We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about a newly introduced feature Free Roam Building and Known Issues on our web.
0.9.7.91 Changelog Game
Added: Free Roam Building feature
Changed: Changed crack puddle sharpness for a bit more explicit puddles from detail textures
Changed: Moved the MG in compositions to make sure Players stand behind it rather than sit
Changed: Sorting is always set to default - behavior is now consistent across all browsers
Changed: Optimized usage of pathfinding component in AI movement
Tweaked: Position of context for open door action
Fixed: Color values in LightRunway_02 prefab
Fixed: AILimit counter condition when removing AI agents
Fixed: Fixed Arland time zone
Fixed: Wrong lighting on bunkers
Fixed: Streamed out friendlies appeared as unknown source in VoN display UI
Fixed: Combat ops - End screen only shows objectives that were completed while the player was connected
Fixed: Conflict - Wrong points color in HUD
Fixed: Coastal bases do not have Signal/antenna icons when missing range
Fixed: Spawning in Morton, added 2 bunkers
Fixed: Destroyed vehicles do not shut the engine down
Fixed: Incorrect keybind hint in tutorial stage 67
Fixed: Tutorial - Screen flickering upon scenario start
Fixed: Vehicles collide with grenades on the ground and can get stuck
Fixed: Cannot loot binoculars and compass from dead bodies
Fixed: Services in bases can be duplicated
Fixed: Updating mesh of every frame on supply trucks in conflict
Fixed: Players can get stuck on loading in deploy screen when deploying to remote locations and getting spawn killed
Fixed: Tutorial - Wrong waypoint position for bunker building stage
Fixed: Wristwatch was not being updated after dropping and picking up
Fixed: Entities were force-streamed to the client even when the editor was opened, but the mode that required streaming was not active
Fixed: Compression on flashlight overlay textures in the map changed from ColorHQCompression to DXTCompression to remove the artifacts
Fixed: Budgeting for stationary nodes with per connection streaming disabled
Fixed: Create permission record on the fly
Fixed: Conflict - Spawnpoint activation upon building an antenna in a base when all other conditions are already fulfilled
Fixed: Conflict - Spawnpoint activation upon connecting a base to the HQ radio network by capturing another base on the way
Fixed: UAZ wheels damage, misconfigured roof frame, and canvas
Fixed: HQ Tents should no longer use Medical crates. Morton spawn moved.
Fixed: A check is added to make sure that opened storage is still within the vicinity of the player
Fixed: Crash when looting dead character
Fixed: Engine not starting up reliably on high FPS
Fixed: Disappearing interaction in vehicle depots
Fixed: Conflict - No XP loss when causing a friendly fire from a turret
Fixed: Regenerated vehicle maintenance depots for Conflict and editable prefabs for new signs.
Fixed: Crash on shooting barbed wire
Modding
Added: Math3D::IntersectionSphereAABB API
Added: CharacterVicinityComponent::GetDiscoveryRadius API
Added: Workshop API to get unfinished download
Changed: Editor manager variable was not available in all events
Tweaked: Workbench - Resource manager - Anim file types enabled for being duplicated in addon
Fixed: Server events for mode activation and deactivation were not called in all situations
Fixed: When importing FBX from not loaded project error message
Fixed: When importing FBX check for it in all loaded Addon Projects
Fixed: Check if FBX is imported from not loaded project
Fixed: Error message when importing a model with wrong GUID and relative path
Scenario Framework
Added: ScenarioFramework - Mission header for CombatOps with the ability to set the number and type of tasks
Added: ScenarioFramework - Add Task Defend
Changed: Names of the classes of the SF components.
Tweaked: ScenarioFramework - Replacing obsolete GetTitleText() with GetTitle()
Tweaked: ScenarioFramework - Formatting of code to comply with set conventions
Fixed: ScenarioFramework - Exfil task is called move for clients
Fixed: ScenarioFramework - Multiplayer issues with SCR_CharacterTriggerEntity, improved exfil countdown, and further polished the feature
Fixed: ScenarioFramework - Randomized task generation issues that sometimes prevented tasks from being created
Xbox
Added: UGC privileges are now considered in custom group texts
Added: Group name/description now respects UGC and is also a friendly option
Added: View target user created content Xbox permission
Changed: Xbox mod storage has been increased to 20GB. Players on Xbox need to re-download all the mods.
Fixed: Avoid underflow of Xbox PLS space reservation
Fixed: XR-045 - Player with Blocked UGC privilege can see custom group names in deploy screen
Rendering
Added: Upper limit when computing offset to light cluster structure to avoid possible GPU crash
Fixed: Broken river flow-maps generating
Fixed: GPU crash due to page fault when accessing const buffer out of uploaded range
Fixed: GPU crash due to vertex buffers overwrite in particles system
Fixed: Rendering glitches on particles
Fixed: GPU crash, fog read from unset const buffer instead of the internal structure
Multiplayer
Fixed: Fixed rare case where reliable RPC sent once, followed by a constant stream of unreliable RPCs, may never be ACKed and gets resent constantly.
