Armalusa 28 Posted January 12 Share Posted January 12 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 ChangelogGame 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 bindingCombat 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 menuMultiplayer 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 pathWorkshop 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 windowReminder: If you misconfigured your BattlEye server configuration, players now might get kicked. Please follow the instructions on our wiki for proper settings.View the full article Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.