DnA

Development Branch Changelog

996 posts in this topic

24-02-2017 
EXE rev. 140577 (game) 
EXE rev. 140577 (launcher)  
Size: ~1.1 GB (depends on Apex ownership) 

 
DATA  

  • Fixed: Taru pods were missing icons in the Virtual Garage 
  • Tweaked: The GPS, Mine Detector & First Aid Kit are now using splendidly improved placement on the ground 
  • Fixed: NATO bipods would heat up in Thermal Imaging 
  • Fixed: NATO bipods had an incorrect material assigned 

The East Wind (potential spoilers) 

  • Spoiler

    Fixed: The player could use the Save & Exit option during the opening cutscene of the Air Superiority scenario 

     

ENGINE 

  • Fixed: The targets script command was not working with an empty side filter 
  • Fixed: The ShowOnMap parameter was ignored for the cutRsc and cutText script commands (https://feedback.bistudio.com/T120768
  • Added: A new endl script command (returns a line break for a string) 
  • Fixed: Engines on airplanes would not switch off when fully damaged 
  • Fixed: Vehicle gunners would attack empty vehicles in some cases 
  • Added: Pilot camera can now center on locked targets (when in the 'locked' mode) 
  • Added: A new reportRemoteTarget script command 

Eden Editor 

  • Fixed: The AttributesChanged3DEN Event Handler was behaving incorrectly
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27-02-2017
EXE rev. 140596 (game)
EXE rev. 140596 (launcher)
Size: ~969.8 MB (depends on Apex ownership)

 

DATA
No changes today (except for repacks)

 

ENGINE

  • Fixed: selectWeaponTurret and other commands for turrets would not work well in all cases
  • Added: New MFD sources for the launch acceptability region: LarTop, LarAmmoMax, LarAmmoMin, LarTargetDist, LarTargetSpeed
  • Added: New MFD sources: gmeter, gmeterX, gmeterY, gmeterZ, gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav
  • Tweaked: AI skill - General now influences the reaction time for using countermeasures

Eden Editor

  • Added: An attribute for AI to allow setting their vehicle radar mode

 

LAUNCHER

  • Tweaked: Replaced the mechanism for the retrieval of the Workshop mods list to an alternative API to work around the issues with incomplete lists
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28-02-2017 
EXE rev. 140617 (game) 
EXE rev. 140619 (launcher)  
Size: ~2.4 GB (depends on Apex ownership) 

 
DATA  

  • Fixed: The Respawn Screen did not support scenario-specific respawn messages
  • Tweaked: The BIS_fnc_selectRandomWeighted function now supports a single array of items and weights ([item, weight, item, weight...]) 

 
ENGINE 
Eden Editor 

  • Fixed: Vehicles displayed an empty icon after deleting part of the crew and using the 'change seat' feature
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01-03-2017 
EXE rev. 140639 (game) 
EXE rev. 140639 (launcher)  
Size: ~2.1 GB (depends on Apex ownership) 

 
DATA  

  • Fixed: Disconnected players would still count towards the loadout limit in the Respawn Screen 
  • Tweaked: The BIS_fnc_setHitPointDamage function now sets HitPoint damage with dependencies
  • Fixed: Players could respawn onto the [0,0,0] coordinates when respawning on a position that was being removed 
  • Fixed: Hands of Offroad gunners were stretching unnaturally while aiming to the sky 
  • Tweaked: Commands (move, get in, target) no longer fade out on Regular difficulty 
  • Tweaked: The fading distance of group hexagons and name tags has been increased from 40 to 150 meters (WIP)

The East Wind (potential spoilers) 

  • Spoiler
    • Fixed: Vehicles would move incorrectly in the Moral Fiber scenario 
    • Fixed: There was no 3D task indicator for getting in a vehicle in the Moral Fiber scenario

     

ENGINE 

  • Fixed: The forceSpeed command value was not saved along with scenarios 
  • Tweaked: Dead gunners will now be thrown out of vehicles when swapping positions with them 

 

LAUNCHER 

  • Tweaked: The Launcher is now localized for Update 1.68
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02-03-2017 
EXE rev. 140658 (game) 
EXE rev. 140658 (launcher)  
Size: ~2.9 GB (depends on Apex ownership) 

