Attention soldiers,
We're going to update the Steam and Xbox versions of the game. The game will be updated today, July 20th. This is a Major Update. There will be server downtime between 12:00 - 15:00 CET.
Make sure your mods are optimized for this update. Check the Modding Update 0.9.9 article for solutions.
This update brings a Health System overhaul, containing a new character state, new actions, new items, and more. You can also get your hands on the Weapon Deployment feature. Watch the video below to get a fuller picture of the Health System update!
And here is a complete list of features this update brings:
Ballistic Protection - Characters are now protected from projectiles and explosions by helmets and vests.
Basic Deployment of Weapon - Characters can use the environment to stabilize their weapons.
Conflict: Cleansweep Refactor - Refactoring the system to improve sandbox functionality, reliability, and performance.
Medical Vehicles - 2 new vehicles added, allowing medics to heal patients while traveling.
Basic Health System - 3 new health items: Saline bags, tourniquets, morphine, improved interface for healing yourself and patients.
Reviving - A new feature that allows soldiers to have another chance at survival when they suffer serious injuries and become unconscious.
Respawn System Refactor - The process of spawning players has been made more reliable and streamlined for ease of use.
Keybinding Menu - Players can bind various key combinations and are informed about conflicts with existing key bindings. (There are some bugs that will be fixed in upcoming patches)
Radial Menu Refactor - Improve visuals and script implementation.
Dialog Refactor - Game dialogs have been unified in their implementation, visual style, and appearance.
Downloading Mods Refactor - Downloading mods has a clear UI/UX. Downloading mods is faster and more reliable.
Refactor GameState FSM + Mod reloading - Major changes in runtime mods management and loading between games.
Groups Refactor - Expanded possibilities of groups by introducing selectable flags and implementing changes to private groups.
0.9.9.47 Changelog
Game
Added: Health Package features
Added: Weapon Deployment feature
Added: Server authoritative vehicles feature
Added: CharacterIdentityComponent::GetHeadEntity script API
Added: Head aiming limits for unconscious characters
Added: Ping and packet loss to logStats
Added: Diagnostic for toggling unconsciousness and forcing unconscious pose
Added: Sound event for when a character gets hit by a projectile from a controlled character
Added: Extra error logging to BaseUserAction setup
Added: GearLR and GearFB variables are now sent to the inventory character preview as well
Added: Gear size animation variables that describe the thickness of loadout and make the character hold the weapon accordingly to prevent clipping
Added: BaseGameTriggerEntity::SetUpdateRate and BaseGameTriggerEntity::EnablePeriodicQueries functions
Added: Error instead of warning log messages for inventory not finding an item
Added: Function to retrieve transform matrix for sights
Added: Option to set custom idle turns angle limits for prone stance
Added: Missing init calls for additional compartment actions
Added: BaseTarget.GetTimeLastDetected
Added: New method for sights direction that ignores bone animation
Added: Support for liquids in vehicle's wheel contact
Added: BaseCompartmentSlot now has an array of additional user actions
Added: BaseTriggerComponent GetOwner for script
Added: MovementDirection animation variable works during swimming
Added: Warning and snap to server position upon huge round trip time and missing client history
Added: PlayerController:SCR_OnInit
Added: FactionAffiliationComponent on changed callback has more information
Added: Support for suppressing OnPlayerKilled callbacks to avoid nasty stuff in scripts
Added: Script access to some functions of NwkCarMovementComponent
Added: Teleportation of ragdolls when teleporting character
Added: Custom fall damage handling for ragdolls
Added: BaseTriggerComponent EOnContact & EOnInit
Added: Fixed support for scripted loitering character commands
Added: Exposed CharacterHeadingAnimComponent to script
Added: Checkbox for pieces of clothing to ignore InflatedDeflated functionality
Added: Replication and compensation of server time to clients using ChimeraGameNwkNode
Added: Quaternion to scaled axis representation
Added: Bone lod mapping from multiple MeshObjects
Added: Magazine ammo count is now correctly saved when using the "saving loadout" action
Added: EquipedLoadoutStorageComponent::GetSlotsFromArea API
Added: Supporting a different bind pose for each head, allowing facial animations
Added: Eject action
Added: Character head aiming direction keeps getting updated while the character is in the air
Added: Gradual rotation of character when jumping without locomotion
Added: Radio messages encryption API
Added: Support of CreateInstanceFromContainer on ItemAttributeCollection
Added: Touching material by AoT to force texture loading
Added: Turret entity class
Added: Usage of full wheeled re-simulation + unconstrained motion for prediction
Added: Exposed vehicle G-force magnitude to character animation graph
Added: Collimator sights
Added: Maximal noise surface value from suspension for character wobble animation
Added: ChimeraNavmeshWorld, which selects DestructibleEntities for navmesh marking
Added: G-force API to wheeled vehicles
Added: FloorAngleLateral animation variable for feet adjustment when standing perpendicular to a sloped surface
Added: OnDiag to ScriptedDamageManagerComponent
Added: Single manager that handles post-physics simulation events
Added: Shutdown logic on character ownership change to be identical with the current vehicle
Added: Configuration for blast particle effects
Added: Inventory hand slot prototype
Added: Additional WB params for setting up thresholds for triggering idle turns
Added: Added a MovementSpeedReal animation variable which keeps the current speed of the character in meters per second. Currently for testing and should be rewritten later due to the current variable being one frame delayed against actual movement
Added: Simple networked pawn
Added: 2dmap - min, max color setup for ocean+terrain
Added: Exposed CharacterInputContext::IsUnconscious to a script
Added: Zeroing generator for rear-sight apertures (like M72)
Added: TFL_NO_TREE flag to BaseGameTriggerEntity
Added: Exposed method for getting default magazine or projectile of a muzzle
Added: Initial setup for landing gear IK driven animation
Added: Exposed InventoryStorageManagerComponent::GetMagazineCountByMuzzle
Added: OnOwnershipChanged event to PlayerController
Added: New simulation signals for animations (#2); new signals + signal testing
Added: New simulation signals for animations
Added: Animation of a character turning via wheeled signal state
Added: UpdateGeometries on cloth, so they are updated based on the mesh
Added: BaseWeaponManagerComponent::GetDefaultWeaponIndex and BaseWeaponManagerComponent::SelectWeapon script API
Added: A new storage component, to be able to make attachments on any items
