DnA 5155 Posted December 10, 2014 (edited) 10-12-2014 EXE rev. 128644 (game) EXE rev. 128637 (launcher) Size: ~115 MB KNOWN ISSUES HEMTT wheels take damage on the opposite side of the vehicle DATA Changed: Combat Fatigues for Miller and Kerry have been hidden they don’t actually use special uniforms, just generic ones) Fixed: MP Bootcamp does not fail the "Engagement" task if all players are dead anymore Added: Missing functions into Arsenal Improved: HEMTT, Zamak and Tempest trucks hit point configuration Added: "N/A" is shown over empty list boxes Fixed: Vermin cases fell through the shooter’s hand ENGINE Improved: LZO Pro now uses safe decompression routines Hotfixed: Video texture mipmaps (http://feedback.arma3.com/view.php?id=21907) Added: New script commands - getObjectTextures, getObjectMaterials LAUNCHER Fixed: Invoking a keyboard shortcut for Play caused a CTD Edited December 11, 2014 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted December 11, 2014 11-12-2014 EXE rev. 128655 (game) No new launcher Size: ~63 MB DATA Added: New hit points for the remaining Truck variants Fixed: Wheel hit points for HEMTTs were on the opposite side ENGINE Added: ComboBox and ListBox UI controls are now able to show a secondary icon Tweaked: Clean up of certain Steam implementations on game shutdown Fixed: Localized string in controller customization Tweaked: Engine code refactoring and maintenance Share this post Link to post Share on other sites
DnA 5155 Posted December 12, 2014 12-12-2014 EXE rev. 128677 (game) EXE rev. 128668 (launcher) Size: ~38 MB DATA Fixed: Small duty inconsistencies in animations Added: Waypoints to vehicle radar ENGINE Improved: Re-factoring send messages server thread locks Improved: Re-factor PhysX simulation thread locks Fixed: Added missing controls into the allControls scripting command Improved: SteamLayer is able to read config.bin directly Added: Waypoints, custom waypoints and assigned targets on to the radar Improved: PhysX updated from 3.2.4 to 3.3.2 Share this post Link to post Share on other sites
DnA 5155 Posted December 15, 2014 15-12-2014 EXE rev. 128687 (game) No new launcher Size: ~64 MB DATA Fixed: Independent armored vehicles don't report warnings about their mirrors anymore Fixed: ZGM 4+1 Bootcamp - Players can no longer damage the HEMMT truck within the infantry stage ENGINE Changed: Removed contributed items from Publisher's published items list (Editor) Fixed: A problem with MP prediction when client lags too much in a cargo position and a related potential crash Fixed: Camera shake diagnostics Share this post Link to post Share on other sites
DnA 5155 Posted December 16, 2014 16-12-2014 EXE rev. 128695 (game) No new launcher Size: ~77 MB DATA Added: Author property for texture sources and animation sources Tweaked: xH-9 config cleanup / refactoring Changed: Init event handler now uses call instead of execVM Fixed: Animation source inheritance Removed: Redundant event handler for the MH-9 Fixed: Configured correct damage materials for the exterior of the Civilian xH-9s Added: BIS_fnc_gridToPos (based on http://forums.bistudio.com/showthread.php?186511-Grid-Refrence-to-World-Position) Improved: Headgear available in the editor and Zeus is now the same as in the Virtual Arsenal ENGINE Added: Secondary text for listbox / combobox items, additional script function for managing new texts Tweaked: Changed parts of MP prediction to lower bad positions and position jumping Fixed: Missing vehicle direction in calculation of waypoint icon on radar Fixed: Crash in land clutter rendering Tweaked: Create standard helicopter flight model if RotorLib is disabled Added: Detection of the source mod / DLC for config classes Tweaked: Minor change to local message deltaT Fixed: Problem with MP synchronization of living characters in ragdoll Share this post Link to post Share on other sites
DnA 5155 Posted December 17, 2014 (edited) 17-12-2014 EXE rev. 128707 (game) No new launcher Size: ~70 MB + ~2 MB KNOWN ISSUES Function errors DATA Fixed: BIS_fnc_gridToPos didn't accept letters above 'j' Fixed: Selecting an empty insignia in Arsenal didn't remove the last selected one Fixed: Voice preview in the Arsenal didn't match the selected item Fixed: Security vulnerability of GUI scripts Added: New sound for opening the ramp of the Mohawk helicopter Added: New animation source for opening ramp the of the Mohawk helicopter ENGINE Fixed: Inability to get in a Slammer after it had a full cargo compartment Fixed: A problem with remote vehicle suspension being under building shapes Changed: