issues and some of those are being fixed for next update.

    Additionally kick logic is improved in 0.9.6 (pending to release on Xbox soon(tm)), this will allow players or TK system to remove annoying ganker for the whole session (now he can simply reconnect back)

    Another issue is destroying vehicles and damaging them - this is still being worked on and I cannot promise full solution just yet.

    It's useful when you can provide exact ways the gankers block other people, or missing ways of handling it. Best place to do it is feedback tracker, there is an option to mark ticket as not-publicly visible.


  14. 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

  15. On 6/3/2022 at 2:31 PM, ButterWithCredit said:

    Just want to know when we can expect custom servers will be available. I believe I’m speaking for all Xbox players when I say, this is super exciting and what we want the most!! Assuming that this will also allow larger lobbies then 16 players. I know that if you do this soon, your game will blow up on console. Maybe becoming biggest game on console. The modded servers will make the game much more inviting! Thank you for all your amazing work Bohemia!! 

    Check out https://reforger.armaplatform.com/news/dev-report-4?utm_source=armaplatform_twitter&amp;utm_medium=organic-social&amp;utm_campaign=&amp;utm_content=b6c166c2-dce4-4c0b-a49d-16be2b991aef

    Quote

    Regarding Xbox players, we will have servers for 32 players – this is where we will definitely need your critical feedback, soldiers!

    We are also making steps towards allowing people to host their own modded community dedicated servers for the Xbox platform.

     

    • Like 1

  16. On 6/16/2022 at 4:45 PM, VinnyDidThis said:

    Is there a plan in place to bring rented servers to XBOX? I was under the assumption that PC and Xbox was cross platform on Arma Reforger. So when purchasing my server, there was no indication that it was for PC, and I assumed it would work on Xbox.

    I am now stuck in a contract for 12 months with these guys and they won't let me cancel.

    We are working on it.


  17. 3 minutes ago, Variable said:

    A conversion table is an absolute must given that such a fundamental change come that late into the game's life cycle. BIS please don't mark it as an optional deliverable.

     

    Current plan is to tweak obvious problems till the point that standard skill markers behave similarly with previous implementation. 
    As standard skill markers you can consider 0.2, 0.5 and 1.0 skills (so lowest, medium, and highest). We measure reaction times, spotting times, accuracy, decision delays etc and try to get them close to what you seen before with similar values.

    That means that conversion table would not be necessary.

     

    18 minutes ago, Tankbuster said:

    All AI skills are close to zero, that's how we make them work and we spent a long time making tiny adjustments to get them just right. My skill level is another matter.

     

    The big change is the curve of skill, we predict that with current code, actual reaction time, or accuracy would be linearly proportional with skill you've set. It means that you won't have to spend time tinkering with your settings for weeks, because you will get more what you actually set.

     

    19 minutes ago, Grumpy Old Man said:

     

    Might download the devbranch to see for myself how big of an unbalance this is going to be (if at all?).

    Any chance of a conversion table so I know what current value represents a value before change? Or maybe even the formula would be more sufficient so I can just hook it up to automatically recalculate my old values to the new ones?

    Thanks for the answer, much appreciated!

     

     

    0.5 isn't "close to zero" on a scale from 0 to 1.

     

     

    From my view they're trying to bring the AI to a state where they can say it's well enough to leave the AI in an "as is" state before sending Arma 3 into retirement and to focus on a possible successor.

     

     

    Cheers

     

     

    Thank you, unbalance will be serious. Also, expect bunch of tweaking commits following that change, and be not too attached to momentary effects you see. Anything might get tweaked as we go through it. 

    • Like 4

  18. 18 hours ago, Grumpy Old Man said:

     

    I've (and most likely others as well) spent a lot of time tweaking my AI subskill functions to the point where I'm satisfied with how the AI reacts and acts.

    Will these subskills still be interpolated through CfgSkills, AI level skill and the precision slider in the players profile(!!!) settings?

    Why change something like this almost 4 years into the games life cycle?