Added: BaseGameTriggerEntity::GetTraceMask/AddTraceMask/ClearTraceMask script API
Added: BaseGameTriggerEntity::AddClassType/RemoveClassType and BaseGameTriggerEntity::AddFilterName/RemoveFilterName script API
Added: Script API for accessing local and server timestamps
Added: Turret angles can be reset when the gunner goes unconscious
Added: Constant angular reticle size to collimators
Added: Deflated offset and angles, so it changes attachment position with it
Added: IsAi inside CharacterControllerComponent
Added: Set multiplayer activity of listen server
Added: Reticle texture configs
Added: Map tool menu API for adding a custom entry
Added: Leave faction option is available from the pause menu
Added: Audio for respawn timer
Added: Sounds for start/stop drawing of map marker
Added: Sounds for drawing the start/stop of map markers
Added: Text for selected VoN display
Added: New icons for briefing Objectives
Added: New icons for objectives
Added: M997 MERDC variant and added it to Vehicle EntityCatalog
Added: Virtual ballistic protection logic
Added: Names, description texts, and inventory parameters to M1 helmet, M69 jacket, and 6B2 vest
Added: Configured Inflated radio backpacks in Radio backpack prefabs
Added: Slower passive regeneration while unconscious or with a low blood level
Added: ADS camera will now stabilize during ADSIn->Out transition once tags are added
Added: First-person camera tilted down in vehicles to better show the dashboard
Added: Missing interaction for removing dead and unc characters from M923A1 Transport truck
Added: Patrol cap into US Arsenal
Added: Strings for a voting system of kicking and banning
Added: Localization texts for Game Master Deploy Menu
Added: Action Hints for the Editor's Deploy Menu's localized string
Added: Navigation hint for a Game Master
Added: New icons for nametags
Added: Spawn location preloading
Added: RespawnRefactor - Doxygen for Welcome and Debriefing screen
Added: Images for Game Master Deploy Screen
Added: Confirmation dialog when selecting a permanent faction
Added: New GM Deploy Menu images
Added: Nametag unconsciousness display icon
Added: New images for FM tiles incapacitation
Added: New images for FM incapacitation and medical vehicles
Added: New image for FM tile radio signal
Added: New HitZone config HitZone_Wood_Beam.conf
Added: All SCR_InfoDisplayExtended classes now have DisplayOnSuspended and DisplayOnResumed methods that get called when GUI is suspended/resumed due to visibility flags (eg. SHOW_IN_EDITOR false)
Added: InspectCasualtyUseraction and widget
Added: Tooltip info for big bleeding icon and improved inspect casualty layout
Added: Forgotten line for hovering over info for big bleeding icon
Added: Naked campaign prefab, loadout is now using this
Added: Names and descriptions for new body armor and helmets
Added: Names and descriptions of field shovel
Added: WorldTimestamp API for script
Added: Support for using WorldTimestamp in replication.
Added: Checking whether physics element transformation has really updated something
Added: Showing whether the geometry has some animated parent
Added: TransformGizmo Shape visualizer
Added: Thorough check, whether the child hierarchy needs to be updated when the skeleton changes
Added: ContactPoint to TraceMove result
Added: Multiplayer activity can now track the number of players
Added: World file extension check
Added: Set crossplay/modded information on the loading screen
Added: Ability to save loadout without restrictions in Combat Ops scenario.
Added: Conflict - Proper journal texts
Added: Rule for ignoring unconscious targets in AIWeaponTargetSelector
Added: ScenarioFramework - Added plugin OnDestroy. When object is destroyed, it can call an action.
Changed: Root motion in prone turns option now enabled by default
Changed: Property grid - Info about owner containers added to WB_GetVariableDisplayState event
Changed: Exposed getter for AIControlComponent to be utilized for optimizing
Changed: Re-enabled use of nav links for car movement. Navlink interaction physics block for vehicles
Changed: Gears enumerator is in the public header for other components to use
Changed: Switched all systems to use new RPC syntax
Changed: Added feedback loop for PID controllers and constant slow down based on the wanted orientation
Changed: Moved GForce script API to VehicleBaseSimulation
Changed: BaseGameTriggerEntity now has a list of classes instead of just one class for his filter
Changed: Session/scenario restart API
Changed: Unconscious characters now don't react to kinematic objects(cannot be pushed by doors/characters). Doors go through unconscious characters
Changed: Ragdoll processing is now done together with a keyframe
Changed: Character position is not always synced on remote proxies
Changed: Improved unstucking behavior for AICarMovement and added OnStuck call for AIGroupMovementComponent
Changed: Instigator is now tracked by player id
Changed: CommunicationSoundComponent - Now activates the component upon Queuing of events
Changed: Door links register to the road network
Changed: BaseGameMode will register itself even in edit mode
Changed: Reworked FuelNode and FuelManagerComponent
Changed: Increased distance divisor as prediction is now more accurate
Changed: Moved local transform to AddChild function directly instead of SetLocalTransform later, so people can use correct transform in OnAddedToParent/OnChildAdded callback
Changed: The AIBaseUtilityComponent has been moved to cpp to increase performance. The RemoveObsoleteActions now does not reorder the array each time. The rest of the scripts have been modified to use the new system
Changed: Recalculation of group acceptance radius
Changed: Overridden signal of changing path and minor improvement on AITaskMoveInFormation based on that
Changed: Character animations: vehicle command: g force value replaced by maximal surface noise from wheel contacts
Changed: CharacterHeadAimingComponent is now only ticking on the owner
Changed: Enable usage of VoNComponent from non-character entities
Changed: Clear stuff inside WeaponSlotComponent
Changed: 2dmap - export tool refactored to a managed instance
Changed: 2dmap - export API refactored to support more arguments
Changed: Setup of Maxspeed limiters to penalize walking/sprinting speed from a script
Changed: Signals do not go through the signal system but are networked via states
Changed: DEFLATED model uses the same materials override as the WORN model
Changed: Adopt new multiplayer activity API
Changed: Multiplayer activity is set right after connection to the server is initialized
Changed: Various weapon loudness tweaks
Changed: Players are no longer put automatically into the group when they change faction
Changed: Elapsed scenario time icon
Changed: Gamepad controls in the Deploy map menu
Changed: Spawning from deploy menu by pressing space for a keyboard, holding a for controller
Changed: Moved IsExpanded getter to the base deploy selector class
Changed: Updated Respawn Menu controls
Changed: Added separate control hints for the ToolBar menu
Changed: RespawnRefactor - Welcome/DebriefingScreen now uses the intended pagination layout
