Jump to content

Photo
- - - - -

Development Branch Changelog

alpha branch changelog development

  • This topic is locked This topic is locked
602 replies to this topic
Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#1

Posted 12 March 2013 - 17:03

In this thread we'll try to describe updates happening in the Development branch of Arma 3.

This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers.

Feel free to discuss the updates to this branch in the relevant thread.

12-03-2013

  • Cross-joining default and Development branch disabled in MP
  • Ifrit config class names changed to O_Ifrit_F and similar
  • Various artwork fixes and tweaks in materials, textures and passenger animations
  • Active Development branch is now indicated in the main menu
  • Showcase: Helicopters - little optimization and conversation timings
  • Various other showcase fixes
  • Multiple crash opportunities fixed
  • First tests of shadow improvements

Edited by DnA, 03 August 2015 - 11:18.

Bohemia Interactive
Arma 3 - Project Lead
Watch us, tweet us, poke us

Take On Helicopters - Project Lead
Take On Noisecontrollers!

Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#2

Posted 13 March 2013 - 20:33

13-03-2013
  • Versioning revised (0.50 for default and 0.51 for Development | was 0.11 yesterday)
  • attachTo repaired


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#3

Posted 15 March 2013 - 14:26

15-03-2013
  • Vehicle passenger animations should now be synchronized a little better (not fully fixed)
  • TRG iron-sights remodeled after feedback
  • Further support for custom skins on helmets for community
  • Compass and watch re-sized
  • Collimator sights are now default primary on combined optics (Ctrl + RMB is the default switch)
  • Camera shake on 6.5mm ammunition removed
  • Aiming of Rook pistol improved
  • DAGR and DAR missile tweaks
  • Server browser UI overlapping fixed in some places
  • Squad URL is no longer automatically upper-cased (and thus broken)

Edited by DnA, 15 March 2013 - 15:06.


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#4

Posted 19 March 2013 - 11:01

19-03-2013
  • Fish should be less inclined to travel on land.
  • Health effects system moved, renamed and reworked into functions.
  • Field Manual spelling mistakes fixed.
  • UAV module(s) temporarily removed / disabled for heavy maintenance.
  • Editor loading took long when using MX rifles - fixed

Bohemia Interactive
Arma 3 - Project Lead
Watch us, tweet us, poke us

Take On Helicopters - Project Lead
Take On Noisecontrollers!

Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#5

Posted 21 March 2013 - 17:53

21-03-2013
Staging the default branch update for tomorrow's deployment - changelog then

Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#6

Posted 22 March 2013 - 13:06

22-03-2013
Staging revealed showstoppers for default branch update, so we are postponing it beyond the weekend. Some hot-fixes deployed to Development branch:
  • Scenarios button now always available - to allow playing exported and downloaded scenarios.
  • Barrel physical properties fixed - they caused Showcase: Helicopters to potentially break.


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#7

Posted 26 March 2013 - 10:54

26-03-2013
  • Changes and fixes merged from Arma 2: Operation Arrowhead beta patches
  • Command 'stance' now returns more consistent values: "PRONE", "CROUCH" and "STAND"
  • Ifrit cargo pose added
  • Fixed: Sites are no longer placing patrol waypoints on water
  • Civilian Sites were disabled
  • Logo and tagline splash screens merged
  • Main menu game and version indicator could overlap
  • Added: Any mission with description.ext has now loading mission box with "Unknown" text
  • Added: Unknown author is now displayed also for maps
  • Fixed: Mission restart now resets reload counter
  • Added: Loading "continue" save will no longer raise the reload counter

Edited by DnA, 26 March 2013 - 13:50.


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#8

Posted 27 March 2013 - 11:12

27-03-2013
  • Correct countdown set for Dedicated Servers
  • Fixed - AI disembarking when moving to another vehicle position incorrectly


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#9

Posted 28 March 2013 - 10:37

28-03-2013
  • Text database clean-up in progress - may cause missing strings!
  • Fixed: RMB to equip did not work for binoculars
  • Fixed: Vehicle commander stepped optics zoom did not function correctly
  • Fixed: Mouse wheel camera movement is disabled when in map
  • Stratis terrain and object placement tweaks
  • Fixed: http://feedback.arma...iew.php?id=1903
  • Fixed: http://feedback.arma...iew.php?id=3837
  • Fixed: Mission failed had two debriefing screens

Edited by DnA, 28 March 2013 - 13:23.


