bis_iceman 7384 Posted January 20, 2017 20-01-2017 EXE rev. 140048 (game) EXE rev. 140048 (launcher) Size: ~983 MB (depends on Apex ownership) DATA Tweaked: Drones now shouldn't have crew displays and missile feeds Fixed: JIP players could be killed when respawning far from their FOB, due to an incorrect area limit in the End Game scenarios Fixed: Door gunners were able to use vehicle sensors and mark targets Tweaked: The BIS_fnc_inTrigger, BIS_fnc_findSafePos, BIS_fnc_moveIn, BIS_fnc_nearestPosition, BIS_fnc_textureMarker and BIS_fnc_textureVehicleIcon functions were optimized Tweaked: The BIS_fnc_position function now returns the correct AGL position of an object Tweaked: The BIS_fnc_inTrigger function now returns the distance to the 3D border when requested and its trigger height is used Tweaked: The BIS_fnc_taskState function now returns "" instead of "CREATED" for undefined tasks Tweaked: The BIS_fnc_taskCompleted function no longer shows an error when used on an undefined task (so the function can be used in conditions which are running before a task is created) Fixed: Entering the Splendid Camera would reset the fog settings Fixed: Entering a sub-display (e.g. the Configure screen) from the Respawn Screen could cause the display to get stuck until a respawn was performed Fixed: There were some sounds missing in Showcase CSAT Fixed: Blackfoot gunners didn't have a crosshair when using DAGR missiles Fixed: Tempest trucks now have correct UV mapping for mirrors ENGINE Tweaked: Location getVariable and Task getVariable now support a default value Tweaked: Script commands setHit, setHitIndex and setHitpointDamage now accept an optional parameter that allows partial object destruction without destruction effects 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 23, 2017 23-01-2017 EXE rev. 140066 (game) EXE rev. 140071 (launcher) Size: ~438 MB (depends on Apex ownership) DATA Fixed: The AK12 had a bullet in its magazine after the last round was fired Fixed: The Options could not be closed using the ESC key from the Respawn Screen Fixed: Closing a sub-display (e.g. Video Options) from the Respawn Screen could cause all other displays to be closed as well Fixed: The Strider MRAP now has smoother Picture-In-Picture feeds for its Gunner and Commander Fixed: The Group Management title background would use an obsolete color Tweaked: NLAW now uses the new sensors Apex Protocol (potential spoilers) Spoiler Fixed: Players were unable to use the ladder on the water tower at the Toronto objective in the Keystone scenario The East Wind (potential spoilers) Spoiler Fixed: AI would have trouble driving the extraction Zamak out of the town in the Wet Work scenario Tweaked: MacKinnon's crashed Hunter is no longer being held up by its left rearview mirror in the Drawdown 2035 scenario Fixed: Players could engage the enemies in the town without them engaging him in the Wet Work scenario ENGINE Tweaked: Dashed lock icons are now used whenever a target is not in a sensor's line-of-sight Tweaked: When a variable space is null, getVariable will return a default value (instead of null) Tweaked: Using CTRL + '[' and CTRL + ']' now changes modes of the custom sensor info 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 24, 2017 24-01-2017 EXE rev. 140099 (game) EXE rev. 140101 (launcher) Size: ~940 MB (depends on Apex ownership) DATA Tweaked: The "Fire at that medic" radio protocol sentence replaced with a more generic sentence (e.g. "Fire at that soldier.") was removed due to unexpected sandbox issues Fixed: The CAR-95-1 weapon had an incorrectly configured bipod (https://feedback.bistudio.com/T122239) Fixed: The Intel icon could be misplaced in End Game scenarios if placed above or under the water surface (e.g. sheds on the shores) Fixed: The Phase indicator was not visible in the Respawn Screen in End Game scenarios Fixed: Seize scenarios would end seconds after starting with not respawn limit set Tweaked: The starting position of the Splendid Camera now exactly matches the previous view Added: Pressing the ESC key in Splendid Camera now opens the Pause