Fixed: It isn't possible to join a modded server with dependencies after the game restarts
Fixed: Rare case when sliding window ACK sending is blocked due to uninitialized RTT.
Fixed: High memory consumption on server - caused by replication stats
Workshop
Tweaked: Workshop checks for an invalid state to improve API stability
Tweaked: Improved download pause and resume stability
Tweaked: Prevent downloading a mod twice at the same time
Tweaked: Safety check on creating a http transfer
Fixed: IsEnabled didn't work correctly for local mods
Fixed: Mods from a different environment break update
Fixed: Race condition in request scheduling
Fixed: Deleting and re-downloading mod leads to a crash
Fixed: If the player deletes and re-downloads a mod, it is deleted after opening the workshop
Fixed: Mods in certain state after download can prevent game starting
Fixed: Crash on mod update on a Linux server
Fixed: Infinite addon update if patch is empty
Fixed: Pausing and resuming download results in failed addon data validation
Performance
Fixed: Items in arsenals had active physics
Free Roam Building
Changed: Free Roam Building activation limited to user action only
Changed: Virtual area shaders now inherit from VirtualArea.emat. Shader set to MatCommon base on discussion Base building area is now more transparent at the bottom and less towards the top. -
Changed: Made the virtual area gradient not transparent, just at the line of contact with the ground in building mode. This change doesn't affect other virtual area usages
Fixed: Provider can't be accessed outside of the provider range.
Fixed: Removing obsolete file
Fixed: Bases without HQ tents were missing a sign to initiate a Free Roam Building
Fixed: The missing sign at Chotain military base.
Year 2022 in Review
Attention soldiers,
The time has come to summarize the past year in Arma Reforger. From ups to downs, the changes, obstacles, fixes, additions, and everything that has happened. From the release of Early Access to the future of Arma. Thank you for being on this wild ride with us.
Read here ๐ https://reforger.armaplatform.com/news/review-2022
0.9.7.61 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST. Read about Known Issues on our web.
0.9.7.61 Changelog
Game
Added: EntitySlotInfo::OnAttachedEntity and EntitySlotInfo::OnDetachedEntity events
Fixed: Conflict - Reconnecting players should now always have the correct saved data applied
Fixed: BaseInventoryStorageComponent::GetOccupiedVolume is not taking additional volume into account (#T169255)
Fixed: GetClothByArea and IsAreaAvailable functions were not returning the correct slot when passing the parent type class as a parameter
Fixed: SetAdditionalWeight and SetAdditionalVolume were not reliable RPC
Fixed: Unable to switch items in both hands after mashing the number keys, caused by gadget show/hide animations getting stuck
Fixed: AI should no longer spawn inside a tent
Fixed: Removing an item from the quick slot with the gamepad resulted in an item slot stretched across the screen
Fixed: Spawning on bases with no reverse signal (cannot reach HQ back)
Fixed: Input: filter preset from/to combo user binding
Combat Ops
Added: ScenarioFramework - Trigger notifications, expanded logic, and implementation to CombatOps Exfil point
Added: Task Kill
Added: ScenarioFramework - Waypoints for Task Kill
Added: ScenarioFramework - Settings for the maximal number of tasks that can be generated
Added: Kill hvt task, with hvt soldier classname placeholder
Added: Music when extractions starts, some compositions into tents
Added: CombatOps - Task Kill to all viable areas
Added: Finished Tasks list
Added: ScenarioFramework - Proper end screen based on completed tasks and new logic counter features for easier workflow
Tweaked: SCR_PopupNotification refactor
Tweaked: ScenarioFramework - Minor fixes for the exfil trigger and addition of countdown to CharacterTriggerEntity
Tweaked: Exfil trigger countdown notifications, play sound during countdown and removed obsolete ALL_PLAYERS since we have a percentage slider for PLAYER activation
Tweaked: ScenarioFramework - Random Percent default value set to 100 as it caused improper spawning chance
Tweaked: ScenarioFramework - End screen formatting improvements
Fixed: Broken merge of CombatOps_Arland_Areas.layer causing some layers not to be created
Fixed: SCR_PopupNotification progress bar timer setup
Fixed: SCR_PopupNotification filter reset
Fixed: ScenarioFramework - Exfil trigger was not properly decreasing counter and tweaked notification spam
Fixed: ScenarioFramework - Edge case for delivering intel task trigger not being correctly assigned which prevented completing the task and icon relocation on the map
Fixed: ScenarioFramework - Seeking existing object could not properly retrieve ResourceName of the StaticModelEntity which caused Task Destroy not to register Antenna
Fixed: The turning animation keeps playing after turning right
Fixed: CombatOps - m_iExtractionCounter attribute was still present even though it was removed from the prefab
Fixed: Debug spheres in combat ops
Removed: ScenarioFramework - Obsolete extraction counter that is not utilized
Game Master
Fixed: Spawn occupants could still be called with shortcuts potentially causing a budget overflow
Fixed: When respawn menu was opened while the player list was visible, it prevented the player list from being opened in respawn menu
Multiplayer
Fixed: Excessive preload requests could lock the player on respawn loading screen
Fixed: Updating addons on the Linux server could fail due to the wrong path
Workshop
Fixed: Workshop deleting of local mods and mods from different backend environments
Backend
Added: Backend - Experimental feature allows us to fix issues with incorrect player counts in the Server Browser.
