Attention Soldiers,
We updated the Steam and Xbox Experimental applications of the game.
Assets
Added: 6B2 vest to the FIA Arsenal, as some of their soldiers use it
Added: Missing interaction hints for detonators
Changed: Replaced the USSR radio in the FIA catalog with the FIA radio
Audio
Added: Glove sound variations for different hand-related actions
Fixed: Sound events playing twice in inertia animations
Fixed: Missing audio for some commands and voice line seed randomization
Playable Content
Changed: Light vehicles like jeeps and UAZs are no longer available from the Heavy maintenance point
Changed: The cost of the Heavy maintenance point was increased to 350
Tweaked: Checkpoint and machine gun nest editable composition
Fixed: Combat Ops Everon - Boris' hideout vehicle de-spawned on approach when it should not
Fixed: Tutorial - Capturing course could not be completed
Fixed: Conflict - Incorrectly rotated bunker on the Arland map
Removed: Conflict - Pre-built but unusable antenna installation on Arland
General
Changed: Activation animation for the M34 detonator
Changed: Added blending between grenade locomotion and idle in the prone position
Tweaked: M997 front crew can no longer fall out when vehicle flips
Tweaked: Sway - Minimum sway set back to 33%, allowing for slight misalignment while the player is rotating in place; increased maximum sway speed up to 3.6
Tweaked: Sway - Increased steepness for more meaningful speed regulation; reduced vertical angular bob
Fixed: Wrong buffer in weapons graph inspection causing bad offset
Fixed: Improper third-person camera position in some cases after leaving a vehicle
Fixed: Ammo_127x108_APIT_BZT44 not correctly behaving like a tracer projectile
Fixed: Mi-8 passenger compartment issues
Fixed: Unflip could exert huge negative force depending on movement or rotation speed
Fixed: USSR field hospital had no interaction point for supplies
Fixed: Commanding radial menu no longer blocks the Game Master (GM) radial menu
Fixed: Notification for being unable to command now appears properly
Fixed: Bug where toggling auto-hover on helicopters sometimes would not work
Fixed: ADS persisted after the operator left the compartment
Fixed: Turret exit snapping
Fixed: Sway was too strong while walking slowly
Fixed: Clipping of character's arm through vehicle doors when the detonator is equipped
Fixed: USSR and FIA AI no longer attack their own deployed radios
Fixed: Blood decals not replicating on bayonets
Fixed: First-person view camera going under the ground in prone turns after interacting with vehicle doors
Fixed: Slow-moving missiles on client
Fixed: Freelook on RB preventing switching firing modes while in ADS
AI
Added: Ability to set vehicle speed for AI via script
Changed: ChimeraAIGroup is considered inactive if it doesn't have any active agents
Changed: GetOut command now applies to the position of the vehicle the AI is in
Changed: Hazard lights are now used only for stuck movement results; auto-disabling of hazard lights for players has been fixed
Fixed: RoadNetwork may contain duplicate points near crossroads
Fixed: BaseRoad.GetPoints() returning invalid vectors
Fixed: AI no longer takes the pilot seat in helicopters when given the get-in command
Fixed: Soldiers from other players are no longer recruitable
Fixed: Commanded AI icon now disappears properly
Stability
Changed: Prevented scheduler from ticking when replication is in the loadtime state, and the busy handler thread is removing and creating nodes
Fixed: Crash due to a race condition between the main thread and busy handler thread in the scheduler
Fixed: Non-reproducible crash with the projectile simulation system
Fixed: World Editor - Vector tool crash
Fixed: Workbench - PrefabPreview - Crash caused by opening an invalid entity prefab
Fixed: Possible crash in DoorComponent
Fixed: Possible crash on task destruction
Fixed: Possible crash when vehicle parents didn't have proper physics but were moving
Fixed: RoadNetwork rebuild could freeze the entire game
Scenario Framework
Added: Repeated Task sample world
Added: Improved Spawn Object Action activation type settings and checking
Added: Action Delete Marker
Changed: Simplified getters for certain Actions
Fixed: Did not change return to continue in the action activation type improvement
Fixed: Plugin Spawn Point invoked when it should not be
Fixed: InitParentLayer returned false instead of true when it was successfully initialized
Fixed: VME caused by Destructors when child entities are already destroyed
Fixed: Unhandled behaviors when ScenarioFramework components are deleted
Fixed: Inventory items prefab not set up correctly, causing kick
Fixed: VMEs on empty groups that have ticking behavior trees
Reverted: Getter for AIAddWaypoint action
Modding
Added: Initial set of functions for the RplNode API
Added: Script API for getting the node of BaseRplComponent
Tweaked: Scope prefab inheritance of character modifier attributes
Removed: Gadgets - CanBeToggled() method from SCR_GadgetComponent