 
DATA  

  • Fixed: The Syndikat MB 4WD had visual customization working incorrectly 
  • Tweaked: VR entities do not bleed anymore 
  • Tweaked: The BIS_fnc_moveToRespawnPosition function was improved (even in scheduled environments) 
  • Tweaked: The BIS_fnc_playVideo function was improved 
  • Added: A new RscTreeSearch class for scripted creation of the RscTree with search capability 

ENGINE 

  • Tweaked: The setUnitPos command now works with fleeing units again 
  • Fixed: The getRelPos and getRelDir command would return nothing when objNull was used 
  • Fixed: Turning off a laser in the Pilot Camera would not cancel bomb guidance
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03-03-2017 
EXE rev. 140686 (game) 
EXE rev. 140698 (launcher)  
Size: ~624 MB (depends on Apex ownership) 

 
DATA  

  • Tweaked: The config definition of 'AirDestructionEffects' was simplified. There is now 1 less smoke and fire effect. The remaining smoke and fire was sped up, which results in overall better visual quality. 
  • Added: An option to prevent spawning on dead characters in the BIS_fnc_moveToSpawnPos function 
  • Tweaked: Functions called on helicopters and airplanes on their destruction were optimized for better performance and reliability

 

ENGINE 

 
LAUNCHER 

  • Fixed: Mods from the 'Unsupported by the server' list ignored the 'Keep loaded' option and were omitted when starting the game
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06-03-2017 
EXE rev. 140714 (game) 
EXE rev. 140717 (launcher)  
Size: ~1.2 GB (depends on Apex ownership)
 
 
DATA  

  • Tweaked: Incapacitation triggering on the 'Advanced' Revive settings is now dependent fully on the 'Incapacitated' hitpoint 
  • Tweaked: The 'Incapacitated' hitpoint damage dependency was adjusted 
  • Tweaked: Optics no longer show lased range all the time
  • Added: Lased range and fire solution ready indicators
  • Tweaked: Auto elevation (lasing range) is now "T" by default 
  • Added: Fire Control System for cannons and coax guns (more Intel: https://forums.bistudio.com/topic/202603-tanks-fire-control-system/)  
  • Tweaked: Tanks, APCs and IFVs no longer have sensors  
  • Tweaked: The zeroing range of several armored vehicles has been increased 

 
ENGINE 

  • Fixed: Crash when a receiving a scenario with an incorrect signature

 

LAUNCHER 

  • Tweaked: The list of mods will now perform considerably faster in case of large amounts of mods
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07-03-2017 
EXE rev. 140738 (game) 
EXE rev. 140738 (launcher)  
Size: ~1.6 GB (depends on Apex ownership) 

 
DATA  

  • Fixed: The RHIB boat would rise up too easily after spamming the A and D keys

 
ENGINE 

  • Fixed: Sub-munition would get duplicated after hitting vegetation
  • Fixed: Crash when changing unit grouping in the Zeus interface 
  • Added: A new "ImpactDistance" MFD source 

 
LAUNCHER 

  • Added: Mouse hover effect for notification bar buttons 
  • Added: Tooltips for notification bar buttons 
  • Fixed: Incorrect label text in a dialog subscribing mods while importing a preset
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08-03-2017 
EXE rev. 140753 (game) 
EXE rev. 140753 (launcher)  
Size: ~267 MB (depends on Apex ownership) 

 
DATA  

  • Fixed: Trying to adjust stance while being unarmed had unexpected results (mainly because there are no adjusted stances when being unarmed) 
  • Fixed: Players could not respawn into a specific type of vehicle when one of its kind was destroyed
  • Tweaked: AI pilots in CAS jets should now prefer attacking targets to just lasing them 
  • Fixed: Corrected scenario endings for Seize Edoris and Seize Feres when time runs out

 
ENGINE 

  • Fixed: Crash connected to broken animations 
  • Fixed: AI drivers would move to the corner of the VR terrain on their own 
  • Fixed: Potential crash when deleting characters 
  • Added: New "thrusttime", "inittime", "rudder",  and "elevator" animation sources for flying missiles 

 
LAUNCHER 

  • Fixed: Crash when repairing mods while Steam is offline
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09-03-2017 
EXE rev. 140761 (game) 
EXE rev. 140761 (launcher)  
Size: ~100 MB (depends on Apex ownership) 

