reported by Vojtěch Kovařič on May 16, 2017

FROM: High Command

TO: Arma 3 Users

UNIT: Main Branch

ACTIVITY: Game Update 1.70 (Jets DLC, Sensor Overhaul, Dynamic Vehicle Loadouts)

SIZE: ~5.4 GB / ~1.0 GB (depends on Apex ownership)

NOTES

Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.

Consider defragmenting your HDD after downloading large updates.

Updating a deeply moddable game and its platform is not without risks. We use various methods to communicate upcoming changes to our awesome modding community, such as via the Dev Hub. We also co-operate directly on troubleshooting, and we offer an opportunity to test updates via our Release Candidate tests. Modders, server administrators and other members of the community do their best to prepare for updates and to address issues post-release as quickly as possible. Please be mindful of some interruptions (especially in the first hours / days after a release) while we all work to improve the game together.

A Legacy Build Steam branch is available for advanced users. It contains the previous significant main branch version (1.68). It can be used to compare specific changes between major releases. The access code for this branch is: Arma3Legacy168

This update does not apply to the experimental Linux and Mac port betas at time of writing. We hope to be updating those as soon as possible.

You can find the servers in the Steam library (switch the filter to "Tools") - "Arma 3 Server" (based on your OS, it will download the Windows or Linux version). Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780. NVIDIA GameWorks™ Technology provided under license from NVIDIA Corporation. Copyright © 2002-2017 NVIDIA Corporation. All rights reserved. NVIDIA® and PhysX® are trademarks of NVIDIA Corporation and are used under license.

In case of problems, please check the Bohemia Interactive support F.A.Q., Arma 3 F.A.Q., BattlEye F.A.Q., or Launcher troubleshooting guide.

You can help us to further improve the game by posting your feedback on the Feedback Tracker.

CHANGELOG

DATA:

Added: F/A-181 Black Wasp II*

Added: To-201 Shikra*

Added: A-149 Gryphon*

Added: UCAV Sentinel*

Added: Deck Crew Vests*

Added: Showcase Fighter Jets*

Added: Showcase VTOL**

Added: CVN-83 USS Freedom aircraft carrier

Added: Praetorian 1C AAA autonomous defensive weapon system

Added: Mk-49 Spartan SAM autonomous defensive weapon system

Added: Mk-21 Centurion SAM autonomous defensive weapon system

Added: Ejection Seats

Added: Carrier Ops

Added: Sonic Boom SFX



Added: A set of extra Steam Achievements

Added: Flashlights to several sidearms



Added: Visual representation of thrust for the Caesar BTT MFD (Plane_Civil_01)

Added: Lased range and fire solution ready indicators

Added: Fire-Control System for cannons and coax guns

Added: 'Incapacitated' and 'revived' death messages to the Revive system

Added: A new RscTitles class (RscTitleDisplayEmpty) for scripted UI creation

Added: UI control for incremental throttle

Added: New icon for the PDW 2000 9mm

Added: The DLC Content Browser now shows a video preview on hover if the DLC has such video configured

Added: Khaki variant of the Mk17 Holosight

Added: Tritium sights to the 4-Five .45ACP

Added: New HMDs for the Kajman, Orca & Xi'an

Added: FCS to RCWS

Added: Impact point prediction to weapons of the Blackfish

Added: PNVS (pilotCamera) to the Xi'an pilots

Added: 'Suicided' death message to Revive

Added: The Xi'an now has 'flaps' for manual vectoring control

Added: Animations for wheels of locomotives and railroad cars, and lever and switch blades of railroad switches, for use by scripts (mainly the animateSource command). The names of animation sources can be found in config viewer (available in context menu in Eden Editor).

Added: The screen texture of mobile phones (Land_MobilePhone_smart_F and Land_MobilePhone_old_F) can now be adjusted in the Eden Editor attributes

Added: New sound configuration for thunders

Added: Environment sounds update to Altis and Stratis

Added: The screen texture of whiteboards can now be adjusted in its Eden Editor attributes

Added: Sound for wind turbines

Added: Thrust animation to the Buzzard airplane

Added: Single release mode for countermeasures

Added: Field Manual entries for Jets DLC aircraft

Added: A thrust vectoring indicator to the Xi'an VTOL

Added: A new BIS_fnc_admin function

Added: HMD to the Blackfish VTOL

Added: A Targeting Pod indicator to Buzzard's HUD

Added: Following standards set by Eden Editor, Arsenal items have now multi-line tooltips, where the first one shows the display name of an item and the second its class name (currently not yet available for items in uniforms, vests and backpacks)