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#10

Posted 29 March 2013 - 10:27

29-03-2013
  • Improved performance related to object instancing
  • Fixed: http://feedback.arma...iew.php?id=4189
  • Duplicate target icon in Ka60 Helmet-Mounted Display removed
  • MH-9 cargo capacity and get-in / get-out procedures improved
  • MH-9 textures and materials tuned


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#11

Posted 02 April 2013 - 09:37

02-04-2013


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#12

Posted 03 April 2013 - 09:23

03-04-2013
  • Various debugging scripting commands disabled for public versions (too powerful for cheating)
  • Fixed: http://feedback.arma...iew.php?id=1126 (speed of sound delay after shooting)
  • Fixed: http://feedback.arma...iew.php?id=5210 (synchronization of character rotation speed broken)
  • Fixed: remote destroyed wheels have now the right distance detection to the ground
  • Fixed: healing sound effects were endlessly looped
  • Ships are no longer automatically deleted after destruction (consistent with other vehicle types)
  • Helicopters should be less able to fly upside down without consequences
  • Fixed: terrain shadow computation
  • Fixed: http://feedback.arma...iew.php?id=5619
  • Various tweaks and improvements for buildings: House_Small01, House_Small02 and House_Small03


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#13

Posted 04 April 2013 - 09:37

04-04-2013
  • Fixed: AI no longer fires on targets it does not see (but which are reported by other group members)
  • Fixed: artifacts on water near shore when looking from high distance
  • Solved issues related to flickering optics
  • Fixed: http://feedback.arma...iew.php?id=6333 (EBR sight alignment)
  • Class changes / clean-up related to weapon attachments

  • paramedic likes this

Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#14

Posted 05 April 2013 - 09:25

05-04-2013
  • Larger string buffer for the format script command
  • Ifrit fire geometries tweaked
  • Continued class changes / clean-up related to weapon attachments
  • Fixed: http://feedback.arma...iew.php?id=6664
  • Configured destructible windows and fixed various things in military structures


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#15

Posted 08 April 2013 - 09:15

08-04-2013
  • Misc. tweaks to damage and fatigue post-processing feedback effects


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#16

Posted 09 April 2013 - 09:37

09-04-2013
EXE rev. 03854
  • Added: WIP of improved public debug console
  • Fixed: "Lose" ending no longer shows "Mission Completed" title
  • Fixed: Error icon is no longer shown for logics
  • Fixed: http://feedback.arma...iew.php?id=6719 (spelling error)
  • Fixed: "Respawn" button is no longer enabled in missions with respawn "NONE", "BIRD" or with missing respawn settings
  • Added: "respawnButton" parameter can now enable the button in respawn types which would normally disable it
  • Fixed: Reloading different magazine type could do nothing but remove the magazine
  • Fixed: various PhysX-related crash opportunities. Please let us know if you still encounter such crashes using this build (in case it contains relevant information in the crash message)


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#17

Posted 10 April 2013 - 12:29

10-04-2013
EXE rev. 03923
  • Version raised to 0.55 to prepare for the next default branch update
  • Fixed: Crash while moving binoculars from a corpse to a nearby crate
  • Fixed: Picture-in-Picture of ships and SDV drastically decreased framerate
  • Fixed: http://feedback.arma...iew.php?id=6881 (out of memory crash)
  • Many animation tweaks and fixes, highlights:
  • Rifle kneel sprinting fix
  • Rifle raised idling for AI fix
  • Pistol prone movement improvements
  • Rifle & pistol evasive move fixes (disabled optics)
  • Removed sway in prone adjust low
  • Pistol self healing
  • Improved surface diving animation
  • Improved pistol kneel sprint animation
  • Improved connection prone to sprint
  • Reloading in prone animation - fixed wrong duty value
  • Player could shoot a sidearm during the healing animation
  • Transition from prone to upright sprint while unarmed caused visual sliding
  • Fixed:http://feedback.arma...iew.php?id=3087 (fire geometry - wall)
  • Fixed incorrect topic selection after closing and reopening Field Manual


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#18

Posted 11 April 2013 - 12:45

11-04-2013
EXE rev. 103960
  • Alpha update pre-staging (full changelog coming with the SPOTREP)
  • Fixed: Crash while taking RPG Alamut from ground
  • Added: Fog improvements (WIP)

Opened a Development branch discussion thread. This thread could be used to discuss specifically things observed / found in the latest update to this branch (actual reporting still should go via Feedback Tracker though). Thanks!

Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#19

Posted 16 April 2013 - 11:38

16-04-2013
EXE rev. 04166
  • getFuelCargo, getAmmoCargo, getRepairCargo commands added
  • Fixes to serialization of particle emitters
  • Fixed: shoreline was not covered by fog properly
  • Correct vonCodecQuality is set now
  • Movement speed tweaking deployed for evaluation
  • Various little tweaks and fixes on common houses
  • Fixed: http://feedback.arma...view.php?id=802 (fuel station coloration after destruction)
  • Fixed: http://feedback.arma...iew.php?id=3333 (telephone pole collisions)
  • 12.7mm HMG Rate of Fire fixed
  • Tweaked missiles for AH-9 to be better used by AI
  • Adjusted DAGR locking cone and adjusted its AI characteristics
  • Fixed: http://feedback.arma...iew.php?id=6682 (MXM suppressor)


Thread Starter
dna
dna

    BI Developer

  • 1698 posts

#20

Posted 17 April 2013 - 10:17

17-04-2013
EXE rev. 04211
  • Known issue: Pop-up error about missing runway object
  • Fixed: Animation source gear for PhysX vehicles
  • Fixed: Ships are now using the correct Arma 3 gearbox
  • Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
  • Stratis bridges improved for characters and vehicles
  • Stratis environmental settings tweaked: lighting (night and underwater), fog, haze, colors




Also tagged with one or more of these keywords: alpha, branch, changelog, development