Arma Reforger cover
Arma Reforger screenshot
PC Series X Steam
Genre: Shooter, Simulator, Strategy, Tactical

Arma Reforger

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!

Discover more here ๐Ÿ‘‡
https://reforger.armaplatform.com/news/comrad-7

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 wonโ€™t 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 didnโ€™t have a parent on the server
  • Fixed: Possible continuous Room removal process
  • Fixed: Marking BEServer_x64.cfg as userconfig, so Steam wonโ€™t 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
  • Added: Conflict - MP serialization, client data (stored faction & rank)
  • Fixed: Login dialog password obfuscation
  • Fixed: Explosions are now traced against the center of mass, not the origin
  • Fixed: Explosions would not be blocked by walls
  • Tweaked: Damage computation for explosions
  • Tweaked: 2D Map - Update default values on Rasterization export
  • Fixed: Avoid swapping AI movement components if the controlled entity is a player
  • Fixed: Gamepad usage of GadgetMap (DPad Right + B) does not prevent GetOut action
  • Fixed: ScenarioFramework - Task notification pop-up duplication when someone assigns/unassigns task
  • Fixed: Missing penalty component to CombatOps
  • 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):
  • TXA export
  • Enfusion materials import(Enfusion Tools โ†’ Import โ†’ FBX)
  • FBX export(Enfusion Tools โ†’ Exportโ†’ FBX)
  • Colliders Setup
  • 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!

Discover more here ๐Ÿ‘‡
https://reforger.armaplatform.com/news/comrad-6

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 ๐Ÿ‘‡
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: 4ร—20 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 ๐Ÿ‘‡
https://reforger.armaplatform.com/news/dev-report-14

0.9.6.64 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.

0.9.6.64 Changelog


  • Fixed: Misaligned and mispositioned zeroing setup for M60 and RPG
  • Fixed: Player penalty system not registering some of the kills
  • Fixed: Script leaks cleanup when compilation failed during OnAfterCompileScripts event
  • Fixed: Missing ocean underwater PP for PIP sights
  • Fixed: Tutorial - No available spawnpoint after resuming the scenario
  • Fixed: Tutorial - Blinking map in deploy screen
  • Tweaked: Normals on RPG ironsights
  • Tweaked: Character should no longer be able to prone or roll into the water
  • Tweaked: Character roll while prone only when input is over 50%
  • Changed: Analytics - Disabled playerSpawn + playerScore + playerDie events
  • Added: Grass should be flattened in vehicles for passengers and shouldn't clip the vehicles

0.9.6.60 Update

Attention soldiers,

We're going to update the game today, expect server downtime between 12:00 - 15:00 CEST.

0.9.6.60 Changelog


  • Fixed: 2D scopes persisting after death
  • Fixed: Conflict - Radio boxes missing in HQ office buildings
  • Fixed: Crash when a destructible entity would get destroyed too soon
  • Fixed: Possible crash on character init possible if animations data is improper
  • Fixed: Crash on detaching weapon
  • Fixed: BaseLightManagerComponent reading past its buffer boundaries (happens with wrecked vehicles)
  • Fixed: Crash when animating a door with BoneAnimated animation type without an animated mesh object
  • Fixed: Registering kills when both the victim and the instigator were inside the same vehicle
  • Fixed: Inability to construct Heavy Vehicle Depot on the Soviet side
  • Fixed: Some airport lights were too bright
  • Fixed: M203 and GP25 zeroing position
  • Fixed: Memory leak on dedicated server related to widgets
  • Fixed: Focus in freelook by moving sight switching combo to Ctrl+RMB and RB + Left Trigger on gamepad
  • Fixed: Improved door network synchronization
  • Fixed: CarControllerInputs not default initialized possibly leading to unpredictable results
  • Fixed: Crash when interrupting weapon switching
  • Changed: Polished search lights for Uaz and Ural
  • Tweaked: Don't animate door physics in the resource browser
  • Removed: Weapon inspection rotate keybind that had no function

0.9.6 Stable

Attention soldiers,

We're going to update the game today, October 20th. There will be server downtime between 12:00 - 15:00 CEST. Look at the list of features with descriptions on our website.