Menu. To exit the camera, click on the "CLOSE" button there. Fixed: Wrecks of the Wipeout and Buzzard airplanes were levitating Apex Protocol (potential spoilers) Spoiler Fixed: There were some incorrect names for new respawn positions in the End Game scenario Eden Editor Fixed: Eden Editor attributes which were using combo interfaces (e.g. a drop down menu) didn't have the current value selected by default in some cases Tweaked: Behavior of the 'Center on Selected' function in the Eden Editor (the F key by default). It now works with layers (the position of the first entity found in the layer is used) and the camera is no longer moved when only an empty layer is selected. Added: When no player is present for an Eden Editor preview, Splendid Camera is opened by default ENGINE Fixed: It was not possible to unhide an object hidden via an attribute or init script in some cases Fixed: The server browser overflowed with data could discard some of it in some cases (making mod signature checking delayed or canceled) Added: Support for (helicopter) drones to output a 'fake' RPM value (for SFX e.g.) Added: Support for the abs command in simple expressions Fixed: Crash (to desktop ;)) connected to AI driving Fixed: fadeRadio would affect playMusic 64-bit Fixed: PiP Night Vision would not be displayed correctly in 64-bit executables LAUNCHER Added: A message in the server details informing when not all information about mods or signatures can be transmitted Tweaked: BattlEye messages are displayed without trimming on the BattlEye page 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 25, 2017 25-01-2017 EXE rev. 140125 (game) EXE rev. 140137 (launcher) Size: ~2.2 GB (depends on Apex ownership) DATA Fixed: Pop up error when a teammate is incapacitated while having the Group Manager open Tweaked: Cargo containers that are part of a terrain cannot be destroyed anymore Fixed: Returning to the Main Menu from the Scenarios or Multiplayer menus would lead to an FPS drop while playing the Main Menu video tiles Added: New samples for cabine opening and closing animations on the Caesar BTT airplanes Fixed: Adding unrealistic time bonuses in Seize Edoris Fixed: Seize Edoris would not end properly in some cases Added: Configured additional existing liveries for the CH-49 Apex Protocol (potential spoilers) Fixed: Container doors were visibly open to the host but closed to clients in the Firestarter scenario ENGINE Added: A new "Activate Mine" action 10 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 26, 2017 26-01-2017 EXE rev. 140140 (game) EXE rev. 140140 (launcher) Size: ~2.5 GB (depends on Apex ownership) KNOWN ISSUE Missing strings on Debug Console buttons DATA Tweaked: Duration configurations of several music and ambient radio files were updated Tweaked: The 5.8x42mm 100Rnd Drum magazine now has only the last four rounds as tracers Fixed: The weapon UGL crosshair was not visible when crouching in a tactical pace Fixed: Showcase Gunships would not fail if the player survived a crash landing (both on ground and water) Fixed: Showcase Gunships scenario flow would break if the helicopter touched the water and then immediately ascended again Tweaked: The Ammo and Fuel variants of Zamak trucks now explode instead bursting into flames Fixed: Export of parent classes from GUI editor didn't work because of a missing "GUI_styles.hpp" file (https://www.reddit.com/r/armadev/comments/5pwvwr/missing_eden_files/) Apex Protocol (potential spoilers) Spoiler Fixed: Players couldn't climb the water tower at one of the variants of point New York in the Keystone scenario ENGINE Added: A new parseSimpleArray command to parse a string output of an extension into an array Added: An alternative syntax for the callExtension command (for documentation and samples please visit: https://community.bistudio.com/wiki/callExtension) 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 27, 2017 27-01-2017 EXE rev. 140151 (game) EXE rev. 140151 (launcher) Size: ~1.7 GB (depends on Apex ownership) DATA Fixed: Helicopters would have trouble landing if their occupants were killed meanwhile