FROM: Project Lead
 TO: Arma 3 Users
 UNIT: Main Branch
 ACTIVITY: Game Update: 1.10 (Campaign episode "Adapt", MP optimizations, HDAO)
 SIZE: ~961 MB
CHANGELOG
DATA
- Added: Campaign episode “Adapt” 
- We recommend not using active mods - or at least accept that we cannot influence their effects on the campaign.
 - Consider checking for data corruption by verifying local data in the Steam client.
 
 - Added: "Adapt" music 
- 4 event tracks (with variants)
 - 1 ambient track
 - 1 background track
 - 4 lead tracks (with variants)
 
 - Added: 2 new voices to Radio Protocol 
- 1 British English
 - 1 Altian English
 
 - Wy-55 Hellcat cockpit visually tweaked
 - Fixed: Distant LOD of Hellcat making it transparent
 - Added: When all sides are using respawn tickets, their numbers will be automatically shown in the debriefing
 - Fixed: Missing scrollbar in "Scenarios" and other displays
 - Properties of scrollbars are handled by CScrollBar itself now
 - Added blinkingPattern and blinkingPatternGuarantee parameters where appropriate and restructured MarkerLights config
 - Emissive materials for MarkerLights are now animated according to the lights being on or off or blinking
 - Models: reworked position lights selections
 - HMD of Hellcat has been re-centered
 - Reworked proxies of Buzzard to be useful for user armament
 - Tweaked PhysX collision damage for tanks
 - Tracks of tanks should not get damaged up to 30 KPH collisions
 - Zeroing for Kuma commander HMG
 - Configured animation sources and animations for MarkerLights on Boat_Civil_04, RoadCone and RoadBarrier
 - Fine-tuned position of various group members in editor
 - Darter doesn't have FAKs anymore (http://feedback.arma3.com/view.php?id=13089)
 - Fixed: Using non-existent rank resulted in incorrect returned value (BIS_fnc_rankParams)
 - Added: When commander rank is missing, it's not displayed (BIS_fnc_ORBATGetGroupParams)
 - Fixed: Scripting error when no respawn position was found
 - Fixed: Script header of BIS_fnc_MP contained misleading description
 - BIS_fnc_playVideo: default variable for skipping videos was incorrectly set, resulting in instant termination under certain circumstances
 - Added: In module config, 'isGlobal = 2' now has the same effect as 'isPersistent = 1'. The isPersistent attribute remains supported, but is considered deprecated. See http://community.bistudio.com/wiki/Arma_3_Modules for more info.
 - New scripted geometry function added
 - Redistributed proper helmets among Grenadiers
 - Small fix of OPFOR Leader's helmet inheritance class
 - Miller now has some basic equipment when placed in the editor
 - New character heads received some polishing
 - Changed: Simulation Manager now ignores helper objects
 - Added: Poster Module 
- Removed graffiti, leaflets and posters from editor
 - Added: Variable (postersArray) with all posters in namespace of a building added
 
 - Fixed: Roadways of chapels and the airport tower
 - Fixed: Missing empty parameter for battlefield sounds (http://feedback.arma3.com/view.php?id=16512)
 - Added non-homogenous material for radar dome
 - Configured posterSize, icons and mapSizes for graffiti
 - Fixed: Non-functional binoculars
 - Added: Black background when player is off the map
 - Increased weight of machine guns while maintaining their weight differences
 - Fixed: Localization for yellow flare and for 3rnd flare magazines
 - Fixed: Zubr .45 had stretched / misplaced textures on the cartridges (http://feedback.arma3.com/view.php?id=16491)
 - Increased number of suppressors and flashlights in Support ammo boxes and Air Supply boxes
 - The material of craters has been tweaked
 - Added modest camera shaking from nearby hits for infantry weapons
 - SMGs have improved zeroing for iron sights
 - Tweak: Higher AI engagement ranges. AI snipers with GM6 should attack from greater distances.
 - Fixed: Hellcat hitpoints
 - Fixed: An issue with animations getting stuck when using a medikit with a handgun
 - Fixed: An issue with standing up when trying to strafe in fast prone
 - Added: New helmet camouflages
 - Adjusted: Carbine rifles distribution
 - Added: BIS_fnc_bleedTickets - system which will decrease amount of side respawn tickets based on sector dominance
 - Added: BIS_fnc_counter now supports multiple name spaces
 - Added: Executing call bis_fnc_respawnTickets will now return an array containing side with the lowest number of tickets and their value
 - Fixed: Glasses were not recognized correctly (http://feedback.arma3.com/view.php?id=16574)
 - Added: BIS_fnc_sortAlphabetically - a function to sort an array of strings alphabetically
 - Fixed: BIS_fnc_dirTo returns negative value in some situations (http://feedback.arma3.com/view.php?id=16556)
 - Added: Corresponding AA and AT static launcher backpacks for every respective faction (http://feedback.arma3.com/view.php?id=16520)
 - Fixed: A typo in Industry Standard preset and cleared some redundant entries
 - Fixed: AI disembarking from WY-55 Hellcat sometimes breaks main rotor
 - Radio Protocol: preview samples used in profile editor now include all speakers for each voice type
 - Fixed: Missing classes of the Altian Radio Protocol
 - Roadways of small chapels have been tweaked
 - Added: Empty ORBAT sizes
 - Fixed: KIA cargo pose of Hellcat crew
 - Fixed: Some situations in which credits would not execute
 - Fixed: An error that appeared when changing mission parameters during hosting a multiplayer game
 - Added: colorFocused and colorBackgroundFocused parameters for setting colors of focused RscShortcutButton
 - Fixed: Support calls should now be globally limited instead of per player in Defend Kamino MP mission
 - Fixed: A flying H-barrier in the AA outpost has been grounded
 - Fixed: Bugged left sleeve of FIA soldier model
 - Added: BIS_fnc_fixDate - checks and ev. fixes the date and time, when it goes out of the boundaries
 - Added: BIS_fnc_isLeapYear - returns true if given year is leap year
 - Added: BIS_fnc_monthDays - returns number of days in given month
 - Fixed: An issue where NVGs could remain on during cutscenes
 - Fixed: CSAT Grenadier now has correct helmet
 - Tweaked: Effects of suppressors on bullets
 - Tweaked: Underwater ammo speed and damage
 - Function BIS_fnc_setToPairs now has a correct example
 - Added new functions to control the stacking of disabled save games 
- Modified BIS_fnc_cinemaBorder and BIS_fnc_quotations to support stacking of disabled save games
 - Modified all “Survive” missions to support new stacked handling of disabled saving
 