 
DATA  

  • Tweaked: The digital clock on the SUV & Truck now display the correct time 
  • Tweaked: The GUI gunner aim point indication in the Kajman helicopter is now part of the HUD 
  • Fixed: Script error when in the Respawn Screen and one of the loadouts / roles was removed 
  • Tweaked: Weapons of CAS airplanes no longer have an UI crosshair in the first person view 
  • Tweaked: User Texture objects are now using a super shader instead of a normal one, so they can be customized easier

 

ENGINE 

  • Fixed: Save & Load was not working correctly with the Datalink feature
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10-03-2017 
EXE rev. 140790 (game) 
EXE rev. 140790 (launcher)  
Size: ~66 MB (depends on Apex ownership) 

 
DATA  

  • Fixed: When watching an End Game scenario as a Spectator and the last phase was reached, the Spectator could see the Intel as a side task until the Schematics were picked up for the first time 
  • Fixed: The "FOB" text (used in Spectator's header) was not localized 
  • Fixed: Players could disappear from a Spectator's list of entities while dead in some cases 
  • Fixed: Spectators could see invisible entities in their map view in some cases 
  • Added: New icon for the PDW 2000 9mm 

 

ENGINE 

  • Added: A new "refreshRate" MFD parameter (with range from 0 to 1s) 
  • Fixed: Crash connected to weapon resting (https://feedback.bistudio.com/T123657
  • Tweaked: The diag_mergeConfigFile command now resets magazines and types
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13-03-2017 
EXE rev. 140842 (game) 
EXE rev. 140842 (launcher)  
Size: ~793 MB (depends on Apex ownership) 

 
DATA  

  • Fixed: The FOB could be established even when the area was not secured in the End Game Kavala scenario 
  • Fixed: The Kuma and Mora could behave like submarines 
  • Fixed: Incorrect placement of two metal boxes in the vehicle obstacle course in the MP Bootcamp scenario 
  • Tweaked: Notifications (e.g. a task notification) now appear on the screen for 3 seconds instead of 5 
  • Tweaked: The DLC Content Browser has been redesigned in preparation for 2017 DLCs. Access it by pressing LShift + P anywhere in the game. (WIP)
  • Added: The DLC Content Browser now shows a video preview on hover if the DLC has such video configured
  • Tweaked: The gunners of the Mi-48 Kajman now use dual feed for their 30mm autocannon (making AI effective against both soft & hard targets) 
  • Tweaked: The holding animation for the Titan was improved 

 
ENGINE 

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14-03-2017 
EXE rev. 140857 (game) 
EXE rev. 140857 (launcher)  
Size: ~419 MB (depends on Apex ownership)
 
 
DATA  

  • Added: Visual representation of thrust for the Caesar BTT MFD (Plane_Civil_01) 
  • Tweaked: Dependence of the 'Incapacitated' hitpoint was adjusted (and added to VR characters) 
  • Added: 'Incapacitated' and 'revived' death messages to the Revive system 
  • Fixed: The door of Taru's Transport Pod was not working correctly 
  • Tweaked: The Wipeout sensors now correspond with its TGP optics 
  • Tweaked: The SLAT armor and some other small details on the Kuma vehicle can now be retextured 
  • Fixed: The RscFrame, RscLine and RscCheckbox classes were not exported by BIS_fnc_exportGUIBaseClasses (https://forums.bistudio.com/topic/202717-bis_fnc_exportguibaseclasses-missing-classes)
  • Tweaked: The SUV and Hatchback vehicles now have proper icons in the Virtual Garage 

 

ENGINE 

  • Added: A new isDamageAllowed script command
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15-03-2017 
EXE rev. 140875 (game) 
EXE rev. 140875 (launcher)  
Size: ~238 MB (depends on Apex ownership) 