Re-factored loading of mod configs, added loading of default values from a mod baseclass Added: Support for read-only scripting variables (setVariableFinal) Edited December 17, 2014 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted December 18, 2014 18-12-2014 EXE rev. 128722 (game) EXE rev. 128725 (launcher) Size: ~95 MB DATA Fixed: An issues where Zeus couldn't perform some object interactions (eg. refueling a vehicle, editing content of an ammo crate) Fixed: Duplicate respawn tent notifications and radio messages (http://feedback.arma3.com/view.php?id=21919) Fixed: Persistent on-screen text in some cases of Stage restarts in VR trainings Tweaked: Hatchback, SUV and VAN config cleanup / refactoring Fixed: The fuel hit point of the Hatchback wasn't working ENGINE Fixed: Missing published items in the publishing window (http://feedback.arma3.com/view.php?id=22071) Reverted: Support for read-only scripting variables (this caused errors in data, which we’ll rather solve in 2015) Fixed: -mod parameter load order Added: New animation source for lowering and raising of turrets LAUNCHER Share this post Link to post Share on other sites
DnA 5155 Posted December 19, 2014 Dev-Branch updates are paused from today December 19 2014 and should resume on Monday January 5 2015. Enjoy the holidays! Share this post Link to post Share on other sites
DnA 5155 Posted January 5, 2015 05-01-2015 EXE rev. 128741 (game) EXE rev. 128746 (launcher) Size: ~29 MB DATA Added: Code performance button for the pause menu debug console. Allows checking how expensive the code in the Expression field is. ENGINE Tweaked: Removed HC feature macros (cleanup) Fixed: Diag modules are cleared before INIT scripts are called on units Tweaked: Windows error message formatting unified LAUNCHER :bye: Share this post Link to post Share on other sites
DnA 5155 Posted January 6, 2015 06-01-2015 EXE rev. 128764 (game) EXE rev. 128751 (launcher) Size: ~134 MB DATA Fixed: Tires of wheeled armored vehicles were not taking damage from gunfire in some situations Fixed: Some Headgear items were not visible in Zeus Added: VR Suit can now be retextured Restored: GUI scripts security Added: Accuracy stat for weapons in Arsenal Fixed: Weapon impact stat in Arsenal was not calculated correctly Fixed: Overlapping of title text and player name in the Main Menu Changed: Decreased deflecting angles of certain ammunition types because they ricocheted a bit too much ENGINE Fixed: G-force camera shake is now present even when the engine is off Fixed: G-force camera shake is now applied to all units in a vehicle, not just its commander Fixed: Camera shake from passing vehicles when a player is in freefall Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking Fixed: Restricted possibility to gain control over another player's unit by using selectPlayer or remoteControl commands LAUNCHER Fixed: Launcher was not recognizing unsubscribing of all items if they were unsubscribed when launcher was not running Share this post Link to post Share on other sites
DnA 5155 Posted January 7, 2015 (edited) 07-01-2015 EXE rev. 128772 (game) No new launcher Size: ~113 MB DATA Fixed: Added missing vehicle classes to CfgPatches Tweaked: Position of get in memory points so that AI doesn't get stuck when disembarking helicopters Fixed: FV-720 Mora had wrong zeroing for higher distances (see http://feedback.arma3.com/view.php?id=22170) Fixed: Attempt to fix the issue with too resistant MRAP tires Added: Camo3 to the sections in the ghillie suit's model config, so it can be used in the hiddenSelections property Tweaked: CfgPatches for headgear should contain the correct classes now ENGINE Fixed: Restricted possibility to gain control over another player unit by abusing selectPlayer or remoteControl commands Improved: Load string table from all addons before parsing configs Improved: Increased memory allocator limits for AnimationContext Fixed: Key blocked by script is blocked even if held for a while Tweaked: Waiting for the send message thread before calling extensions Edited January 8, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted January 8, 2015 08-01-2015 No new EXE EXE rev. 128782 (launcher) Size: ~203 MB DATA Tweaked: Huron rotors aren't visually destroyed when fully damaged by shooting. This reflects that the lift is not lost instantly, but it gradually decreases, and the helicopter falls down in an autorotation. No change in the following: when the rotors are destroyed in a collision, they stop rotating and are visually destroyed; the Huron then falls down directly. Kaboom. Fixed: Grid offset for VR World is now set to the correct value Updated: Inventory for Huron ammo container disabled (http://feedback.arma3.com/view.php?id=22223) Potential spoilers: Fixed: Diplomatic Relations - weapons no longer appear beneath tables Share this post Link to post Share on other sites
