Jump to content
DnA

Development Branch Changelog

Recommended Posts

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

LAUNCHER

  • Fixed: Invoking a keyboard shortcut for Play caused a CTD

Edited by DnA

Share this post


Link to post
Share on other sites

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

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

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

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

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 by DnA

Share this post


Link to post
Share on other sites

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

:xmas:

Share this post


Link to post
Share on other sites

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

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: :xmas:

Share this post


Link to post
Share on other sites

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

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 by DnA

Share this post


Link to post
Share on other sites

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

09-01-2015

No update today due to logistical issues.

Share this post


Link to post
Share on other sites

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

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

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

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 by DnA

Share this post


Link to post
Share on other sites

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

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 by DnA

Share this post


Link to post
Share on other sites

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 by DnA

Share this post


Link to post
Share on other sites

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

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

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

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 by DnA

Share this post


Link to post
Share on other sites

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
Guest
This topic is now closed to further replies.

×