Fixed: Backend - Server Crash when player disappears during auth.
Stability
Added: Crash Reporter - Crash unique GUID being logged
Fixed: Crash when reading specific JSON files
Fixed: Crash when adding HierarchicalParametricMaterialInstanceComponent on an entity.
Fixed: Crash when starting ragdoll with a weapon in hand that doesn't have a physics component
Fixed: Crash in AIWeaponTargetSelector caused by a null pointer
Fixed: Crash in AIInventoryCache which was probably caused by dangling callback
Fixed: Crash on Game cleanup due to a missing null check.
Enfusion Blender Tools
Tweaked: The P3D import dialog now informs the user if Workbench with net API enabled is running, which is necessary for the proper P3D import process
Added: New properties to EBT -> Export -> FBX window
Reminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.
COMRAD #7
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
0.9.7.53 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.7.53 Changelog
Game
Added: Conflict - Client data can now be re-applied after server restart
Fixed: ScenarioFramework - Title and description for task notifications are not properly updated when overriding default values
Fixed: Conflict - Wrong capture point count when resuming a scenario
Fixed: Conflict - No longer possible to build already built structures when resuming a scenario
Fixed: Conflict - Wrong faction variants of buildings spawned when resuming a scenario
Fixed: Scenario menu inputs - double click = Play or Continue, Join and Restart has now different actions on the controller
Fixed: Conflict - When resuming a scenario, the HQ composition would be spawned on a random starting point as well as on the proper HQ
Fixed: Conflict - Incorrect amount of supplies restored in bases with supply depots
Fixed: When possessing AI in GameMaster, the head of AI would not always disappear in first person
Fixed: Missing structures when resuming a scenario with prebuilt compositions
Fixed: ScenarioFramework - The message about finishing the objective is shown incorrectly
Fixed: Conflict - Missing spawnpoints in small scenarios
Changed: Disabled spawn occupants in the vehicle (context action in GM) until a proper fix can be made
Tweaked: Fragmentation damage
Stability
Fixed: Crash when saving loadout
Fixed: Make loadouts area type safer and not crash when not setup
Fixed: Race condition causing crash on aborting download
Fixed: Potential crash in WeaponComponent::GetSightsTransformation
Fixed: Possible crash in AI abort defend waypoint
Fixed: Possible AI Crash in RequestAction
Multiplayer
Fixed: If a player tries to reconnect during their ban duration they wonโt be able to rejoin the server even after the ban expires resulting in a connection failure.
Fixed: Backend - Crash related to auth fail and kick during player reconnect
Fixed: Possible stall and kick when streaming of replicated objects merges multiple hierarchies
Fixed: Possible stall during JIP if some nodes didnโt have a parent on the server
Fixed: Possible continuous Room removal process
Fixed: Marking BEServer_x64.cfg as userconfig, so Steam wonโt redownload it
0.9.7.48 Update
Attention soldiers,
We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.
0.9.7.48 Changelog
Game
Added: Custom arsenal into Combat Ops and the possibility to save loadout and spawn with it
Fixed: Weapon unequippable after being slung and then moved in inventory to a different slot
Fixed: ScenarioFramework Deliver Intel glitch can cause the Exfil task to appear
Fixed: Game slowdown caused by shooting into water bodies (ponds, lakes, rivers), fixes incorrect behavior of water impact particles
Fixed: Script error when entering a turret compartment with an empty weapon slot
Fixed: Conflict: Wrong assets spawned around relay towers
Fixed: Leaning not replicated properly
Fixed: Character state stayed modified even after the item in hand was deleted
Stability
Fixed: Backend Crash when the player is removed during authentication
Fixed: Crash when the inheritance of unrelated classes, fixes crash on modded loadouts
Fixed: Crash when there is a type mismatch in BTNode inputs
Fixed: Crash on ResetVehicle not handling missing entity
Fixed: Memory leak in the scripted camera
Fixed: Crash in audio caused by delays
Fixed: Crash when BaseLoadoutClothComponent's area type is not set
Fixed: Memory leak when server shutdowns immediately after creation
Fixed: Crash because HelicopterControllerComponent doesn't perform validity check when running simulation
Enfusion Blender Tools
Changed: Any game data processing is now done via Workbench Bridge, following are the features that require running a version of Workbench (Operator's/Property's description contains a warning too):
Model Quality Assurance(only if " 'usage' Property " is checked)
Changed: Model Quality Assurance now uses Geometry Nodes setup to visually indicate invalid geometry(see "Invalid Topology" Collection)
Changed: New TXA export interface
Better general look - no longer need to expand the right panel to see parameters
Export profiles & diff poses are reliably stored in the file itself
Ability to search through export profiles and diff poses
Tweaked: Significant improvement to TXA exporter speed while exporting more complex actions
Fixed: Exporting of weapon IK poses
COMRAD #6
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We've got another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
Dev Report #15
Attention soldiers,
In our fifteenth Dev Report, we'll discuss the recent 0.9.7 milestone Ground Support, some of its features, and our upcoming plans leading into the next year and beyond.
