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DnA

BI Developer
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Posts posted by DnA


  1. 17-4-2024
    EXE rev. 151725 (game)
    EXE rev. 151725 (Launcher)
    Size: ~81 MB

     

    DATA

    • Fixed: Typo in respawnLinkedItems of the FIA Autorifleman - FT-T178528
    • Fixed: Hole in the bottom part of the MRD scope mesh

     

    ENGINE

    • Tweaked: isADS animation source now uses an .index suffix - FT-T175562
    • Fixed: HashMapObject lost its object properties (methods and special functions) when transferred over network
    • Fixed: Some Eden Editor script commands had a wrong return type reported in their command info
    • Fixed: clear3DENAttribute always returned false and its command info return type was also wrong
    • Like 3
    • Thanks 2

  2. 10-4-2024
    EXE rev. 151686 (game)
    EXE rev. 151686 (Launcher)
    Size: ~73 MB

     

    ENGINE

    • Added: Optional Bool to surfaceTexture and surfaceType commands for accurate surface information
    • Fixed: switchMove blendFactor did not work with gestures - FT-T164731
    • Fixed: Heal actions did not appear when touching water (now characters just need to have their upper body out of water) - FT-T178578
    • Fixed: soundFly of shots was not simulating the speed of sound - FT-T178099
    • Tweaked: Added a cache of recent patterns for regex* script commands
    • Tweaked: Finished integration of weapon holders into the remains collector
    • Tweaked: objectParent now also returns a weapon holder's creator unit
    • Tweaked: Upgraded Linux compiler (no behavior changes expected)
    • Fixed: Feature objects, that are under the mouse cursor while an Eden Editor world is cleaned up, could get stuck as ghost objects - FT-T174009
    • Fixed: Script errors in params would not print context to RPT (thanks Jasper)
    • Fixed: Script errors in params would not trigger the "ScriptError" Event Handler
    • Fixed: say3D was inconsistent with the returned type of value
    • Fixed: Scripted weapon holders were not added to the remains collector in the 'manage all' mode
    • Fixed: Game freeze and later crash when pressing Alt+F4 with an inventory display open
    • Fixed: Possible crash on game exit
    • Fixed: Eden Editor missions could get stuck as multiplayer even with only one playable unit
    • Added: isADS and opticsMode weapon animation sources - FT-T175562
    • Fixed: setUnitLoadout did not trigger the "SlotItemChanged" Event Hander as expected - FT-T180338
    • Fixed: Mission Event Handlers for markers were not triggered locally with Zeus curator changes
    • Fixed: Zeus curator edited marker positions and directions did not broadcast to remote clients
    • Fixed: Custom radio markers were not updated for units added or removed from a channel
    • Like 9
    • Thanks 1

  3. 13-3-2024
    EXE rev. 151569 (game)
    EXE rev. 151569 (Launcher)
    Size: ~74 MB

     

    ENGINE

    • Tweaked: get/setMissionOptions now use HashMaps
    • Fixed: "AnimDone" event firing constantly after a unit's death - FT-T175658
    • Added: getCorpseWeaponholders script command
    • Fixed: Desync in some remote animations - FT-T124694
    • Tweaked: Vehicle respawn marker search was improved
    • Tweaked: Vehicle respawn marker selection was further improved, and the getRespawnVehicleInfo command was extended
    • Added: callExtension feature flags, context stacktrace, and game functions
    • Fixed: The random script command would sometimes return the maximum value; it is now exclusive again (broken since 2008) - FT-T168113
    • Fixed: Radio channel sentence types were not synchronized properly
    • Fixed: Reliability of adding / removing units to / from custom radio channels was improved
    • Fixed: Chat HUD was still present when a player was removed from the corresponding radio channel
    • Fixed: It was possible to add units to a radio channel that was not yet created
    • Like 9
    • Thanks 1

  4. 7-3-2024
    EXE rev. 151510 (game)
    EXE rev. 151510 (Launcher)
    Size: ~71 MB

     