DnA 5155 Posted January 9, 2015 09-01-2015 No update today due to logistical issues. Share this post Link to post Share on other sites
DnA 5155 Posted January 12, 2015 12-01-2015 EXE rev. 128805 (game) EXE rev. 128793 (launcher) Size: 116 MB DATA Fixed: Wrong transition after salute Fixed: Task completion in Sling Loading VR Course Added: Showcase briefing section in MP Tanks Fixed: Weather sync issues in Escape from Altis Tweaked: Damaged body hit point of MRAPs now properly shows damage on the vehicle’s body texture. Durability of this hit point was optimized accordingly for different ammunition types. Durability specifics of the given vehicle remains unchanged. Tweaked: Increased PIP resolution in AV Terminal and AV Camera Fixed: Step over after turning left / right with equipped launcher and performing treatment Fixed: Missing treatment animation with pistol / launcher Fixed: BIS_fnc_codePerformance now exits when measuring code takes longer than 1 second. The result is based on the number of cycles which were completed. Added: An optional parameter to prevent an establishing shot from fading in when finished Tweaked: 30mm APFSDS Kamysh ammo now correctly damages MRAPs through the frontal engine buffer zone, albeit side hits are much more effective Tweaked: A turret hit now cannot cause the explosion of the whole MRAP vehicle Optimized: Strider hit points to achieve more consistent hit results Fixed: Static autonomous GMGs and HMGs now have a proper view angle in the UAV Terminal ENGINE Fixed: RoadsLib.cfg was not changing roads after a change of landscape Improved: Refactored context menu so it is using enum instead of macros Fixed: CTD while accessing a non-existent brain Fixed: Use of vehicleInCoef for mine detection Optimized: Removed an unnecessary parameter from AIBrain Fixed: AI running away after a Get Out waypoint at specific locations Fixed: Local WRP & road shapes don't work together Fixed: Reporting wrong PhysX onContacts Fixed: Check for a null shape (possible CTD) Added: Logging of extensions used in the game Fixed: Use of surfaceDeflectionCoef Fixed: CTD when accessing a null pointer when working with magazines Changed: Set building Linux with PhysX 3.2.4 Fixed: LeaderCandidate selection Removed: Scripting commands to modify values that can be changed with diag_MergeConfigFile Added: Mod / DLC icons for terrain selections Fixed: HC client units were laggy Tweaked: Sound: Sync breathing with gun movement (prototype) Tweaked: Minimal message time prediction delta Share this post Link to post Share on other sites
DnA 5155 Posted January 13, 2015 13-01-2015 EXE rev. 128850 (game) No new launcher Size: ~42 MB DATA Fixed: Missing enableEnvironment in Establishing Shot function Fixed: Karts were easily flipped after the new PhysX libraries Fixed: Missing sizeEx property in shortcut button ENGINE Tweaked: Sound: Sync breathing with gun movement code refactoring Fixed: Problem with rocks under roads Tweaked: Proper filter for grenade collision contacts Fixed: Correct mod / DLC icon order in the main menu Added: Mod / DLC icons in the add module display (editor) Fixed: Linux build with older PhysX version Fixed: (Short) holding of a key caused an action to trigger multiple times Fixed: AI door gunner unable to engage targets that the pilot didn't see Tweaked: Sound: Updated breathing start condition Changed: In MP all players can switch seats Share this post Link to post Share on other sites
DnA 5155 Posted January 14, 2015 14-01-2015 EXE rev. 128877 (game) EXE rev. 128871 (launcher) Size: ~40 MB DATA Removed: Flame texture animation in health feedback systems Fixed: DLC icons were not implemented correctly in Arsenal Added: Strider commander is able to use a blue pill on his turret (controls are not set yet) ENGINE Changed: FPS cheat limited for public versions Moved closing of SendMessages thread before Battleye closes LAUNCHER Improved: DLL load error handling Share this post Link to post Share on other sites
