Attention soldiers,
we updated the game today. You will find changelog below.
0.9.8.64 Changelog
Game
- Added: InventoryItemComponent::PlaceOnGround method to be able to place on-ground items from a script
- Added: New spawner logic to non-slot vehicle depots in Conflict
- Added: EntitySlotInfo::GetSourceName Script API
- Added: SlotManagerComponent::GetSlotByName Script API
- Added: CharacterIdentityComponent::SetIdentity is now multiplayer-compatible and can be used to change head and body models during gameplay
- Added: TurretComponent::GetOwner script API
- Added: AimingComponent::GetInitAiming script API
- Added: OnAttachedEntity/OnDetachedEntity events on EntitySlotInfo
- Changed: General art vegetation, clutter, and surfaces cleanup and polishing
- Tweaked: MPD of WoodenFence_02
- Tweaked: MPD of BridgeRailingConcrete_01 prefabs
- Fixed: Teamkill bans
- Fixed: Mine can be placed on characters (kinematic bodies)
- Fixed: Data errors in Brick Gate 01
- Fixed: Settings freeze fix
- Fixed: Small refactor of item changing replication should fix situations where mine arming animations wouldn’t start or interrupt correctly
- Fixed: It was possible to equip a mine with a gadget if the mine was equipped from the ground
- Fixed: The player would exit the vehicle through the roof at low server FPS
- Fixed: 2D sights adjustment didn’t match PIP properly
- Fixed: Bug with forbidden gadget equipping if a weapon isn’t unequipped
- Fixed: Updating playerInfo first, and only then registering player, used to cause missing playerInfo on client
- Fixed: Trying to pull out a gadget while hiding a gadget after pressing F to get in a turret/vehicle causes the character to hold the new gadget even if it’s not allowed, possibly allowing them to walk around and then teleport to the turret
- Fixed: dying with scoped binos doesn’t clear the ADS state
- Fixed: missing file after reverting
- Fixed: remove weapon deployment from key-binding menu
- Fixed: Clearing under barrel grenade launchers via BaseMuzzleComponent::ClearChamber wasn’t working
- Fixed: Player presence isn’t registered when switching seats in the turret
- Fixed: Infinite loop during deleting of EntitySlotInfo
- Fixed: Weapon script invokers not being called when a character enters a ladder or vehicle or starts swimming
- Fixed: MPD of WoodenFence_02
- Fixed: MPD of BenchStreet_01
- Fixed: wrong GUIDs in destruction prefabs
- Fixed: Material errors of WoodenFence_02
- Fixed: MPD issues of SurveyMarker_E_01
- Fixed: MPD of some prefabsSurveyMarker_E_01
- Fixed: colliders layer preset
- Fixed: Campaign – Pre-built living quarters will spawn AIs according to faction allegiance of the building
- Fixed: Prebuild services not having set correct faction in Conflict
- Fixed: Fix for the character getting desynced on teleporting out of a flipped vehicle.
- Fixed: Character doesn’t reequip the weapon after bandaging (whether completed or interrupted or performed on other humans)
- Fixed: Campaign/Freebuilding – Vehicle deployment preview can get stuck if the vehicle depot is deleted when the preview is on the player’s screen
- Fixed: Campaign: Vehicle previews don’t show properly
- Fixed: ScenarioFramework – Tutorial world improperly inherited navmesh
- Fixed: Pre-spawned vehicle maintenance services not consuming supplies
- Removed: ReconnectComponent turned off again. It’s still unfinished and may cause several issues
- Removed: PlayerMailboxComponent from PlayerAIAgent, which is part of AICommanding
Stability
- Fixed: GPU crash in clutter instance processing
- Fixed: Linux DS crash on bleeding particle FX
- Fixed: Crash with infinite OnUnused on entity
- Fixed: Crash when closing the game and an AI was using a ladder with a hatch on top
- Fixed: Crash due to recursive call of Flush requests in cases of connection loss during a shutdown sequence
Server Hosting
- Added: Param “#/operating/aiLimit” to server config