Changed: RespawnRefactor - Utilize intended Objectives icons
Changed: RespawnRefactor - Correct member variables for objective icons
Changed: RespawnRefactor - Pagination keybindings changed from Nav to Tab
Changed: Conflict - Welcome screen images and text
Changed: Incorrect icon in welcome screen, role selection screen was missing max players indication
Changed: Removed inertia logic from the animation graph
Changed: Sound event names for task accept and abandon
Changed: Some pitch variation removed, samples adjusted
Changed: Map line delete button sound
Changed: Conflict - FIA presence layout
Changed: Conflict - Autoreload timer increased to 75s
Changed: VON menu visual update
Changed: Unified VON menu adjust the action
Changed: VON menu visual update part two
Changed: Decoupled unconsciousness logic in von controller from von comp setter
Changed: HUD Manager's Editor Notifications are disabled
Changed: Slotted entities get freed from replication before they are destroyed
Changed: Quickbar item restock after drop/use based on the list item type
Changed: UAZ LODs and skinning, also a bit of polish on LOD0 on the rear chassis part
Changed: Fire colliders and mine trigger colliders added
Changed: Faster GetIn/GetOut anim sfx
Changed: Set item model as item model and as default meshobject
Changed: Soldier loadouts updated with new items
Changed: Using proper LBS icon for LBS' in inventory
Changed: Naming of new M1 helmet and M69 vest variants
Changed: Disabled flashlight physics when equipped on the chest
Changed: Characters now revive at a .7 resilience threshold
Changed: Fixed rifle < 1m climbs anims to prevent floating in the air
Changed: Added necessary event to start the vehicle
Changed: Unarmed rifleman received Patrol cap instead of Boonie hat
Changed: Resolution of ARTII and B12 reticles
Changed: Added TagDeath to vehicle death states
Changed: Fixed horn anims not matching GUID with .asi file
Changed: Added bind pose and bone mask for suspension chassis
Changed: Added transition between vehicle attachment and death pose to avoid character standing up upon being removed from a vehicle while uncon/dead
Changed: Fixed IK config for melee animations
Changed: Removed toggle button from persistent faction dialog
Changed: New tile image for Field Manual
Changed: Character teleportation out of the spawn zone was moved right after entity creation in the script, hopefully improving player detection and location finding
Changed: Fixed radio going through torso when held in a vehicle and opening inventory
Changed: Changed target icon for uncon nametag
Changed: Fixed melee IK node properly this time
Changed: Repairing normals on Type56
Changed: Replaced unarmed 20/80 climb over by older animations as most recent ones are incorrect
Changed: Humvee M2 pintle now using proper starting animation node allowing unconscious
Changed: Increased size of healing user action contexts, and moved arm-healing actions
Changed: Resilienceregeneration reduced when bleeding and unconscious at once
Changed: InspectCasualty action moved to the torso
Changed: Added loc for inspectcasualty useraction and added loc for hover over bigbleeding icons
Changed: InspectCasualty action disabled when not damaged
Changed: String statuses for the next batch
Changed: Naming of olive and woodland M69 vests and M1 helmets
Changed: Updated asset description texts
Changed: Field_manual label added to new FM strings
Changed: Updated FM texts for B8 & B12 binoculars and Incapacitation
Changed: Register UAZ452 graph parts
Changed: Updated replication documentation to show the use of WorldTimestamp in codec
Changed: SetLocalTransform sets just world transform when the hierarchy component has autotransform off (to make it in accord with non-parented entity)
Changed: SetElementTransform checks redundancy - if there is the same matrix used, it doesn't update the physics
Changed: "Show bones" visualization changed to the new TransformGizmo shape, to make it usable fast
Changed: Changing additional local transforms do not enforce children entities update, if not in a hierarchy with pivot bone
Changed: Threshold for the y-axis character position changes from 0.01->0.001. This makes very small movements on slopes smooth
Changed: Can now loot unconscious characters
Changed: Journal layout now uses rich text
Changed: Disabled ability to use binoculars while driving, unless vehicle is stopped
Tweaked: PerceptionComponent now forgets targets from the Enemy and Detected categories after some time
Tweaked: Disabled engine start on Collective input
Tweaked: Ears sensor was reworked to use real physical sound values (Watts and deciBels)
Tweaked: Diag visualization of sensors was split into several diag menu options
Tweaked: Diag visualization of sensors is now transparent
Tweaked: PerceptionComponent.GetClosestTarget now accepts float timeSinceDetectedMax
Tweaked: Modified BaseZeroingGenerator to cope with entities that have no muzzle
Tweaked: Improved reticles resolution for optic
Tweaked: UAZ469 door sounds
Tweaked: Added sound events to M997 patient unconscious + switchIn/switchOut animations
Tweaked: Added preliminary "lie down on stretcher" sounds to Character_Movement_Vehicles.acp
Tweaked: Vehicle cabin occlusion
Tweaked: Radial menu items preview update simplified and unified
Tweaked: Radial menu centering on open
Tweaked: RespawnRefactor - Implemented correct Objectives icons
Tweaked: Eject action default filter changed from DoubleClick to HoldOnce to prevent ignoring the X key in some cases
Tweaked: Fixed roughness of grass clutter (was accidentally uniform 1 value); tweaked global AO of vegetation and clutters to better fit current lighting; improved hue and saturation of coniferous surfaces (they were too desaturated before)
Tweaked: ScenarioFramework - Trigger activation and conditions adjusted to work with the latest GameCode changes
Tweaked: SCR_DestructionBaseHandler wreck delayed at least one frame
Tweaked: Common un-destructible hitzone for config for truck modules and M151 bench
Tweaked: Reduced damage passed from canvas from 100% to 10%
Tweaked: M997 slots setup
Tweaked: UAZ-452 collision damage setup
Tweaked: UAZ-452 light setup
Tweaked: UAZ-452 hi-beams setup
Tweaked: M997 removed obsolete redefines of the car controller component
Tweaked: Compartment accessibility setting for UAZ-452
Tweaked: Compartment accessibility setting for M997
Tweaked: License plate light on UAZ-452
Tweaked: Shorter no door anims for Humvee
Tweaked: Head collider on character mesh
Tweaked: Reimported clothing models to refresh meta files and fix potentially broken materials
Tweaked: Woodland pattern on BDU jacket and pants
Tweaked: M1 helmet with changes to proportions, and updated textures to match new UVs
Tweaked: Decreased duration of bandaging self
Tweaked: M998 and UAZ-469 driver camera initial angle offset in 1st person
Tweaked: Change anim to the left hand
Tweaked: M998 horn sound events
Tweaked: Vehicle wheels - correct health settings, switched to DamageManager
Tweaked: Initial zeroing on PSO-1 was changed from 400m to 100m
Tweaked: Aggregated user actions for UAZ back passenger seats