Added: A new MFD class with static projection of the horizon on the MFD display

Added: Jets DLC Welcome Screen

Added: A Jets DLC Dark Blue color preset

Added: Information prompt about the new controls for Jets

Added: Default keybinding (LCtrl+MWheel) for flaps / vectoring

Added: Tail-hook operation capability added to AI-piloted and auto-piloted airplanes that have the tail-hook

Added: Impact prediction to the 40mm gun of the Blackfish

Added: Custom panels are accessible via the BIS_RscCustomInfo* variables in the uiNamespace (BI Forum comment)

* Restrictions apply for those who don't own Arma 3 Jets DLC.

** Restrictions apply for those who don't own Arma 3 Apex.

Tweaked: The DLC Content Browser has been redesigned in preparation for new DLCs (access it by pressing LShift + P anywhere in the game)

(access it by pressing LShift + P anywhere in the game) Tweaked: Aircraft with Dymanic Loadout selection are now default (more Intel in a recent SITREP: https://dev.arma3.com/post/sitrep-00191)

(more Intel in a recent SITREP: https://dev.arma3.com/post/sitrep-00191) Tweaked: Dependence of the 'Incapacitated' hitpoint was adjusted (and added to VR characters)

Tweaked: The SLAT armor and some other small details on the Kuma vehicle can now be retextured

Tweaked: The SUV and Hatchback vehicles now have proper icons in the Virtual Garage

Tweaked: Targeting pod modes and zoom have been adjusted

Tweaked: "Session time" of an asset is no longer shown in the DLC preview menu when the player is currently in no session (e.g. not playing a scenario, instead being in the Main Menu or Editor)

Tweaked: Auto elevation (lasing range) is now "T" by default

Tweaked: The zeroing range of several armored vehicles has been increased

Tweaked: AI pilots in CAS jets should now prefer attacking targets to just lasing them

Tweaked: The digital clock on the SUV & Truck now display the correct time

Tweaked: The GUI gunner aim point indication in the Kajman helicopter is now part of the HUD

Tweaked: Weapons of CAS airplanes no longer have a UI crosshair in the first person view

Tweaked: User Texture objects are now using a super shader instead of a normal one, so they can be customized easier

Tweaked: Notifications (e.g. a task notification) now appear on the screen for 3 seconds instead of 5

Tweaked: The gunners of the Mi-48 Kajman now use dual feed for their 30mm autocannon (making AI effective against both soft & hard targets)

Tweaked: The holding animation for the Titan was improved

Tweaked: The locking and launch performances of the PCML were improved

Tweaked: The GPS, Mine Detector & First Aid Kit are now using splendidly improved placement on the ground

Tweaked: Incapacitation triggering on the 'Advanced' Revive settings is now dependent fully on the 'Incapacitated' hitpoint

Tweaked: The 'Incapacitated' hitpoint damage dependency was adjusted

Tweaked: The AH-99 helicopter now supports Dynamic Loadouts

Tweaked: The audible range of structures being destroyed has been reduced

Tweaked: It is now possible to disable and re-enable Revive on a unit during a scenario

Tweaked: Revive death messages were extended. If allowed, messages are now 'A incapacitated B', 'A revived B', 'A bled out', 'A force respawned', 'A executed by B' and more.

Tweaked: The option to not consume a 'FAK' on Revive was removed. If Revive requires a 'FAK', it is always removed.

Tweaked: Only medics can now use Medikit for Revive

Tweaked: The NLAW & Titan missiles now have animated fins & rocket flames

Tweaked: The UI gunner aim indicator was removed from the Xi'an vehicle

Tweaked: AI units are now denoted by an '(AI)' suffix in the Revive messages

Tweaked: All Revive messages other then 'Incapacitated, 'Killed' and 'Executed' are now displayed only to friendlies

Tweaked: Respawning from the Pause Menu now triggers a 'Forced respawn' death message

Tweaked: It is now possible to Revive teammates using their Medikit or First Aid Kit

Tweaked: Revive's 3D icon color-coding has changed (orange color = player's resources won't be consumed (Medikit or target's FAK will be used), red = player's FAK will be consumed)

Tweaked: Players incapacitated underwater will drown quickly (cca. 10 seconds). The time runs also during the Revive process.

