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Patch 2/04/13

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Patch 2/04/13

Messaggioda Toscano » 04/05/2013, 20:49

DATA
Added: Functions are now compiled using newly introduced compileFinal
Added: Functions meta data are now secured against rewriting
Removed use of vulnerable script commands in DynO functions
Added: BIS_fnc_log enabled in public version when 'allowFunctionsLog = 1;' is set in description.ext
Fixed: BIS_fnc_sideColor can now load non-number values
Fixed: BIS_fnc_functionMeta was not working with scenario and campaign functions
Added: Scenario / campaign functions now support 'forced' param, allowing them to be executed automatically upon mission start
Added: BIS_fnc_spawn
Added: Ability to execute BIS_fnc_execVM and BIS_fnc_execFSM without arguments
Fixed: BIS_fnc_error was not working correctly
Changed: Splendid Camera roll speed decreased, users should no longer be inclined to take screens with too extreme roll

ENGINE
Fog is now really enabled for this branch
getFuelCargo, getAmmoCargo, getRepairCargo commands added
Fixes to serialization of particle emitters
Fixed: shoreline was not covered by fog properly
Correct vonCodecQuality is set now
Fixed: Animation source gear for PhysX vehicles
Fixed: Ships are now using the correct Arma 3 gearbox
Merge from OA: attack helicopter was unable to engage with rockets (PhysX-compatible)
Fixed: canMove on a vehicle with dead driver would return false in some cases
Improved synchronization of structure destruction in MP
Hotfixed: http://feedback.arma3.com/view.php?id=5928 (MP crash)
Fixed: AI now uses optics better to detect enemies
Fixed: Switching HDR settings could cause graphical corruption
Added: Removing destroyed buildings from PhysX simulation
Fixed: Crash opportunity related to PhysX
Added: new events for inventory event handlers: "Take" and "Put"
Fixed: improved path planning related to roads
Tweaked darkness detection and use of NVG by AI
Minor optimizations to dynamic lights
Added: difficulty command to return high-level selected difficulty mode
Added: getArtilleryETA script command
Input Array: [unit, targetX, targetY, targetZ, magazineType]
Returns: ETA of the first available mode (the mode the AI will probably use)
Fixed: Glitch in blending of 2 animations masks
Added: compileFinal command
Removed fully script commands: setVehicleInit, clearVehicleInit, processInitCommands
Made all script commands final (no longer possible to reassign in most circumstances)
Fixed: healing sound could play in an endless loop
Attenuation of dynamic lights can now be influenced by a new parameter in asset configuration - maximum distance of light
On steep surfaces, players now crouch instead of fully standing up
-showScriptErrors enabled by default
To allow better debugging (may or may not be changed for final release)
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Toscano
 
Messaggi: 287
Iscritto il: 12/06/2011, 8:56

Re: Patch 2/04/13

Messaggioda Impassive » 05/05/2013, 8:04

Questo gioco sta diventando sempre più spettacolare.. :mrgreen:
The only easy day was yesterday!
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Impassive
 
Messaggi: 117
Iscritto il: 04/03/2013, 21:05
Località: Grosseto

Re: Patch 2/04/13

Messaggioda Solax » 05/05/2013, 8:49

Tanta roba! Aspetto solo il gioco completo!
"Un buon generale non solo sa come ottenere la vittoria, ma capisce anche quando essa è impossibile"
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Solax
 
Messaggi: 1924
Iscritto il: 05/08/2012, 9:24


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