Armalusa 40 Publicado Dezembro 1, 2022 Share Publicado Dezembro 1, 2022 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 ChangelogAssets Added: Arland terrain Added: Arland specific buildings Added: 4×20 Carry Handle Scope for M16 rifles Added: Combat Ops scenario Added: VZ-58P and VZ-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 fixedGame 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 unusedXbox 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 XboxMultiplayer 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 wellModding 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 View the full article Link para o post Partilhar em outros sites
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