[/url]
Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger. Visit our Dev Hub to read about [url=https://reforger.armaplatform.com/known-issues]Known Issues[/url]. You can help us to further improve the game by posting your feedback on the [url=https://reforger.armaplatform.com/feedback]Feedback Tracker[/url].[url=https://reforger.armaplatform.com/news/update-july-18-2024]1.2.0.92 Changelog[/url]
General
- Changed: HDR Darkness and brightness limits, target brightness, and shutter limits by weather cycle
- Changed: Bleeding visible on the clothes will now get gradually more intense as the bleeding continues
- Changed: When creating streams for proxies, use an array holding all proxy nodes instead of traversing node hierarchy
- Changed: Increased callsign pool for FIA from 128 to 360 to prevent warnings from being spawnedFixed: Clothes would not update the replication parent when an item was inserted/removed
- Tweaked: Fuse time on the colored flares is the same as on the white ones
- Fixed: Doors were always visually closed after reconnecting or joining a game in progress ([url=https://feedback.bistudio.com/T182302]T182302[/url])
- Fixed: Ability to process multiple open door requests over multiple frames to make sure they all get processed by the animation graph
- Fixed: Switching seats and exiting vehicle when primary door is obstructed
- Fixed: Accessibility points of Ural-4320
- Fixed: Explosive charges being garbage collected straight from player inventory and storage containers
- Fixed: Missing fuel progress bar on jerry cans
- Fixed: Focus on last focused storage slot when switching from storage mode
- Fixed: Highlights on storage no longer ignore equipment storage components when searching for free slots
- Fixed: Pop-up notifications were either not working at all in certain scenarios or they were stuck in queue and displayed at once in a row
- Fixed: Dragging an item on a supply box transferred it to player's inventory
- Fixed: Weapon inspection took magazines attached to other weapons in the player's inventory
- Fixed: Time until the detonation of explosive charges would be incorrect for Game Master that was not a host
- Fixed: Exiting a flipped or semi-flipped vehicle sometimes caused character to teleport below ground
- Fixed: CompartmentManager was not found on compartments that were in a slot
- Fixed: Remove duplicated Hierarchy components in compositions and CTI instances
- Fixed: Characters were snapped to canopy on net machine guns on turret exit
- Fixed: US roadblock navmesh recalculation
- Fixed: Explosive charges wouldn't stream in properly for proxy clients
- Fixed: Replication should create all streams for proxies even if user code modifies node hierarchy in RplLoad callback
- Fixed: Checking for item usage as a condition for being able to get out of the vehicle
- Fixed: Cancel item use when getting out of the car
- Fixed: Optimized simulation of bloody clothes
- Fixed: Low ready stopped working after arbitrary conditions failed: changing stance, lean, or changing fire mode
- Fixed: If shot while wearing clothes, your skin will now show damage after removing the clothes
Stability
- Fixed: Spawning UAZ-469 with PKM in [i]Pause[/i] crashes the game
- Fixed: Freeze during navmesh tracing
- Fixed: VME when no EditorManager is found
- Fixed: Crash due to missing handlers
- Fixed: Memory leak in [i]BaseLoadoutClothComponent[/i]
- Fixed: Rare [i]RoadBlockManagerCrashes[/i]
- Fixed: Logs spamming about unknown keywords in prefab of m60d
- Fixed: Memory leaks related to road network
- Fixed: Added Group and Tripod Catalog to CIV faction and faction less to remove error spamming
- Fixed: A possible crash with explosive charges attached to destructible entities
- Fixed: -disableAI param shouldn't crash anymore
- Fixed: ScriptCompiler: push/pop of plain pointers not working
- Fixed: Memory leak in bt::NativeVariable
- Fixed: Memory leak for two static instances of [i]DamageContext[/i] and [i]DotDamageEffectTimerToken[/i]
- Fixed: Error spam because placeable item was changing its parent before it was removed correctly from player inventory
- Fixed: Crash with [i]WEAPON_FIRED[/i] event in turrets
- Fixed: VME with [i]SCR_CampaignMilitaryBaseComponent[/i]
- Fixed: Potential nullpointers in [i]AnimatedAmmoBeltSystem[/i] and [i]bloodOnClothesSystem[/i]
- Fixed: Streamable parameter was turned off on deployable radio's RplComponent, causing all AI with radios to be streamed to clients at all times
AI
- Fixed: AI would not get out of BTR
- Fixed: Helicopter pilot slot should not be occupied by AI
- Fixed: Commanded AI now responds in voice to commands in MP
- Fixed: Behavior of AI when group leader dies
Modding
- Added: Ability to get [i]AnimationController[/i] from [i]AnimationControllerComponent[/i]
- Added: [i]BaseProjectileComponent.SetInstigator[/i]
- Changed: Switched [i]m_CharacterOwner[/i] in [i]SCR_GadgetComponent[/i] from [i]IEntity[/i] to [i]ChimeraCharacter[/i]
Scenario Framework
- Fixed: Deliver vehicle tasks could get completed when the player reaches the task even without the vehicle
- Fixed: AI Action Getter optional state wrongly retrieving AI slot
- Fixed: [i]ON_TASKS_INIT[/i] tasks that are further down in hierarchy do not get spawned by the scenario framework
- Fixed: Setting max tasks to more than 5 makes the framework spawn way more tasks than intended
- Fixed: Task Clear Area sometimes could not be finished ([url=https://feedback.bistudio.com/T182474]T182474[/url])