Read more here ๐ https://reforger.armaplatform.com/news/dev-report-15
Ground Support
Attention soldiers,
Ground Support is on! We're going to update the game today, December 1st. There will be server downtime between 12:00 - 15:00 CEST. Read about the milestone update and features on our website.
0.9.7.41 Changelog
Assets
Added: Arland terrain
Added: Arland specific buildings
Added: 4ร20 Carry Handle Scope for M16 rifles
Added: Combat Ops scenario
Added: Sa-58P and Sa-58V 7.62x39 assault rifles
Added: Airport signs & lights
Added: Color variants to structures & buildings
Added: Everon Airport sign on top of its hangar
Tweaked: UAZ469 now uses split wheels, doors, roof frame, and roof canvas
Fixed: Transmitter station fixed
Game
Added: Grouping of hitzones in damage and healing logic, an overhaul of bleeding, rework of the structure of consumable items, fixing of healing and bleeding characters from GM, and removing of redundant hitzones
Added: Switching between first-person and third-person cameras now cancels ADS
Added: It is now possible to use healing items in a vehicle
Added: Weapon inspection X raise weapon X ADS actions now interact with each other correctly
Added: Manual gearbox - Gameplay option for Driving Assistance
Added: Inspected gadgets now support user actions as intended
Added: When one vote is ongoing (not more, not less), holding 'P' will instantly cast a vote for it. Pressing 'P' can still be used to open the player list and vote there
Added: New animations and animation graph for the Russian radio_R148 with inspection
Added: Flattening of grass under weapon at lower stances
Added: Rebindable action for putting away currently selected item, also available while driving a vehicle - by default bound to DPad Right
Added: Radial menu for quick slots 5-10 on the gamepad, controlled with Right Thumb Stick
Added: RGD-5 fuze pop sounds
Added: Magazine weights are now calculated dynamically, based on the weight and quantity of individual cartridges
Added: Direction indicator is now shown when rotating an entity in Game Master
Added: Antenna now has cost of building now
Added: Separated combobox (selection drop-down list) for players' management menus
Added: Hover over hitzone hint in the inventory
Added: Medical crates are back in HQ tents
Added: The voting countdown is now broadcasted to clients, so it can later be shown in notifications
Added: Additional variants of M151A2, M998, M1025 added to US vehicle configs
Added: Instant vote keyhint on sticky notification
Added: Radial menu for quick slots 5-10 on a gamepad, controlled with Right Thumb Stick
Added: Previous/Next page keybinds to the controls menu
Added: Weapon scopes to arsenals
Changed: Character will play sit-down/stand-up animations when entering compartments without animations
Changed: Character magazine reload restricted during item inspection
Changed: Improved flashlight control hints
Changed: Action CharacterDropItem available while in the quick bar
Changed: Slightly enlarged capacity of all trousers. US and Soviet soldiers now have two bandages
Changed: Updated UI sounds in Inventory
Changed: Right Thumb Stick Single Click toggles freelook, Right Thumb Stick Hold triggers Focus instead of Freelook while not driving
Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumb stick
Changed: Players can now vote to kick only a player of the same faction. This should prevent enemies from exploiting this to kick the enemy team, and also lowers the limit for a successful vote, as the number of votes is now evaluated only based on the number of players in the faction
Changed: Factions in Game Master are now in order US - USSR - FIA instead of US - FIA - USSR
Changed: FIA soldiers rearmed from AK-74 assault rifles to VZ-58 assault rifles
Changed: Level of details selection algorithm was tweaked for transitions to be less visible
Changed: Perception settings for AI so they see better during the night
Changed: Persistent braking behavior
Changed: Disabled AO on vegetation billboards, tweaked wetness on forest surface and wheat clutter
Changed: Set post-process anti-aliasing OFF on ULTRA PC graphics preset. It was blurring otherwise already anti-aliased image by MSAA 4x
Changed: Content of PlayMenu updated for 0.97 to feature Combat Ops and 3 recommended missions
Changed: Stationary character now does no checks if nearby collision objects are static and only a few needed ones when there is a non-static collision object
Changed: CharacterLiftWeapon action changed from LMB to C and can now be rebound in the keybinding menu under Weapon
Changed: Invalidation of render target shadow context
Changed: To/from GP25 plays foley sounds now
Tweaked: Entering ADS now cancels freelook
Tweaked: Reduced occlusion of smoke grenades, meaning that AIs will see better through smoke
Tweaked: Refactored AI behaviors to move from danger (running from a grenade, incoming vehicle, vehicle horn)
Tweaked: Audio of weapon inspection
Tweaked: Sounds of rolling with different equipment
Tweaked: Head bob for sniper rifles when in ADS so the scope doesn't get crazy misalignment values
Tweaked: Moved sight switching combo to Ctrl+RMB and RB + Left Thumb Click on a gamepad to prevent collision with firemode switching during ADS