Arma Reforger Changelog 0.9.6.56

Assets

  • Added: Prone roll animations (default key Q/E)
  • Added: Adjusted lower crouch stance, controllable with Ctrl+Mouse Scroll
  • Added: Weapon inspection animations instead of IKpose
  • Added: New poses for U.S. Army bandage
  • Added: Unfolding of M16 M203 sights
  • Added: Brake/collision reaction animations for characters in vehicles
  • Added: Animated internal parts to the BTR turret
  • Changed: New animations for flat top ladder
  • Changed: Boonie model was remade from scratch
  • Tweaked: Character locomotion animations
  • Tweaked: Grenade usage animations
  • Tweaked: Hands and arms poses for various weapons
  • Tweaked: Jump animations
  • Tweaked: Reload animations for sniper rifles
  • Tweaked: Death animations
  • Tweaked: Polished swimming animations
  • Fixed: Various fixes and improvements to buildings
  • Fixed: Various typos in road signs and other text assets
  • Fixed: Wrong width on some ladders
  • Fixed: M16 fire selector not being animated
  • Fixed: Ladder setup in Fire Station


Stability

  • Fixed: Crash in clouds rendering when using scope twice
  • Fixed: Possible memory leaks of WorkspaceWidget in Workbench
  • Fixed: VME while editing Wheeled_Base.et
  • Fixed: Possible VME in Voice-over-net system
  • Fixed: VME in SCR_VehicleDustPerWheelComponent
  • Fixed: Crash in AIWeaponTargetSelector when AI soldiers enter a vehicle


Network

  • Fixed: Ragdoll positions not synced properly
  • Changed: ADSTime sync turned back on
  • Changed: Optimizations of network traffic related to replication of IK animation variable
  • Added: An improved method for calculating the lag compensation rewind time, improving the accuracy of hit registration
  • Added: Ragdoll state replication
  • Changed: Static destructibles are now using a new system optimized for network traffic
  • Changed: Music Manager had its streaming disabled, previously it was dependent on the TFL_NO_LINK flag functionality, which is no longer supported
  • Changed: Inconsistent behavior of streamable flag in a hierarchy. This information could be lost with hierarchy moves
  • Changed: Inconsistent streaming when changing hierarchy from non-root old or new parent
  • Changed: Turned off network sync of ArmIK, AimIKXYZ, and AimTransXYZ
  • Changed: Disabled streaming for Groups
  • Tweaked: Traversing replicated nodes
  • Tweaked: Network streaming
  • Fixed: Behavior of EnableStreaming(Node)
  • Fixed: Streaming calls potentially still left in their ques after a node has changed the hierarchy
  • Fixed: Server could get stuck on startup with some downloaded mods
  • Fixed: Calling TrySpawnPrefabToStorage on the server would cause a desync on clients