Tweaked: All vehicle light slots changed to SCR_LightSlot
Tweaked: Removed obsolete light action from Wheeled_Base.et
Tweaked: Sound events position adjusted to new climb anims
Tweaked: UGL hints show outside optics only and have 5 seconds timeout
Tweaked: ScenarioFramework - Refactored how triggers are set-up and used
Tweaked: HEAT spalling penetration ability reduced to 40% of the main penetrator
Tweaked: Aggregated user actions for truck front passenger seats
Tweaked: RespawnRefactor - Debriefing shows strings based on endgame result
Tweaked: B8 binoculars strings, added very placeholder text and un-hid them
Tweaked: Added get in interrupt and get out interrupt events for uaz452 buchanka
Tweaked: Polish get in for UAZ-452 driver
Tweaked: Rivers without GUID are now not reported as an error
Tweaked: Improved initial position of thrown grenade if a character has an obstacle just behind them
Tweaked: Collider setup on juniperus_communis 1s and 2
Tweaked: AIs won't shoot unconscious soldiers anymore
Tweaked: FloorAngle variables now are with respect to entity orientation, not heading. Additionally, they update also when the character is not moving
Tweaked: FloorAngle variable now ignores movement direction - the angle of the plane in the movement direction can be gotten through easy trigonometry between FloorAngle and FloorAngleLateral. Left to the reader as an exercise
Tweaked: Improved Editor Deploy Menu's localization strings
Tweaked: Values for road materials affecting their satmap rendering and clutter cutting abilities
Tweaked: Distant shadows "Low" setting now uses the same AO method as other Distant shadows settings (#T173129)
Fixed: EntitySlotInfo::GetSlotInfo and EntitySlotInfo::GetSlotInfos did not account for WeaponSlotComponent
Fixed: InventoryItemComponent::OnParentSlotChanged argument invalid when the magazine was spawned
Fixed: The flockmovement takes into consideration the scale of the spline prefab now
Fixed: Item colliders were not moving correctly with the character
Fixed: Missing API for wheel liquid contact in other versions of wheeled simulation components
Fixed: Re-entering unconsciousness causes body rotation
Fixed: Character would always turn on back when going unconscious
Fixed: Explosions - Cargo and canvas do not receive damage from explosives
Fixed: Logging errors could cause VME because the action was not initialized for the GetActionNameScripted callback
Fixed: TryRecoverLastRightHandItem can start even when changing items is not allowed, causing AIs to drop weapons instead of slinging them when going unconscious
Fixed: CharacterCommandMove should use only one IsRootMotionControlled value during the entire frame (as opposed to one value in PreAnim and second in PrePhys and PostPhys)
Fixed: If stuck on top of a navlink, continue moving to the endpoint
Fixed: Character stuck in FPV camera after being in 3PV, going into ADS, and dropping weapon with Tab+X
Fixed: ADS now resets when the character goes unconscious, fixing a bug where they could otherwise get stuck in FPV
Fixed: Double GenericEntity displayed in BaseGameTriggerEntity
Fixed: Worn items colliders aren't animated
Fixed: Checking parent instead of child when checking for ownership.
Fixed: Solved an assert in WB due to a data type mismatch between script and C++
Fixed: Transition between ragdoll and unconscious animation
Fixed: Invisible ragdolls caused by the wrong entity position
Fixed: Interior audio signal for remote entities
Fixed: several issues in AIActionBase and AIBaseUtilityComponent
Fixed: OnConsciousnessChanged event was called on proxies when it should be only on the owner and server
Fixed: Characters' feet align to the ground even in vehicle mounted turrets
Fixed: OnConsciousnessChanged event was called on proxies when it should be only on the owner and server
Fixed: Character's AimX aiming variable is clamped by sidestep's set values even if the character is sitting and thus can't do side steps
Fixed: When starting the engine, engage the brakes to stay in position.
Fixed: Proper -PI to the PI limit for aiming angles while jumping
Fixed: Limiting AimingAngles with the CharacterAimingComponent vertical aiming limit based on stance
Fixed: Smooth CharacterAimingComponent stance limit adjustment
Fixed: CharacterInputContext::IsUnconscious is now replicated to proxies too
Fixed: FactionManager's base:: would refer to Entity, not GenericEntity as intended, resulting in broken init calls
Fixed: Doors pushing characters
Fixed: Unconscious characters being pushed by non-vehicle entities
Fixed: Animation/Placement of the character breaks down after taking control of an unowned character
Fixed: Better determination for sitting in turrets, sitting at turrets always resets them to 0 aiming
Fixed: BaseInventoryStorageComponent::GetOwnedItems declaration was not correct
Fixed: Changing gear when using FULL assistance can be stuck in first gear
Fixed: Fixed getting stuck in traversing curves by preventing direction reverting and balancing the curve point with the path's information
Fixed: Weapon doesn't have any attachment in the render preview of the inventory
Fixed: Player was able to swim underwater
Fixed: BaseHUDComponent is not created on a dedicated server anymore
Fixed: Unconscious body slides when going unconscious during walk animation
Fixed: BaseMuzzleComponent could be added to any entity
Fixed: Network serialization of the car's suspension is now working with prediction
Fixed: Explosions not dealing damage to destructibles
Fixed: OnAddedToParent called by adding an entity to the entity slot now has the right local transform set
Fixed: AIActions have correct priorities again
Fixed: User cannot switch to reverse from higher gears
Fixed: Explosions didn't deal damage most of the time
Fixed: Save/Load/JIP/reconnect handling of unconsciousness
Fixed: Script Leaking + Script declarations on the AIActionBase and AIBaseUtilityComponent interfaces
Fixed: Idle turns can bug out because of NaNs if the prediction was not made
Fixed: Character can change stance while unconscious
Fixed: Character instantly dying after entering an unconscious state in a vehicle on DS
Fixed: Deactivated character would not be teleported
Fixed: Powerline entity cable object component initialization and creation
Fixed: Desynchronization of handbrake
Fixed: Removed CMD_Injured, now everything uses CMD_Unconscious
Fixed: Vehicle wobble animation variable gets reset when the player exits the vehicle.
Fixed: Clouds: Fixed static clouds (missing wind movement) with a dedicated server
Fixed: Cleanup and a small fix for imprecise idle turn predictions.
Fixed: Group update positioning when not ticking group movement
Fixed: CosAngle returns value in interval <-1,1>
Fixed: Invalid folder for downloaded cloud saves
Fixed: Missing doors blocking navlink traversal
Fixed: Exiting a vehicle while free looking in an extreme direction can lead to angle unhandled angle overflow, causing the camera and weapon to be misaligned
Fixed: After being teleported in the game master, the character often starts turning in a different direction than was set by the user.
