FROM: Project Lead
TO: Alpha Users
UNIT: Arma 3 Alpha, Arma 3 Alpha Lite
ACTIVITY: Game Update: 0.56 (multiplayer security)
SIZE: ~38 MB
CHANGELOG
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)