Tweaked: The kick threshold changed to 0.3 (the option for selection of only one faction will be added in the future)
Tweaked: Weapon "default" radiuses to ensure reliable picking up
Tweaked: Set CarShift input filtering to click to prevent gearbox state machine failure during the COUPLING state
Tweaked: Mouse aiming vertical sensitivity set to the same as horizontal
Tweaked: Slightly increased vehicle steering speed while stationary
Tweaked: Tripod rotation speeds
Tweaked: Increased spawn point default spawn radius
Tweaked: Shortened vehicle burn time by 33%
Tweaked: Explosive damage rebalance
Tweaked: Control hints for manual gearbox
Tweaked: Gamepad aiming speeds for characters and turrets
Tweaked: Third-person camera in vehicles
Tweaked: Colors of rain
Fixed: Manually loaded ammo doesn't appear on weapon storage in the inventory UI
Fixed: Hands pose properly refreshed after inspection
Fixed: Magazines now go into inventory if the weapon is dropped during reload unexpectedly, instead of staying in the character's hand
Fixed: Canceling of item actions by jump and stance change
Fixed: Safety doesn't work on weapons that don't have it. Safety now stays engaged if switching to a lowered weapon
Fixed: Sonic crack sound might have played when the projectile was subsonic
Fixed: Sprint suppressing now doesn't cancel toggle sprint. Should also fix AI not being able to sprint after the reload
Fixed: AI wasn't able to operate the hummer turret
Fixed: AI BTR turret operator can't see enemies
Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered as teamkills for example
Fixed: AI soldiers didn't try to escape a vehicle that was driving backward at them
Fixed: Running over players with a vehicle now properly sets instigators
Fixed: Explosions now consider occlusions of hitzones
Fixed: Explosion damage and Fragmentation damage now approximate the area of hitzones
Fixed: AI soldiers constantly switching between two rifle magazines if they have different prefabs but the same score
Fixed: Trunk can be accessed from the vicinity of destroyed vehicles
Fixed: Crash when killing AI
Fixed: Weapons and gadgets are properly dropped
Fixed: Weapons were firing slowly
Fixed: Vehicle horn off input action generated unnecessarily when entering a vehicle
Fixed: Disappearing rocket during reloading in MP
Fixed: Backpacks and weapons are properly hidden when equipped during switching seats
Fixed: Weapon/item inspection won't continue during melee attack(s)
Fixed: Grenade can now be switched to another weapon when it is being aimed
Fixed: When selecting a weapon, AI was ignoring the weapon if it had a loaded magazine without any magazines in inventory
Fixed: Can't enter into ADS after removing M21 scope
Fixed: Changing stance will now cancel bandaging properly, and not cancel inspection if it isn't needed
Fixed: ADS being on when entering the turret whose previous operator had ADS enabled when leaving it
Fixed: ADS state for turrets wasn't set properly after reloading
Fixed: Weapon inspection should suppress gestures as intended
Fixed: Turret base movement sounds sometimes got stuck on clients
Fixed: Weapon obstruction properties would ignore the aim angles limit set in the aiming component
Fixed: Server browser server mod loading
Fixed: Player didn't respawn when the deploy button was toggled
Fixed: Controls - Gamepad - Player is unable to toggle 3PV camera with Binoculars/Compass/Wristwatch
Fixed: Input sensitivity during weapon obstruction with optic sights should no longer be reduced
Fixed: Persistent ADS will make the camera persist in 1pv during jumps and other actions in 3pv while ADS is active
Fixed: Content of blouse and trousers wasn't saved/loaded for player saved loadouts
Fixed: Invalid ADS camera behavior during jump transition(s)
Fixed: Magazine loaded in turrets disappears after some time
Fixed: Pinged position or entity is now indicated on the edge of the screen when it's outside of the view
Fixed: Waypoints and objectives issued using Alt+RMB are now always placed on terrain, never on entities (e.g., trees). That should prevent them from floating in the air when it's not desired
Fixed: While transforming an entity in Game Master, hovering over a slot, rotating the entity, and unsnapping it from the slot again reverted its rotation
Fixed: It's no longer to Shift+LMB drag rotate an entity directly from the entity list in the bottom right, as it didn't make sense
Fixed: Sight switching action didn't work
Fixed: When respawning on a radio operator who is in the building, the chosen position was always outside of the building. Now it will try to search for suitable positions inside
Fixed: AI was able to complete the "Move" objective
Fixed: No more headless clients when dying during third-person weapon ADS
Fixed: Clicking on the trait icon within the entity card in the entity browser didn't do anything. Now it behaves as if clicked anywhere else on the card
Fixed: Server crash on player reconnect
Fixed: Improved MT safety of physics regarding the character controller
Fixed: Blur persisting after unconsciousness is removed. Also, the heartbeat after death is no longer audible
Fixed: Displaying of selection button in group and player entries
Fixed: Groups and player entries should now have the right visuals
Fixed: Player options should display a vote warning when voting for a player was started