in Showcase Firing From Vehicles Fixed: Hitting the button to close the Splendid Camera in the pause menu would also prompt about leaving the game in the multiplayer environment (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=867#comment-3144508) Added: Field Manual preview models for explosives Fixed: Transport variants of the HEMTT truck now have fixed mirrors; characters no longer appear in them when they are getting into the vehicle Fixed: Missing strings on Debug Console buttons Apex Protocol (potential spoilers) Fixed: Potential script error in the Apex Protocol Lobby when starting a selected scenario Fixed: A quad bike getting damaged by an object composition in the Warm Welcome scenario ENGINE Fixed: The "animate" parameter of the animateSource script command was not correctly passed to remote clients Tweaked: The enableEnvironment script command was extended to allow separate control over ambient life and ambient sound (https://feedback.bistudio.com/T117789) Tweaked: The speed of vehicles commanded to move should now be smoother Tweaked: The "Next Target" switch now works only with vehicle sensors 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 30, 2017 30-01-2017 EXE rev. 140169 (game) EXE rev. 140169 (launcher) Size: ~1.5 GB (depends on Apex ownership) DATA Fixed: The Caesar BTT plane would refuse to take damage when crashed Fixed: The RPM indicator in the Caesar BTT plane was not working properly Tweaked: Samples and audio configuration of the Wipeout plane were updated Tweaked: Terrains in the main Editor Menu are now sorted alphabetically Tweaked: Get in sound for the Caesar BTT plane Eden Editor Tweaked: It is now possible to change liveries on the Orca Black & White variants through the Virtual Garage ENGINE Fixed: It was not possible to connect to a Linux server once it loaded too many addons (https://feedback.bistudio.com/T117183) Fixed: Potential fix for a Crash To Desktop (https://feedback.bistudio.com/T123029, https://feedback.bistudio.com/T120839) 9 Share this post Link to post Share on other sites
bis_iceman 7384 Posted January 31, 2017 31-01-2017 EXE rev. 140192 (game) EXE rev. 140195 (launcher) Size: ~1.3 GB (depends on Apex ownership) DATA Fixed: AI would refuse to shoot at air targets with some types of ammunition (9x21mm, .45ACP, .50BW, 5.56x45, 5.45x39, 7.62x39, 5.8x42) Fixed: Players could end up back inside the helicopter after being inserted in Showcase Firing from Vehicles Prologue (potential spoilers) Spoiler Fixed: The Kajman helicopter would sometimes catch fire during the final cutscene of the Damage Control scenario Fixed: Standing enemies would sometimes crouch when killed in the Reality Check scenario Eden Editor Tweaked: Terrains in the 'Select Terrain' dialog are now sorted alphabetically ENGINE Fixed: disableTI/NVGEquipment would not change the game state immediately Tweaked: The default probability of sub-munition ammo is now 1 Tweaked: The Dammaged Event Handler is now extended with the hitPart index and hitPoint name parameters Tweaked: The HandleDamage Event Handler is now extended with the hitPoint name parameter Fixed: The createSimpleObject command would create an object out of any string 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 1, 2017 01-02-2017 EXE rev. 140207 (game) EXE rev. 140207 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Tweaked: The getInRadius range for planes was reduced Fixed: 35mm shells would not explode on hitting the Hummingbird in some cases Fixed: Going prone from sprinting with a launcher had an unnecessary stand up transition (related to https://feedback.bistudio.com/T116732) Tweaked: Transitions from and to prone are now more flexible to be interrupted in unarmed stance Fixed: Going prone from kneeling with a launcher caused an unnecessary stand up transition Fixed: Going into the inventory with a binoculars would cause a transition to rifles (related to https://feedback.bistudio.com/T120382) Tweaked: Tank sensors now move with gun elevation also Tweaked: The Panther and Marid APCs now have Night Vision mode available for gunners and