Cover image of 1.2.1.66 Experimental Update

Attention Soldiers,

We updated the Steam and Xbox Experimental applications of the game.

1.2.1.66 Changelog

Controls

Added: Gameplay setting to enable or disable default freelook in aircraft while using controller, useful for rebinding right stick
Added: Gameplay setting for additional focus intensity while using PIP sights 
Added: VON: Action to cycle squad/platoon transceiver. (Default: Caps-Lock 2x)
Added: Keybinding - Ability to have platform-specific bindings

Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. (Default: Ctrl + Caps-Lock)
Changed: VON: Simplified and improved consistency of keyboard and gamepad controls
Changed: Weapon: "Safety" changed from Delete to Shift + V Hold
Changed: Helicopter: Engine stop default binding changed to Ctrl + R

Fixed: Keybind hints would not show correct keys after binding was changed 
Fixed: Hints would show incorrect keybinds if action was not bound to a key 
Fixed: Freelook on RB prevented switching firing modes while in ADS 
Fixed: VON: Radio state was changing when switching between controller or keyboard/mouse 
Fixed: Item: Gadget cancel did not interrupt lower priority actions if bound to same buttons
Fixed: Weapon: "Switch weapon" action did not handle turrets properly, couldn't switch weapon on BTR-70 turret with default control scheme
Fixed: Weapon: "Switch weapon" action did not allow switching from grenade or sidearm if first slot was empty 
Fixed: Helicopter: Helicopters did not leave ground assist mode if collective was assigned to analog input
Fixed: Helicopter: Some helicopter bindings were not possible to be rebound correctly. Please reset your bindings in case of cyclic forward/back action malfunction.
Fixed: Helicopter: Improved autohover altitude control to reduce flaring
Fixed: FreelookUp and FreelookDown did not respect vertical inversion option

Removed: VON: Removed actions to toggle radio, only proximity voice chat can be toggled now
Removed: VON: "Select direct/radio talk" and "Toggle radio" actions as part of VON control consistency improvements

Gamepad

Added: New infantry control scheme
Added: RB 2x: "Toggle focus"
Added: Inventory: View + D-Pad 1x/2x: Alternate selection combo for slots 4-10, and ability to bind orders to slots 5-10 using D-Pad 1x/2x
Added: Character: LS/RS while aiming down sight: "Toggle lean left/right while aiming"
Added: Weapon: Y: 1x "Switch weapon", 2x "Slot 3"
Added: VON: Action to cycle squad/platoon transceiver. Default: LB + B

Changed: "Toggle perspective" 3PV changed to Menu Hold
Changed: "Toggle editor", "Game master ping" changed to View + Y
Changed: Gamepad - Modifier for common game mode features combos like Groups, Player list, Tasks, Vote, Hints moved from Menu to View
Changed: Gamepad - Interaction: "Perform action" from Y to X
Changed: VON: "Push to talk" LB Hold is restricted to radio, unless disabled or not present
Changed: VON: "Toggle voice" moved from LB+B to LB Click and now supports only direct talk
Changed: VON: Unified action to toggle long-range radio, acts as toggle both on gamepad and on keyboard. Default: LB + A
Changed: Inventory: Direct bindings for weapons removed from View + XYAB, please use Switch weapon on Y 1x/2x
Changed: Inventory: Increased radial quick slots menu capacity from 6 to 7 items
Changed: Inventory: "Inventory" and "Quick slots", "Quick slots (radial)" from View to D-Pad Right
Changed: Inventory: "Commanding" from View + LB to D-Pad Right + LB
Changed: Inventory: "Open gestures menu" from View + RB to D-Pad Right + RB
Changed: Inventory: "Unequip" from View + D-Pad to D-Pad Right + A
Changed: Inventory: "Drop" from View + D-Pad to D-Pad Right + B
Changed: Inventory: LB/RB is now reserved by opened container if there are multiple pages, so radio will not be broadcast while traversing arsenal
Changed: Item: "Put away" from Right Trigger to Y
Changed: Item: "Inspect" from X Hold to Y Hold, "Inspect turn" from X Click to Y Click
Changed: Item: "Use item" from X to Right Trigger
Changed: Item: "Flashlight", "Flashlight Toggle" from D-Pad Left to D-Pad Up
Changed: Item: "Compass" from D-Pad Up Hold to D-Pad Down 2x
Changed: Character: "Adjust stance" and "Adjust lean" modifier changed from RS to Hold A
Changed: Weapon: "Reload" requires initial delay on gamepad to prevent accidental usage when picking up items
Changed: Weapon: "Cycle fire modes" from RB Click to D-Pad Left
Changed: Weapon: "Select grenade launcher" from RB + A to D-Pad Left Hold
Changed: Weapon: "Safety" changed to LS + D-Pad Left Hold
Changed: Weapon: "Lower weapon" from RB + B to Left Thumb 2x
Changed: Weapon: "Raise weapon" added to Left Trigger as well
Changed: Weapon: "Rest weapon" from Left Thumb to Right Thumb
Changed: Weapon: "Toggle bipod" changed to RB + RS
Changed: Grenade: "Repin grenade" from X to Y
Changed: Optic: "Switch weapon optics", "Toggle illumination" from RB+Y to RB+A
Changed: Optic: "Zoom in", "Zoom out" requires RB modifier consistently with Alt + Mousewheel
Changed: Turret: "Turret next weapon" changed to D-Pad Left
Changed: Vehicle: "Start engine" and "stop engine" from X to Y
Changed: Vehicle: "Lights" and "High beam lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for advanced controls in future
Changed: Helicopter: Freelook not forced on gamepad by default so it can be controlled with right stick
Changed: Helicopter: Cyclic moved from LS to RS to accommodate for pilot controlled weapons like FFARs or bombs
Changed: Helicopter: Antitorque moved from LT/RT to LS Horizontal, freeing triggers for weapon controls
Changed: Helicopter: Collective moved from X/A to LS Vertical
Changed: Helicopter: Wheel brakes moved from LS+A to A
Changed: Helicopter: "Taxi lights" and "Landing lights" moved from D-Pad Left to D-Pad Up, freeing D-Pad Left for weapon controls in future
Changed: Helicopter: Engine start default binding changed to Y Hold
Changed: Helicopter: Engine stop default binding changed to Left Stick Down + Y