Fixed: Crash related to delayed execution of a gadget task when streaming a character in
Fixed: RPG rocket disappears if detached while no suitable inventory space is available
Fixed: Crash when reloading without mag to inventory
Fixed: Spamming deployment could spawn a player multiple times when lagging
Fixed: Disconnected players will now stop moving (or stop the vehicle if driving)
Fixed: WeaponRaised and ADS streaming desync
Fixed: Client VoN crash caused by invalid PlayerId at the edge of character lifetime
Fixed: Character can press space while swimming which leads to him being stuck in a broken freelook
Fixed: Server browser mod details are now loaded even if mods were previously loaded in the Workshop
Fixed: Campaign - Request timer triggers even when a vehicle isn't spawned because of obstruction
Fixed: Preload placeholder stayed on screen upon reconnecting to a server in some cases
Fixed: Vehicle order in Request action at depots
Fixed: Controls hints priority sorting
Fixed: Possible fix for incorrect player count shown in the faction selection menu
Fixed: Make the deactivation threshold works with any input filter
Fixed: Bar gates should now perform a slightly more precise check for blocking obstacles (OBB instead of AABB check)
Fixed: Further strong references replaced with weak ones when creating JobManager tasks + other related issues fixes
Fixed: Replacing a dead gunner that was shooting will no longer result in automatically firing
Fixed: Characters sometimes would be "undead" if they got healed after dying
Fixed: If "Tab + X" is pressed to drop items from the quick bar, the character also switches stance
Fixed: Tripod rotation limits reduced to fix arm stretching on tripods
Fixed: Players spawning on the same spot when spawning on the spawn point group
Fixed: Gadgets improperly set to the ground mode when unequipped while still in a compartment
Fixed: Grenades are now hidden when holstered properly (before they just clipped inside the body but stayed visible)
Fixed: Direction and Normal was vector.Zero during melee
Fixed: BTR no longer shoots itself on the move
Fixed: Signals not updated after a vehicle gets destroyed (e.g. the engine sound keeps playing)
Fixed: Couldn't focus on items opened traverse storages via gamepad
Fixed: PIP scope input speed scaling
Fixed: Removed open and inspect actions from arsenal weapons/backpacks
Fixed: Jumping off a ladder from the lowest bar, or from a tilted ladder, causes the character to get stuck in the falling animation
Fixed: Removing sights result in undefined behavior and can crash the game at any point
Fixed: Can't reload M1025 turret
Fixed: 2DMap - Crash when Rasterizing Areas at terrain edges
Fixed: Crash possible when performing jobs in JobManager and the entity associated with the job disappears
Fixed: Editable entities with occluders have been removed as they can't be properly updated after editing
Fixed: Some garage doors wouldn't collide with vehicles
Fixed: PKT gunner stance
Fixed: Right lean adjustment on the gamepad was too sensitive
Fixed: ScenarioFramework - Triggers now properly account for all players that are currently in-game
Fixed: FOV sliders not working properly
Fixed: Removed callqueue calls for respawn and spawn music, which caused a crash when the player quickly disconnects or gets kicked
Fixed: Incorrect usage of soundComponent. Terminate and audio handles on vehicles
Fixed: VoN - Audio signals not set for streamed out characters
Fixed: Possible crash on multithread racing condition in physics of characters
Fixed: Possible crash when AI is using doors which gets deleted
Fixed: Memory leak when a player is kicked mid-joining
Fixed: Crash on preloading entities without a model
Fixed: Backend - Crash of server when a certain combination of kicked player reconnection happened
Fixed: User action aggregation broke sorting order within the user action context
Fixed: After getting banned for friendly fire, it was impossible to reconnect even after the #unban command was used
Fixed: Admin bans should now persist between reconnects
Fixed: Server browser BattlEye and player filters
Fixed: Cloud shadows: fixed cloud shadows disappearing near sunset/sunrise
Fixed: Clouds: fixed clouds haze not matching with distance fog
Fixed: Sun not correctly hidden behind clouds 2D plane at the horizon
Removed: CharacterWeaponBipod action as it is currently unused
Xbox
Changed: Added the first iteration of overall performance-oriented graphics presets for Xbox Series S/X
Changed: Turn off connection reuse on Xbox
Changed: Lockhart has forced static 1440 resolution, Anaconda 2160
Changed: MSAA and 1080p target resolution on Xbox Series S
Changed: Disabled FSR for 30FPS mode for Xbox Series S
Fixed: Possible crash after leaving a modded scenario
Fixed: Mouse & keyboard fixes
Fixed: Unable to select primary weapon, compass, or watch while the gadget is held
Fixed: Keyboard disconnecting problems on Xbox
Multiplayer
Added: In-game server hosting on PC allowing generating server config files and hosting listen server
Changed: Remote vehicles start with their physics off
Changed: Swimming and sliding commands made available for local replay
Changed: Further vehicle animation states are simulated locally now (steering, throttle, clutch, etc.)
