FROM: Project Lead
 TO: Arma 3 Users
 UNIT: Main Branch
 ACTIVITY: Game Update: 1.02 (Altis performance, AI tweaks, Fixathon)
 SIZE: ~1 GB
CHANGELOG
DATA
- Potential Altis performance optimization (especially when using a lot of AI units): removed class properties from models in Structures_F that don't need it
 - Many small Altis object positioning tweaks and other terrain fixes
 - Fixed: Flipped moon texture
 - The moon halo object can now be different from the sun halo object (new world config parameter moonHaloObject)
 - The light reflected by the moon has been made more realistic
 - Added: New runway parts for left and right airstrip on Altis
 - Runway lights have new models and configuration
 - Fixed: Darker runway at a distance and with overcast weather
 - Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
 - Fixed: Blinking resolution LODs on signs
 - Configured power line wires to be destroyed along with power line towers
 - Animals should be avoiding roads more now
 - Fashionable LCD panels for MBT gunners instead of old-style optics, and new reticles displayed on them
 - Player tank driver can turn out, while commander is turned in
 - Civilian (and FIA) trucks have been revamped
 - Added: Ability to mount Marshall driver position from right side
 - Fixed: Slammer recoil
 - Added: T-100 recoil animation for main gun
 - T-100 commander optics features in line with OPFOR tracked vehicles
 - T-100 back armor made thinner
 - Improved handling of terminal ballistics on armored vehicles
 - More realistic water fording ability for tracked armor
 - Added compass and additional radars for copilot seats
 - Removed magic disappearance of rotor blades for some helicopters
 - AH-99 badly placed exhausts fixed (http://feedback.arma3.com/view.php?id=9909)
 - Adjusted position of Blackfoot pilot crosshair in HMD
 - Added stabilization for UAV optics
 - Fixed: Incorrect duplicate of get-in points for Speedboats
 - Fixed: Zooms of armed offroad gunner set to standard naked eye level (http://feedback.arma3.com/view.php?id=14213 and http://feedback.arma3.com/view.php?id=14699)
 - Added: Mortar/HMG/GMG/Bipod/Tripod bags for every faction 
- Added missing backpacks for Mk6 weapon
 
 - Capacity tweaking for mortars, GMGs and HMGs (inventory)
 - Fixed: Animations of static weapons
 - Tweaked: Bag weight for static weapons. It was too high for our maximum soldier load.
 - Fixed bombs of CAS UAVs
 - Re-balanced mine damage and overall mine usability
 - Tweaked: Pistol weights to match maximum soldier load count
 - Fixed: Negative friction of 120mm shells
 - Reticle materials for 3D scopes now glow in the dark
 - Fixed: Problem with 3D scope alpha sorting
 - Added: BIS_fnc_unitPlay function severely optimized. Unit playback is now smooth even when applied on multiple vehicles at the same time. Backwards compatible - will improve already released missions without need to change anything.
 - Tweaked: Action menu priorities 
- Increased action priority for weapon assembly
 
 - Fixed: Radio protocol is no longer played during story conversations triggered by BIS_fnc_kbTell
 - Fixed: Some groups spawned by Sites module had their skill set too high
 - Fixed: CAS bombing issues in Supports Module
 - Fixed: Rare occurrence of undefined variable for civilian randomization scripts
 - Fixed: Game sometimes got stuck in loading screen after respawn (http://feedback.arma3.com/view.php?id=14474)
 - Added: Warning about using BIS_fnc_addRespawnPosition - calling the function on client at the mission start will result in data not being broadcasted correctly
 - Fixed: Modules were not executed in the right order on server
 - Fixed: Sending multiple recipients to BIS_fnc_MP caused the function to be ignored in singleplayer
 - Added: Recipient sent to BIS_fnc_MP can now be string - variable name of an object. The function will be executed where the object is local.