 
DATA  

  • Fixed: It was possible to respawn before the countdown was finished in End Game scenarios 
  • Tweaked: All CAS airplane sensors now reflect the targeting pod view
  • Tweaked: Targeting pod modes and zoom have been adjusted 
  • Added: A new RscTitles class (RscTitleDisplayEmpty) for scripted UI creation 
  • Tweaked: Small visual improvements of the custom info panel backgrounds and the Sensor display
  • Added: UI control for incremental throttle (WIP) 
  • Fixed: In the DLC Content Browser, on-hover videos would sometimes be played after opening the DLC preview window and returning back to the list 
  • Fixed: Formatting of texts in the DLC preview menu was incorrect (texts ended after the '&' symbol) 
  • Tweaked: "Session time" of an asset is no longer shown in the DLC preview menu when the player is currently in no session (e.g. not playing a scenario, instead being in the Main Menu or Editor)

 

ENGINE 

  • Added: A new showKillConfirmations parameter for the showHud command 
  • Tweaked: The external camera for airplanes and helicopters is now smoother
  • Fixed: The "simulrtd" and "simularma" MFD conditions were incorrect
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17-03-2017 
EXE rev. 140920 (game) 
EXE rev. 140920 (launcher)  
Size: ~996 MB (depends on Apex ownership) 

 
DATA  

  • Fixed: The pilot proxy of the Xian was unaligned in exterior view 
  • Fixed: Download lines were connected to players in vehicles even though they could not download in End Game scenarios 
  • Tweaked: The audible range of structures being destroyed has been reduced 
  • Fixed: Hidden Video Settings could still be adjusted
  • Fixed: The Friendly Fire module was not working correctly after loading a save in SP when applied on a specific entity
  • Fixed: BIS_fnc_inTrigger did not return the distance to the border when an area was passed as an array without a height specified

Apex Protocol (potential spoilers)

  • Spoiler

    Fixed: Progress of the Extraction scenario could get stuck with disabled respawn and some other rare conditions 

     

ENGINE 

  • Added: Analogue throttle for airplanes 
  • Added: A separate airbrake control 
  • Tweaked: Animations of ailerons and airbrakes now work even when the airplane is stopped  
  • Added: A new "font" MFD parameter   
  • Added: New "wppointtoview" MFD source and "laseron" condition  
  • Added: A new "throttle" MFD source 
  • Added: A new "FCSZeroingDelay" parameter 
  • Added: A new "throttleToThrustLogFactor" airplane config parameter
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20-03-2017 
EXE rev. 140950 (game) 
EXE rev. 140950 (launcher)  
Size: ~510 MB (depends on Apex ownership) 

 
DATA  

  • Added: New HMDs for the Kajman, Orca & Xian 
  • Added: Maximum lead speed and gun laying delays for FCS 
  • Added: FCS to RCWS 
  • Added: Impact point prediction to weapons of the Blackfish 
  • Tweaked: It is now possible to disable and re-enable Revive on unit during a scenario 
  • Tweaked: Revive death messages were extended. If allowed, messages are now 'A incapacitated B', 'A revived B', 'A bled out', 'A force respawned', 'A executed by B'  and more. 
  • Tweaked: The option to not consume a 'FAK' on revive was removed. If revive requires a 'FAK', it is always removed. 
  • Tweaked: Only medics can now use a Medikit for reviving 
  • Fixed: The BIS_fnc_initRespawn handle disconnect event was returning true and causing units previously controlled by a disconnected player to be transferred to the server and become AI (https://feedback.bistudio.com/T123785)
  • Fixed: The BIS_fnc_inTrigger function returned an incorrect distance to the border when used with ellipse shapes
  • Tweaked: The NLAW & Titan missiles now have animated fins & rocket flame

 

ENGINE 

  • Fixed: APCs showed a muzzle flash on coaxial machine guns also when firing from their canon (https://feedback.bistudio.com/T122866)
  • Fixed: CallExtensions were not being loaded on Linux Dedicated Servers 
  • Fixed: The hintC script command could produce an incorrect layout
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21-03-2017 
EXE rev. 140974 (game) 
EXE rev. 140977 (launcher)  
Size: ~107 MB (depends on Apex ownership) 