Fixed: Doors on navmesh tile edges do not regenerate all the areas they modify
Fixed: Searching attachments in the hierarchy of components in WeaponComponent
Fixed: Character inventory preview has a backpack hidden when in vehicles
Fixed: Go over the hierarchy of components when searching for the storage component
Fixed: Fans signal affected by the dashboard power signal
Fixed: Changed raycast call to use the returning distance instead of calculating the start and hit point difference
Fixed: Now the OnTakeOff, OnFlying, and OnLanding functions are now callbacks
Fixed: MP Proxy characters now wake up prone after being unconscious even if before they were erected
Fixed: Server cannot see character rotation
Fixed: Calling the same event twice with different arguments would cause it to be called multiple times only with the last supplied arguments
Fixed: Refactor of character heading angles and aiming angles. Removed Get/Set Heading/Aiming/LookAt angles functions on CharacterControllerComponent. Get/Set Heading/Aiming/LookAt Angles functions on CharacterInputContext all use radians, with the yaw angle being in a clockwise direction (turning right = increase and vice versa)
Fixed: Character would rotate in random directions after exiting vehicles, sometimes also after climbing over objects
Fixed: FactionManager not being accessible in edit mode (failed registration)
Fixed: SetUnconscious compared argument to wrong reference variable in an effort to drop redundant calls - could lead to some calls being ignored. Also could attempt to call OnConsciousnessChanged twice
Fixed: Fixed the wrong name and return type on IsUnconscious
Fixed: NaN exception when the character is swimming in (un)certain depth
Fixed: OnCompartmentLeft was not called when switching seats in a vehicle
Fixed: Update of adjusted stance
Fixed: Missing turning animation for non-owner proxy drivers
Fixed: Fuel was not correctly synchronized in multiplayer
Fixed: Not correct deletion of an item when reloading slots
Fixed: Disabled/Enabled physics correctly for a loadout with animate colliders on
Fixed: Climbing down from stuff now calls the correct updated climbing type
Fixed: Climbing early exit now cannot trigger while we are still in the air
Fixed: Wrong JIP inputs and input actions synchronization
Fixed: It is possible to shoot from a turret while being unconscious
Fixed: BaseLoadoutClothComponent should tick on remote proxies
Fixed: Ballistic protection items would not show correctly in edit mode
Fixed: Worn model was not correctly applied to cloths
Fixed: Inventory would influence deflated/inflated property and positions of BaseLoadoutClothComponent
Fixed: GarbageManager should not allow operation on clients
Fixed: Weapon visibility was not correctly updated when inserted into a slot
Fixed: Lowest crouch stance, 0.05, is incorrectly replicated as prone.
Fixed: ADS would sometimes zoom when changing stance
Fixed: Bounding box of the animated colliders part should be updated based on the skeleton
Fixed: MP - Mine can get armed despite the character dropping it during the arming procedure
Fixed: MP - Mine placing would not work after canceling the previous mine placing - bug introduced in 14611
Fixed: MP - Mine placing canceling would not work if you would hit the precise frame when the animation command was called but the animation did not start yet
Fixed: Two players could enter a vehicle at the same time even though they were hostile to each other
Fixed: Missing scenario interpretation on MP reload
Fixed: Placing a character into a turret would not correctly set the faction
Fixed: Negative weight after dropping all items from the inventory
Fixed: Loading of weapons during loading of loadouts was not working correctly
Fixed: Adding multiple input actions during the performance of an action would only perform the first one
Fixed: MP: Reload on a low FPS server can cause an invisible magazine in the weapon
Fixed: 4x20 2D reticle cut off from the top when using sight adjustment
Fixed: US lantern without particle + fixes of emissivity of materials
Fixed: Mechanics layer occlusion
Fixed: PIP scopes view distance was fixed at1500m independently of view distance. It is now set consistently with view distance set in-game options
Fixed: Players were able to spawn on radio operators before the timer ran out by holding enter
Fixed: Missing player controller nullcheck
Fixed: Out of memory caused by incorrect ActionListeners handling
Fixed: Map controls not being disabled when focusing on menus in respawnMap
Fixed: Controls buttons being visible while not focused
Fixed: Focusing toolbar menu will now disable map context
Fixed: Border issues on spawnpoint selector
Fixed: Task list is now right next to the MapTools
Fixed: Player loadout preview was missing in the deploy map loadout selector
Fixed: RespawnRefactor - Game master access from WelcomeScreen
Fixed: RespawnRefactor - VME in workbench when Play from current position enabled
Fixed: RespawnRefactor - VME in workbench for ArsenalManagerComponent
Fixed: RespawnRefactor - Another WB VME caused by play from the current position
Fixed: RespawnRefactor - Switching directly to GM from the welcome screen locks some mouse input
Fixed: RespawnRefactor - Compass and Watches being cut off in RespawnScreen
Fixed: RespawnRefactor - Scaling of images in WelcomeScreen
Fixed: RespawnRefactor - WelcomeScreen Fix for pagination clicking not working on the first click
Fixed: RespawnRefactor - Wrong Conflict tasks and duplicities + stats in Debriefing
Fixed: Respawn Refactor - Player list can't be opened on GM welcome page
Fixed: Group name was not shown on the deploy menu open
Fixed: Saved loadout button was shown even when the saved loadout was not available
Fixed: Editor camera was not correctly terminated
Fixed: Pencil drawings on the Deploy menu are now behind UI
Fixed: First Spawn point in the array of available spawns doesn't have a bar in spawn selection
Fixed: It's no longer possible to manipulate map tools while they are under buttons
Fixed: Player can spam the group leader with requests
Fixed: Gm placed spawn points were missing names in the deploy map
Fixed: Notifications not showing up in the Deploy menu and Editor
Fixed: Conflict - Callsigns of bases sometimes missing after reconnect
Fixed: Conflict - Positioning of HQ tents on starting bases
Fixed: Performance of GM, update widget animator
Fixed: Incorrect VoN menu keybind adjustment
Fixed: VoN entry unwanted animation and improper centering with long channel text
Fixed: Incorrect radio power state
Fixed: Radios channel tuning is not working correctly for clients
Fixed: VoN menu UI not reacting correctly to frequency changes on client due to frequency getter being delayed
Fixed: Notifications not showing
Fixed: Spawning player in the editor respected invisible respawn timer, preventing spawning in quick succession
Fixed: VONMenu radio channel displaying untranslated string for Russian faction
Fixed: Assigned correct wreck model to M997
Fixed: UAZ-452 uses the correct wreck model
Fixed: UAZ-452 searchlight had wrong emit angle set + fixed assigned light entity for Light_Searchlight config
Fixed: Name of UAZ in conflict
Fixed: GUID on Searchlight light slot on M998
Fixed: Window FR1 on UAZ-452 now can get damaged
Fixed: UAZ-452 slot Wheel_R01 registering damage
Fixed: Soldier faction base prefabs don't have uniforms, gadgets, or watches - added new prefab with those and tweaked inheritance
Fixed: Inheritance of Character_US_AR - now inherits from baseloadout prefab
Fixed: Removed extra colliders and added missing colliders on some of the inflated backpacks
Fixed: Wrong model, the material on inflated RPG assistant backpack
Fixed: M88 and BDU have now correct in/deflated models assigned
Fixed: Some heads had turned on the alpha effect in FPV