 - Fixed: Incorrect returned value when task checked by BIS_fnc_taskCompleted didn't exist
 - Fixed: "Vehicle Respawn" module didn't recognize airplanes, rendering them non-respawnable (http://feedback.arma3.com/view.php?id=13078)
 - Fixed: HQ entities created by Headquarters module (used for example in Defend and Seize missions) were all using European voice. Correct voices (English for NATO and Persian for CSAT) are assigned now.
 - Fixed: "Set Task Destination" module is now optional, destination can now be configured in "Create Task" module. The same is true for task state (http://feedback.arma3.com/view.php?id=4144)
 - Fixed: Functions with tag without specific name (i.e., no 'tag' attribute) were incorrectly categorized in the functions viewer
 - Fixed: BIS_fnc_sandStorm was using incorrect particle texture (http://feedback.arma3.com/view.php?id=13773)
 - Added: Delay before respawn menu is applied only when player is simulated
 - Fixed: "EndMission" respawn template failed a mission even when some players were still alive after respawn tickets were exceeded
 - Fixed: Module effects were applied to vehicle commanders, not to vehicles themselves
 - Fixed: Debug console was not available for logged admins (http://feedback.arma3.com/view.php?id=13764)
 - Fixed: Respawn display sometimes didn't close once player respawned
 - Fixed: Advanced hints save / load issue
 - Added: BIS_fnc_countdown - allows setting and managing countdown
 - Function BIS_fnc_findInPairs renamed to BIS_fnc_getFromPairs and now supports all variable types
 - New function BIS_fnc_findInPairs returns index of an item from the associative array found under the key
 - Fixed: Notifications are no longer displayed after player dies in singleplayer missions
 - Fixed: Zone Restriction module would sometimes fire a warning event when a unit left a vehicle
 - Fixed: Info about ability to sync "Respawn Position" module to a vehicle was missing
 - BLUFOR soldiers are now able to switch textures via setObjectTexture
 - CSAT soldiers have been trained to distinguish fixed-wing UAV of their side better when standing next to it
 - Less pronounced character lip sync animations
 - Fixed: Several inventory capacity issues
 - Fixed: OPFOR pilots ammo load
 - Fixed: Guerrilla Rifleman AT backpack load out
 - Fixed: Guerrilla Engineer bag type
 - Fixed: Khaki vest camo for OPFOR snipers and Olive vests for AAF
 - Minor fix in BLUFOR repair specialist chest rig
 - Added: New icon for BLUFOR chest rig
 - Added: New icons for Guerrilla uniform types
 - Added side-specific textures and pictures for mortar bags
 - Introduced mass difference between normal and light helmets
 - Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
 - Civilians are more prone to be fatally wounded by anything (damage tolerance and armor) 
- Tweaked hitpoints of civilians. Now they will be fatally injured by one hit (5.56 mm and better caliber) to torso.
 
 - Configured destruction of wreck_heli_attack_01 (Blackfoot wreck)
 - Added Korean and Japanese characters from other fonts to EtelkaMonospacePro (fixes missing texts in e.g. establishing shots in those languages)
 - Font: EtelkaMonospaceProBold added for backwards compatibility (inherits everything from EtelkaMonospacePro)
 - Rolling credits now end after finishing and a short timeout
 - Fixed: Class name in title bar can't be edited any more in Insert Unit and Insert module in mission editor
 - Fixed: Positions of location labels (e.g., town names) in Splendid Camera were offset
 - Fixed: Respawn position selection list was blinking
 - Fixed: Tile effects were interactive, stealing mouse focus
 - Fixed: Error message for "Viper Green in trouble" conversation in Showcase Vehicles
 - Removed: Showcase Night radio at the enemy camp
 - Tweaked: Showcase Night player is now sitting on the front of the boat during insertion
 - Tweaked: Showcase Night boat driver now has a beanie hat
 - Tweaked: Showcase Night when player is detected near a site, enemies should now better hunt him
 - Tweaked: Showcase Night enemy patrols on sites are now on in safe behavior