Tweaked: End Game Kavala and Feres now use Dynamic Simulation and Simple Objects

Tweaked: End Game Balavu, Moddergat, and Zaros now use Dynamic Simulation and Simple Objects

Tweaked: The windscreen of the MB 4WD can be now destroyed

Tweaked: Turrets of the Blackfish are now stabilized

Tweaked: The Marid, Panther and Bobcat crew now need to lase targets to get their ranges

Tweaked: End Game scenarios now use the updated Revive feature. It can be customized in the server settings. By default it requires a First Aid Kit or a Medikit and uses the 'Basic' incapacitation mode.

Tweaked: The flame of various missiles now starts in a more splendid way and properly disappears after the motor burns out

Tweaked: If a Revive action is not available due to missing equipment or Medic trait, a 3D icon displays this information

Tweaked: Ground-based Time Trials now fail upon catastrophic damage to any wheel

Tweaked: Geometry of the railway bridge was improved

Tweaked: The BIS_fnc_moduleRespawnVehicle function is now better optimized in multiplayer

Tweaked: The volume of footsteps and cicadas was improved

Tweaked: The audio configuration of structure destruction was improved

Tweaked: The take off distance of the Buzzard airplane was improved

Tweaked: The Auto-hover hint now shows a key binding

Tweaked: The shell-case sound of the SDAR was improved

Tweaked: The configuration of shell-case sounds was improved for the SPAR-16, SPAR-16S, SPAR-17, Zafir and MK20 weapons

Tweaked: The MK20 and Katiba weapons now have slightly improved tail sounds

Tweaked: The SDV is now using a dynamic MFD instead of a static texture

Tweaked: The probability of breaking a lock by flares was increased

Tweaked: Xi'an now allows for a full range of vectoring angles while on the ground

Tweaked: The Targeting Pod mark in Wipeout, Neophron & Xi'an HUDs now stays at the edge of the screen when a ground or point lock is engaged

Tweaked: The BIS_fnc_synchronizedObjects function now works also in Eden Editor

Tweaked: The xH-9 family of helicopters no longer has a sensor display or threat detection

Tweaked: AT Titan's overall performance was improved

Tweaked: The HMD of the Blackfoot was improved

Tweaked: The locking duration is now 3s for IR missiles, 1.5s for Radar missiles and ~0s for LGBs

Tweaked: Resistance to countermeasures when locking has been decreased

Tweaked: The target lead pipper has been removed from CAS jets

Tweaked: Security of the debug console was improved

Tweaked: Bombs can now again be dropped on just a marked target without a lock and seek the target themselves in flight

Tweaked: Countermeasures timings and bursts when used by the AI

Tweaked: The laser designator on Xi'an is now controlled by its gunner instead of its pilot

Tweaked: Head motion in airplanes has been reduced in lateral and vertical axes and increased in the longitudinal axis (using the recently added property headGforceLeaningFactor)

Tweaked: Stretched the useful range of VTOL throttles a bit

Tweaked: Auto-vectoring default keybinding (LCtrl+X)

Tweaked: Gun zeroing now works again for gunships and AA platforms

Tweaked: AI would choose firing their cannon over dropping bombs too often

Tweaked: Overall precision guided ammunition resistance to countermeasures has been further decreased when locking and increased once in flight

Tweaked: CAS airplanes now have a wider FoV mode in their targeting cameras

Tweaked: Angles of the sensors (including anti-radiation) of the CAS planes were increased

Tweaked: AI should now use the Scalpel for a bigger range of distances

Tweaked: Overall AI usage of the Scalpel and Skyfire

Fixed: The RscFrame, RscLine and RscCheckbox classes were not exported by BIS_fnc_exportGUIBaseClasses (https://forums.bistudio.com/topic/202717-bis_fnc_exportguibaseclasses-missing-classes)

Fixed: The door of Taru's Transport Pod was not working correctly

Fixed: It was possible to respawn before the countdown was finished in End Game scenarios

Fixed: Formatting of texts in the DLC preview menu was incorrect (texts ended after the '&' symbol)

Fixed: Corrected scenario endings for Seize Edoris and Seize Feres when time runs out

Fixed: Script error when in the Respawn Screen and one of the loadouts / roles was removed