    ENGINE

    • Fixed: Remains collector was not removing invisible dead characters from vehicle wrecks
    • Added: Weapon holder support to the remains collector (WIP)
    • Added: weaponholderManagerMode, weaponholderRemovalMinTime, weaponholderRemovalMaxTime, weaponholderLimit mission config parameters
    • Tweaked: Changed default disposal check period from 1 second to 5 seconds in remains collector
    • Fixed: Remains collector was adding duplicate entries into a monitored array
    • Fixed: Remains collector was not always adding entities in multiplayer
    • Tweaked: Wreck priority removal is now calculated depending on whether or not the wreck is smoking
    • Tweaked: Added an extra optional parameter to respawnVehicle
    • Fixed: Helicopters destroyed without effects would continue burning and smoking
    • Fixed: Vehicles respawned as flying were created on the ground first when the "Respawn" Event Handler returned its position
    • Tweaked: getEntityInfo was extended
    • Added: getRespawnVehicleInfo script command
    • Tweaked: Vehicle respawn options are significantly extended
    • Tweaked: More helpful error messages when a server's "keys" folder is missing or empty (thanks to Lango)
    • Tweaked: Added an option to follow a respawn marker's direction for vehicles
    • Fixed: setUnitLoadout would not place UAV Terminal items into the GPS slot
    • Tweaked: Indefinite vehicle respawn default option is now -1 (the wreck left behind gets a suffix _oldwreck)

     

    LAUNCHER

    • Like 9
    • Thanks 1

  5. 28-2-2024
    EXE rev. 151464 (game)
    EXE rev. 151464 (Launcher)
    Size: ~70 MB

     

    ENGINE

    • Tweaked: Added alternative syntax to the getUserInfo script command
    • Tweaked: Performance optimization for script Boolean values
    • Added: getShotInfo script command
    • Tweaked: actionNow behavior - FT-T177447
    • Added: getUnitMovesInfo script command and switchMove / switchGesture syntaxes - FT-T164731, FT-T157753
    • Fixed: Remains collector sometimes was not working as expected - FT-T171981
    • Tweaked: Added disposalCheckPeriod parameter to the remains collector
    • Fixed: Rearm icons also appeared on locked supplies - FT-T171320
    • Tweaked: Performance improvement when using many R2T textures
    • Fixed: Desync in remote player gunner animations in static turrets - FT-T124694
    • Like 10
    • Thanks 3

  6. 31-1-2024
    EXE rev. 151368 (game)
    EXE rev. 151368 (Launcher)
    Size: ~109 MB

     

    DATA

    • Fixed: The unflip UGV action was not visible - FT-T171437
    • Tweaked: Helicopter rotor collision profile sizes were made more accurate for vanilla aircraft

     

    ENGINE

    • Tweaked: Added alternative syntax to the nearEntities script command - FT-T178337
    • Tweaked: Added an option to allObjects to return all vehicles and crew
    • Added: Modded compositions now have a scopeCurator property that can be set to 0 to hide them from Zeus - FT-T174947
    • Tweaked: Alternative syntax for nearEntities was extended to optionally include vehicle crew in its return - FT-T178337
    • Fixed: "PlayerViewChanged" Event Handler was not firing for remote vehicles - FT-T127894, FT-T127838
    • Fixed: Another possible crash connected to sling loading
    • Added: New script command setCompassDeclination - FT-T177407
    • Fixed: Bullets were not creating splashes when hitting water (broken since a recent revision), and fixed water impact sound for bullets - FT-T176022
    • Tweaked: Small UAV rotor collision handling
    • Fixed: playerTargetLock did not detect some types of locking
    • Added: hashValue command now supports HashMap as argument
    • Tweaked: Improved damage handling of engine events
    • Tweaked: The reliability of healing an injured character in multiplayer was improved
    • Fixed: Sling loading hooks could get duplicated on loading saves - FT-T177659
    • Added: getBoneNames and getSelectionBones script commands - FT-T167461
    • Tweaked: Helicopter rotor collisions further refined and improved
    • Added: ENDLOAD cheat code that forcefully ends a scripted loading screen - FT-T177862
    • Fixed: "HandleDamage" event was not called for rotor destruction - FT-T178690
    • Added: setMissionOptions and getMissionOptions script commands
    • Tweaked: Added an optional parameter to setHitXYZ commands to break rotors - FT-T178698
    • Tweaked: Added an option to filter out fake head hits from the "HandleDamage" Event Handler
    • Added: Aspect ratio settings for ultrawide monitors (disables triple-head detection)
    • Tweaked: Added an ability to terminate FSM scripts - FT-T178737

     

    LAUNCHER

    • Tweaked: The Launcher now does not create the !Workshop folder anymore in Proton (because it did not work correctly) - FT-T178177
    • Like 8
    • Thanks 1

  7. 17-1-2024
    EXE rev. 151287 (game)
    EXE rev. 151287 (Launcher)
    Size: ~77 MB