commanders Tweaked: Difficulty preset changes: waypoints now fade out on regular difficulty, waypoints and commands are now hidden on veteran difficulty Tweaked: Water Scooter handling and durability were improved (PiP mirrors were also added) ENGINE Tweaked: Distance of the targets on the Sensor Display is now scaled linearly. Each circle represents an actual 25% of the selected display range. Added: A new "nightRangeCoef" parameter to enable the influence of day and night on visual sensors Tweaked: Target indication on HUD (MFD class) is now consistent with sensor mechanics 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 2, 2017 02-02-2017 EXE rev. 140215 (game) EXE rev. 140.215 (launcher) Size: ~1.8 GB (depends on Apex ownership) DATA Fixed: Some weapons were missing the "baseWeapon" config attribute (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3141143) Tweaked: It is now possible to retexture the interior of the Zamak truck Fixed: The optics view on the static HMG could clip with the tripod (https://feedback.bistudio.com/T120662) Tweaked: Crew of the static GMG now holds the weapon properly Tweaked: Dead crew of static weapons is now ejected Tweaked: The shot and closure samples of MX rifles were improved Tweaked: The sounds for the A-164 Wipeout were updated ENGINE Fixed: Inventory weight of loaded magazines was doubled (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=862#comment-3147196 - UI still incorrect) Fixed: Crash when switching to a driver position in APCs while having a marked target Fixed: Free Content Licensed DLC scenarios could not be started (e.g. TT1) Fixed: Initial exposure of PiP scenes (first frame) 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 3, 2017 03-02-2017 EXE rev. 140230 (launcher) Size: ~283 MB (depends on Apex ownership) DATA Tweaked: Suspension of the Caesar BTT plane is now supported by PhysX Fixed: Going prone while switching from rifle to pistol resulted in a kneeled stance Fixed: Going prone from sprinting in a kneeled stance with a launcher resulted in an unnecessary stand up transition Fixed: The Bobcat's spare wheels would heat in thermal vision when the vehicle was moving around Tweaked: Pause Menu and Scoreboard keys are no longer hardcoded in the Respawn Screen Fixed: It was not possible to open the Pause Menu while in the Respawn Screen using the Pause key in some cases Fixed: Mirrors on the HEMTT truck were inversed Fixed: The Mk17 was heating in thermal vision when firing a primary weapon Tweaked: Difficulty Settings now contain more options about displaying units on the map Eden Editor Tweaked: The current terrain is now auto-selected in the Eden Editor dialog ENGINE No EXE update for today 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 6, 2017 06-02-2017 EXE rev. 140241 (game) EXE rev. 140241 (launcher) Size: ~2.6 GB (depends on Apex ownership) DATA Tweaked: Continued Ambient Occlusion improvements on structures (more Intel in an upcoming SITREP) ENGINE Tweaked: Drivers are now able to manually mark / unmark targets Tweaked: Manual lock now primarily locks laser targets Added: Heading for camera feeds Fixed: Fleeing of vehicles unable to hit their targets was incorrect 7 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 7, 2017 07-02-2017 EXE rev. 140280 (game) EXE rev. 140280 (launcher) Size: ~3.0 GB (depends on Apex ownership) DATA Tweaked: The crew of the Blackfish VTOL can now see their crewmates' aiming directions Fixed: The cockpit glass of the Buzzard plane was too fragile Fixed: Weapon switching from launcher to rifle was not working properly while sprinting / combat pacing Fixed: Weapon switching from launcher to sidearm was not working properly while sprinting / combat pacing Tweaked: Switching from combat pace to a sprint is now more fluent Tweaked: The "popup" and "popdelay" variables can now be set directly on each pop-up target individually and will override global settings Added: 2 scripted variants of weapon holders: GroundWeaponHolder_Scripted and WeaponHolderSimulated_Scripted (https://feedback.bistudio.com/T79535) ENGINE Tweaked: The