Attention Soldiers,
We updated the Experimental application. Check our web article for information.
Important information for server admins:
Due to a known issue with this experimental update, it is necessary to run an official addon to ensure servers restart properly after matches by using the following server config:
"mods": [
{
"modId": "618CBC72C2D6859E",
"name": "Server Terminate HotFix",
"version": "1.0.0"
}
]
},
1.2.0.52 Changelog
General
- Changed: Commanding icons
- Changed: Field manual illustration for Commanding
- Changed: Changed position of interior fan for Mi-8
- Changed: Visualization of Commands in QuickSlots
- Fixed: Removed offsets on various vehicles that break the get-in animations
- Fixed: Missing get-in locator for the S1203 mesh
- Fixed: Exit positions for nested turrets
- Fixed: Character correctly positioned into tripod turret. Hands correctly attached on proxy too
- Fixed: Character couldn't exit turrets, which were spawned inside the world layer
- Fixed: Camera angles resetting after performing vehicle actions even if we stayed in freelook
- Fixed: Cannot start get in/get out while someone else is opening/closing door
- Fixed: Desync when two characters manage to start entering a vehicle at the precisely same frame
- Fixed: Switching seats no longer gets character stuck when in the middle of the animation of sitting up or down
- Fixed: TSH400g explosive is no longer stretching the arm when prone turning, also M112 was missing an IK pose in the prefab
- Fixed: Armed explosive charges could be garbage collected
- Fixed: Applying turret passenger position for as long as we're in transition from Locomotion
- Fixed: Rendering artifacts on inventory items
- Fixed: Sidestep offset to not make character step on sandbags when moving in turret nest
- Fixed: Characters in helicopters going back to idle pose after dying
- Fixed: UGL zeroing is now properly aligned in the prone stance
- Fixed: Fixed haybales destruction
- Fixed: Character flying when equipping a detonator inside vehicles
Stability
- Fixed: Crash when a vehicle gets destroyed
- Fixed: Dedicated server crash when loading scenario with AIs
- Fixed: Crash on exiting world while debugging
- Fixed: VME in case GetInWaypoint misconfigured
- Fixed: VME when giving get in command to burning vehicle
- Fixed: Possible crash from setting formation displacements
- Fixed: Potential crashes for incorrect updates of roadparts and concurrent addition of roads while rebuilding
- Fixed: Crash during pathfinding when start/end road is missing
- Fixed: Crash when modifying roads
- Fixed: VME in ScenarioFramework Area during initialization
Playable Content
- Changed: Conflict - FIA supply caches now replenish their storage much quicker
- Fixed: Game Master - GetOut appearing in living quarters
- Fixed: Field hospital was lacking supplies
AI
- Changed: Enlarged agent radius for vehicles navmesh from 2m to 2.6m
- Changed: Tweaked pathfollowing for trucks and APCs
- Changed: AI Car movement system correctly determines if its driver died
- Changed: Road network rebuilding also modifies the width of the road to prevent splitting roads when possible
- Changed: Road width modifications changed to be targeted to certain areas instead of the whole road
- Changed: Moved Obstacle Avoidance out of character and added it to car as well
- Changed: AIWorld default min road width, updated checkpoint bridge points
- Tweaked: Road Network - Rework navlink insertion
- Fixed: Disconnected navlinks at Levi base
- Fixed: Get in now waits for full compartment occupancy
- Fixed: Partial exit of vehicle when only part of group gets stuck
- Fixed: Road network links didn't work well with narrowed roads
Modding
- Added: Vehicle doors can specify if they require a specific graph to be bound to character to be opened/closed
Multiplayer
- Fixed: Some network operations could get assigned to the wrong channel and cause stalls
- Fixed: Shooting from turrets stops replicating to other clients after the gunner reloads a fully discharged magazine
Changed files in this update