Fixed: Some actions were not reset with "Reset All" on gamepad
Fixed: Actions with special gamepad preset could not be rebound on gamepad

Removed: Item: "Wristwatch" from D-Pad Up 2x

Playable Content

Added: Players are now able to disassemble enemy structures in conflict as long as they are capturing the base they belong to
Added: ScenarioFramework action to set a vehicle cruise speed
Added: ScenarioFramework action to set a signal
Added: ScenarioFramework condition based on damage state of given entity
Added: ScenarioFramework AI Action Change Attached AI
Added: ScenarioFramework action Delete Marker
Added: ScenarioFramework action to Change Task Title or Description
Added: ScenarioFramework action to randomly activate other actions
Added: ScenarioFramework - Get Array Of Entities Getter
Added: ScenarioFramework - Multiplayer support for Voice Over actions
Added: ScenarioFramework - Sample world with Waypoints for AI
Added: ScenarioFramework - Scenario Header Debug Areas and Dynamic Spawn attributes
Added: ScenarioFramework - Slot Task as a debug option
Added: ScenarioFramework possibility to set map markers as indelible by user
Added: ScenarioFramework hints can now show keys assigned to a specific actions

Changed: Conflict - Base icon no longer shows respawn cooldown after being seized in case of insufficient radio coverage
Changed: Conflict - FIA supply caches now replenish their storages much quicker
Changed: Conflict notifications are now controlled by Notification Interfacesettings
Changed: It's no longer possible to deploy on Mobile HQ with a custom loadout
Changed: ScenarioFramework - ScenarioFramework is a game system now

Fixed: Combat Ops - Garbage Manager deleted Task entities when it should not have
Fixed: Conflict - Infinite XP by unloading supplies
Fixed: Conflict - Radio signal was not working on Conflict North & South scenarios
Fixed: ScenarioFramework - IsMaster condition null pointer
Fixed: ScenarioFramework - Task Clear Area sometimes could not be finished
Fixed: ScenarioFramework - Tasks broke after save&load
Fixed: ScenarioFramework - Unhandled behaviors when ScenarioFramework components got deleted
Fixed: ScenarioFramework - VME caused by Destructors when child entities were already destroyed
Fixed: ScenarioFramework - VME in Area OnPostInit
Fixed: ScenarioFramework - VoiceOver not working on entities without RplComponent
Fixed: Improved performance after selecting a faction in conflict role selection menu
Fixed: It was possible to respawn on a lost base
Fixed: Combat Ops - Deliver Ammo/MedicalSupplies/Ammo task finished itself as player approached it
Fixed: Players no longer receive XP for transporting AI units

Tweaked: Combat Ops - Hideout spawn items, added flares and AKS-74U

Removed: ScenarioFramework - Missing keyword attribute that is obsolete

General

Added: BallisticTable::GetAimHeightOfProjectileAltitudeFromSource that computes aim height compensation for a target with different altitude than the shooter for ShellMoveComponent projectiles
Added: Inventory Slot icon for carried objects 
Added: Collimator sights can now be used as vehicle sights
Added: NoParent camera for 3rd person vehicle
Added: Vehicles now take damage when falling into water
Added: Compartments are now at risk of being ejected when vehicles are damaged by large explosions or collisions
Added: Destruction for Freezer_01 asset
Added: Destruction for ScaleMedical_01 asset
Added: Turrets can now be controlled from within other compartments (unmanned turrets)
Added: Portion of blast damage is delivered without trace at close range
Added: Ability for explosions to pass through surfaces depending on material

