Autore Topic: Arma 3 Patch 0.56  (Letto 1079 volte)

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[TS]PietroTC

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Arma 3 Patch 0.56
« il: 12 Maggio 2013, 13:32:46 »
Aggiornamento 2 Maggio 2013

Citazione
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)
« Ultima modifica: 12 Maggio 2013, 18:25:35 da [TS]Djmitri »
When that command remains, no matter what happens to its officer, he has not failed.

Se l'unità rimane, qualsiasi cosa avvenga al suo ufficiale, lui non è sconfitto.