Attention Soldiers,
We updated the Experimental application. Check our web article for information.
General
- Added: 7 new achievements
- Added: Language switching in edit boxes
- Added: Reporting of players with inappropriate behavior
- Added: Cross-platform in-game blocking feature
- Changed: Field Manual Page: Interactions
- Changed: Field Manual Page: Suppressor
- Changed: FPS limit set to 30, 40, or 60 FPS now works with a 120Hz monitor
- Changed: Grenade throw can now be interrupted by vehicle actions
- Tweaked: Helicopter turret camera pitch/yaw effect reduced to 10%
- Tweaked: Main menu changed the textures of the tiles to more polished and color-graded ones
- Fixed: Missing prone override animation on UK-59
- Fixed: Hints key binds did not change while tweaking settings in the scenario
- Fixed: Inconsistent timing when picking up weapons from the ground because of missing animation events
- Fixed: Magazine was loaded as a grenade if the reload button was pressed a millisecond after switching to the grenade launcher
- Fixed: Privacy policy menu focus when open
- Fixed: Unknown animation command for UGL
- Fixed: Rendering of rain ripples
- Fixed: Interaction with ghost preview to build a composition is now more reliable
- Fixed: Remove casualty didn't work when the character died while getting out
- Fixed: Unequip hint didn't update its string when the language was changed
Assets
- Added: New skinning on all heads, allowing animation of faces
- Tweaked: Collision material (M151A2 and M998 seats were impenetrable)
- Tweaked: Obstruction on Mi-8 side doors
- Tweaked: S1203 yellow variant correctly uses yellow interior material
- Tweaked: Deployable FIA tent prefab needed to resave
- Fixed: AKS-74U collider
- Fixed: Duplicated furniture in House_Village_E_1I02
- Fixed: Invisible user action of M997 ambulance
- Fixed: Pilot switch seat context position
- Fixed: Navigator pose when the engine was turned on in Mi-8
- Fixed: Position of dovetail slot on AKS-74U
- Fixed: Uncovered FIA and CIV variants of UAZ-469 did not eject rear passengers when flipped on the roof
- Fixed: Vehicles were catching fire from API & tracer rounds very easily
- Tweaked: Metal parameters of SSh-68 helmet to make it less strong
Playable Content
- Added: New Tutorial scenario
- Changed: Capture & Hold: Area stays captured and is not cleared when player leaves the area
- Fixed: Duplicate construction truck in Game Master
Controls
- Added: Official support for TrackIR
- Added: Controller preset menu
- Added: TrackIR lean support implemented
- Changed: Updated Field Manual strings related to controls
- Tweaked: ADS automatic focus suppression by freelook depends on the freelook angle
- Fixed: TrackIR yaw deadzone
Audio
- Changed: Music manager inheritance allowing easier setup for custom missions
- Fixed: Interior and RoomSize signals evaluation after spawn
Stability and Performance
- Changed: Registering and unregistering projectiles for simulation, should improve stability
- Tweaked: Optimization of memory allocation process in a few places
- Fixed: GPU crash fix in clutter mask
- Fixed: Client crash when AI gets unstreamed while mounting a turret
- Fixed: Crash after streaming out a vehicle but not passenger
- Fixed: Crash when taking control from a non-pilot compartment
- Fixed: Idle character physics optimization didn't work well with compound objects
- Fixed: Possible crash when a deleted entity would queue a damage state change
- Fixed: Several server crashes related to InventoryStreamingSystem
- Fixed: Extended loading check of modded scenario
Modding
- Added: Skeleton rig of character; added multiple bones to heads (NOTE: Dev Hub)
- Added: Ability to run custom animations using NPC graph attachment node
- Added: Attribute in SCR_RespawnSystemComponent for toggling Respawn button in pause menu
- Added: Gesture animations and logic for sitting on bed
- Added: Mood sets for facial animations
- Added: New animations for the tutorial
- Added: Static script invoker to SCR_PlaceableInventoryItemComponent.c that will be triggered when a placeable entity is placed by a player
- Added: Ability for UserActionContext to draw actions UI at the interaction reference point
- Added: Bloody clothes enable/disable toggle for CharacterDamageManager
- Added: Exposed 'float UserActionContext::GetVisibilityRange(float)' to script
- Added: Inventory hints, available through same as regular hints through SCR_HintManagerComponent
- Added: Scripted game mode pausing
- Added: Option to lock vehicle through a script or world editor
- Added: Exposed Defend Presets for Defend Waypoint in the script
- Added: Modders can use Animation AI waypoint now
- Changed: Exposed functions to manage character collider to script
Scenario Framework
- Added: Action Restore Layer To Default can optionally affect randomization
- Added: Actions on leaving/entering/finishing Trigger
- Added: Custom task finish condition, custom Trigger Condition to check an array of generic conditions
- Added: Debug menu suite with Tasks, Areas, Layer, Action, Logic, Plugin, and Condition Inspector
- Added: Defend waypoint presets, Suppress, Deploy Smoke waypoint, and Animation waypoint
- Added: Faction-switched objects and faction key aliases
- Added: Logic operators and the ability to apply them for Activation and Finish conditions
- Added: Conditional action and distance between entities condition
- Fixed: Dynamic Despawn improperly affected AI driving in a vehicle
- Fixed: AI group members were spawning underground or clipping into objects
- Fixed: Save and Load was not working