Fixed: Xbox - Mouse sensitivity options available on console if keyboard was used prior to entering menu
Fixed: Vehicles - Unflip occasionally exerted huge negative force depending on movement or rotation speed
Fixed: Shared animation variables now get copied immediately when SyncWithCharacter is called, instead of waiting until their first change.
Fixed: Milliradian rangefinding text in the Field Manual now corresponds with its new image;
Fixed: Gadgets - It was not possible to select gadget like map while in turret ADS
Fixed: Soldiers from other players are no longer recruitable
Fixed: Unflipping actions would show too optimistic number of required players for some vehicles
Fixed: Random selection of time and weather did follow every time the same pattern
Fixed: Unconscious death animation made the characters inside the vehicle jump up from the seat
Fixed: Unconscious state of Mi-8 navigator was using death animation instead
Fixed: Unable to join a server until unrelated downloads were finished
Fixed: Blur on inventory item slot turned off when item was locked
Fixed: Quickbar would get incorrectly resized when items of size other than 1x1 were assigned to quick slots 6-10
Fixed: Issue where you would get duplicate regen effects after removing TQ after bleeding was stopped
Fixed: Doors were visually closed when vehicle with open door was loaded
Fixed: Driver and codriver no longer get ejected to the roof when killed inside the vehicle
Fixed: Could heal undamaged characters
Fixed: Character no longer floats in crouch stance
Fixed: Added additional anim events "Event_Vehicle_CanFinishAction" to the OpenDoorOut animations
Fixed: Vehicles - Door were closed but visually opened after interrupting get out animation with WASD
Fixed: Vehicles - Machine gun was stuck in quickbar after exiting machine gunner seat
Fixed: Vehicles - UAZ front wheels sunk in surface
Fixed: Water erasers rendering
Fixed: 1PV camera going crazy in prone turns after interacting with vehicle doors
Fixed: Time to end ragdoll was using wrong default value
Fixed: TurretADSHold had 250ms delay instead of instant (-1)
Fixed: Projectile simulation did not stop when game was paused
Fixed: Optimized healing DOT greatly by only healing hitzones that are still damaged
Fixed: PIP Scopes - Division by zero when equipping different weapons
Fixed: Infinite loop when fire would try to damage random hit zone
Fixed: Ladder animations for entering and exiting ladder from sides were not rotation independent and were not triggering when direct exit was available
Fixed: Interior windows now has correct interior material on glass
Fixed: Inventory hint displaying of title and text
Fixed: Flares did not appear for JIP players
Fixed: Ammunition transferred from arsenal occasionally ended up on the ground
Fixed: Everon lake physical layer set properly to Water
Fixed: Explosive charges were garbage collected straight from player inventory
Fixed: Explosive charges would remain attached to the slotted parts of the vest when player would equip that vest
Fixed: Character teleported under terrain when they exited some flipped vehicles
Fixed: Character raised weapon when vaulting in lowered stance
Fixed: Commanding quickslots now are looking similar to other active quickslots
Fixed: Hints were not shown even when enabled in Interface settings
Fixed: Heli fuel used bounds range rather than repair
Fixed: Highlights on storages no longer ignore equipment storage components when searching for free slots
Fixed: Gadgets - Compartment restrictions for gadget types did not remove gadget from hand because they waited for animations
Fixed: Gadgets - It was possible to equip shovel in vehicle
Fixed: Garbage collector collecting explosives from storage containers
Fixed: Guard tower setup that allowed for entering and exiting using points on sides at the top of tower ladder
Fixed: Gadget of the same type would be equipped if player would try to put away such gadget using shortcut while having more than one in their inventory
Fixed: Drawing on top of some markers would open their respective menus
Fixed: Drawn lines on the map would scale improperly when zooming in or out

Changed: Settings menu MainMenu tile replaced by Icon in account bar
Changed: Settings - Moved "Use 2D optics" to "Video" section
Changed: Settings - Moved "Use software cursor" to "Video" section
Changed: VON now shows for enemy players their name as well
Changed: Increased the incendiary effect on destruction of fuel tank being destroyed on trucks

Changed: Heavy explosives like AT mines deliver significantly more damage
Changed: Increased force with which players push and pull flipped vehicles to make it easier
Changed: Improved intractability of userAction contexts on all M16 and AK variants
Changed: Door retrying opening/closing after collision, timer reduced from 2s to 1s
Changed: Helipad US and USSR now uses the entire helicopter to calculate the distance to the repair and fuel stations making it more easy to repair and fuel a helicopter when not lander in the dead center of the helipad
Changed: Character now doesn't land without gravity enabled
Changed: Clients no longer can change DamageEffect values and call certain functions
Changed: Detonators are moved into the explosive category in arsenal so they are together with the charges
Changed: Group description and name now reset on leader leave
Changed: Losing ownership of a character doesn't turn locally gravity anymore