Game

  • Fixed: Clicking on spawn points on the map wasn't selecting them properly
  • Fixed: Selection outline for spawn points when switching between them
  • Fixed: Sight-switching action
  • Fixed: Zeroing should now rotate the weapon properly
  • Fixed: Emissive surface is not working on helmets or reflectors in multiplayer (#T167788)
  • Fixed: Invisible head when dying during third-person weapon aim down sights (ADS)
  • Fixed: Clutter folding and removal on consoles
  • Fixed: Groups in the player list now react correctly to clicking on their name in the left panel
  • Fixed: Gadget ADS not being disabled when opening inventory
  • Fixed: ForceDeath now resets the instigator. This prevents people respawning from being considered teamkills, for example
  • Fixed: Jumping in dynamic stance or changing it now checks collisions of head
  • Fixed: Fire mode switch user action was visible on pistols
  • Fixed: M249 was flying out of hands during weapon inspection
  • Fixed: ADS not being disabled when opening inventory
  • Changed: Create new group moved to Hold N key
  • Changed: The kick threshold changed to 0.3
  • Changed: Entering ADS now cancels freelook
  • Added: Automatically equip the next grenade after throwing the last grenade of the current type
  • Fixed: Rolling in prone wasn't working
  • Fixed: Turning left in trucks was less efficient than turning right
  • Fixed: Incorrect outline/selection icons used for generic spawn points in respawn menu
  • Fixed: Attached parts to equipable items inside the trunk are floating under the vehicle
  • Fixed: Crash on GrenadeMoveComponent if there's no BaseTriggerComponent attached to the entity
  • Fixed: Magazines swapping in weapon inspection
  • Fixed: Heavy depot construction
  • Fixed: Memory leaks in EventHandler
  • Fixed: Double reporting of stall from source to services in the replication system
  • Fixed: Sometimes disappearing character in first person view
  • Fixed: IK settings of the left hand during prone
  • Fixed: AI wasn't able to operate some turrets
  • Fixed: Quick deploy is moved to respawn handler
  • Fixed: Vehicle colliders setup could cause clipping when vehicles were colliding
  • Fixed: Crash on changing zeroing or switching sights when there were no sights configured
  • Changed: Enabled attach/detach user actions for magazines and rockets during weapon inspection
  • Changed: Weapon gamemats tweaked to allow better penetration
  • Added: Character roll mechanics
  • Added: Ragdoll effectors, using energy inputs (#T166662)
  • Added: Sight switching. Uses default ALT-RMB to switch between different sights. Currently available on SVD/PSO-1
  • Added: Weapon action, which enables/disables bipods
  • Added: Blending of hands poses when switching muzzles or using gestures like pointing
  • Added: Sway and recoil on weapons with deployed bipod in prone will be significantly lower
  • Added: Detach scope from weapon action and Attach scope from inventory action.
  • Added: US_AR and USSR_AR loadout configs, added US_AR and USSR_AR loadouts to USxUSSR loadout manager
  • Added: New destructibles system
  • Added: Elevate turret weapon for reloading
  • Added: Ability to toggle grenade launcher or cycle grenade type by reselecting the assigned quick slot
  • Added: Unbind action to keybinding settings
  • Added: Support of currently held gadgets for weapon inspection
  • Added: Possibility to specify additional per item offset when holstered as well as override holstered visibility state
  • Changed: Killfeed system was refactored and integrated into all playable content and notifications
  • Changed: Exhaust effect underwater
  • Changed: ADS, sprinting, and other character controls the logic of interruptions
  • Changed: Configuration of inventory parameters of items, oversized items now should no longer fit into smaller containers
  • Changed: Cameras are consistent with head angles
  • Changed: Character ragdoll handling refactor and ragdoll configuration tweaks
  • Changed: Replaced procedural animations for weapon inspection
  • Changed: Inspection will be disabled on stance change
  • Changed: Character magazine reload is restricted when a gadget is held in the left hand.
  • Changed: Updated radio menu controls and added logic for switching between squad channels
  • Changed: Right Thumbstick (Single Click) toggles freelook, Right Thumbstick (Hold Trigger) focuses instead of freelook while not driving
  • Changed: Stance adjustment and leaning moved from RB + Right Thumb to RB + Left Thumbstick
  • Changed: Sight illumination gamepad rebound to RB + Y to deconflict gadget selection while aiming
  • Changed: Dropping items via RMB when arsenal is open drops them on the ground
  • Tweaked: Zeroing on M60, PKM, M249, RPK74
  • Tweaked: Vehicles suspension and axles configuration
  • Tweaked: Weapon sway
  • Tweaked: Steering curves for wheeled vehicles
  • Tweaked: Lateral friction on wheeled vehicles, M998 gearbox controller
  • Tweaked: Increased explosive damage multiplier for vehicle wheels, hulls, and engines
  • Tweaked: Various tweaks and fixes related to tires and friction, roughness, added dirt road material
  • Tweaked: Truck and APC steering speeds, including recentering
  • Tweaked: Weather simulation, moon position, time of day
  • Fixed: Added test for surface evaluation to fix the cases when the character can fall into tight holes
  • Fixed: Getting out of a vehicle could clip the character into vehicle geometry
  • Fixed: Backpack radio not visible on the back if spawned as initial loadout
  • Fixed: Camera movement when jumping, falling, climbing walls, ladders, and entering/exiting vehicles should now be smoother.
  • Fixed: Frozen fire animation when a weapon was dropped during firing
  • Fixed: One-handed aim modifier will now work properly while playing the pickup item gesture
  • Fixed: Weapon inspection transitions should suppress firing
  • Fixed: The character doesn't get detached from a vehicle being destroyed while getting in/out animation is played
  • Fixed: Joystick and TrackIR input breaking inventory interface
  • Fixed: Turret base movement sounds
  • Fixed: Character collision test now performs against kinematics as well to prevent characters from passing through another character even when an interaction is enabled
  • Fixed: Backpacks and weapons not properly hidden when equipped during switching seats
  • Fixed: If you set your car on fire and die in it, you shouldn't get punished for friendly fire
  • Fixed: Tutorial - Requesting supply truck stage would get delayed due to slow supplies income
  • Fixed: Wrong melee instigator resulting in melee kills counting as suicides
  • Fixed: Sometimes players had to press deploy multiple times to respawn
  • Fixed: Respawning with saved loadout could disable the primary weapon (#T166317)
  • Removed: Timeout for fatigue-based semi-lowering of weapons