Changed: Use unreliable RPL channel for Voice over Net (VoN)
Fixed: Physics velocity not updating on remote proxies
Fixed: Final transformation of items now consistent between running instances (replicated)
Fixed: Weapon fire desync after reconnecting
Fixed: Proper replication of dropping a weapon
Fixed: Old values of movement, lean, and stance change not updating properly
Fixed: Turrets get desync when a client exits them and another enters
Tweaked: Item actions traffic
Tweaked: Controller inputs delta compression
Tweaked: Character shared variables traffic optimization
Tweaked: Delta compression for PhysAgent orientation
Tweaked: Animgraph streaming traffic optimization
Game Master
Added: Game Master health settings for global scenario properties
Added: Game Masters that don't have admin rights can now remove their Game Master right which allows them to become a normal player again
Added: Game Master can now choose passengers of vehicles by means of a context action
Added: Game Master gained the ability to quickly fill vehicles with Crew and Passengers by means of a context action
Changed: Game Master Entity browser trait filters no longer require all filters to match in order for entities to be displayed
Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu action shortcuts are no longer available
Changed: Game Master health settings for characters' scenario properties
Fixed: Double cursor would sometimes appear in the Game Master map
Fixed: Missing control hints for the Game Master
Fixed: Game Master camera wasn't shown on the map
Fixed: "Resupply" context action in Game Master didn't work on other players
Fixed: "Save loadout" action on Arsenal boxes is no longer available for AI soldiers that Game Master took control over
Fixed: Hiding the Game Master interface made the map disappear as well
Modding
Added: New tutorial for the Scenario Framework
Added: Compositions for tutorial framework scenario
Added: Ability to attach sights on sights (e.g. RMR on top of ACOG)
Added: Inventory operations can also be executed on the server now
Added: Workbench: ScriptAPI: AnimExporter API added
Added: Visualization of animation channel in the preview window
Added: Undo/redo system in Behavior Editor
Added: ScriptAPI: float.INFINITY
Added: World editor - An action to copy entity name to clipboard
Added: Rivers/Ponds use as default the global "terrain" probe
Added: New ragdoll definition
Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
Added: World editor - "Expand/Collapse all" functionality in the Hierarchy window
Added: Documentation for IntersectionSphereRay + calculation explanation
Added: BT editor, runtime trees inheriting breakpoints from editor tree
Added: Add moddable intermediate class between BaseInventoryStorageComponent and child classes
Added: BaseTarget.GetTimeLastSeen script getter
Added: Hitzones can now bypass area computation and provide their own
Added: Script API BaseTarget.UpdateLastSeenPosition(). Game.PerceptionManager(). PerceptionManager.GetTime()
Added: CharacterControllerComponent::TryEquipRightHandItem can now take new equip type EEQuipTypeSlinged, which puts the weapon on a sling
Added: Weapons can now limit in which stance range they can be used and lowered/raised/ADS
Added: Possibility to implement custom vicinity visibility behavior
Added: Possibility to set a custom lock on InventoryItemComponent
Added: OnWeaponDropped and OnItemDroppedFromLeftHand events to game code and script
Added: TryUseEquippedItem is now changed to TryUseItem and can be called on a currently equipped gadget, or any weapon (both in the character's ownership as well as outside of it, such as mines already placed on the ground)
Added: TryUseItem now accepts additional arguments to allow the caller to specify the int and float arguments passed when calling the command
Added: Added a new function to set the ammo count of a magazine
Added: GetHandBrake method to script API
Added: Expose the function BaseLightSlot::GetLightEntity to the script
Added: TryUseEquippedItem can now be used to also call animations on the current weapon
Added: "Allow Jumping" property to CharacterModifierAttributes, handled jump request interruption when jumping is suppressed by held item
Added: BaseTarget.GetPerceivableComponent script getter (required for new AI aiming based on AimPoints)
Added: 2Dmap - New descriptor type MDT_CURPOS/ Current Position
Added: WeaponAttachmentAttributes::GetAttachmentType function to script
Added: SCR_UniversalInventoryStorageComponent::GetMaxLoad function to be able to know how much weight a storage can carry