     

    DATA

    • Fixed: Wrong unflip action condition for UGV - FT-T171437
    • Fixed: Wrong unflip action condition for Kart - FT-T171437
    • Tweaked: Debug console can be enabled for singleplayer scenarios with enableDebugConsole scenario parameter - FT-T178141
    • Tweaked: Added option to skip automatic scenario parameter initialization in singleplayer - FT-T178325
    • Added: BIS_fnc_unflipThing scripting function
    • Fixed: Undefined variable error in BIS_fnc_unflipVehicle
    • Added: Re-enabled unflip action for Quadbike - FT-T171437
    • Fixed: Wrong unflip action condition for static weapons - FT-T171437

     

    ENGINE

    • Added: getEntityInfo script command
    • Fixed: AI characters may move away while getting healed (failing the heal) - FT-T158514
    • Added: actionNow script command - FT-T177447
    • Added: diag_resetAnims script command to diagnostics binary - FT-T178065
    • Added: getModelInfo now also returns mass - FT-T163583
    • Fixed: Explosion sound effects were not audible if the explosion occurred beyond the view distance - FT-T171589
    • Added: Additional syntax for the landAt script command for landing at a specific helipad - FT-T178205
    • Added: disableAI "FireWeapon"
    • Tweaked: Added alternative syntax to the getEntityInfo script command for fast access, as well as an isMan property - FT-T178345
    • Added: overrideHazeQuality server and scenario parameters, and also added haze to the getVideoOptions command return
    • Added: Additional context to the 'cycle as first waypoint' warning message - FT-T178338
    • Like 9
    • Thanks 2

  8. 11-1-2024
    EXE rev. 151257 (game)
    EXE rev. 151.259 (Launcher)
    Size: ~67 MB

     

    ENGINE

    • Tweaked: Improved player leaning sync in multiplayer - FT-T177317
    • Fixed: Default system memory detection on 64bit systems was limited to 4GB (now is 16GB)
    • Fixed: Default system memory detection on 64bit Linux servers was limited to 4GB (now is 8GB)
    • Added: "LeaningChanged" entity Event Handler
    • Added: getLeaning script command - FT-T177319
    • Fixed: Repairing a building in Eden Editor was not working - FT-T133265
    • Tweaked: Improved rotor collision handling
    • Fixed: Zeus curators could be killed by rotors - FT-T177898
    • Tweaked: Config errors because of the wrong magazine name in addMagazineXXX commands are now suppressed and RPT entries are added instead - FT-T177653
    • Tweaked: Config errors because of the wrong backpack name in addBackpackCargo..XXX commands are now suppressed and RPT entries are added instead - FT-T177653
    • Tweaked: Config errors because of the wrong weapon name in addWeapon...XXX commands are now suppressed and RPT entries are added instead - FT-T177653
    • Fixed: Group name was not shown in the Eden Editor entity list - FT-T177915
    • Added: save3DENPreferences script command - FT-T177916
    • Tweaked: Removed hit point update messages for entities without hit points
    • Fixed: Desync between hit points of static buildings for Join In Progress - FT-T172490
    • Fixed: Repaired static buildings did not sync hit points for Join In Progress - FT-T172490
    • Fixed: Repairing static buildings destroyed with effects was not always working correctly
    • Tweaked: "HandleDamage" event was extended with additional context
    • Fixed: Different hit points damage values for remote entities - FT-T172490
    • Added: forceHitPointsDamageSync script command - FT-T172490
    • Fixed: Remote players could not be healed with FAKs - FT-T172860
    • Fixed: Bleeding effects did not work correctly in multiplayer - FT-T172855
    • Fixed: Bleeding was not stopping after applying a FAK - FT-T172855
    • Tweaked: Injury feedback sound effect was improved - FT-T62013, FT-T76733, FT-T65127
    • Fixed: Some sounds in the "SoundPlayed" Event Handler were reported incorrectly
    • Tweaked: Blood drop effect was improved
    • Tweaked: Added an optional Boolean to canAddXXX script commands to ignore a character's maximum load - FT-T178202
    • Fixed: Dedicated Servers with autoinit and persistent=0 were not created properly
    • Like 11
    • Thanks 1

  9. 13-12-2023
    EXE rev. 151218 (game)
    EXE rev. 151218 (Launcher)
    Size: ~69 MB

     