Workbench & Modding

  • Fixed: EntitySlotInfo::AttachEntity now has the correct return type
  • Fixed: EntitySlotInfo was not checking if the pivot id was correct
  • Fixed: Copying array when getting the array of objects
  • Fixed: BehaviorEditor memory leaks during reload scripts
  • Fixed: Pitch and roll angle swapped in Prefab Library
  • Added: PerceptionComponent.FindTargetPerceptionObject script method
  • Added: Support of multiple LadderComponent on the same object
  • Added: Generic "-load" CLI param for all WB editors
  • Added: Option to remove your addon from the Workshop
  • Added: Audio & ProcAnimEditor - Group shortcut and menu entry for both editors
  • Added: World editor - An option to show/hide layers without showing entities
  • Added: New parameter for terrain objects material - UseOnTerrainHeightmapShadows - this enables usage of heightmap shadows computed on terrain level for terrain objects
  • Added: Links to documentation embedded directly in Workbench UI
  • Added: It is now possible to invoke EventHandlerManagerComponent events from the script.
  • Added: Created ballistic table configs for all projectiles, generated ballistic table data, and assigned configs to their projectiles
  • Added: Grouping nodes in Behavior Tree Editor
  • Added: World editor - Possibility to reposition entity using drag and drop from Hierarchy window to scene window
  • Added: Added a way to set max decimal length when saving float in JSON format
  • Added: Added a way to write/read the top-level object of JSON when writing an object as the first item
  • Changed: Weather cycles: Added new lightning default configuration to cycles
  • Changed: MultilineEditBoxWidget refactored
  • Changed: Unified FactionAffiliationComponent and VehicleFactionAffiliationComponent
  • Changed: Generating of Navmesh should now be more deterministic
  • Changed: Improved copy/paste functionality in Behavior Tree Editor
  • Changed: ScriptAPI: user authorization for methods that might be harmful (Thanks Arkensor and other reporters)
  • Changed: Current ArmaReforgerWorkbench.exe will be replaced by new ArmaReforgerWorkbenchSteam.exe and in order to launch will require running the Steam app which owns the Arma Reforger Tools app
  • Tweaked: Peer tool properties, added admin password
  • Fixed: Saving animation workspaces that contain vanilla data
  • Fixed: Workbench freeze fix on a combination of prefab preview, world loading, and script debugger breakpoint
  • Fixed: PointInfo could not be used as an attribute in the script
  • Fixed: Refactored PointInfo to fix adding of new WheelPositions in VehicleWheeledSimulation
  • Fixed: BaseMovementComponent::Launch now activates the triggers the launched projectile has
  • Fixed: Very slow heightmap modifications on huge terrains (with possible out-of-memory crashes)
  • Fixed: First editor content browser tab not loading correctly on restart


Game Master

  • Fixed: Restriction zone showing when the player dies out of the zone and spawns within it
  • Fixed: Placing a waypoint on top of another group added the waypoint to the target group instead
  • Fixed: Some manual camera post-process effects used the same priority as character screen effects, leading to a clash
  • Fixed: 'Resupply' context action in Game Master didn't work on other players
  • 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: Arsenal content editing not working on the server
  • Fixed: Compositions snapped to a slot were sometimes offset if other compositions were moved around before that
  • Fixed: Height wasn't calculated correctly when transforming entities above the ocean surface
  • Added: Quick placing bar
  • Added: Added new ping that's only visible and usable by Game Masters
  • Added: In Game Master, the description of system entities (i.e. Zone Restriction) is now shown in the tooltip
  • Added: Logic was added to prevent certain Game Master context actions (such as ping and lightning strike) from being spammed
  • Added: Armavision now allows players to add different types of lens flare
  • Added: Game Master can now interact with objects in the world (i.e., open a door, play the piano, or flush a toilet)
  • Added: Game Master can now instantly fill vehicles with crew and passengers by means of context action or when placing them over a vehicle
  • Changed: Take control AI moved from key C to U to avoid overlapping input
  • Changed: Game Master slot type and slot size filters are combined. Instead of selecting Slot type Flat/Road then Slot size Large/Medium/Small, they're now combined into Small Flat, Large Road, etc.
  • Changed: Editor UI has been shuffled to allow for the introduction of a quick placing bar
  • Changed: When transforming an entity in Game Master (i.e., moving it around with its ghost preview visible), context menu actions are no longer available
  • Tweaked: Sounds when editing layers
  • Fixed: Wind direction is now correctly displayed in Game Master
  • Fixed: In Game Master hovering over an entity that wasn't selected and pressing the "Delete" key did nothing. Now it deletes the entity, taking precedence over selected entities. The same for neutralizing entities by pressing the "End" key
  • Fixed: Transitioning from Game Master to Armavision or back could break camera controls