Tweaked: Readded animations of get in and get out for the M923A1 cargo passengers that was removed during the GIGO refactor
Tweaked: Color of light for S105
Tweaked: Changed vehicle buffer save binding name from FullBody to FullbodyGadget
Tweaked: Attachable entity types for waypoints and tasks
Tweaked: Uncovered CIV and PKM variants of UAZ469
Tweaked: Ural and M923A1 character animations
Tweaked: The capture device stops when the app lost focus

Removed: Obsolete mags for UH1H
Removed: Decimal numbers in radio frequencies

Stability and Performance

Added: Missing kick code in kick dialog

Fixed: Crash in animation sampling in model-space
Fixed: Crash on character collision when AIWorld is not present
Fixed: Crash on exiting world while debugging
Fixed: Crash on loading save on server
Fixed: Crash when there's no game world when deleting a character animation component
Fixed: Crash when wrong compartment name was given
Fixed: Deadlock when changing character collision shape
Fixed: Potential nullpointer in bloodOnClothesSystem
Fixed: Game would freeze when player would equip the mine
Fixed: Potential nullpointer in AnimatedAmmoBeltSystem
Fixed: Crash when modifying roads
Fixed: Related Assert on bird update
Fixed: Crash on enter the edit mode
Fixed: DS crash when loading scenario with AIs
Fixed: Crash in AIFlockUpdateSystem if anyone takes a RefPtr to a bird entity
Fixed: Possible crash on vehicle x vehicle avoidance
Fixed: Crash caused by deleted consumable calling SetAlternativeModel
Fixed: Crash in AIBirdManagerComponent when a soundmap had 0 columns
Fixed: Crash on exit cause by navlinks
Fixed: VME when connecting to a terminated session
Fixed: VME with MultiPhaseDestructibles colliding with terrain
Fixed: Server crash when client started getting into a vehicle that is immediately deleted.
Fixed: Rare RoadBlockManagerCrashes
Fixed: Possible VME in spawn protection component
Fixed: Possible null pointer on task destructor
Fixed: PremiumCheckRequest pointer was not nulled upon completion
Fixed: Prevent crash when avoidance is active
Fixed: A very rare crash when an in-world instance was applied to prefab

AI

Added: Obstacle avoidance to base movement component
Added: Commanding - DangerEvent OnContact with player
Added: ObstacleAvoidance shouldn't exceed into infinity now
Added: Commanding DangerEvent OnContact with player
Added: AI Danger event to clear the area where composition is about to be build
Added: AI finds most appropriate medic, taking into account subformations and distance
Added: AIDangerEventWeaponFire - AI gunshot danger event class needed to support suppressors
Added: Scripted danger event types, UnsafeArea danger event
Added: Soldiers learned to adapt intensity of suppressive fire based on estimated threat
Added: Optional functionality to NavmeshQuery to favour non-straight path (for basic AI flanking)
Added: When attacking and investigating AI will avoid choosing straightest or shortest path, but will favour side path
Added: AIDangerEventWeaponFire script declaration
Added: AIExtraMoveParams class with script interface with optional movement parameters
Added: Additional Heal icon for Commanding menu
Added: Add attribute to AIWaypoints for Y-Precision
Added: Navmesh - Mark as destructible around multiphasedestructibles
Added: Possibility to set vehicle speed for AI from script

Changed: AIComponentEntity also takes into account its owner when setting its AIAgent
Changed: AITaskMoveInFormation evaluates if agent goes to its future or current formation location and its speed based on the tolerance set on the task. AITaskMoveInFormation decides how much distance the formation position is projected on the subgroup's path
Changed: AITaskMoveToWaypoint now takes into account Y-axis completion precision
Changed: Added .meta file generation for RoadNetwork state files
Changed: Added default values for AITaskMoveInFormation
Changed: Change from vertex to triangle intersection detection for roadblocks and other minor improvements
Changed: Regenerated AI ballistic tables for various rounds after changes to ballistic properties
Changed: Road network rebuilding also modifies width of the road to prevent splitting roads when possible
Changed: Road width modifications changed to be targeted to certain areas, instead of the whole road
Changed: When group generates a new path, its handler's movement component clears current path. If group can't move on its own, don't show movement param diags
Changed: Increased walkable climb check when applying navmesh rules to connection-making
Changed: NavmeshPath starts as Invalid instead of clear
Changed: Navmesh and roadnetwork related issues found in .ent files are remapped to the Sin by default  ()
Changed: Fix the issue with Ais being recruitable by players who join in progress - missing SCR_ChimeraCharacter.c file

Fixed: Get out waypoint should unassign used vehicle
Fixed: Nullpointer to instance when group in LOD 10 opens gate
Fixed: AI RoadNetwork occasionally contained double points near crossroads
Fixed: AI danger event on character contact didn't work when AI couldn't see the player
Fixed: AI Driving - Obstacle avoidance caused movement failure
Fixed: AI Driving - Roadnetwork rebuild sometimes froze the whole game
Fixed: AI turret operator in a car did not look forward when moving to a waypoint
Fixed: AI was spending too many magazines on suppressive fire, because of mag. counting mistake in AIWeaponTargetSelector.cpp
Fixed: APCs PID setting for sharp turns
Fixed: Commanded AI icon did not disappear properly
Fixed: Copy constructor of Paths registers new path to PathManager. Prevented same issue for move constructor. ChildRoads generate pathpoints with correct pointers to themselves
Fixed: Crash when calling OnQueryFinished and start/end road was missing
Fixed: Crash when deleting roadnetwork Manager
Fixed: Potential crashes for incorrect updates of roadparts and concurrent addition of roads while rebuilding. Fixed potential disappearing of roads
Fixed: Took first the component's controlled agent and if it was null, tried to use the owner
Fixed: Leaks on NavmeshWorld
Fixed: NavmeshWorld_Simulate_ModificationDone took too much time
Fixed: GetOut boarding parameters stuck AI
Fixed: GetOut waypoint not working, activity had 0 priority

Tweaked: AI - extend -disableNavmeshStreaming CLI to specify for which navmesh it should be used
Tweaked: AI detection time coefficients. Now detection time is a bit bigger
Tweaked: AI driving - higher path cost for navmesh edge
Tweaked: AI navmesh - add max slope angle limit
Tweaked: UI elements of RoadNetworkBuilderTool. Diag cleanup and diag ids for roads
Tweaked: Increased magazine count threshold for AI suppressive fire. Now AI will reserve more magazines

Backend

Added: API error codes for queue
Added: Room.GetQueueUserPosition() to get current user position in join queue
Added: Force update when user is in queue
Added: Method SetQueueBackendCallback() for queue callback
Added: Nullptr check on JoinRoom in queue poll and its termination
Added: Queue getters for times how long ago user joined or moved in the queue
Added: Update current join room queue details on queue poll response

Changed: GetQueueAvgWaitTime() will now return -1 if time cannot be calculated

Tweaked: Service display now allows selecting platform rather than binary PC/console

Modding

Added: UI - Improved SCR_SliderComponent with new attributes: multiplier, offset and clamp before rounding, ability to show secondary value display with separate multipliers and offset
Added: Weapons - Basic trigger curve templates for fire modes and muzzle components
Added: Component to implement suppressors, bayonets and other parameter-modifying attachments
Added: Config templates for Explosion Damage Containers 
Added: ExplosionDamageContainer atributes to adjust damage and range scaling powers
Added: ExplosionFragmentationEffect attribute FragRangeScale to adjust frag effect range separately from other attributes
Added: GamepadControlAircraft API in CharacterControllerComponent 
Added: Improved explosives damage balancing equations, explained in descriptions of attributes of ExplosionDamageContainer, BaseExplosionDamage and ExplosionFragmentationEffect
Added: Increased Charge Weight impact on damage output of explosives, making large explosives more powerful
Added: Loading and unloading supplies from a vehicle plays a relevant sound.
Added: SCR_Math.FixAngle and SCR_Math3D.FixEulerAngle methods
Added: SCR_ResourceConsumerMilitaryBase which is a resource consumer that is now used for all supplies-enabled military bases.
Added: SCR_ResourceConsumerServicePoint which is a resource consumer that is now used for all supplies-enabled services.
Added: SCR_ResourceGeneratorMilitaryBase which is a resource generator that is now used for all supplies-enabled military bases.
Added: SCR_ResourceGeneratorServicePoint which is a resource generator that is now used for all supplies-enabled services.
Added: SCR_ResourceInteractor::OnResourceGridUpdated which gets called when the resource grid performs an update on the interactor.
Added: SCR_ServicePointComponent::GetOnBaseRegistered which is an invoker that can be used to perform logic when a base has registered the service.
Added: SCR_ServicePointComponent::GetOnBaseUnegistered which is an invoker that can be used to perform logic when a base has unregistered the service.
Added: ScriptedSerializationSave/LoadContainer to implement custom storage formats
Added: Stop explosion trace attribute in BallisticInfo of material - determines whether surface should stop the explosion trace. Can be disabled to allow explosions through pass specific materials, for example tent or truck canopy. Attribute is enabled by default.
Added: Disclaimer for modding about damage over time API in SCR_ExtendedDamageManagerComponent.c 
Added: Prefabs for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP
Added: Setting on GameModeHealthSettings component to kill players when going unconscious if they cannot wake up without a medic
Added: More modern bullets (5.45x39 - 7N10, 7N22, 5.56x45 - M855A1, M995, 7.62x51 - M80A1, 7.62x54R - 7N13, 7N14, 9x39 - SP5, SP6) for use by community
Added: Logs that will help identify complex colliders
Added: New weapon sight base prefab which is now parent for WeaponCollimator and WeaponOptic prefabs
Added: SOUND_LOAD to SCR_SoundEvent.c
Added: SetTimer function in TimerTriggerComponent for script

Changed: Adjusted penetration values of bullets to more realistic values
Changed: Renamed 556 stanag mags to specify bullet types inside
Changed: Added singular action hint for unequipping gadgets that will use gadget name from InventoryItemComponent 
Changed: All configs and prefabs using SCR_ResourceConsumer for service points have been changed to use the new SCR_ResourceConsumerMilitaryBase
Changed: All configs and prefabs using SCR_ResourceConsumer for service points have been changed to use the new SCR_ResourceConsumerServicePoint
Changed: All configs and prefabs using SCR_ResourceGenerator for service points have been changed to use the new SCR_ResourceGeneratorMilitaryBase
Changed: All configs and prefabs using SCR_ResourceGenerator for service points have been changed to use the new SCR_ResourceGeneratorServicePoint
Changed: Base warhead prefabs use Explosion Damage Containers config templates to improve consistency
Changed: Disabled ColliderHistoryComponnet on Vehicle_Part_Base.et until optimized better, remains enabled on Vehicle_Rotor_Base.et and Vehicle_Ammunition_Base.et 
Changed: Improved explosive warhead configuration patterns. Please check GUIDs of fragmentation explosion damage effects in modded prefabs 
Changed: Limited reference BaseExplosionDamage attributes. Reference range for 1kg TNT limited to 50 m, damage to 65535, speed to 65535 m/s
Changed: Limited reference ExplosionDamageContainer attributes. Charge Weight limited to 10 000 000 g, Tnt Equivalent (Relative Effectiveness) limited to 10
Changed: Naming of ExplosionFragmentationEffect attributes: FragRangeFactor > FragDamagePower, FragRangeFactor > FragRangePower, added FragRangeScale
Changed: SCR_BaseGameMode and SCR_BaseGameModeComponent OnPlayerKilled and OnControllableDestroyed functions and events have been updated to send over the instigatorContextData. This data contains the information of the Victim and the Killer as well as the relation between them and if they were controlled by a AI, Player, Admin/Game Master or were a possessed AI. The logic is centralized so other functions no longer need to check the player faction and the systems now know what kind of Character was killed and was the killer
Changed: SCR_SupplySystem is now used instead of SCR_ResourceSystem in ChimeraSystemsConfig.conf
Changed: Setting Case Weight, Charge Weight, Tnt Equivalent (Relative Effectiveness) or Fragment Count to negative or zero sets ExplosionFragmentationEffect DamageValue to zero Changed: Supplies replication system now allows for derived classes of SCR_ResourceConsumer.
Changed: Supplies replication system now allows for derived classes of SCR_ResourceGenerator
Changed: Weapons - BaseFireMode templates added and used in vanilla weapon prefabs. Please update fire mode lists in muzzles Fixed: 2D optics misalignment no longer depends on objective FOV
Changed: Character control types are now flags
Changed: CommonPhysicsComponentClass::GetPhysicsLayerMask to handle BAD_INDEX properly
Changed: SCR_PlayerController.SetGameUserSettings made static

Fixed: CharacterModifierAttributes disabling option to allow equipping item in vehicle did not cause gadget to be removed from hands when getting in compartment
Fixed: ExplosionDamageContainer default layer preset Projectile was not respected as default layer preset value does not work as expected. Please use provided config templates for ExplosionDamageContainer or set layer preset to Projectile manually to prevent explosion traces from stopping at wrong layers, for example Interaction
Fixed: Gadgets - Compartment gadget type restrictions were ignored when recovering hidden gadget or getting in
Fixed: Server hosting: couldn't disable broken addons, could host scenarios with broken mods
Fixed: ETool inheritance of CharacterModifierAttributes
Fixed: WorldSaveItem - Loading workshop settings after ID is filled in meta
Fixed: WorldSaveItem - Download and deletion issues
Fixed: WorldSubscene component changed to WorldSubsceneComponent component in Building_Base
Fixed: Enable addon button working if dependencies are not downloaded
Fixed: SCR_AddPrefabToSelectedEntities classname -

Removed: 2D optics m_vCameraMisalignmentScale attribute is no longer necessary as its use case has been fixed
Removed: Misleading ExplosionDamageContainer's Explosion Scale display that does not update while adjusting Charge Weight or Tnt Equivalent (Relative Effectiveness) Removed: Obsolete MaxZoomInADS API in CharacterControllerComponent
Removed: Controls - Inventory20Context removed from chimeraInputCommon.conf
Removed: SCR_BTParam.ToString() as it relied on ToString() of underlying class, which is not guaranteed to exist
Removed: SCR_WorkbenchIEntityQueryCallbackArray and SCR_WorkbenchSearchResourcesCallbackArray
Removed: Most of the obsolete GameState APIs
Removed: Obsolete WorldSaveApi

Tweaked: Removed timeCheck in SCR_ShellSoundComponent.c
Tweaked: HDR Darkness / brightness limits, target brightness + shutter limits by weather cycle
Tweaked: First step in zeroing of VZ58 should be 330m now
Tweaked: Fixed vehicle character animations for Ural4320, UAZ469, S105, S1203, M998, M997, and M1025
Tweaked: Fueltank_02 hitzone on Ural4320 prefab
Tweaked: MPD component to accommodate new sound types
Tweaked: MPD of MetalGate_04
Tweaked: Damage - Increased explosion damage power of TNT equivalent to 0.64, base damage traced to 1000 and nontraced to 333, incendiary damage power 0.8
Tweaked: Damage - Increased explosion damage power of TNT equivalent to 0.83333, base damage traced to 1000 and nontraced to 400
Tweaked: Character animations of UAZ, M998, M997, and M1025
Tweaked: Collim_AP2k ADS time so it's on par with ADS time on M16 with irons

Game Master

Added: Ability for GM (and Tutorial) to enable/disable the vehicle decommission action
Added: GM - Get out waypoint
Added: GM saves tab is hidden in scenarios in PS|
Added: The Game Master can now enable/disable team kill punishment

Fixed: GM - cycle waypoints was not working on server
Fixed: GM asset browser results string
Fixed: GM delay caused by preloading that caused group to not be set
Fixed: Heal option available on GM on undamaged characters
Fixed: Canceling entity transform when leaving editor mode 

Tweaked: GM - Blue overlay on system when opening asset browser

Changed: On Player and On AI Killed logic has been changed. Game Masters, Admins and players on the admin list will never be punished for team killing

Workbench

Added: Add Prefab To Selected Entities World Editor plugin
Added: SCR_WorldEditorTestTool.GetSelectedWorldEntitySources() method
Added: Support for Depth Of Field Advanced effect to Cinematic Timeline
Added: WorldSaveItem - option to upload runtime created screenshot as preview

Changed: Add Prefab To Selected Entities plugin shortcut (Ctrl+Shift+V → Ctrl+Alt+Shift+V)
Changed: When going into playmode, wrongly setup damage managers now get deleted on post init

Fixed: Workbench: ScriptEditor: Ctrl+C problem
Fixed: World editor - Vector tool crash
Fixed: Freeze in WB on entering the game mode
Fixed: Audio Editor crashing on start
Fixed: Random crashes when opening editors

Audio

Added: 3 melee voice variations for Russian voices
Added: Bounding volumes feature to SoundManager
Added: Player shots routed to separate final mix input
Added: Sound for impact effects

Changed: Impact SFX moves with vehicle
Changed: Support for rocket sonic booms
Changed: Fixed melee sounds playing twice
Changed: Weapons handling spatialfactor now driven by UnderPlayerControl signal

Fixed: AudioOutputState.Update not called
Fixed: Missing seat creak SFX when getting out of codriver seat
Fixed: Open door finish SFX
Fixed: Priority for tire puncture SFX
Fixed: Sound::Play() returns correct audio handle now
Fixed: Turrets clamp angle from -pi to pi instead of -2pi to -2pi, fixing normalized signals
Fixed: VON - Radio broadcast could be used in unconscious state; only proximity chat is allowed

Tweaked: (Re)-added tall grass movement sounds
Tweaked: APU effect position
Tweaked: Added sound events to MI-8 animations missing sounds
Tweaked: Breathing loudness
Tweaked: Cabin rattle sound
Tweaked: Mi-8 animation sound events
Tweaked: SimpleSoundComponent - SetEventMask not called twice when setup with OnFrame
Tweaked: Sound events for new/changed character LMG sling animations
Tweaked: Sound events for new/changed character animations
Tweaked: Sound events of M151a2 character animations
Tweaked: Sound events on some BTR70 animations
Tweaked: Tall grass movement sounds
Tweaked: Wind sound.
Tweaked: UAZ-452 character animation sound events
Tweaked: UH-1H animation sound events
Tweaked: Crash sound light / heavy crossfade