DnA 5155 Posted January 15, 2015 (edited) 15-01-2015 EXE rev. 128887 (game) EXE rev. 128872 (launcher) Size: ~66.6 MB :devil: DATA Fixed: Sounds of the navigating helicopter animation Added: BIS_fnc_fps now saves the input into variable (BIS_fps_output) Tweaked: Decreased APERS bounding mine trigger range for it was possible to trigger it through the roof / floor from another building story Fixed: Problem with sorting weapons using MRCO optics ENGINE Fixed: Medics lost the ability to heal when target was teleported Fixed: Server crash in tier0_s.dll Improved: Road binarization (preparation for future vehicle pathfinding improvements) LAUNCHER Changed: Logging for SteamLayer disabled by default since it's quite heavy Edited January 15, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted January 16, 2015 16-01-2015 EXE rev. 128907 (game) No new launcher Size: ~90 MB DATA Fixed: Color of selected items in Arsenal wasn't readable well Fixed: Offroad FFV positions have proper compartments set Changed: Color of the yellow question mark to green in MP server selection menu Tweaked: Increased the maximum simulation duration (parameter: timeToLive) for long range projectiles so they are now able to actually reach the distances they could be fired for Tweaked: Further increased masses for GM6 Lynx and LRR to maintain proper weight differences ENGINE Fixed: 3d person view camera shake caused by damage Fixed: Added network support for turret elevation Fixed: Wrong response for the SetMaxHitZoneDamage network message sent to servers Added: Universal singleton implementation Fixed: Unable to switch positions in vehicles in MP Fixed: Local client connections aren't disconnected Added: DLC notification for premium gear take actions Fixed: Crash in SteamLayer Fixed: Scenarios were present in the addon list Fixed: Problem with restarting Dedicated Server breaking for some clients Share this post Link to post Share on other sites
DnA 5155 Posted January 19, 2015 (edited) 19-01-2015 EXE rev. 128921 (game) EXE rev. 128920 (launcher) Size: ~67 MB DATA Fixed: Sprinting in Kneeled Adjusted Downwards position transition to Standing Tweaked: Get out points for Assault Boat Tweaked: Level of entry points for Speedboats Tweaked: Time Trials start mechanism to reduce shaking Tweaked: Re-worked Kart driving model to work as before (after the new PhysX) Added: Weapon muzzle velocities are now correctly defined per weapon and not per magazine as before (backward compatibility is maintained as magazine initSpeed is now considered when there is no initSpeed defined in the weapon, while a weapon defined initSpeed overrides the magazine defined value. You can set -1 in the weapon to take the value from magazines as before.) ENGINE Fixed: switchMove "" now resets animations again Edited January 20, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted January 20, 2015 (edited) 20-01-2015 EXE rev. 128936 (game) EXE rev. 128936 (launcher) Size: ~91 MB KNOWN ISSUES Using commanding key bindings can crash the game DATA Tweaked: Rahim reload animation has proper right hand IK curve Tweaked: Lowered armor of lights on Slammer, Kuma and Offroad Fixed: Displaying of mod logo in the Main Menu via mod.cpp Fixed: Privatization of the local variable _type in function loadInventory Added: Config support for the dehardcoding of the number keys and function keys ENGINE Fixed: Cannot interact with items in a teammate's backpack Tweaked: Changed the minimal message time prediction delta Changed: Unlocking hardcoded number keys and function keys Fixed: Squad AI inventory locked Fixed: Building game without enabling Dedicated Server Fixed: AI reaction to being alerted by nearby explosions Fixed: Loading mod icon from the mod path; showing mod icons in the editor only for mods visible in the main menu LAUNCHER Fixed: Unsubscribing a mod from Steam Workshop caused the mod to be listed as a local mod under specific circumstances Fixed: Null-pointer exception Edited January 21, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted January 21, 2015 21-01-2015 EXE rev. 128957 (game) EXE rev. 128959 (launcher) Size: ~83 MB DATA Fixed: Car fixing wheel animation for the switchMove command (see http://feedback.arma3.com/view.php?id=22346) Tweaked: Mi-48 pilot shaking view pilot calmed down. Added settleIn free variants for basic cargo anims. Tweaked: Tucked in the cargo in the Van Fixed: Camera was sometimes randomly stuck on the closest zoom Added: NVGs to Pilots' gear Fixed: Front cargo of Zamak trucks Fixed: Silence gap in looped sample of the Mi-48 Kajman ENGINE Added: Voting improvements on Dedicated Servers. Added support for allowedVoteCmds and allowedVotedAdminCmds params in DS configs. Fixed: Desync problem with clients after server restart Fixed: CTD after initializing MenuItem Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion) LAUNCHER Fixed: Custom mod descriptors weren't removed correctly from LocalExtensionStorage (LES) caches when the excluded files list was updated Share this post Link to post Share on other sites