Fixed: Base icon disappeared after being captured by another faction
Fixed: Update of alpha value was not updated when the character entity was dead
Fixed: Full group was missing an indication in the role selection screen
Fixed: Join faction/group hint was still visible after joining when the button was still under the cursor
Fixed: Inheritance from correct parent units
Fixed: Ragdoll definition - changed head collider - UCS_Head -> UCX_Head, removed irrelevant mass values
Fixed: ARTII reticle compression
Fixed: B12 reticle compression
Fixed: Added interior light prefab for UAZ452
Fixed: UAZ-452 engine start actions
Fixed: Leftover mentions of SlideDistanceLimit in prefabs, which was removed
Fixed: Composition children were moved to the composition center
Fixed: Empty slots in the loadout list in role selection were set enabled upon player loadout request
Fixed: Leader indication was not set correctly upon joining a group
Fixed: Music was missing in respawn menu
Fixed: Head-turning 180 degrees by changing locators and setting an offset on the prefab
Fixed: Player was able to hit respawn button multiple times, resulting in a vme
Fixed: Navigation buttons not found warning on configurable dialog creation. Server hosting dialog label
Fixed: Suspicious parent velocity assert when vehicle wheel dust effect is enabled
Fixed: Wreck models not applied for streamed in vehicles
Fixed: Player spawning should not clash with -ailimit anymore
Fixed: Switching weapon sight action hint is now correctly displayed
Fixed: Missing hint for selection or deselection of grenade launcher
Fixed: Missing magazine template that was removed on accident
Fixed: US GL has a PASGT vest, causing clipping with the grenadiers vest. The combo is illegal
Fixed: Conflict - Misaligned HQ tents
Fixed: Conflict - MHQ signal calculation
Fixed: Conflict - Wrong supplies amount shown when (un)loading supplies
Fixed: Performance issues with the DespawnPatrol method
Fixed: Broken Endscreen
Fixed: Truck cargo passenger compartments definitions, missing casualty actions, disabled teleport on getout
Fixed: Camera was stuck on ocean view in scenarios with no SCR_WelcomeScreenComponent
Fixed: Map location hint was visible in the deploy menu
Fixed: Spawning on radio operators resulted in players spawning on top/inside of the character
Fixed: Disabling respawning through game master didn't disable the deploy button
Fixed: "Don't show this again" in persistent faction dialog was not saved in user settings
Fixed: Orientation of Vest_Lifchik model
Fixed: Removed Map Marker manager component from prefab
Fixed: Character will take out his weapon after climbing over a wall even when the weapon was hidden manually
Fixed: SCR_WeaponAction now has only local effect as WeaponComponent::SetBipod now replicates the state
Fixed: LayerPreset setup on M997_doors_front model
Fixed: LayerPreset on Backpack_Veshmeshok_Inflated colliders
Fixed: WoodenWall_02_8m_A now has the correct LayerPreset set on colliders
Fixed: Chat UI does not stay on screen anymore when opening and closing it really fast
Fixed: Chat Max character limit notification now disappears when deleting characters
Fixed: Chat messages are now correctly ordered when scrolling through chat history
Fixed: Browsing chat history did move back to the most recent message when some player sends a message
Fixed: Casualtyinspection now only client side, non-disappearing icons fixed
Fixed: GetInNearest vehicle, not using a vehicle without an addon, proper lock order
Fixed: ETool should be Runtime in RplComponent
Fixed: Negative weight showing in inventory when all items are dropped
Fixed: Can no longer open inventory when unconscious
Fixed: Character can now climb on walls up to 2.5m tall, as it was before
Fixed: Spawn protection not expiring on a server with disabled cheats
Fixed: Inconsistent behavior of Room Remove after a kick due to FF
Fixed: Behavior Editor - Crash when editing property of Switch node
Fixed: Editors issues with resources being saved into a data root directory
Fixed: World load fails when parent sub-scene is saved in data root dir
Fixed: Decal was not correctly shown when displayed on a MeshObject with a CF_INHERIT_PARENT_SKELETON flag
Fixed: RECALC_LOCAL_TRANSFORM should handle correctly if the flag AUTO_TRANSFORM is set
Fixed: When character motion is restricted due to breaking the elevation threshold it adds occluder the same way it does for normal collisions
Fixed: River's unique GUID is now always generated when the user creates/copies a river
Fixed: Error when the user copies a river with an existing GUID (or creates it from a prefab)
Fixed: Non-consistent order of objects in inherited arrays in config files
Fixed: Unconscious enemy can now be dragged out of the vehicle
Fixed: Vehicle affiliation wasn't updated when a character was deleted from the vehicle
Fixed: Player callsigns not being assigned (Note placing entity via GM still lacks a callsign as they are not part of a group)
Fixed: Spawn point selector refocused on a different entry when a spawn point was created/removed
Fixed: Players were able to spawn on already lost base
Fixed: Teleporting player in a vehicle on client did not work, the vehicle position got overridden by the server
Fixed: Saline disappears when applied inside a vehicle
Fixed: ScenarioFramework - Tutorial world mistakes in setup
Fixed: Campaign - Vehicle depot vehicles don't get reserved for the player that spawned them
Fixed: ScenarioFramework - Logic prefabs were wrongly created and missed unique naming
Fixed: Entity action was activated even when it shouldn't upon pressing the 'E' shortcut.
Fixed: Some issues with voting for GM
Fixed: First placed mine on DS is not armed
Fixed: Deploy Menu: Spawn point border was not visible on the initial deploy map open
Fixed: Player could accept an invite to a group that does not exist anymore
Fixed: Tasks list can now be opened via keybind in DeployMenu
Fixed: Objectives map gadget is not functional on player equipped map
Fixed: Playerlist now closes properly on pressing esc in the deploy screen
Fixed: ScriptAPI: ScriptAndConfig inheritance fix for modded classes
Fixed: World editor - Camera auto rotation functionality worked with the wrong axes
Fixed: Wrong patrol respawn timers upon scenario reload
Fixed: Could break character item use the command by interrupting item used in the first frame when the animation has not started yet
Fixed: Character holds an invisible gadget after falling from low obstacles
Fixed: Character item changes get broken after entering a vehicle, stalling, reconnecting, and exiting a vehicle
Fixed: Correct display name for officer class name
Fixed: It was possible to melee in the middle of weapon switching
Fixed: ScreenEffects are now displayed behind other HUD elements
Fixed: Unarmed focus was toggled while picking up items or using gadgets
Fixed: Unable to brake with Xbox controller while compass or gadget is equipped
Fixed: Wrong materials were used on M1 helmets
Fixed: Reload save file containers after every addons reload (#T173634)
Fixed: Gamepad - Adjusting Stance/Leaning sometimes made player walk instead
Fixed: Incorrect rotation on the preview for Lifchik vests
Fixed: User settings saving to Steam
Fixed: Player could attempt to switch seats in the vehicle while already switching between the other two seats, which teleported them
Fixed: Creating a new group didn't update the group name/frequency in the deploy menu
Fixed: BaseBuilding entities and Trees get damaged by explosions again
Removed: Character omitting condition for interaction handler in vehicle hierarchy
Removed: Post respawn-refactor clarity pass
Removed: Disable gravity when using InteractionBlockHelper
Removed: Unused FOV focus property from EyesSensor
Removed: Hide career UI from AccountWidget on MainMenu layout.