enableEnvironment command was improved (https://feedback.bistudio.com/T79082, https://feedback.bistudio.com/T117789, https://feedback.bistudio.com/T116778, https://feedback.bistudio.com/T84272, etc.) Tweaked: The getEnableEnvironment command was renamed to environmentEnabled Fixed: ListBox and ListNBox controls allowed to select only the first 7 items Fixed: Server crash Fixed: ComboBoxes would appear empty when expanded after all their items were removed Fixed: AI infantry would flee when unable to engage Tweaked: The lbSort and lbSortByValue commands were missing an alternative IDC syntax LAUNCHER Tweaked: Launcher will now start the 64-bit version of the game by default 17 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 8, 2017 08-02-2017 EXE rev. 140304 (game) EXE rev. 140304 (launcher) Size: ~2.3 GB (depends on Apex ownership) DATA Tweaked: The maximum fording depth of many vehicles Fixed: The commander and gunner of the FV-720 were clipping through the turret ring (https://feedback.bistudio.com/T74854, https://feedback.bistudio.com/T76233, https://feedback.bistudio.com/T81983) Fixed: There was an infinite animation loop caused by closing the inventory while removing a sidearm as the only weapon ENGINE Fixed: Server crash 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 9, 2017 09-02-2017 EXE rev. 140324 (game) EXE rev. 140319 (launcher) Size: ~3.6 GB (depends on Apex ownership) DATA Tweaked: The Xi'an VTOL now uses more advanced aircraft hitpoints Tweaked: Dates in some scenarios were adjusted Tweaked: Apex data are now partially decrypted Eden Editor Tweaked: The current terrain is now auto-selected in the 'Select Terrain' dialog in Eden Editor ENGINE Added: Dynamic Loadout feature for airplanes and helicopters (more Intel / docs incoming) Fixed: Crash when equipping Uniforms, Vests, Headgear or Backpacks for a different skeleton (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3147936) Fixed: The video feed display would reset the vision mode Tweaked: The Thermal Imaging video feeds were improved Fixed: Zoom would not work in the mutiplayer environment in some cases (https://feedback.bistudio.com/T121720) Tweaked: Flying units should no longer trigger mines 18 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 10, 2017 10-02-2017 EXE rev. 140343 (game) EXE rev. 140343 (launcher) Size: ~2.7 GB (depends on Apex ownership) DATA Tweaked: A GPS item will only be added to Time Trial competitors if the slot isn't already full Tweaked: The initial position detection in Time Trials was improved Tweaked: Field of View in aircraft is no longer scaled according to their speed (WIP) ENGINE Fixed: Negative ping values were displayed for some players in the MP lobby Added: New speedZomMaxSpeed and speedZoomMaxFOV view parameters LAUNCHER Fixed: Potential crash of the server browser after receiving invalid data 17 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 13, 2017 13-02-2017 EXE rev. 140375 (game) EXE rev. 140375 (launcher) Size: ~2.1 GB (depends on Apex ownership) DATA Added: Locked door keypads on Tanoa are now indicated by red light where appropriate Added: Drones now share acquired targets via a datalink Tweaked: The deflection of 30 mm MP shells used by the main gun of the Kamysh was slightly decreased ENGINE Tweaked: The lineIntersectsSurfaces command was rounding passed values incorrectly Fixed: Mortars controlled by the AI could not shoot more than one round at a time Fixed: Crash when triggering a Tactical Ping LAUNCHER Fixed: Launcher was unable to close the 64-bit game executable 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 14, 2017 14-02-2017 EXE rev. 140397 (game) EXE rev. 140397 (launcher) Size: ~1.6 GB (depends on Apex ownership) DATA Tweaked: Waypoints are now permanently visible on Regular difficulty once again (https://forums.bistudio.com/topic/188661-difficulty-overhaul/?page=9#comment-3150342) Fixed: The Firing Drills freezing mechanic did not behave well under some circumstances Fixed: JIP players did not see groups if coming from a scenario using Dynamic Groups and joining another one Fixed: The NVS had an incorrect inventory icon ENGINE Tweaked: The lineIntersectsSurfaces command was extended with an optional parameter (allowing to return the same object intersections) Tweaked: The Dammaged Event Handler is now extended with additional arguments ([unit,selection,damage,hitPointIndex,hitPoint,shooter,projectile]) Tweaked: The weaponState script command was optimized and extended Eden Editor Fixed: Ambient animals were missing in Scenario Previews Fixed: The RegisteredToWorld3DEN Event Handler was not working properly on Logic entities 11 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 15, 2017 15-02-2017 EXE rev. 140420 (game) EXE rev. 140420 (launcher) Size: ~268 MB (depends on Apex ownership) DATA Fixed: Apex owners could get their vehicles stuck in sand (https://feedback.bistudio.com/T120992, https://feedback.bistudio.com/T120992) Tweaked: Speed coefficient for mud surfaces Fixed: Flag proxies on several models (more Intel) Fixed: The Respawn Timer was not visible after saving and loading a scenario in multiplayer Tweaked: The function parameters for all faction showcases were adjusted Tweaked: Compositions in the Sea area in Showcase NATO were improved Fixed: The rail covers of the Rahim are now hidden when an appropriate slot (side or bottom) is filled with an attachment (https://feedback.bistudio.com/T84605) ENGINE Added: Datalink feature (more Intel) Tweaked: It is now possible to set enemies, friendly units, and mines independently in maps in the difficulty options Added: A new "hasUnderbarrel" weapon animation source Tweaked: Querying the name of a trigger is now possible via scripting 15 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 16, 2017 16-02-2017 EXE rev. 140442 (game) EXE rev. 140442 (launcher) Size: ~739 MB (depends on Apex ownership) DATA Fixed: The BIS_fnc_unitPlay function was not serialized and would break when a scenario was loaded (if it was saved during a unit play scene) Fixed: The BIS_fnc_unitPlay function was not compatible with Dedicated Servers Apex Protocol (potential spoilers) Spoiler Fixed: There was a missing string when only one respawn ticket was available in the Keystone scenario ENGINE Fixed: The setVehicleVarName and vehicleVarName commands would not work with triggers Fixed: Incorrect turret elevation text in the HUD Fixed: Weapon switching actions between a rifle and a launcher were not working correctly (https://feedback.bistudio.com/T123301) Fixed: The minimap would display units in some cases Tweaked: Jets can now perform sharper turns Fixed: Using the setUnitPos command with Careless behavior would force units to look through their iron sights 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 17, 2017 17-02-2017 EXE rev. 140465 (game) EXE rev. 140465 (launcher) Size: ~710 MB (depends on Apex ownership) DATA Eden Editor Fixed: Drop down menus with a sound preview in the Eden Editor (e.g. trigger music) did not react to mouse input in some cases ENGINE Tweaked: Using the disableAI WeaponAim command no longer affects players in turrets 64-bit Fixed: Crash connected to memory alignment Eden Editor Fixed: Ordering units to regroup would not work if some members of the group were removed Fixed: Text of Comment entities would remain visible even after hiding the Eden Editor interface 8 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 20, 2017 20-02-2017 EXE rev. 140502 (game) EXE rev. 140502 (launcher) Size: ~2.8 GB (depends on Apex ownership) DATA Fixed: Occlusion and alpha sorting of the Airport_01_terminal_F building (https://feedback.bistudio.com/T123379) Added: Khaki variant of the Mk17 Holosight Fixed: The Mk17 Holosight (black variant) had incorrect zeroing Tweaked: The list of planes after placing the CAS module by Zeus is now sorted alphabetically Tweaked: Laser and NV Targets (strobes) are now detectable beyond view distance Fixed: Hiding the interface in Arsenal did not hide the background of said icons Tweaked: The close shot sounds of the MX rifles were equalized Tweaked: Sound configuration of the Wipeout plane was improved Added: Tritium sights to the 