 
DATA  

  • Tweaked: The UI gunner aim indicator was removed from the Xian vehicle 
  • Added: PNVS (pilotCamera) to the Xian pilots (WIP) 
  • Added: 'Suicided' death message to Revive 
  • Tweaked: AI units are now denoted by an '(AI)' suffix in the Revive messages 
  • Tweaked: All Revive messages other then 'Incapacitated, 'Killed' and 'Executed' are now displayed only to friendlies 
  • Tweaked: Respawning from the Pause Menu now triggers a 'Forced respawn' death message 
  • Tweaked: It is now possible to revive teammate using their Medikit or First Aid Kit 
  • Tweaked: Revive's 3D icon color-coding has changed (orange color = player's resources won't be consumed (Medikit or target's FAK will be used), red = player's FAK will be consumed) 
  • Tweaked: Players incapacitated underwater will drown quickly (cca. 10 seconds). The time runs also during the reviving process.
  • Tweaked: End Game Kavala and Feres now use Dynamic Simulation and Simple Objects 
  • Tweaked: Increased the passive radar template range to 16 kilometers 
  • Fixed: Incorrect shadows being cast on the UAV Terminal 
  • Fixed: Visual lighting on the straps of the UAV Backpack was incorrect 
  • Fixed: Error in the Respawn Screen when updating the position list 
  • Fixed: Faction Showcases were optimized 
  • Fixed: The Vehicle Respawn Module would only respawn a vehicle once (https://feedback.bistudio.com/T123940

Apex Protocol (potential spoilers) 

  • Spoiler

    Fixed: Players could spawn wounded in the Warm Welcome and Extraction scenarios 

     

ENGINE 

  • Tweaked: Changing the fire mode would not reset locking 
  • Tweaked: Passive sensors now do not allow marking by default 
  • Added: A new allowsMarking config parameter 
  • Added: A new forceFlagTexture script command (these flags are very taxing on performance; use sparingly!)
  • Fixed: Crash connected to weapon ammo recognition 

 
LAUNCHER 

  • Tweaked: Launcher now has a more robust way to ensure that only one instance of it is running
  • Fixed: Crash when accessing an existing folder that doesn't exist - ""I see dead folders" (https://feedback.bistudio.com/T123839)
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22-03-2017 
EXE rev. 140990 (game) 
EXE rev. 140986 (launcher)  
Size: ~101 MB (depends on Apex ownership)
 
 
DATA  

  • Added: The Xian now has 'flaps' for manual vectoring control
  • Fixed: The MQ-12 Falcon had very low depression for its camera; now it should be the same as other UAVs (https://feedback.bistudio.com/T119472)
  • Tweaked: End Game Balavu, Moddergat, and Zaros now use Dynamic Simulation and Simple Objects 
  • Tweaked: The windscreen of the MB 4WD can be now destroyed 
  • Fixed: Bipods attached to the AK-12 would clip with hands of characters (https://feedback.bistudio.com/T120289)
  • Fixed: When spectating an End Game match, Spectators would not be notified about instant Intel pickups, only download-able ones 
  • Tweaked: Turrets of the Blackfish are now stabilized 

Eden Editor 

 
ENGINE 

  • Added: A new missileKeepLockedCone missile parameter
  • Tweaked: The game will now override incorrectly configured hardware drivers to use the high-performance GPU in hybrid GPU systems (e.g. laptops)
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23-03-2017 
EXE rev. 141044 (game) 
EXE rev. 141044 (launcher)  
Size: ~74 MB (depends on Apex ownership) 

 
DATA  

  • Tweaked: The Marid, Panther and Bobcat crew now need to lase targets to get their ranges
  • Tweaked: FCS-lead guns can only lead targets up to 100 kph 

 
The East Wind (potential spoilers) 

ENGINE 

  • Added: A new getForcedFlagTexture script command  

 
LAUNCHER 

  • Fixed: Game version was missing in the Options Menu
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24-03-2017
EXE rev. 141058
EXE rev. 141058
Size: ~493 MB (depends on Apex ownership)

 

DATA

  • Tweaked: End Game scenarios now use the updated Revive feature. It can be customized in the server settings. By default it requires a First Aid Kit or a Medikit and uses the 'Basic' incapacitation mode.
  • Added: Animations for wheels of locomotives and railroad cars, and lever and switch blades of railroad switches, for use by scripts (mainly the animateSource command). The names of animation sources can be found in config viewer (available in context menu in Eden Editor).
  • Tweaked: The flame of various missiles now starts in a more splendid way and properly disappears after the motor burns out
  • Added: The screen texture of mobile phones (Land_MobilePhone_smart_F and Land_MobilePhone_old_F) can now be adjusted in the Eden Editor attributes

 

ENGINE

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