Fixed: When watching an End Game scenario as a Spectator and the last phase was reached, the Spectator could see the Intel as a side task until the Schematics were picked up for the first time

Fixed: The "FOB" text (used in Spectator's header) was not localized

Fixed: Players could disappear from a Spectator's list of entities while dead in some cases

Fixed: Spectators could see invisible entities in their map view in some cases

Fixed: The FOB could be established even when the area was not secured in the End Game Kavala scenario

Fixed: The Kuma and Mora could behave like submarines

Fixed: Incorrect placement of two metal boxes in the vehicle obstacle course in the MP Bootcamp scenario

Fixed: The Mk17 Holosight (black variant) had incorrect zeroing

Fixed: NATO bipods would heat up in Thermal Imaging

Fixed: NATO bipods had an incorrect material assigned

Fixed: The RHIB boat would rise up too easily after spamming the A and D keys

Fixed: The pilot proxy of the Xi'an was misaligned in exterior view

Fixed: Download lines were connected to players in vehicles even though they could not download in End Game scenarios

Fixed: Hidden Video Settings could still be adjusted

Fixed: The Friendly Fire module was not working correctly after loading a save in SP when applied on a specific entity

Fixed: BIS_fnc_inTrigger did not return the distance to the border when an area was passed as an array without a height specified

Fixed: The BIS_fnc_inTrigger function returned an incorrect distance to the border when used with ellipse shapes

Fixed: Incorrect shadows being cast on the UAV Terminal

Fixed: Visual lighting on the straps of the UAV Backpack was incorrect

Fixed: Error in the Respawn Screen when updating the position list

Fixed: Faction Showcases were optimized

Fixed: The MQ-12 Falcon had very low depression for its camera; now it should be the same as other UAVs (https://feedback.bistudio.com/T119472)

Fixed: Bipods attached to the AK-12 would clip with hands of characters (https://feedback.bistudio.com/T120289)

Fixed: When spectating an End Game match, Spectators would not be notified about instant Intel pickups, only download-able ones

Fixed: If you mysteriously manage to exit your Time Trial vehicle, you will now be disqualified

Fixed: Script error when the interface size or the resolution where changed from the Video Options without restarting the game

Fixed: The AR-2 Darter could get some damage to its rotors when taking off while using the selectPlayer command

Fixed: Character collisions in static weapons were incorrect

Fixed: The Marshall APC in the Resurgent West scenario could get stuck in some cases

Fixed: The Targeting Pod of the Y-32 Xi'an VTOL was not aligned properly (https://feedback.bistudio.com/T124063)

Fixed: Secondary explosions on vehicles were triggered when the vehicle had its simulation disabled

Fixed: The position of the Pawnee helicopter in Showcase NATO was incorrect

Fixed: Titan AA missiles were losing track of their target after being launched in some cases

Fixed: Some sensor properties used incorrect units

Fixed: AT Titans dropped too much after soft-launches from vehicles

Fixed: The roll indicator in the Neophron plane was incorrect (https://feedback.bistudio.com/T124603)

Fixed: Exiting the game was sometimes triggering a save

Fixed: Targets were incorrectly warned about Xi'an locking

Fixed: The Feedback link in the Pause Menu was not working correctly

Fixed: Targets were incorrectly warned about DAGR and Scalpel locking

Fixed: Incorrectly deducted number of CM for the Blackfish

Fixed: The spectator camera would warp when following fast moving vehicles

Fixed: Error after removing respawn inventories during a scenario after respawn

Fixed: Correct "Countermeasures" hint for Showcase Helicopters

Fixed: Using the Respawn Module could result in a collision of the new vehicle with an old wreck

Fixed: Inconsistent targeting camera sensitivities utilizing the new maxMouseX/YRotSpeed properties (https://forums.bistudio.com/forums/topic/200467-jets-sensor-overhaul-radars-irs-lazors-pgms/?do=findComment&comment=3186688)

Fixed: When the respawn position was not set to 'Where it was destroyed', players could set an incorrect respawn mode in the Respawn Module

Fixed: AA Titan would miss targets too often

Eden Editor

Added: AI radar rules (EMCON) are now in Eden Editor attributes

Tweaked: Module init functions now also fire on the connectionChanged3DEN and dragged3DEN object events

Fixed: Drop-down menus in Eden Editor attributes didn't work in some cases (https://forums.bistudio.com/forums/topic/202908-eden-editor-drop-down-bug/)