 - Tweaked: Showcase Night enemies now play ambient animations
 - Tweaked: Showcase Night when player is detected on an enemy site, the nearest, not yet cleared, enemy site will become combat aware
 - Fixed: Showcase Night random patrols had skill of 1, now it's 0.4
 - Fixed: Showcase Night soldier leaning on the lighthouse was going through it
 - Fixed: Showcase Night enemies don't have NVGoggles any more (they wrongly had them because of class name changes)
 - New: Showcase Night enemy vehicle will now come and investigate the south after half the chaos threshold has been reached
 - Fixed: In Combined Arms single player you could kill insertion choppers crew without triggering friendly fire
 - Fixed: Defend Syrta character classes had wrong backpack
 - Fixed: Defend Syrta CSAT AA class had wrong backpack
 - Fixed: Seize and Defend missions were sometimes not executed properly on Dedicated Server
 - Tweaked: Civilian vehicles are now unlocked in MP scenarios
 - Tweaked: Lowered cost of enemy vehicles by 0.5 in MP scenarios
 - Tweaked: Tanks should now only spawn on last zone (MP)
 - New: Added Spotter and Sniper load outs on the last objective (MP)
 - Changed: Defend Syrta now has disabled AI by default
 - Firing Drills: CoF Green - removed manual hiding of barriers now they were removed from Stratis globally
 - Firing Drills: CoF Red 3 - disabled detecting statue as no-shoot until new solution is found (old one removed due to map optimizations)
 - Music has been reorganized to new class names, old ones are kept for compatibility
 - Main menu music track fix (different version of same track)
 - British Radio Protocol voices added (1 x Jay Crowe + 3 x Jayholder as data placeholder for future recordings)
 - Removed occasional animation glitch after Team Switch
 - Digital Deluxe Edition: Tactical Guide updated with various tweaks
 - Digital Deluxe Edition: Map updated with higher resolution
 
ENGINE
- Many AI tweaks and fixes
 - Enabled blood when Korean language is selected
 - Improved: Tank collisions / flipping
 - epeImpulseDamageCoef parameter can now be changed for any vehicle
 - AI drivers are now better able to navigate out of obstacle and unstuck themselves
 - New possibility to turn off adaptive crosshair in options
 - Fixed: Favorite sessions in LAN view
 - Increased the limit of shown servers in the server browser from 500 to 10000
 - Fixed: Broken location detection of MP clients - people should be finally able to see servers close to them
 - Fixed: Country detection in MP
 - Crouch (toggle) now works correctly for launchers
 - Fixed: Aiming while holding 'sprint' key and not moving
 - Removed zoom warp (by using sprint while in optics)
 - Fixed: More strange zoom while sprinting with fatigue removed
 - NRemoved strange zoom when aiming while trying to sprint with high fatigue
 - Improved: Helicopter dropping like a stone when AA hits them
 - Fixed: Crash when player engages in conversation and has no topic
 - Added: Random angular velocity for dropped weapons in ragdoll
 - Fixed: DnD with container on soldier's container tab caused wrong behavior
 - Fixed: DnD with container on soldier's linked backpack caused wrong behavior
 - Fixed: Replacing linked weapon from weapon stored in backpack caused wrong behavior
 - Fixed: Bag disappearance and duplication
 - Fixed: Gear shows no magazines except handguns
 - removeWeapon can also unlink assigned items now
 - Fixed: Command removeBackpack
 - Fixed: removeAllContainers leaves unit with uniform model even though their uniform is removed (http://feedback.arma3.com/view.php?id=7879)
 - Fixed: Action Drop Backpack was not working
 - The Men category is now properly sorted in the unit dialog in editor
 - Fixed: saveStatus and loadStatus commands did not work
 - Fixed: CheckCursorActionTarget performance
 - Skybox lighting is now done per-pixel
 - New scripting commands for getting and setting identity parameters
 - New scripting command for getting fog parameters (fogParams)
 - Added parameter turretCanSee config parameter to distinguish usability of compass for copilots