 - Continued work upon soldier protection: 
- Slightly decreased collateral resistance of OPFOR soldiers’ extremities
 - Decreased OPFOR advanced uniform protectiveness of extremities for it was too powerful. Still, it protects comparatively better than other uniforms.
 - Set up specific protection values for BLUFOR Helipilot and Pilot coveralls. It will not save you much more than the standard uniform, but there is a certain difference.
 - Set up proper protection values for OPFOR Officer uniform
 - Range-master belt, bandoleer and chest-rig armor values set to zero (serving as just equipment holders)
 - Tweaked helmet protection levels
 - Minor tweaks in ammunition, precise adjusting of minimalHitRange values, damage scaling rounds up, pistol ammunition damage adjustments and grenade tweaks
 - Adjusted explosives to maintain the protection of grenadier vests against explosives and grenades
 - Minor changes in soldier equipment due to changes in headgear. Purpose of classes is not affected in any meaningful manner.
 - Impacts of bullets cause soldiers to ragdoll a bit (flinch) even if they are fully absorbed by armor
 - Decreased overall helmet protection values to increase significance of head-shots and general lethality of damage to the head
 - Increased density of soldiers’ bodies to improve headshot lethality
 - Because of the previous change it was also necessary to halve the explosion shielding of head hitpoint in general to maintain helmet protection levels for collateral indirect damage and explosions
 - Fixed HE grenade from underbarrel GL weapon to match his RGO Frag grenade counterpart
 - Elevated OPFOR collateral protection for hands and legs for the previous values were not sufficient to create meaningful difference between OPFOR and soldiers of other factions
 
 - Mk20 rifle now has correct zeroing steps of iron sights
 - Fixed: Possible issues with cinema border function being called badly
 - Engineer should be no longer stuck after repairing a vehicle
 
ENGINE
- Added: Initial implementation of HDAO method for ambient occlusion computation 
- Kudos to AMD engineer Layla Mah!
 - It's available only for DX11 GPUs (uses compute shaders)
 - Can be found in video options in AO settings
 
 - Several multiplayer optimizations 
- Optimized dynamic errors for server
 - Better load spread across several CPU cores
 
 - Various PhysX-related crash opportunities fixed
 - Various small fix merges from core RV engine
 - Fixed: Possible crash in Dedicated Servers
 - Removed: setAIS scripting function
 - Optimization of bleeding splatters creation
 - Optimization of footstep marks creation
 - Fixed: AI's selection of rifle and handgun
 - switchCamera command now works for external / internal camera when gunner camera is not allowed
 - Merged and used some optimization of collision detection from DayZ
 - Fixed: Crash caused by wrong vertex data in specific objects
 - Added several safety checks to prevent unnecessary AI calculations (optimization)
 - Stolen (different side) vehicle is unassigned from group - to prevent AI team members from destroying it
 - Fixed: 3rd person mortar view
 - Fixed: Artillery not shooting at given position
 - Fix for low skill AI turret gunners shooting at impossible-to-hit targets
 - Tripwire mines now work properly when put in buildings
 - Swimming soldiers stop levitating / swimming on land
 - Fixed: Creation of duplicate post process effect handles after saved game is loaded
 - No longer creating target lists for empty groups (small AI optimization)
 - Fixed: CTD caused by broken skeletons - added index check
 - Fixed: An inventory issue with backpacks in crates
 - Fixed: Spawned medikits and FAKs sometimes have zero weight
 - Simulation of dead bodies has been optimized
 - Adjusted: Dynamic Calculated Error for AI, working on turrets, reacting to loosing sight of target
 - Slight rendering optimization in stencil buffer usage
 - Fixed: Disappearing tags when publishing a mission to Steam Workshop
 - Fixed: Shadow of a proxy object when the proxy itself or the main object are not visible
 - Fixed: AI unit is no longer repeatedly swapping gunner / observer position
 - Fixed: The addItem command didn't register that a unit has magazines (http://feedback.arma3.com/view.php?id=15885#c62694)
 - Fixed: Houses no longer have inventory
 - Fixed: An issue with inability to play a mission that was subscribed from in-game overlay in offline mode right after the subscription
 - Fixed: An issue where AI switched to sidearm but seemed to still be holding their primary weapon
 - Fixed: Connecting headless client to password-protected server
 - Fixed: AI avoiding dead bodies
 - Tweaked: Low-skilled AI soldiers and gunners to be minimally effective
 - Fixed: Low-skilled AI tank gunner couldn't engage targets properly
 - Hotfixed: SubSkeleton log spam
 - Added: Server option enablePlayerDiag for printing diagnostics about players and pending messages