Added: ShouldShowInInspection property and function to AttachmentSlotComponent
Added: Script API for camera field of view scalar
Added: Add the ability to adjust the weight and volume of items in the script
Added: InventoryItemComponent::OnParentSlotChanged event has been added to know when a slot has been changed on a specific item
Added: Terrain tool 2D map for tile locking and ownership
Added: Facilities for per-sight zero generator
Added: OnWeaponChangeComplete and onWeaponChangeStarted invokers
Changed: ScriptAPI: WorldEditorAPI.TraceWorldPos improved, now returns also a pointer to a hit entity
Changed: Refactor of AI Movement, Removed: AIBaseSteeringComponent, Added: AITaskSetPathfindingFilters. Removed: AIAnimalMovementComponent, AIBallMovementComponent
Changed: Mesh preview colliders page reworked
Changed: World Editor - Edit improvements of coordinates/angles properties through a gizmo
Changed: WeatherTool: Changed Live Edit behavior, now, manipulating the graph won't change the time of day when disabled, however, the weather will still be updated
Changed: Create navmesh on sea level instead of seabed
Changed: ProcAnim Editor - Will now Reset view on loading of model and set default distance on startup
Changed: Input: IsGamepad event added
Changed: Audio Editor - Modified signal/mixer button to only allow for opening existing files. Fixes issues in the public/retail version of the audio editor as well as opening read-only files
Changed: Workbench: TerrainEditor: increased brush size and strength
Changed: Loadout rework. Using a class instead of an enum
Changed: TryUseEquippedItem and TryUseEquippedItemOverrideParams now have two new parameters. One requires the caller to specify if they want to call the action on the current weapon, or the current gadget. The other one allows the caller explicitly disable character movement during the action
Changed: OnItemUseCompleted invoker is now renamed to OnItemUseEnded and gets invoked both when the action is completed as well as when it is canceled. Registered callbacks can use the new 'successful' parameter to distinguish these two situations
Fixed: World Editor - Unnaccessible menu item "Save prefabs with options" in prefab edit mode
Fixed: ScriptCompiler: Template class with attributes crash fix
Fixed: Atmosphere: fixed sun incorrectly casting shadows while under the horizon
Fixed: ScriptCompiler: Member vs global method call resolving
Fixed: Animating colliders in Anim Editor
Fixed: Config editor - Disabled when game scripts aren't successfully compiled
Fixed: Animation Editor file selection window should show ANM files only
Fixed: ProcAnim - Procedural animations are now properly precompiled again, removed a redundant check that skipped compilation in the editor
Fixed: ProcAnimEditor - Procanim, preventing errors in new file creation in public/retail
Fixed: Workbench: TerrainEditor: reduced lag on the first click during sculpt
Fixed: Tripod turns now uses command params instead of the TurnAmount variable
Fixed: FindEntityByID crash
Fixed: Oversight naming conflict of cameraData in ADS camera (Thanks GlutenFreeVapes for the report)
Fixed: SCR_NavigationBarUI is now more mod friendly
Fixed: TracePosition didn't call filter callback
Fixed: VME in SCR_EquipClothAction when checking if the equip cloth action can be performed
Fixed: EntitySlotInfo::AttachEntity has now the correct return type
Fixed: Repeater BTnode behavior
Fixed: Some classes didn't have his scripted attributes loaded correctly
Fixed: Retrieving UIInfo instances via prefab source data returns null
Fixed: Logout wasn't working in Workbench
Fixed: Crash with modded PlayerMenuEntries.conf
Fixed: SCR_StringWrapper renamed to SCR_WaypointSet
Fixed: Fixed the replication race condition in OnItemUseEnded, where the server would delete an entity on clients before RPCing the function on them. SCR_OnItemUseEnded now gets called on clients too
Fixed: Opening ghost preview in Workbench without World Editor opened could result in a crash
Removed: GetLookAtAngularVelocity method
Removed: Removed dead code - CharacterControllerComponent::GetPlayGesture() and PLAYGESTURE InputFlag
Exposed GetRelativeWaterLevel function on CommandHandler
Dev Report #14
Attention soldiers,
Our latest Dev Report will inform you about all that has happened in the last month. From the release of 0.9.6 Stable and Experimental updates, through server renaming and disabling the private options in the Workshop, to our latest news and plans. We even have a few sneak peeks of our next big thing - the first Milestone update.
Read more here ๐ https://reforger.armaplatform.com/news/dev-report-14