DnA 5155 Posted January 22, 2015 22-01-2015 EXE rev. 128976 (game) EXE rev. 128970 (launcher) Size: ~280 MB DATA Improved: Open / Close ramp commands localized Fixed: Armex has issued new versions of suspension to AAF technicians to prevent the Mora doing a barrel roll Added: Stomper cargo is now able to use weapons to fire from the vehicle Fixed: Arsenal meta data were missing Tweaked: Adjusted FFV limits for the civilian Truck Fixed: Incorrect Z-ordering of the backgrounds of mod icons in the main menu Changed: Renamed control menuBack to navigateMenu to fix profile customisations Added: Conflict + collision groups for new actions Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked) ENGINE Fixed: Menu item at the bottom of the list if its set for the "back" action Fixed: Crash while processing disclosure info Tweaked: Better localization handling in the paramfile for SteamLayer LAUNCHER Added: Localization for check box "Use Steam client instead of web browser" on the Options Share this post Link to post Share on other sites
DnA 5155 Posted January 23, 2015 23-01-2015 EXE rev. 128988 (game) EXE rev. 128988 (launcher) Size: ~274 MB DATA Fixed: CfgPatches for random classes Fixed: Issues with a briefing animation Tweaked: Armex engineers have had to further improve the suspension of the Mora after an incident on Agia Marina military range where a squad of officers was transported and it turned over. AAN reports one wounded, two bruised and three severely humiliated. Fixed: Issue with a wrong KIA state while killing a unit getting out from certain vehicles Removed: Unnecessary NV goggles from the player in Showcase Fixed-Wings Added: FD support for AND target triggers Fixed: Mortar geometries Fixed: All stats were visible after hiding and revealing the Arsenal interface again Tweaked: UI textures for static weapons Added: Black variant of the civilian truck (texture) ENGINE Improved: AI will not eject from a plane nor heli, if it doesn't have a parachute Fixed: Crash while controlling UAVs Fixed: New NavigateMenu to force new key presets and fix opening the command menu on RMB Fixed: All vehicle lights are handled using using context menu actions Fixed: Ships are steerable by mouse the same way as ground vehicles Fixed: setDamage 0 did not fix rotors for PhysX helicopters Fixed: Attempt to fix more PhysX CTDs Fixed: Properly reading allowedVote(dAdmin)Cmds in case they are left empty Share this post Link to post Share on other sites
DnA 5155 Posted January 26, 2015 (edited) 26-01-2015 EXE rev. 128997 (game) EXE rev. 128997 (launcher) Size: ~253 MB KNOWN ISSUES Weapon sounds can be heard too far away DATA Added: Missing CfgPatches entries Fixed: BIS_fnc_VRSpawnEffect now correctly reflects the object's height Changed: Punishment animations are now triggered using playMove instead of playMoveNow in Zeus Bootcamp Fixed: Collision between optics and close context menu ENGINE Fixed: Tail rotor destruction Fixed: Event handler "IncomingMissile" did not return the shooter when added to a laser target object (http://feedback.arma3.com/view.php?id=20739) Tweaked: Sound: Fireplaces and campfires Improved: Dropped weapon objects now use hidden selections for drawing Fixed:Crash when releasing XA2Device Fixed: Possible fix of sound dropping out during the game Edited January 27, 2015 by DnA Share this post Link to post Share on other sites
DnA 5155 Posted January 27, 2015 27-01-2015 EXE rev. 129016 (game) EXE rev. 129016 (launcher) Size: ~109 MB DATA Tweaked: Weapon SFX overhaul (sidearms, rifles, SMGs, machineguns and suppressors). Stay tuned to the Dev Hub for a related OPREP. Fixed: M-900 becomes invisible at medium distance (http://feedback.arma3.com/view.php?id=21637) Changed: Identity of VR Entities set so they won’t spawn with any facewear Changed: Whitelisted setSpeaker for BIS_fnc_MP Fixed: Weapon accessories ignore 'scopeArsenal' property (http://feedback.arma3.com/view.php?id=22319). Fixed: 'scopeArsenal' now replaces value of 'scope' in Arsenal, instead of being checked alongside it ENGINE Tweaked: Backpack / AI inventory MP code refactored (should not change functionality, but clean up the implementation) Added: Current app ID property / getter [steamLayer] Fixed: Sound: Waves not included into submix (weapon sounds heard too far away) Tweaked: 2D stereo effect Fixed: CTD when reloading a weapon Share this post Link to post Share on other sites