Removed: Some way too experimental keybinds were removed from the keybinding menu for now
Removed: SetAdditionalGlobalTransform/SetBoneGlobal API.
Health Package Features
Added: Tourniquet, saline bag, and morphine injector health-gadgets
Added: UAZ-452A Ambulance for the USSR faction
Added: M997 Maxi Ambulance for the US faction, olive, and MERDC variant
Added: Unconscious state for characters
Added: Custom unconscious-transition animations for all turrets
Added: Screen/audio effects to indicate new character health states
Added: PASGT Vest
Added: M69 Vest, olive, and woodland variant.
Added: 6B2 Vest
Added: M1 helmet, uncovered and woodland cover variant
Added: Additional icons in inventory which indicate blood level and mobility/accuracy impairment
Added: Check-injuries action on injured characters to see data about their health
Added: Colliders to all helmets
Added: Custom gamemats for each helmet and 6B2 vest
Added: SCR_ArmoredClothItemData attribute to set up virtual ballistic protection
Changed: Existing inventory health icons overhauled with new visuals
Changed: Hover-over information of limbs in inventory contains much more information
AI
Added: AI Group is now correctly deactivated based on agents attached to it
Added: Recognition of unconscious targets to Group AI Perception
Added: Recognition of disarmed targets in AI perception
Tweaked: AI perception: when a Perceivable is teleported, its visibility is reset to 0 for all observers
Tweaked: AI weapon selection can reload UGL and RPG muzzles now
Tweaked: AI perception component has a higher update rate at LOD value of 0
Tweaked: AI can detect vehicles from a bigger range
Tweaked: Duration of AI Group investigations depends on the distance to targets and amount of targets
Fixed: AI character was aiming up when looking through binoculars and the weapon was raised (even though visually it wasn't raised)
Fixed: Set path when an AI leader has none
Fixed: AI character now aims from the muzzle, bypassing weapon sight
Fixed: AI character now aims from the head instead of the muzzle when reloading or changing weapons, which fixes weird rotation while aiming and switching weapons or reloading
Fixed: AIMovementComponent is not updated when AI is teleported from vehicle to vehicle
Fixed: AI was not activated back after being deactivated
Fixed: AI could control the character when spawned
Fixed: AI was not correctly deactivating at 1000 m
Fixed: While reloading, the AI Weapon&Target selector didn't detect the left-hand magazine, thus AI thought it was out of ammo
Fixed: AI drops weapons when going unconscious during weapon switch on low FPS
Fixed: Players were placed in AI groups
Fixed: Pinging AI teams replaced their icon with one that no longer exists
Fixed: Crash when a player makes group and AI exist as Group on Player join and assign leader script invokers are static
Fixed: AI sometimes got stuck at doors
Fixed: AIs were ignoring their recommended LOD and were always working on LOD0
Stability
Added: 2dmap - placeholder to show badly setup descriptors in the map instead asserting && sanitized places where it could crash on missing properties
Added: Logging of last deleted resources and output of them in case of a crash
Tweaked: Underwater effect now has correct shore parameters, fixed crash when there is no terrain in the water shader
Fixed: Crash when parent don't have physics component and have a vest on them
Fixed: Wrongly setup destructibles could still crash the game when taking damage, now they shouldn't be taking damage
Fixed: Miss-configured entity with MuzzleComponent causes crash
Fixed: Possible crash when GameMaster switches into collimator view
Fixed: Crash when setting ragdoll right before destroying phys controller
Fixed: Temporary workaround for crash when addon reloading causes the game to update before it loaded the world
Fixed: Crash when AIs tried to access the related activity of a dead group
Fixed: Crash due to not disconnecting signal to the group leader
Fixed: Explosions - Crash when an entity would be destroyed by multiple explosions in the same frame
Fixed: Explosions - Crash when multiple mines explode at the same time
Fixed: Turret doesn't make client and server crash anymore
Fixed: PerceptionComponent::GetClosestTarget crash when there is no PerceptionManager in the world
Fixed: Script: Function not linked crash fix
Fixed: Input: missing input device on dedicated server crash fix
Fixed: Hotfix for crashes on AMD GPUs when rendering underwater effect
Fixed: World editor - Vector tool - Crash by pline points transformation
Fixed: Crash in Anim Editor live debug
Fixed: Crash when loading anim workspace with invalid child preview model. Was causing occasional crashes at startup with CLI to load the world
Fixed: World editor - Crash after applying "Replace with prefab" action to RiverEntity
Fixed: Crash when deleting node in Behavior Editor
Fixed: Crash related to particles
Fixed: Crash on deleting the same roadpart twice
Fixed: Crash in InLoopOut anim node
Fixed: Crash on addon download if DownloadVersionsRefactor is loaded
Fixed: UI imageset loading crash fix
Fixed: Audio Editor - Alt connection crashing engine due to unnecessary updating of UI
Fixed: Crash when using vehicle ray-cast debug test
Fixed: GPU crash in clutter instance processing
Fixed: Crash on failure to compile script module
Fixed: Crash when new anim expression table created
Fixed: Crash when editing anim events and hitting Ctrl+S
Fixed: Assert and crash when using virtual connections to simulate server load.