Conflict

  • Fixed: Experience should show correctly after reconnecting
  • Fixed: Vehicles spawning into trees
  • Fixed: Control points aren't correctly set up when resuming a scenario
  • Fixed: Errors when resuming saved small scenario
  • Fixed: Tutorial - Tasks are skipped/wrongly advanced when the player dies
  • Changed: Reduced seizing time for coastal bases
  • Changed: Changed prebuilt service compositions to editable versions
  • Changed: Starting HQ selection algorithm
  • Changed: Local player name is now a different color in the playerlist
  • Added: Playerlist enabled for endgame screen
  • Added: New composition for heavy vehicle depot
  • Added: FIA Supply Depots - these can be raided to obtain additional supplies and distribute them to your bases
  • Added: Randomized starting location
  • Added: Respawning on Conflict bases now requires supplies
  • Added: Barracks composition to spawn defenders (in exchange for supplies)
  • Added: Heavy Vehicle Depots
  • Added: Antenna installation - extends radio signal range of parent base
  • Added: Base icons now flash for the entire duration of them being captured
  • Added: Base defenders can now alert others about attacks on their base
  • Added: FIA will now try to retake their supply depots
  • Changed: Conflict winning condition - you are required to seize a certain amount of points and hold them for a given time
  • Changed: Supplies generation frequency in main bases
  • Changed: Requesting vehicles now require supplies
  • Changed: Spawn protection time
  • Changed: Supply depots are no longer automatically prebuilt
  • Fixed: You can no longer capture Coastal bases without a radio signal.
  • Fixed: Possibility to spawn on a base recently captured by the enemy
  • Fixed: Modded factions visualization on the map
  • Removed: Radio capture in Conflict bases - bases are now seized by maintaining a superior presence in the area
  • Removed: Overrun base mechanics


AI

  • Fixed: Multiple issues related to AI turret usage
  • Fixed: AI soldiers didn't try to escape a vehicle that was driving backwards at them
  • Fixed: AI placed in turrets from gamemaster now uses the correct component
  • Fixed: 12.7mm and 14.5mm MG magazines were not marked as usable against armored vehicles
  • Fixed: Move and investigate missing LookAt node
  • Fixed: AI was able to complete the "Move" objective for players
  • Fixed: AI didn't want to exit a vehicle when they saw an enemy
  • Tweaked: After a vehicle has passed by an AI soldier, the soldier will instantly look back at the vehicle
  • Added: AI usage of melee
  • Added: AI reaction to melee attack
  • Added: AI can now throw grenades
  • Added: New AI weapon and target selection system
  • Added: AI now react to vehicle horn
  • Added: Special Attack behavior tree for machineguns
  • Added: Special Attack behavior tree for sniper rifles
  • Added: Find Fire Position behavior, used by snipers when they lose sight of the target
  • Added: Doors that are opening should cause AI to move away from them
  • Added: Weapon ballistic tables, used by AI to better predict aiming point
  • Changed: Split navmesh into smaller files
  • Changed: Create navmesh on sea level instead of seabed
  • Changed: AI aiming moved to the character controller
  • Tweaked: Assigning waypoints to many groups
  • Tweaked: The behavior of an AI healing another AI is more reliable now
  • Fixed: Soldiers not tracking targets while friendly is in aim
  • Fixed: AIs were seeing enemy vehicle occupants through enemy vehicle view geometry
  • Fixed: AIs weren't able to switch weapons in a turret
  • Fixed: Leaking memory in Behavior Tree
  • Fixed: Suppressive fire wrong parameters, aiming point sizes adjusted, aim error calculation distance correction


Player Management & Server Administration

  • Added: You can now cancel your vote for a player after casting it
  • Added: Players who are targets of a vote, e.g., to kick or receive Game Master rights, are now highlighted in the player list.
  • Added: "-autoreload 10" CLI param, where the number specifies after how many seconds a scenario should restart after finishing
  • Added: Reload and missions server commands
  • Added: Command to list all players
  • Added: Player kicks now support timeout, which serves as a ban
  • Added: Bans commands (Ban/Unban)
  • Added: Command to display local player ID
  • Changed: In-game kicking is now based on player ID