    DATA

    • Fixed: Scripted music jukebox and updated some of its functionality
    • Fixed: Edit Terrain Object module did not multiplayer sync its enable damage parameter - FT-T133265
    • Fixed: Edit Terrain Object module did not multiplayer sync locking of doors
    • Fixed: Script error in the Hide Terrain Object module - FT-T176122


    ENGINE

    • Tweaked: Several memory allocation related optimizations
    • Fixed: Eden Editor player selection on undo-redo - FT-T176785
    • Added: playerTargetLock script command
    • Fixed: Several issues with the recently new Eden Editor script commands / Event Handlers - FT-T175775
    • Fixed: Players would get desynced after hitting a rotor - FT-T126837
    • Added: Alternative syntax for the deleteVehicle script command - FT-T177344
    • Fixed: Various PhysX issues related to the vehicle suspension system
    • Added: description.ext DifficultyOverride class
    • Fixed: FLUSH cheat did not work
    • Added: SUPERFLUSH cheat
    • Fixed: Boat engine RPM would not go back to zero when the engine is turned off
    • Added: Simple VM optimization (now enabled on non-experimental builds, 64bit only)
    • Fixed: Vehicles' VisualSensor could see targets through buildings and objects - FT-T176526
    • Fixed: Crash when deleting UI elements inside an "OnDraw" Event Handler - FT-T177796
    • Fixed: EPE events were not returning Simple Objects - FT-T177763
    • Like 9
    • Thanks 4

  10. 22-11-2023
    EXE rev. 151158 (game)
    EXE rev. 151158 (Launcher)
    Size: ~2.3 GB

     

    DATA

    • Fixed: A recent fix in an audio conversion tool has now been applied on all sound data. This should reduce 'popping' glitches at the end of samples.

     

    ENGINE

    • Like 9
    • Thanks 2

  11. 09-11-2023
    EXE rev. 151133 (game)
    EXE rev. 151133 (Launcher)
    Size: ~66 MB

     

    ENGINE

    • Fixed: Possible desync during a change of the remote control while exiting a vehicle
    • Tweaked: Added an alternative syntax to the ctrlActivate script command - FT-T176691
    • Added: Ability to draw cutRsc/cutText/cutObj behind the game HUD using a new bool parameter - FT-T72205
    • Fixed: HashMapObject with an unscheduled flag would not return any values when methods are called - FT-T176535
    • Fixed: Eden Editor's "OnHistoryChange" event did not trigger when placing a comment - FT-T176250
    • Fixed: Join-In-Progress players would see destroyed building destruction effects - FT-T176730
    • Tweaked: -bandwidthAlg=2 is now enabled by default on experimental builds
    • Fixed: Building destruction effects were ignored when executed on the server - FT-T176730
    • Fixed: playSound3D was not taking into account the speed of sound on remote clients - FT-T176809
    • Like 8
    • Thanks 2

  12. 10 minutes ago, Druenn_TRD said:

    I can't seem to find out how to upload my screenshot, everything I have tried doesn't work, could you help me out please?

    Due to restrictions for new forum users, you may need to upload it to an external service (Imgur, X, etc.) and add a link here. Would that be an option for you?


  13. 01-11-2023
    EXE rev. 151119 (game)
    EXE rev. 151119 (Launcher)
    Size: ~74 MB

     

    ENGINE

    • Added: Video option that allows reducing haze strength (Standard is default and means the world config settings are used)
    • Tweaked: Added negative index support to deleteAt - FT-T166810
    • Tweaked: Added alternative syntax to deleteAt to accept an array of indexes - FT-T166810
    • Tweaked: Added alternative syntax to the distance and distanceSqr script commands - FT-T176547
    • Tweaked: Added alternative syntax to the isNil script command - FT-T176559
    • Added: ignore3DENHistory/get3DENLayer/get3DENParent/get3DENAttributes script commands - FT-T175775
    • Tweaked: Eden Editor events "OnEntityAttributeChanged"/"OnEditableEntityAdded"/"OnEditableEntityRemoved" did not trigger in all cases where they should - FT-T175775
    • Fixed: Eden Editor event "OnMissionAttributeChanged" also triggered on non-existent attributes - FT-T175775
    • Added: set/getFuelConsumptionCoef script commands - FT-T172144
    • Added: privateAll/import script commands
    • Like 11
    • Thanks 2

  14. We have released an Arma 3 Czech Veterans Pack, in collaboration with Civilisté děkují za službu ("Civilians thank soldiers"), to honor those who have served or are currently serving in the military.