Apex Protocol (potential spoilers)

Fixed: Progress of the Extraction scenario could get stuck with disabled respawn and some other rare conditions

Fixed: In the last Apex Protocol mission, the mouse cursor would flicker and be visible during the outro video and credits, if the player would reach that point while dead

Fixed: In the Apex Protocol campaign JIP players could not open the dynamic groups interface

The East Wind (potential spoilers)

Fixed: Progress of the Moral Fiber scenario could get stuck after securing the warehouses (https://feedback.bistudio.com/T123781)

Fixed: A composition was missing in the Resurgent West scenario

Fixed: Some options on the strategic maps at hubs were not localized

Fixed: Transition from base to patrol missions; the player is no longer instantly brought back to base

ENGINE:

Added: New speedZomMaxSpeed and speedZoomMaxFOV view parameters

Added: New MFD sources for the launch acceptability region: LarTop, LarAmmoMax, LarAmmoMin, LarTargetDist, LarTargetSpeed

Added: New MFD sources: gmeter, gmeterX, gmeterY, gmeterZ, gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav

Added: New modelToWorldWorld and modelToWorldVisualWorld script commands (transforming model coordinates to world coordinates with absolute height without any adjustments)

Added: A new endl script command (returns a line break for a string)

Added: Pilot camera can now center on locked targets (when in the 'locked' mode)

Added: A new reportRemoteTarget script command

Added: Support for launchers with multiple fire modes

Added: A new ImpactDistance MFD source

Added: New thrusttime, inittime, rudder, and elevator animation sources for flying missiles

Added: A new refreshRate MFD parameter (with a range from 0 to 1s)

Added: New animation sources for airplanes: aileronTLeftDamaged aileronTRightDamaged aileronBLeftDamaged aileronBRightDamaged

Added: Heading to the sensor display

Added: A new mapOrientation parameter (0 - default North orientation, 1 - map is rotating with player vehicle's direction, 2 - map rotates with weapon's direction)

Added: Heading, time and grid on the GPS screen

Added: A new isDamageAllowed script command

Added: Analogue throttle for airplanes

Added: A separate airbrake control

Added: A new font MFD parameter

Added: New wppointtoview MFD source and laseron condition

Added: A new throttle MFD source

Added: A new FCSZeroingDelay parameter

Added: A new throttleToThrustLogFactor airplane config parameter

Added: A new allowsMarking config parameter

Added: A new forceFlagTexture script command (these flags are very taxing on performance; use sparingly!)

Added: A new missileKeepLockedCone missile parameter

Added: A new getForcedFlagTexture script command

Added: New vehicle config vector parameter headGforceLeaningFactor

Added: A new activeSensorsOn MFD condition and animation source

Added: A new cmAmmo MFD source

Added: An ability to split internal and external vehicle sounds

Added: New CMweapon, airportCorner1toview, airportCorner2toview,airportCorner3toview, airportCorner4toview MFD sources

Added: A new forgetTarget script command

Added: A new vtolvectoring MFD source

Added: A new submunitionDirectionName parameter

Added: A new PylonAmmo MFD source

Added: A new admin script command

Added: Support for upcoming DLCs (Jets, Malden, Orange, TacOps, Tanks) in the Steam server browser protocol and the in-game server browser

Added: New sourceLength and sourcePrecision parameters to the scale MFD type

Added: New clipTLParallax and clipBRParallax MFD group parameters

Added: A new pilotcameralock MFD condition (0 disabled, 1 locked to terrain, 2 locked to objects)

Added: A new autohover MFD condition for helicopters

Added: A new horizontoview MFD type

Added: A new remoteExecutedOwner script command

Added: A new setAirplaneThrottle script command

Added: A new setUserMFDValue script command

Added: A new User MFD source

Added: A new airplaneThrottle script command

Added: Support for init processing of Simple Objects

Added: New cameraHeadingDiff, cameraHeadingDiffX, and cameraHeadingDiffY MFD sources

Added: Allowed using setObjectMaterial on Simple Objects

Added: New MFD condition vtolMode

Added: A new 'VTOL 4' flight model

Tweaked: The lbSort and lbSortByValue commands were missing an alternative IDC syntax

Tweaked: The Thermal Imaging video feeds were improved

Tweaked: Flying units should no longer trigger mines

Tweaked: The Dammaged Event Handler is now extended with additional arguments ([unit,selection,damage,hitPointIndex,hitPoint,shooter,projectile])