UI

  • Added: Protractor to map tools
  • Added: HUD adaptive opacity depending on scene brightness
  • Added: Author blocking and unblocking in the Workshop
  • Added: Adaptive Opacity enabled for a few more GUI elements
  • Added: Control hints for gadget selection on a controller
  • Tweaked: Dragging tools in the 2D map
  • Tweaked: Weapons and muzzles UI information


Topographic Map

  • Added: Bridges visualization
  • Added: Walls visualization
  • Added: Castles visualization
  • Changed: Road rendering process split to have smoother transitions
  • Changed: Export Data plugin feedback updated to a new format
  • Tweaked: Building default parameters
  • Fixed: Contours array management when levels are hidden


Audio

  • Added: Depth and direction perception of both shots and explosions improved. Greater emphasis on different environment types
  • Added: Bullet crack sounds for HMGs
  • Added: Caliber-specific bullet flyby sounds as well as UGL flyby sounds
  • Added: Collision sounds for RDG2 smoke grenade.
  • Added: Upper-body movement in water will now cause slightly audible splashes
  • Added: Any character movement inside bushes will now have audible bush rustling
  • Added: Vehicle sinking and leaking sounds
  • Added: Drop sounds for Pistols, Rifles, LMGs, Launchers, Clothes, Vests, Backpacks, Shoes, and Rifle Magazines
  • Added: Sounds for scope illumination and zooming
  • Added: Bipod fold/unfold sounds
  • Added: Thunder sounds
  • Changed: Music Manager refactored
  • Changed: Horn sounds logic
  • Changed: Scale and behavior of the "Dynamic Range" audio setting, now ranging from 0-200%. 0% = compressed mix; 200% = very high dynamic range. In order to hear the new default mix, set it to 100% (as it now ranges from 0-200%) manually, as the new default value might not be set at the first game start
  • Tweaked: Trunk open/close sounds
  • Tweaked: Ambient rain sounds are more intense now
  • Tweaked: HDR and NightMode mix settings
  • Fixed: Issue with respawn menu music continuously playing after respawning


Audio Editor

  • Added: Scattering delay network reverb DSP
  • Added: Priority signal input on sound node
  • Fixed: Volume inheritance from config works properly for filter and sound nodes now


Script API

  • Added: Entity.RemoveChild keepTransform param added
  • Added: Getter of aimpoints in PerceivableComponent
  • Added: Getters for FocusFOV in PlayerCamera
  • Added: Exposed ComputeEffectiveDamage to script. Now incoming damage can be modified before it's applied.
  • Added: Set.IsIndexValid method
  • Added: Array.IsIndexValid method
  • Added: Particles.MultParam()
  • Added: String.ContainsAt, String.IsDigitAt() and String.IsSpaceAt() methods
  • Added: SCR_ParticleEmitter - Create*** methods (to replace Play*** methods of SCR_ParticleAPI)
  • Added: World editor - API function ClearVariableValue
  • Added: BaseContainer.GetDefaultAsString
  • Added: BaseTarget.GetPerceivableComponent
  • Added: Functions exposing Ballistic tables to script
  • Added: Method indicating whether a car has an automatic gearbox
  • Added: GUI based on SCR_InfoDisplayExtended.c doesn't need to handle entity switching by itself. There's now a new interface method DisplayControlledEntityChanged
  • Added: New function to set the ammo count of a magazine, SetAmmoCount
  • Added: TurretController::DoReloadWeaponWith
  • Added: BaseLightSlot::GetLightEntity
  • Changed: SCR_ParticleAPI is now completely obsolete
  • Changed: Particle effect stages functionality moved from SCR_ParticleAPI to SCR_MotorExhaustEffectGeneralComponent and optimized
  • Changed: Script - String.ToFloat() and String.ToInt() now have 3 optional parameters
  • Changed: Script - String.Get() now throws an exception for an invalid index
  • Fixed: OnCompartmentEntered should not get called multiple times for turret
  • Fixed: CallLater did not support overloaded functions.
  • Fixed: Factually incorrect GarbageManager::GetGarbageLifetime comment, added GarbageManager::GetGarbageRemainingLifetime (Thanks Arkensor for the report - #T167252)


Mod Manager

  • Added: Mod manager action for updating mod and downloading mod dependencies
  • Added: Mods presets
  • Added: Mod manager export tools
  • Tweaked: Mod manager auto disables mod that needs dependency if the mod dependency is disabled