     

    We would like to invite our community to create screenshots using this small pack of re-skinned assets. Shots should at least depict the special event logo. It represents the remembrance poppy, an international symbol often used for veterans days, and the lion from the Czech coat of arms. On Veterans Day (Nov. 11th), we will be creating a collage of the screenshots submitted. The top submissions will receive prizes, as well a special place in our Arma 3 Lars Blanken Gallery (from the Art of War Charity Pack🖼️

     

    EDIT: On Veterans Day 2023, we've published a collage of the submissions. Many thanks to all of you for your support!

    EDIT 2: On December 18th 2023, we also announced our top three favorite submissions. Congratulations!

     

    Our recommendation is to use this pack in combination with the unofficial ACR_A3 - Army of the Czech Republic mod, which brings various Czech vehicles, uniforms, and other assets to Arma 3. Please note that the images do not have to necessarily depict the Czech military. You can depict members of your own country of choice – you will just need to feature the special event logo. Obviously, images containing ripped mod or IP infringing content will not be accepted, and images must be respectful and appropriate to the context and the spirit of Veterans Day.

     

    If you'd like to participate, download the pack from the Steam Workshop, create your screenshot in the Eden Editor, and reply to this post with your submission. If you'd like to share your screenshot elsewhere, do be sure to tag it with #Players4Veterans!

    Spoiler
    • The content of the submissions must not infract anyone's rights, including any intellectual property rights or licenses.
    • Submissions must not contain any advertising.
    • Submissions must not contain any obscene, offensive, or derogatory elements, imagery, or texts.
    • By submitting an entry, you:
      • Declare that you fully understood and agreed with these rules and that you are fully capable to participate, 
      • represent and warrant that your entry is the result of your own independent creation and does not contain any third-party works of authorship that have been used or copied without authorization or permission of their respective authors, 
      • declare that you fully understood how your personal data is processed, 
      • any submission that is in breach of any of the foregoing representations and warranties or is otherwise in violation of these rules will be deemed void and automatically be disqualified, 
      • agree to indemnify, defend, and hold harmless the organizer and its affiliates from and against any third-party claims arising from or as a result of (i) a breach of any of the foregoing representations and warranties by you, or (ii) a breach or violation of any of the other provisions of these rules by you.
    • As we would like to showcase a few selected submissions in a virtual gallery within playable Arma 3 content, by submitting you grant to us a royalty-free, non-exclusive, perpetual, irrevocable, transferable, assignable, sub-licensable, worldwide license to use such submission in the original, modified or adjusted form so we can include it in our own products and make it available to all Arma 3 users for free. The license is granted for the time period of the duration of your and property (economic) rights to the submission.
    • You enter and participate at your own expenses; we will not provide any reimbursements.

     

    For a bit of inspiration, check out this screenshot by our very own Scott Alsworth:

    czvd-screenshot3-modded.thumb.jpg.c1b4a2e4b9a6ca82eba56bbfd7fe9cd2.jpg

    • Like 9

  15. 25-10-2023
    EXE rev. 151099 (game)
    EXE rev. 151099 (Launcher)
    Size: ~599 MB

     

    DATA

    • Fixed: Eden Editor preview generation when trying to generate previews for all assets in specified mods
    • Fixed: A recent fix in an audio conversion tool has been applied on a selection of sound data (not yet all, but for example Livonia environmental SFX). This should reduce 'popping' glitches at the end of samples. We intend to apply it to all sound data later.

     

    ENGINE

    • Like 11
    • Thanks 2

  16. 11-10-2023
    EXE rev. 151067 (game)
    EXE rev.151067 (Launcher)
    Size: ~70 MB

     

    ENGINE

    • Added: selectThrowable script command - FT-T176047
    • Fixed: "HitPart" ammo Event Handler on missiles did not trigger when hitting terrain
    • Fixed: shotShell projectiles were creating many tiny explosions when passing through foliage - FT-T176022
    • Added: useAISteeringComponent (binary variant), isAISteeringComponentEnabled, isUsingAISteeringComponent script commands
    • Tweaked: useAISteeringComponent script command now also affects cars (previously only tanks)
    • Like 6
    • Thanks 3

  17. 4-10-2023
    EXE rev. 151059 (game)
    EXE rev. 151059 (Launcher)
    Size: ~70 MB

     

    ENGINE

    • Fixed: "EPEVehicle" diagnostic not working
    • Fixed: createHashMapObject passed a wrong value in the constructor's _self variable, if called in a scheduled environment - FT-T175632
    • Fixed: Potential crash - FT-T175703
    • Added: __A3_EXPERIMENTAL__ preprocessor definition that is set on Dev-Branch and Profiling branch builds
    • Fixed: Game freeze when changing unit group assignment inside Zeus when a unit is synced to a trigger - FT-T175342
    • Fixed: Crash when trying to use playTrigger or volume expressions in CfgSoundSets on a SoundObject
    • Fixed: Server could get stuck in a state where every player was kicked due to BattlEye timeout
    • Fixed: clientOwner of the server host changed after loading a save (e.g. leading to never-ending secondary tank explosions) - FT-T175731
    • Added: "EntityDeleted" mission Event Handler - FT-T172847
    • Fixed: "HitPart" Event Handler returned a null projectile for missiles - FT-T120107
    • Fixed: Eden Editor search detected "mod" / "class" prefix even if it did not have a whitespace - FT-T175748
    • Like 6
    • Thanks 3

  18. Quote

    FROM: High Command

    TO: Arma 3 Users

    INFO: 10th Anniversary, Update 2.14, Creator DLC

    PRECEDENCE: Flash


    SITUATION

    It has been a full decade since the release of Arma 3 1.00. For a game to be thriving for such an incredible length of time is quite remarkable. Almost coincidentally, those 10 years have also brought more than 10 million players into the fold. We are all very much humbled by this success. Before we start recapping the past year of Arma 3's development, and to look at the current state of things, we'd like to take a moment to say thanks. There are just so many people who've contributed across all phases of the game's life so far, so here we go...

     

    First of all, we cannot forget about the early days of Bohemia Interactive and previous installments of Arma. Much of what has been accomplished in Arma 3 stands on the foundations laid by those legendary developers. It's easy to point out aging parts of the Real Virtuality engine by current standards, but we can all agree that it has allowed a sandbox of a scope still not often seen in the games industry. Secondly, we give thanks to the first team in Brno, who started early pre-production under codename "Futura", as an expansion to Arma 2. The final direction of Arma 3 may have changed a fair bit, and yet they provided us with many of the core components and champion assets. Next, we give our thanks to every single person who helped during the game's core development, kicking off with its Early Access phase and running through all DLC projects since. That also goes for the external Creator DLC teams, who were brave enough to commit to a pioneering program and have brought enormous diversity to the game's settings, in time, and place. It's also important to acknowledge all the supporting BI departments, without whom releasing any game would be impossible. Massive kudos to our Operations, Publishing, Marketing, Online Services, Customer Support, HR, IT, Legal, Finance, Back Office and Facility Management heroes. And we also cannot forget the various external partners, who have offered advise, consultancy, and other important services. If you're curious about the actual names behind many of these groups of people, do check out the full rolling credits in the game.

     

    Then we come to another essential group of people, yourself included: the community. Having a great game that we enjoy ourselves is one thing, but you have kept it healthy and strong to this day. A talented group of modders have expanded the platform beyond anything we might imagine. Scenario designers have produced countless hours of extra playable content and shared it on Steam Workshop. Unit leaders have organized amazing multiplayer operations of all flavors. Server administrators have provided stable places for players to get together. Moderators have dedicated their time to keeping online communities fun to be a part of. Creators have excited the rest of the world about the game by means of artwork, videos and livestreams. Supporter Edition purchasers have given us early trust in our direction. And every single player of Arma 3 has made this an unbelievably splendid decade for us all. Our heartfelt thanks to you all!

     

    Full SITREP

    • Like 3

  19. 20-9-2023
    EXE rev. 151027 (game)
    EXE rev. 151027 (Launcher)
    Size: ~70 MB

     

    ENGINE

    • Added: Ability to create a "full" crash dump after a crash (only on Dev / Profiling branch builds)
    • Fixed: Adding rows to table Controls could crash
    • Fixed: Crash when connecting a UAV Terminal in multiplayer
    • Added: setAngularVelocity / angularVelocity script commands - FT-T160321
    • Tweaked: "Full" crash dump dialog only shows when the game is ran with -debug parameter
    • Added: Server-side scripting command sendChatMessage
    • Tweaked: allUsers command is now available in server-side scripting
    • Tweaked: Chat is now displayed while in a server connection loading screen - FT-T173677
    • Tweaked: remoteExec blocked server log messages now log what command / function was attempted to be executed - FT-T175345
    • Fixed: Possible crash when being disconnected from a multiplayer server
    • Like 7
    • Thanks 2
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