Tweaked: The weaponState script command was optimized and extended

Tweaked: It is now possible to set enemies, friendly units, and mines independently in maps in the difficulty options

Tweaked: Querying the name of a trigger is now possible via scripting

Tweaked: Jets can now perform sharper turns

Tweaked: Using the disableAIWeaponAim command no longer affects players in turrets

Tweaked: AI will now switch radars on in Aware and Combat behaviors

Tweaked: Wired mines (e.g. the SLAM) are able to trigger even on bridges and other unusual locations

Tweaked: The targets script command was extended with an enemyOnly parameter

Tweaked: AI skill - General now influences the reaction time for using countermeasures

Tweaked: Dead gunners will now be thrown out of vehicles when swapping positions with them

Tweaked: The setUnitPos command now works with fleeing units again

Tweaked: The external camera for airplanes and helicopters is now smoother

Tweaked: Using CTRL + '[' and CTRL + ']' now changes modes of the custom sensor info

Tweaked: The "Next Target" switch now works only with vehicle sensors

Tweaked: Distance of the targets on the Sensor Display is now scaled linearly. Each circle represents an actual 25% of the selected display range.

Tweaked: Target indication on HUD (MFD class) is now consistent with sensor mechanics

Tweaked: Drivers are now able to manually mark / unmark targets

Tweaked: Manual lock now primarily locks laser targets

Tweaked: Animations of ailerons and airbrakes now work even when the airplane is stopped

Tweaked: Changing the fire mode would not reset locking

Tweaked: Passive sensors now do not allow marking by default

Tweaked: The createSoundSource script command can now be used also to look for sounds in a scenario config

Tweaked: The ctrlCreate command is now able to search scenario configs for classes (https://feedback.bistudio.com/T78873 / https://feedback.bistudio.com/T116696)

Tweaked: MFDs now use alpha blending (making it possible to render them in all colors, including black)

Tweaked: The TBB4 memory allocator was updated (Intel TBB 2017 Update 5 -tbb2017_20170226oss)

Tweaked: Improved placing of wing vortices on airplanes at high speeds

Tweaked: Manual guidance of missiles was improved

Tweaked: The isVehicleCargo and canVehicleCargo commands now work with non-vehicle cargo

Tweaked: The 3rd parameter of the animate and animateSource script commands can now be false

Tweaked: HMD MFDs now work on remote units (e.g. controlled by Zeus)

Tweaked: The config parameter for Wheels is now disabled when a vehicle is destroyed

Tweaked: Usage of showAllTargets is now limited to optics

Tweaked: Weapon selection of the Greyhawk UAV

Tweaked: VTOL flight models were adjusted

Fixed: Crash when equipping Uniforms, Vests, Headgear or Backpacks for a different skeleton (https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3147936)

Fixed: The video feed display would reset the vision mode

Fixed: Negative ping values were displayed for some players in the MP lobby

Fixed: The setVehicleVarName and vehicleVarName commands would not work with triggers

Fixed: The minimap would display units in some cases

Fixed: The targets script command was not working with an empty side filter

Fixed: The ShowOnMap parameter was ignored for the cutRsc and cutText script commands (https://feedback.bistudio.com/T120768)

Fixed: Vehicle gunners would attack empty vehicles in some cases

Fixed: selectWeaponTurret and other commands for turrets would not work well in all cases

Fixed: The getRelPos and getRelDir command would return nothing when objNull was used

Fixed: Turning off a laser in the Pilot Camera would not cancel bomb guidance

Fixed: Crash when a receiving a scenario with an incorrect signature

Fixed: Sub-munition would get duplicated after hitting vegetation

Fixed: The simulrtd and simularma MFD conditions were incorrect

Fixed: Default displays of vehicles without radar were incorrect

Fixed: The next target action would cycle only through enemy vehicles

Fixed: Marked targets would remain marked even after switching weapons / vehicles

Fixed: APCs showed a muzzle flash on coaxial machine guns also when firing from their canon (https://feedback.bistudio.com/T122866)

Fixed: Crash on startup (https://feedback.bistudio.com/T123784)

Fixed: The return type of the findEmptyPositionReady script command was incorrect

Fixed: Crash on start-up when loading third-party allocators to memory (https://feedback.bistudio.com/T123784)