Join Queue

Added: API for Leave/Join Queue
Added: Server configuration parameter for Join Queue

Suppressors

Added: Field Manual Suppressors page texts
Added: Field Manual Suppressors page and expanded Weapon customization page
Added: Suppressors can now be attached and detached from AK and M16
Added: AI gunshot hearing is reduced for gunshots with suppressors
Added: Set up particles for suppressors and muzzle devices
Added: Muzzle attachments to faction Arsenals

Fixed: Set proper muzzle particle effect on AKS74U/Rifle_AKS74U_base.et

Tweaked: Added proper snap point for muzzle devices on AK rifles
Tweaked: Decreased AKS-74U recoil by 10 %, increased AKS-74U muzzle brake recoil by 11.11%
Tweaked: Increased AK-74 recoil, decreased AK-74 muzzle brake recoil
Tweaked: Inventory previews of muzzle attachments

Tweaked Grass Rendering

Changed: Grass rendering distance max is increased from 150m to 300m

Weapon Stats Manager

Changed: Bayonet implementation now uses weapon stats manager
Changed: Correct muzzle init speed of 7U1 - 303m/s is a speed from ASK74U and this round can be also fired from AK74 (which is baseline for 5.45 ammo). AKS74U already has 0.835 muzzle init speed coef so setting speed of 7U1 to 360m/s should result in proper behavior both on AK74 & AKS74U

Fixed: Muzzle Data wasn't properly replicated when muzzle device was detached

Common Projectile Types

Added: Ballistic tables for new bullet types, 545x39 7U1, 556x45 M193, 556x45 M196, 762x54e 7BZ3, 9x19 JHP, and all added to ammo configs
Added: Magazines for M193, M196, and M193 + M196 last 5 tracer
Added: AP, tracer, and ball magazines added for M21 and SVD rifles

Changed: Adjusted length of multiple bullets

Fixed: M33 & M2 12.7x99mm bullets were missing correct length parameter
Fixed: M33 ball bullet was using copy-pasted penetration values from AP round
Fixed: M855/M856 STANAG magazine prefabs and localization

Tweaked: Adjusted muzzle velocity, mass & air drag of M856
Tweaked: M193 air drag, used G7 BC value of 1.22. Adjusted penetration so bullet doesn't penetrate SSh-68 (1.9mm of RHA) at 600m, which was goal of M855 round 
Tweaked: Improved M33 ball air drag to match M2 AP ballistics
Tweaked: Slightly tweaked M61 AP mass & air drag. Change was really minor and it didn't event affected penetration speed

Refactored Terminal Ballistics

Added: Implemented new terminal ballistics damage model (Mushrooming, Tumbling, Cavitation)

Changed: Character hit zone and head hit zone are setup for the new terminal ballistics damage model
Changed: Configured all bullets to make use of the new terminal ballistics system
Changed: Flesh material will now use mushrooming, tumbling and cavitation. Penetration damage model is disabled
Changed: Slightly reworked virtual ballistic protection logic
Changed: Split final damage calculation in ProcessHit to make CavitationDamage more effective
Changed: Stronger damage reduction when penetrating less flesh material

Fixed: Cavitation damage multiplier now increases fast bullet damage
Fixed: CavitationMultiplier was reducing cavitation damage instead of increasing it
Fixed: Erroneous penetration values on 7N13 and 7N14
Fixed: Expanded damage model for things without penetration damage model

Tweaked: All hitzones on character tweaked damage multipliers
Tweaked: Ballistic vest strength and bleeding threshold
Tweaked: Configured all bullet types with appropriate tumbling and mushrooming settings
Tweaked: Mushrooming & tumbling properties of SP5 & SP6 bullets
Tweaked: Mass, mushrooming & tumbling properties of 7N10 and 7N22. 7N22 is now more in line with rest of AP rounds
Tweaked: Tweaked flesh.gamemat and project settings for improved cavitation, mushrooming and tumbling behavior

Flashlight Colors

Added: Ability to change flashlight color while inspecting the item 

Destructible Vehicle Lights

Added: Vehicle lights are now destructible and can be individually repaired like other vehicle parts

Fixed: BTR left headlight was hard to destroy as its collider was obstructed by BTR collider
Fixed: Light volume on BTR70 high beams - had wrong offset
Fixed: Rear lights on M923A1 were not destructible for cargo, commanding and fuel tank variants
Fixed: Saved Ural4320 prefab that had wrong class in its emissive surface slot
Fixed: UZA452 searchlight was not destructible
Fixed: Updated old configuration of parent emissive surfaces for command box of M923A1

Encumbrance

Added: Hurt legs now cause harder landings animations to play after falling
Added: Over-encumbrance now has a larger impact on movement speed

RCON

Added: RCON - protocol command @logout to disconnect RCON client from the server

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