
Attention Soldiers,
We updated the Steam and Xbox Experimental applications of the game.
General
- Added: It’s now possible to add attachments to a weapon via drag and drop from the arsenal
- Added: Reload equipped weapon in inventory via drag and drop
- Added: Vehicles now take damage when falling into water
- Changed: Optimization of processing colliders data in Hit Registration System
- Tweaked: Helicopter turret reload durations to be more equal, around 8 seconds
- Tweaked: Spin on flares is now faster and actually visible
- Tweaked: Flares descend slightly slower
- Tweaked: Vehicle emissive light surfaces
- Tweaked: removed offsets on the passengers and navigator idle compartments that break the get-in animations
- Fixed: Pilot and Copilot seat position type variable was switched
- Fixed: Optics illumination toggle wasn’t working on 2D sights
- Fixed: Mine placement range was too short
- Fixed: Chat could still be used while disabled in Interface settings
- Fixed: Supplies->vehicle transfer via drag and drop was not always registered
- Fixed: Supply boxes in inventory didn’t take into account stacked supplies
- Fixed: Radio frequency display values in various field manual pages
- Fixed: Incorrect ammo type icon for rocket launchers in equipped slots
- Fixed: Issue where you would get duplicate regen effects after removing the tourniquet after bleeding was stopped
- Fixed: UH1H gunner seats using the wrong door for entry and getting stuck
- Fixed: Misplaced character after switching seats from turrets
- Fixed: Character teleports out of vehicles that are upside down
- Fixed: Aiming angles snapping in first person camera when exiting vehicles. Character rotating before closing the door when exiting vehicles, instead of after.
- Fixed: Localization for deployable spawn point loadout switch
- Fixed: Twitching in character locomotion when holding backwards and then left-right
- Fixed: Getting stuck when switching seats between two entities
- Fixed: If during get out, the exit point is obstructed, the character stays inside the vehicle
- Fixed: Wrong seat type broke animation when getting into the left passenger seat of S105
- Fixed: fixed SeatPositionTypes for the pilot and copilot states in the animation graph for the UH1 armed version as well
- Fixed: Mi-8 gunners graphs – switching seat anims conditions
- Fixed: Cancelling exiting a vehicle would not reset the character position to the seat
- Fixed: Desynced anims after getting kicked and joining back into a vehicle
- Fixed: unable to join a server until unrelated downloads are finished
- Fixed: Deploy sound for the red flare now plays correctly
- Removed: Attaching explosive charges to players who were in the vehicle
Stability
- Fixed: Inventory crash on processing already deleted items
- Fixed: Crash when trying to access invalid storage manager after hierarchy delete
- Fixed: Crash because of NULLPTR doorInfo when teleporting characters into vehicles
- Fixed: Fixed the fix for crashing by fixing characters not correctly teleporting into turrets when moved there via GM
- Fixed: Crash upon destroying a helicopter with a stuck occupant
- Fixed: Game would freeze when a player equipped the mine
- Fixed: Crash in animation sampling in model-space
- Fixed: Crash when a character dies in a vehicle
Playable Content
- Tweaked: Combat Ops – Hideout spawn items, added flares and ak74u
- Fixed: Combat Ops – Garbage Manager deletes Task entities when it should not
- Fixed: Combat Ops – Deliver Ammo/MedicalSupplies/Ammo task finishes itself as player approaches it
- Fixed: Conflict – Radio signal is not working on Conflict North & South scenarios
Game Master
- Fixed: AI waypoints have no budget associated
- Fixed: Character gets stuck if, during paused GM, they get moved into a vehicle, then out, and then back into the vehicle
- Fixed: Character stuck after being teleported into a vehicle by Game Master and then trying to exit through an obstructed door
- Fixed: Cycle waypoints not working on server
- Fixed: Get Out waypoint localization
- Fixed: Waypoints and tasks can be attached to more entities now
AI
- Added: Usage of illumination flares at night
- Added: AI driver disables hazard lights when entering new vehicle
- Changed: AIs close doors behind them when entering vehicles
- Changed: If no AIWorld is present or there’s issues when creating/modifying move handlers, notify through logs
- Fixed: Group was ignoring follow command when in vehicle
- Fixed: Get Out waypoint not working
- Fixed: Incorrect roadblock data generated
- Fixed: AIs choose wrong positions before starting the enter action on vehicles
- Fixed: AI get in vehicle now clears reservation of compartment at the end of the actual get in instead of at the request
- Fixed: APCs PID setting for sharp turns
- Fixed: AIs getting stuck while kicking their dead friends out of vehicles
Controls
- Changed: Sight magnification use WeaponOpticsZoomIn and WeaponOpticsZoomOut instead of single WeaponChangeMagnification
- Fixed: Missing ability to unbind “Zoom in” and “Zoom out” actions from Alt + Mouse Wheel
Modding
- Added: Scripters can disable SPACE canceling loitering via disableInput parameter on StartLoitering
- Added: Glass emissive material bases for different content setups
- Changed: Optics – Separate RegisterInputs and HandleSightActivation, HandleSightDeactivation methods for scripted sights components
- Changed: Now clearing damage history when it becomes redundant
- Fixed: DotDamageEffects work at half the speed
- Fixed: Broken regen and added improved API for canBeHealed
- Fixed: Spawning a character through DefaultOccupantName does not attach the vehicle graph and makes the character stand in the vehicle seat
- Removed: Optics – Obsolete attributes from 2DSightsComponent: m_fRecoilScaleMax, m_fRecoilTranslationTarget, m_fRecoilScaleTranslation, m_sLayoutResource