    Will this possibly break missions where the AI is using skills set below 0.5 to simulate untrained/guerilla troops?


    Yes, skills are still interpolated through cfgSkills, and skill sliders from settings.

    Yes, the change may break or unbalance any mission which uses AI skill. 

    • Like 3

  19. Good day community.
    There is a new change which will appear on dev-branch (revision 142512), which will affect AI a lot.

    It is called "AI skill inversion refactored" and changes the way AI skill set on units affects some of the AI features. Previously the effect would have hyperbolic curve, now it is more linear and predictable.

    In practice it means, that skill set on unit will translate to unit actions in more proportional way, difference between 0.3 to 0.5 will be more smooth and gradual instead of switching fast between no-brainer and terminator state. Also it is a fix for broken behaviors with skill close or equal zero.

     

    Following features are affected by this change:

    - aiming error, muzzle dispersion, allowed target size - during aiming and engaging

    - spotting, hearing, delay of reaction - during observation, target selection, ambush or sneaking scenarios

    - reloading weapon delay

    - reporting enemy for group delay

     

    Some of those things (especially spotting related) might be well out of balance now, and your feedback will be greatly appreciated.

    • Like 28

  20. 8 hours ago, lexx said:

    Did something change with vehicles and waypoints again?

    Noticed that my vehicle starts to act all weird once I've set a completion radius in the waypoint settings. Stops, moves forward, backwards, sometimes even tries to return as if it can't reach the position. This only happens if the completion radius is something else than 0.

     

    Hi there, I checked on Hunter, Marshall and Prowler, didn't see any issues. Can you please send me more details or repro mission? (can be by PM)

    • Like 2

  21. On 3/17/2017 at 10:40 PM, special ed said:

    SetUnitPos "UP" + Safe Behavior Bug Video

     

    Units that have stance set to Up plus safe mode enabled will bug out when they go into Combat Behavior.

     

    Video shows 3 examples of it happening.

     

    Version 1.68.140908


    Hi, thanks for report, I tried it on both internal and public versions and couldn't reproduce. They do waive weapon once (at the moment of switching combat mode) and they keep engaging. If you can, send me your mission ;)

    • Like 4

  22. Good day everyone.

     

    So, next step about AI driving is tracked vehicles. As far as I would like to, they will not be part of 1.66 update.

    But you can try experimental version on dev branch already, by using command 

    useAISteeringComponent true; // true to enable, false to disable, default False

    Mind that steering parameters for tanks etc are Work-In-Progress. 

    • Like 10

  23. Would be possible to test Ai patchfinding by transfering their driveing skills from wheeled vehicles into the tracked? Maybe that would not require so much changes. Off course off road with "combat" behavior would need to little tweak, same with formation keeping. But its worth to try.

     

    Soon.

     

     

    HI @BIS, In the latest update(v1.64), the speed of the AI drivers was increased.(I noticed this if I use a light wheeled vehicles)
    It is not clear what is needed. AI is still not able normally to drive the vehicles.
    And now (v1.64) this feature worsens AI-driving inside the cities (if a player is commander) and control turns into hell.
     
     
    Put in the any Altis city(with lots of houses) Hunter (player as commander) and command the driver to move between houses. 
    The AI-driver will constantly collide with buildings, run into the houses, will constantly stuck between objects, because now the movement speed too higher.
    In most cases, the player-commander does not have time to give the stop command!
    Even when the commander would give the order to "Slow", the AI won't go slow.
    This behavior of the AI-drivers is not realistic.
     
    BIS, please return the old speed for the AI-drivers of light wheeled vehicles or make them slower inside cities!
    Inside cities a lot of objects and it becomes a problem for the AI drivers with high speed.
     
    The driver should drive fast, ONLY, if the commander uses the command "Fast
    Command - "Forward", or "Slow", should not be fast. Before update to 1.64 these speeds were well balanced..

     

     

    Thank you for the report, yes the speed is too high, I will look into it.

    • Like 9
×