4-Five .45ACP Tweaked: The locking and launch performance of the PCML were improved Fixed: NV Targets (strobes) were detectable by sensors other than Night Vision Tweaked: Compass, map, watch & radio inventory items now use more visually appealing models when placed on the ground Eden Editor Added: The mod filter in the Asset Browser now shows mod icons Fixed: Editing the loadout of characters with pre-filled backpacks (e.g. medic or AT specialist) would always restore the contents of the backpack The East Wind (potential spoilers) Spoiler Fixed: Players could get damaged by McKinnon's Hunter ENGINE Tweaked: AI will now switch radars on in Aware and Combat behaviors Tweaked: Wired mines (e.g. the SLAM) are able to trigger even on bridges and other unusual locations 12 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 21, 2017 21-02-2017 EXE rev. 140522 (game) EXE rev. 140522 (launcher) Size: ~2.0 GB (depends on Apex ownership) DATA Tweaked: The AH-99 helicopter now supports Dynamic Loadouts Tweaked: Functions BIS_fnc_enemyDetected and BIS_fnc_enemyTargets were refactored for better performance Tweaked: Decorative ammo boxes in Showcase NATO are now invincible Fixed: Showcase NATO would not handle the player leaving the scenario in a vehicle properly Added: Locked door keypads on Altis and Stratis are now indicated by a red light where appropriate Fixed: It was possible to get auto-zeroing against air targets with the APFSDS ammo ENGINE Fixed: Opening a teammate's backpack after editing its content in Arsenal would display it as empty (https://feedback.bistudio.com/T119383) Fixed: Options for saving new map icons were incorrect 13 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 22, 2017 22-02-2017 EXE rev. 140539 (game) EXE rev. 140539 (launcher) Size: ~1.1 GB (depends on Apex ownership) DATA Fixed: The Xi'an VTOL was not able to take off vertically with minor damage Tweaked: Sensor displays now have 4 range modes (i.e. 4km, 2km, 16km, 8km) Tweaked: Server parameter "Time acceleration" is now localized Tweaked: Static Taru pods are now showing damage textures correctly Tweaked: Increased radar range of Anti-Air platforms and the Buzzard airplane Fixed: Rotating in prone while moving caused getting kneeled in some cases (https://feedback.bistudio.com/T123369) Fixed: Cars could get stuck on wooden bridges on Tanoa (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3153369) Tweaked: Exiting of Showcases CSAT, NATO and AAF was adjusted Tweaked: Showcase CSAT was improved (e.g. Simple Object compositions) Fixed: UAVs at the airport were moved to a different position to prevent crashing with the plane piloted by autopilot in Showcase CSAT Added: New sensors for the Titan AT, AA (both IR) and the Zephyr (Radar) Tweaked: AA Titan now seeks targets automatically ENGINE Fixed: The Titan AA/AT lock was randomly broken (https://feedback.bistudio.com/T123086) Fixed: The lineIntersectsSurfaces command behaved incorrectly when using the primary LOD on its own Tweaked: The Diagnostics Executable now has a different icon Fixed: Weapon attachments could still work when switching from a FFV position to non-FFV one Tweaked: The targets script command was extended with an enemyOnly parameter Added: New modelToWorldWorld and modelToWorldVisualWorld script commands (transforming model coordinates to world coordinates with an absolute height without any adjustments) 14 Share this post Link to post Share on other sites
bis_iceman 7384 Posted February 23, 2017 23-02-2017 No EXE update today EXE rev. 140557 (launcher) Size: ~1.2 GB (depends on Apex ownership) DATA Fixed: NATO Pacific Marksmen incorrectly had suppressors for their MXM rifles Fixed: Passengers of the Support variants of Zamak trucks would clip through their seats Added: Reverse camera display for the SUV Fixed: The SVD periscope camera was overly sensitive when moving vertically Added: Flag proxies for various vehicles Tweaked: Hid antennas on various vehicles while they are being transported inside other vehicles ENGINE No EXE update today 9 Share this post Link to post Share on other sites