Fixed: Crash in audio editor during resource validation
Fixed: Possible crash on maps without AIWorld
Fixed: Crash on deleting online saves
Fixed: Audio Editor - Crash when checking unreferenced files
Fixed: Crash in WorldSaveItem::FillManifest
Fixed: Workbench: WidgetStyleEditor crash
Fixed: Workbench: Crash when closing editors during script debugging
Fixed: Crash when editing events and saving by shortcut (dangling focus)
Fixed: Crash when renaming node to a name that is already in the graph
Fixed: Crash when debug draw can be called on a not fully initialized vehicle
Fixed: Crash when typing %n in chat
Fixed: Possible crash on navmesh when out of memory
Fixed: Prefab preview - Crash after disabled entity in prefab
Fixed: Possible crash in water caustic when the texture wasn't defined
Fixed: WeatherManagerEntity: Fixed crash due to NaN
Fixed: Crash when opening prefab with empty physics world
Fixed: Crash on writing more than 65536 characters to file from script
Fixed: Engine: assert "retry" crash without debugger attached
Fixed: JSON - Crash during the processing of missing script object (non-intended API use)
Fixed: Crash in gain-to-dB conversion due to negative gain
Fixed: ScriptAPI: AssertEntity crash fix
Fixed: World Editor - filtering components on the entity can cause an assert/crash
Fixed: Crash in font rendering
Fixed: Workshop - crash in the asset check
Fixed: InputBinding: Crash when unknown action present
Fixed: Input: CheckConflicts crash
Fixed: ScriptCompiler: Variadic arguments (void) compile time validation, crash on template fix
Fixed: ScriptCompiler: invalid typedef compilation crash fix
Fixed: Particles crash with incompatible emitter material assigned
Fixed: ScriptAPI: ScriptContext::Convert class type check crash fix
Fixed: Input: InputBinding.CheckConflicts crash fix
Fixed: Server crashes when unable to communicate with the backend
Fixed: Workbench: UI editor crash fix
Fixed: ScriptAPI: prevent Debug.Break & Debug.CompileBreak from crashing when no debugger is attached
Fixed: Input: re-binding crash fix
Fixed: Crash when addon upload to workshop fails
Fixed: Crash on generating empty navmesh tile
Fixed: Possible crash during workshop addon downloading
Fixed: Crash when hierarchy did not have a parent in HierarchyComponent in BaseLoadoutClothComponent::EOnPostFrame
Fixed: MP - GarbageManager crashes after flushing garbage on a map with a vehicle with a dead character inside
Fixed: Crash in SCR_DestructionBaseHandler and SCR_DestructibleHitZone
Fixed: Possible terrain tracing crash
Fixed: RestApi - possible crash when someone deletes callback during callback call
Fixed: Non-Square Terrain Crashes
Fixed: Crash when releasing widgets after the game was destroyed
Fixed: Crash upon deletion of a bleeding character
Fixed: Ragdoll crash when number of bones is zero
Audio
Changed: Audio - Modified how to speed signal behaves when the character is dead and resets its value to 0 when the ragdoll is not active anymore
Changed: Audio - Moved binding BaseItemAnimationComponent events from WeaponSoundComponent to SoundComponent
Tweaked: Door sounds redesigned using our recordings
Fixed: Several logging and formatting errors in audio
Fixed: Audio - Issue where you could not change the combo boxes on the signals diag menu
Fixed: Audio - Unconsciousness signal in MP
Workbench
Added: Script Editor - changing font size directly in the editor
Added: Script Editor - column number visible in the status bar
Added: Script Editor - new "search in addons" option
Added: Script Editor - super + auto suggestions support
Added: Script Editor - outline & suggestion for modded classes
Added: Script Editor - outline improvements
Added: Script Editor - outline keyboard shortcut
Added: Script Editor - class/method highlighting in Outline Panel & in status bar info
Added: WidgetStyleEditor - remember the selection and fold state after an update
Added: Entity pre-create event to editor
Added: Animation Editor: Option to create an empty workspace
Changed: Script Editor - hints expanded by default
Changed: Generalized moon material and enable MatSkyPlanets to be created through the workbench (#T171174)
Changed: Scripts: Workbench: Add MeasureTool's ability to measure against entities
Tweaked: World editor - "Save World As" action is now disabled for packed maps
Fixed: Script Editor - suggestions on enum
Fixed: World Editor - deleting roads does not update the terrain
Fixed: WidgetStyleEditor: preview size
Fixed: Game cursor blinks when opening WorldEditor
Backend, Workshop, Server Hosting
Added: Server config validation
Added: Checksum validation for addon fragments to prevent addon corruption
Added: Additional server startup logging
Added: ForceUpdate when downloading addons - allows download even when the game window is not focused
Added: Server config param:
"admins" - specify a list of server admins
"slotReservationTimeout" - reserve slots after replication kicks
Added: ScriptApi to check if the player is in the list of admins or the server owner
Added: In-game hosting option to host LAN server (use the local address for publicAddress)
Changed: Refactored addon downloading - improved reliability, error handling, and UI visualization
Changed: Improved server config error handling
Changed: publicAddress automatically detects public IP address instead of local IP address (use "local" for local detection)
Changed: Server Validation Schema - support int32 mod versions, case sensitivity of GUIDs, port limits
Fixed: New a2s configuration in the server config
Fixed: Issues with SessionStorage local player data save/load
Fixed: Multiple issues with downloading addons
Fixed: Temporary handshake timeout for all new players caused by kicks while connecting to a server (RDB mismatch, Script mismatch...)
Fixed: Joining a server via invite
Removed: Backwards compatibility for old/renamed server params - see wiki for changes made in the last major update
Modding
Added: ScriptAPI: additional info logged after script module compilation
Added: ScriptCompiler: Error message when multiple Constructors/Destructors were declared
Changed: FullHeal() now has a condition to remove healing-damagetypes as well when called
Changed: Increased static memory for scripts from 20MB to 40MB (#T173029)
Known Issues
All vehicles will disappear after 10 minutes of not using them
Playing in the fullscreen can cut the bottom part of the UI information for the weapons and turrets
Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server → Workaround: Delete entities in smaller batches.
Right-clicking when using GM will open an empty radial or it will center the cursor instead of opening the context menu
Some buildings/compositions can be built without a proper obstruction check making these buildings/compositions unusable
After enabling a previously disabled add-on, included missions are not displayed in the "Scenarios" tab until the game is restarted
Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret
Deleting objects/fortifications does not reimburse supplies when it was built from a supply truck but deleted from the camp's freebuilding mode
Players that reconnect to the server are missing rights to use ArmaVision and Building interface. The only way is to disconnect from the server and connect back.
Spawning on the radio in the vehicle into the driver seat will not allow a player to control the vehicle until he changes the seat or leaves the vehicle and re-enters it
Players sometimes cannot join already existing groups on the server after they connect
Players reconnecting to the server are not joining the group where they were and need to rejoin the group
Players can soft-lock themself when joining a server with a mod that they reported. They need to cancel the mod report in the Workshop to be able to join the server
Exploding on own placed mines while in a vehicle counts as Friendly Fire on DS
Most AIs in a group are inert during fight with multiple targets
Tracers have no color in night
Respawning on the radio in the vehicle will not allow player to use gadgets
Radial menu is empty after one GM player disconnects
Screen effects (from blood loss for example) are displayed over UI elements such as chat
Radio frequency defaults to 32 (or 38 for Soviets) no matter the group
Warning:
Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.
Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.