Fixed: Incorrect naming of waypoint markers for received orders

Fixed: The Deleted Event Handler was not fired for some Logic entities

Fixed: Dynamically simulated vehicles controlled by players could get disabled when leaving the map boundaries

Fixed: The disembark waypoint was displaying a 'Stop' order in the UI

Fixed: Analogue throttle / collective input got lost in the map or while chatting

Fixed: Crash when a Headless Client would try to load the missing GFSDK_SSAO_D3D11.win64 and Tobii.EyeX.Client DLLs (https://feedback.bistudio.com/T123784)

Fixed: Texture serialization of Simple Objects was not working correctly

Fixed: Playable units could not respawn on Dedicated Servers in some cases (https://feedback.bistudio.com/T124182)

Fixed: The wppoint and wppointtoview MFD sources did not work correctly

Fixed: Crash when deleting an entity

Fixed: Latency values were not correctly refreshed at regular time intervals in some cases (https://feedback.bistudio.com/T123689)

Fixed: The "admins" server.cfg parameter did not work correctly

Fixed: Crash connected to the createGearDialog script command

Fixed: The enableHT parameter was ignored in some cases

Fixed: Manual guidance of the Skalpel missiles was inaccurate

Fixed: Manually guided missiles were behaving incorrectly

Fixed: Laser and NV targets were not shown on the display

Fixed: It was not possible to mark vehicles occupied by enemies unless they were revealed

Fixed: Ctrl+LMB as fire order was required even when the commander has no weapon

Fixed: Vehicle mounted Titan AA / AT weren't locked by AI gunners

Fixed: Scripting commands ctrlChecked and ctrlSetChecked did not work with multiple checkboxes (https://feedback.bistudio.com/T124639)

Fixed: The setSoundEffect scripting command was broken

Fixed: The say3D scripting command when used with an array

Fixed: Scripting command getGroupIconParams returned [] when a group was null, instead of default values

Fixed: AI gunners in gunships were not able to manually guide Scalpel missiles (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3185774)

Fixed: The remoteExec command was not executed when calling a function accepting an array as its sole argument (e.g. titleText - https://feedback.bistudio.com/T120182)

Fixed: Pilot Camera movement sensitivity was not consistent in all planes

Fixed: Landing gear of planes could remain operational after being retracted

Fixed: UI / audio lock indication was less reliable than the MFD indication

Fixed: Wearing a wetsuit could prevent missile locks

Fixed: AI gunners in airplanes were not able to manually guide Scalpel missiles (https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3185774)

Fixed: Passive radar would not detect drone / AI radars forced ON via an attribute

Eden Editor

Added: An attribute for AI to allow setting their vehicle radar mode

Added: A new set3DENLogicType script command

Added: Support for disabling the Simple Object simulation attribute on certain objects

Tweaked: The setVehicleAmmoDef script command now works correctly with pylon weapons

Fixed: Placing large objects on the sea surface behaved incorrectly

Fixed: Deleting a layer with UAVs would not delete their virtual 'crews'

Fixed: The RegisteredToWorld3DEN Event Handler was not working properly on Logic entities

Fixed: Ordering units to regroup would not work if some members of the group were removed

Fixed: Text of Comment entities would remain visible even after hiding the Eden Editor interface

Fixed: The AttributesChanged3DEN Event Handler was behaving incorrectly

Fixed: Vehicles displayed an empty icon after deleting part of the crew and using the 'change seat' feature

Fixed: Save & Load was not working correctly with the Data Link feature

Fixed: Crash in Eden Editor when using a filter on Custom Groups

Fixed: Some attributes were not saved for Simple Objects (e.g. model direction, textures, and others)

LAUNCHER:

Added: Support for upcoming DLCs (Jets, Malden, Orange, TacOps, Tanks) to Launcher's server browser

Added: A Promotion panel to the Dashboard

Added: Mod counters for loaded and available mods to the Mod page

Tweaked: Conditions for re-scanning mods in watched folders when an unimportant changes in files happens were optimized

Tweaked: The preset list moved from a pop-up window to a custom overlay panel (this also solves the issue with preset list open on another monitor)

Tweaked: The server browser filter panel background is not opaque anymore

Fixed: Min / max player counts in the Server Browser filter did not accept empty values after they were modified

Fixed: When all mods were unloaded, the Launcher would activate the mods from the last active preset the next time it started

SERVER: