--VERSION DEVELOPPEUR--
24/03/14
110Mo
DATA
Optimization of various particle effects
Adjusted scripts for animal color randomization to be more MP-friendly
Fixed: Smoke module not visible in MP (http://feedback.arma3.com/view.php?id=18000)
Fixed: Align left and align center texts in HUDs for A-164 and To-199 planes
Added: Stall, lights and anti-collision lights indicators in HUDs for A-164 and To-199 planes
Updated: A-164 flight model with new parameters and reduced nose-drop issues
Disabled lights on the front gear of To-199
Moved air intake switch threshold for To-199 from 50-70m to 10-25m
Added: BIS_fnc_loop for code / function looping with timing and conditional control
Added: BIS_fnc_runLater for code / function executing later, with timing and conditional control
Fixed: BIS_fnc_establishingShot - viewing angle dependency on direction of camera movement
BIS_fnc_establishingShot: Formatting of SITREP made consistent with campaign presentation
New: BIS_fnc_addStackedEventHandler now supports custom parameters to be used as suggested: http://forums.bistudio.cocom/showthrea...=1#post2617251
Increased the limit for the speed indicator of the Strider (fixed http://feedback.arma3.com/view.php?id=16472 )
Added specific holders for NVG, binoculars and laser designator
ZEUS
Added: Time slider in "Skip Time" module now has logarithmic scale, allowing precise time adjustment both in range of hours and days (maximum value is now 7 days, as opposed to previous 24 hours)
Added: Simple transition effect showing how much time was skipped after Zeus adjusts the time using "Skip Time" module
ENGINE
Fixed: Log warning message format which caused crash in rare cases
Added: Zeus crew icons
Added: Zeus waypoint naming
Fixed: Zeus map movement
Fixed: Zeus get out action on cars
Fixed: CTD with missing groups
Fixed: Sound: Changed loop count from infinite to 1. Sample no longer needs to explicitly stop.
Fixed / Updated: Restarted sample position
Updated: Sound: Enabled infinite looping for "loop" sounds
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Improved transition of gear from the “Win” outro to both epilogues
Fixed: In Preventive Diplomacy there was a chance CAS support would engage enemy without player requesting its support
Fixed: Moral Fiber issue (http://feedback.arma3.com/view.php?id=18005)
Fixed: In Moral Fiber, point X-ray was considered cleared, even though enemy soldiers were still present (and they can shoot the player)
Status Quo
Performance in Athira improved by tweaking the object compositions
The car accident composition is now handled by the FPS optimization routines as well
Muzzled AI soldiers trying to report contacts during this peacetime situation
Game Over
Date and time in scenario Intel fixed to be on par with cfgTimeline
Unused conversation deleted
Changed channel from direct to side as Kerry can already be in vehicle (and won't hear himself if in 3rd person view)
--VERSION DEVELOPPEUR--
25/03/14
239Mo
DATA
Added: Openable cockpit and new instruments for To-199 'Neophron' (embarkation animation pending)
Adjusted AoA of both CAS planes
Fixed: Overall angle of lights for To-199 'Neophron'
Added: Improved model for commander gun of Slammer UP
Fixed: Splendid camera didn't work well with UAVs and remotely controlled units
Fixed: Localization issues in GUI editor
Fixed: Deleting a task didn't remove its variable completely
Hint for flares is now correct for standard flare launchers
The stadium has a new tower for commentators
Fixed: Research House yellow arrow floated in the air
Fixed: Issue with the shadows of the concrete ramp
New version of lamps have been added to the stadium
Fix attempt: Touch Off action priority (http://feedback.arma3.com/view.php?id=2694)
Fixed: 'Supports' menu in High Command lead to the wrong class
ENGINE
Fixed: Scripting command createUnit is now respecting height coordinate, but also places the object at the right height
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Fixed: Bingo Fuel: Cistern was being attacked by an armored vehicle while diverting fuel
--VERSION DEVELOPPEUR--
26/03/14
2039Mo
DATA
Optimized: Jet exhaust effects
Fixed: Altitude indicators for Neophron (was showing hundreds and thousands instead of thousands and tens of thousands of meters)
The damage of various parts of vehicles has been made more distinguishable (between each other and between factions) and dependent on the damage source (explosives vs direct hits vs mines)
Optimization of vehicles protection and explosives’ power now also takes buildings durability into consideration.
Increased window default hit point size to default building hit point size to exclude the possibility of missing the window hit point with weapons fire. Also decreased windows default armor to make them more fragile.
Added: Debug console can now be made available for admins using new "DebugConsole" mission param (see https://community.bistudidio.com/wiki/...ion_Parameters for more details)
Increased indirect range radius of rocket launchers to increase lethal radius of blast around point of impact. This change improves especially the lethality of anti-personnel rockets (RPG HE, Titan AP)
ENGINE
Weapon sway is now computed in more vertical manner
Added: Introduced script command isEqual ( http://feedback.arma3.com/view.php?id=18089 )
UAV Terminal map interaction has been enhanced
Correction d'au dessus : c'est pas 2039Mo mais 203Mo
--VERSION DEVELOPPEUR--
27/03/14
176Mo
DATA
Fixed: Left and center aligns in HUDs of helicopters
Added: Dust effect for shooting handgun while prone
Added: Smoke effects for Blackfoot when heavily damaged
Unified the amount of First Aid Kits available in support vehicles
Redesigned: AV Terminal UI interface
Fixed: Random flickering of rolling credits
Added: Locking sounds for PCML so it is no longer muted
ENGINE
Intel's TBB4 memory allocator updated to version 4.2u3
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Status Quo: Main airport doors are now opened and disabled, to prevent the player closing the doors, which resulted in the reporter becoming confused
Game Over: Friendly and enemy aerial vehicles added (no ATGMs for enemies)
Game Over: AA launchers / AA teams at key points added
--VERSION DEVELOPPEUR--
28/03/14
146Mo
DATA
Updated: HUD of A-143 'Buzzard'
Fixed: Increased maximum altitude of 'A-143 Buzzard' to be somewhat comparable with planes of other factions.
Added: BIS_fnc_endMission plays victory / fail music cue. It can be disabled using a new optional parameter.
Added: MenuInventory and MenuPosition respawn templates will now force respawn at the scenario start
Fixed: BIS_fnc_getParamValue didn't work correctly in init
Fixed: Syncing the Callsign module to an empty object resulted in an endless scripted loop
Removed: Horizontal scrollbar on the Welcome Screen
Added: Firing Drills IGUI vertical offset when in vehicle to prevent collision with vehicle info
Fixed: Name of cannon shown in HUD of 'A-143 Buzzard'
Fixed: Scenarios background of sorting CheckBox
ZEUS
Added: BIS_fnc_curatorHint function, which lets scenario designers show a hint in Zeus interface
Added: Ending the scenario using "End Scenario" module will now mark all pending modules as canceled
Added: Zeus now has access to scripting input in object attributes (accessible after 2xLMB on the object) in ZGM missions. With scripting knowledge, he / she can perform advanced operations.
Added: Admin debug console can now be enabled in ZGM scenario parameters
Added: When God Mode is enabled in ZGM scenarios, the time limit for placing initial respawn points is now 5 minutes instead of just 1 minute
Added: Time limit for placing initial respawn points in ZGM scenarios is now visualized
Added: Automatic respawn points created after the time limit in ZGM missions runs out are now editable modules instead of hard-coded markers
Fixed: Setting music volume in the "Play Music" module affected volume of everyone except of Zeus himself
Added: Music volume level in "Play Music" module is now remembered and restored upon placing another module
Added: Clock showing elapsed time, time of the day and remaining time are now displayed by default in the Zeus interface
Added: Hiding the clock or compass is now remembered, so they remain hidden after closing and reopening the interface
Added: Up to 20 custom task descriptions are now saved for later use (compared to previous 10)
Fixed: Setting formation or combat mode on group's current waypoint didn't do anything. Now it will set those params immediately.
Fixed: Double-click in the EDIT tree will no longer expand / collapse the tree item (double-click is used for opening attributes window)
Added: All Zeus interface controls are now configurable from the Controls menu
ENGINE
Fixed: An endless loop when a text is too large to fit into a multiline text box
Fixed: Weapon switch will happen after reloading of current weapon is finished
--VERSION DEVELOPPEUR--
31/03/14
149Mo
DATA
Tweaked: Neophron camo pattern
Fixed: Rocket position on Greyhawk / Ababil
Fixed: Glass sorting and window damaging for Tempest
Set up proper hit values for 12.7mm APDS and SLAP ammunition to maintain their effectiveness against light armored targets after a recent update of all armored vehicles. Also added proper costs for them.
The Stadium decals are now properly covered by shadows
Adjusted pathways for the Stadium
Fixed: Rate of Fire for the A-143 'Buzzard' cannon
Fixed: Sector flags were based on faction of players' vehicles, not players themselves (e.g., BLUFOR player capturing a sector in stolen OPFOR vehicle resulted in the flag being OPFOR)
ZEUS
Fixed: Claymore charge was missing in the list of Explosives in the editor and in Zeus - added class ClaymoreDirectionalMine_Remote_Ammo_Scripted
Added: Stance can now be set in group attributes, and is applied to all members of the group
Fixed: Briefing module didn't work correctly (http://forums.bistudio.com/showthrea...-Zeus-Brie
fing)
Fixed: When "Respawn loadouts" module was placed in ZGM missions before all respawn points, only a limited number of loadouts was available. All loadouts are available now, so Zeus can for example set only Recon or Diver loadouts and players won't be able to spawn with anything else.
Fixed: Script error after placing "Get In" objective module
Fixed: "Get In" module is now completed only when a player gets in the vehicle (as opposed to any unit, in including AI ones, as before). Suggested in http://forums.bistudio.cocom/showthrea...jective-bugged
Fixed: Players in Defend missions were killed after each wave
Updated: Time for placing respawns in ZGM is now increased to 3 minutes and 10 minutes with the God mode on (it was 1 and 5 minutes previously)
Added: Exec field in object attributes is now available only for logged in admin
ENGINE
Weapon switch happens AFTER reloading of current is finished
--VERSION DEVELOPPEUR--
01/04/14
269Mo
DATA
Some particle lights tweaked (mainly missiles)
Greyhawk/Ababil UAVs have missiles/bombs controlled by the gunner
Altis has been tweaked with:
http://feedback.arma3.com/view.php?id=17591
http://feedback.arma3.com/view.php?id=18102
http://feedback.arma3.com/view.php?id=17591
http://feedback.arma3.com/view.php?id=18102
Fuel signs on gas stations have been balanced in distant LODs
Geometry of the VTOL wreck has been re-balanced
Balanced parameters of Wipeout Gatling ammo and Neophron Cannon ammo (both are now stronger)
Fixed: Shadow of the cap with headphones
ZEUS
The Welcome Screen has been balanced for Zeus
Fixed: Pressing 'Space' in curator interface will now move the camera to the actual position of the player who pinged, not to position where he sent the ping
Added: "Player Respawn" modules can now be raised in the air, resulting in players respawning on a parachute
Fixed: Object costs in Seize and Defend missions were incorrect
Removed: Respawn in parachute when Deathmach type is selected in ZGM mission params. Respawn in parachute can now be achieved by raising respawn module in the air.
Fixed: CTD when setting waypoint attributes (http://feedback.arma3.com/view.php?id=18206 )
ENGINE
Small amount of Join-In-Progress message balancing
Fixed: Zeus placing waypoint instead of map moving
Fixed: Zeus placing units on top of each other in the map
Fixed: CTree class multi selections
Fixed: CTree sorting
Fixed: Skipping changes when weather is synced from server
--VERSION DEVELOPPEUR--
02/04/14
277Mo
DATA
The stadium has been tweaked in various places
Fixed: Camera of Greyhawk / Ababil CAS variants
AT mines cluster for artillery has been loaded with proper AT mines
ZEUS
Various Zeus assets have correct map size and correct author
Fixed: Zeus was able to place multiple objects in the lightning stage
Fixed: Showcase Zeus was sorted before Fixed-wings in the list
Added: Unique laser target icon
ENGINE
Fixed: Missing NULL test for AI (slight optimization)
Fixed: Loading player profile when launching Dedicated Server
Fixed: Endless loop when a text is too large to fit into a multiline edit box
Fixed: Broken multiline texts in CStatic and CEdit
Optimized animation movement parameters
Fixed: Time error scaling in MP games
Added: Missing Zeus event handlers
Disabled units have more of their functions disabled (optimization)
Disabled unit do not track targets
Fixed: Zeus - minor bug related to placing objects on the ground
Waypoint lines are now drawn with waypoint color
Possibility to set radius of loiter waypoint
et encore une maj de plus de 500 mo aujourd hui.
depuis la semaine derniere il y en a tout les jours en developpement
c est cool ![]()
--VERSION DEVELOPPEUR--
03/04/14
521Mo
DATA
Fixed: Gear indicator in the cockpit of To-199 'Neophron'
Fixed: Range Officer moved out of the Men (Story) category
Fixed: Zero error in hit particle effects
Updated: Offroad PhysX - lowered inertia, strengthened clutch, changed gearbox and engine
Fixed: An issue with rocket launchers locking MRAPs incorrectly
Fixed: An issue where players were unable to get into the gunner position of an armed Offroad
Fixed: Position of zeroing in the gunner's position of the Offroad
Updated: Ghost Hotel Gazebo visuals
Updated: Roadways and AI paths around the Stadium
Updated: Penetration materials on the small radar building
Fixed: Kajman helicopter no longer shoots rockets in pairs
ZEUS
Added: Unit will play a radio message when it's placed or given a waypoint
Added: Different message when issuing ATTACK waypoint
Added: Skull icons are now drawn on positions where players died
Added: Radio message when CAS module is placed
Fixed: CAS plane created by CAS module wasn't deleted afterwards
Fixed: Modules were reporting in over the radio after placement (there's nothing more reassuring than a smoke shell saying "standing by" )
Fixed: Lightning Bolt was not working on Dedicated Server
Fixed: Waypoint attributes header wasn't clear enough
Updated: Waypoint color is now green, as opposed to previous barely visible black
Added: Special icon for cycle waypoint
Fixed: Lifting the player respawn position module to a building floor will now let players respawn on the exact spot instead of on the ground. For example, you can move respawn point on top of Altis solar towers and players will spawn there.
Effectivement on sent bien le développement du jeu, entre tout les fixes et la finalisation de Zeus ![]()
--VERSION DEVELOPPEUR--
07/04/14
69 Mo
DATA
The reloading of a magazine and a single shell for the Scorcher takes the same time
The Offroad has properly placed effects of dust again
ENGINE
Added: More specific naming for mpstatistics file
Fixes in Zeus related to action access rights and icon drawing
Fixed: Inability to disable zoomin, zoomout from scripts
Fixed: Airplane ejection. Now you are actually ejected out of an airplane instead of only moved next to the plane.
Fixed: Correct signature check in Steam browser
Possible fix of crashes in destruction of server error computation micro-job tasks
Fixed: Possible crash when role icons had zero height
Fixed: Bugs related to accessing some of the controls when remote controlling another unit in Zeus (artillery computer, Inventory, NVG, auto-reload)
Fixed: auto-closing of GPS, watches, UAV PIP, compass when user switches to optics mode
--VERSION DEVELOPPEUR--
08/04/14
27 Mo
ZEUS
Hints / Field Manual record texts were outdated
ENGINE
Performance has been optimized for character voice mixing
Added: Custom icon for logic side in diary
Optimization of the session queries when searching by server or mission name (Steam server browser)
Steam set as default server browser
Client-side network error computation parallelized
Rudder / flaps / ailerons / elevators can now only be controlled when engine is on. They can be controlled even when the airplane is on the ground and does not move.
Fixed: Pinging Zeus if player is inside a vehicle
Fixed: Icons offset when moving objects in the map
Fixed: Adding non-existent weapons would block the game
Checking Expansion filter by mod hashes instead of mod name (Steam browser)
Fixed: Game freezes on ‘dropWeapon’ to a ground weapon holder
Tweaked: PhysX prediction when speed is near zero
--VERSION DEVELOPPEUR--
09/04/14
46 Mo
DATA
To-199 Neophron has a new get in and get out animations
ZEUS
ZSC scripts have been optimized to provide better performance
ENGINE
Misc. code refactoring for better performance
--BRANCHE PRINCIPALE--
10/04/14
768 Mo
Zeus !
http://www.arma3.com/news/arma3-zeus-dlc-now-available#.U0auw_l_sZ9
--VERSION DEVELOPPEUR--
11/04/14
65 Mo
DATA
Animals should have textures even when not local in MP
Re-introduced radar for AAAs (after a shameful commit conflict broke it again)
Adjusted geometry of the cargo deck and decreased roadway levitation of Trawler
Fixed: Looking up or down while operating a raised static weapon in the bunker (http://feedback.arma3.com/view.php?id=14960)
Fixed: Shapes of batteries and duct tape objects
Fixed: Invalid string for gatling cannon in HUD of AH-99 'Blackfoot'
Potential campaign spoilers:
Spoiler:
Game Over: Deleted duplicated scientists in the Dome
ENGINE
Fixed: Missing scrollbar in diary display
Added: ‘logEntites’ console command for logging objects in scene into a file
Fixed: Scorcher's commander shoots in the air
Reverted aileron computation so that the airplane in autopilot does not tilt so much
Added: UAV follow task - you can set it by clicking on a player and selecting “Follow me”
--VERSION DEVELOPPEUR--
14/04/14
340 Mo
DATA
Helicopter damage handling improvements:
Reasonable protection from small arms
Added: Fuel hitpoints to helicopters
Engines better (reasonably) protected from small arms
Fixed: Gunship turret gun animations and optics locations
Modified helicopter pilot head limits
Fixed: Levitating missiles on helicopter gunships
Fixed: Unified re-spawn weapon for BLUFOR AT specialist
Fixed: Unified chem-light color of BLUFOR helicopter pilots and helicopter crew
Made floating structures indestructible as they were supposed to be
Fixed: Stadium model position and roadways
Added: Customizable area for scenario-specific on-screen information (e.g. info about time and place)
Added: Custom scenario name is now shown also in diary
Improved destructive capability of under-barrel and GMG grenade projectiles against vehicles
You weren't able to show hints when tutorial hints were disabled. Now you have parameter for it and you can set if hint will be shown when tutorial hints are disabled or not (_this select 5).
Header of BIS_fnc_advHint corrected: (_this select 3) and (_this select 4) parameters (condition and duration for full version of hint) were already implemented
ZEUS
Added: "Scenario Name" module which allows Zeus to set the name of the current scenario. It's shown to every player who joins or respawns.
Fixed: 'respawnOnStart' attribute in description.ext was ignored (http://feedback.arma3.com/view.php?id=14585)
Fixed: Autonomous vehicles are now respawned with virtual crew inside
Fixed: Players were removed from Zeus' list after they died in ZSC scenarios
Fixed: Zeus in ZGM scenario with God mode enabled still had challenges
Fixed: Incorrect players count in MP header in ZGM 48+2 Master Stratis
Fixed: When Zeus played some music, other Zeus players couldn't hear it
Fixed: Deleting an object to which "Move", "Neutralize" or "Protect" objective is attached resulted in the objective being moved to the bottom left map corner
Fixed: "Neutralize" and "Protect" objectives no longer require objects to be completely destroyed, disabling them (e.g., shooting vehicle tires) or killing their crew will complete them as well
Fixed: When one Zeus took control over a unit and another Zeus did the same with the unit as well, the first Zeus lost the ability to control any further units. Now, the seconds Zeus won't be able to take over already controlled units.
Added: Skill can now be set also in group attributes. The adjusted value is applied to all group members.
Added: Ability to set the Game Master module’s "Default addons" attribute to "All", which will automatically add every addon in the game, including community ones
Fixed: Editing the Intel item deleted previously saved text
Fixed: Weather module didn't show a fog preview in singleplayer
Fixed: Hiding and showing the Zeus interface ('Backspace' by default) created a non-interactive area where a notification is shown, preventing Zeus from selecting or editing units there
Fixed: Entity icons were hidden when Zeus returned to the interface after leaving it with hidden menus (by 'Backspace')
Fixed: Vehicles can no longer be configured as respawns for sides without any players present in the mission
ENGINE
Added: New animation sources for car throttle and brake
Aiming-related breathing refactored and prepared for further changes
Sound: Removed environment sounds influence by rain density; rain volume was affected by rain density
Support for hidden selection materials on soldier proxies (eg. headgear)
--VERSION DEVELOPPEUR--
15/04/14
150 Mo
DATA
Further optimization of animals randomization using call instead of execVM
IR laser intensity over distances has been tweaked
Fixed: Escape from Altis - Forced wait for respawn causes a mission failure
Fixed: Get in / get out points of fuel and box version of Zamak
Adjusted maximum vertical angle of static weapons
Minor optimization of explosive parameters to better scale explosive damage capabilities amongst various ammo types
Increased weight of 30 round 6.5mm magazine to 10 mass, for it should be heavier than 30 round 5.56mm STANAG magazine (which has 8 mass)
Decreased weight of PCML (NLAW) rocket, for it has the same weight as Titan despite it is much less effective. These changes also slightly affect ammo-bearers backpack load-outs.
Set up proper mass values for all optics. Previous values did not considered used models (generally too small)
Decreased weight of PCML (NLAW) rocket allowing Independent Rifleman (AT) to carry one more rocket of this type in his backpack. Since the BLUFOR counterpart has better personal protection and more durable armored vehicles, there is a nice balance.
Optimized load out for urban camouflage ammo bearer backpack
Added SMG optic variants to appropriate ammo boxes
Added 6.5mm LMG sound suppressor into INDEP support ammo box for M200 machine-gun
Potential campaign spoilers:
Spoiler:
Game Over: Repositioning of some aerial vehicles for better in-game effect
ZEUS
Added: Speed mode can now be set in the group and waypoint attributes windows
Added: New attribute for Custom Objective allowing Zeus to disable the objective destination. Useful for more abstract tasks, e.g., "Remain stealthy".
Added: New markers are now created with the color of the previously set marker
ENGINE
Fixed: Possible cause of CTD on Dedicated Server
Fixed: Placing units over each other in 2D map (Zeus)
Optimized sounds in -nosound mode and on Dedicated Servers
Fixed: Empty action on dead body with only a handgun
Fixed: Possible crash in MP games
Sound: Added: APO fadeout effect
Changed behavior of throttle animation source
Fixed: Possible CTD while adding experience to AI (global situation knowledge)
Fixed: Crash related to currentZeroing
Fixed: Wrong zeroing returned for soldiers
--VERSION DEVELOPPEUR--
16/04/14
219 Mo
DATA
Added: Possibility to disable randomization and set a color to randomized vehicles by using ‘this setVariable ["color",X]’ in the init of the vehicle where X is a number ranging from 0 to the number of skins (minus 1). If the number is out of range, the skin is still randomized.
Fixed: Damaging of Tempest with the device
Added proper tracer color for M200 machine gun after description change
Allowed anti-personnel mines to be stored in vests. Previously they inherited only in backpack policy from AT mine.
ZEUS
Added: Custom channels for each side in a ZGM scenario. E.g. BLUFOR can now communicate with Zeus without other sides hearing it.
Added: Icon for HQ module
--VERSION DEVELOPPEUR--
17/04/14
173 Mo
DATA
Neophron has correct descriptions in its interior
Added: LAND waypoint (can be found under "Scripted" category)
Shadows of boonie hats and caps have been improved
Removed: Forced respawn at the start of Escape: Altis
Adjusted distant LODs of road cones
Fixed: Shadows of H-barriers
ZEUS
Fixed: Vehicles were unintentionally repaired when editing attributes (http://feedback.arma3.com/view.php?id=18423)
ENGINE
Fixed: Needless searching for commander units in cargo space
Fixed: Firing from the artillery computer while remote controlling a gunner unit
Possible crash fix when silent join is used
Added: World parameter for sky / fog color influence (skyColorInfluencesFogColor - default true)
Added: Overloading for hideObjectGlobal (<obj> hideObjectGlobal <true/false>)
Added: Squad icons to Zeus
Fixed: Drawing of icons on UAVs controlled by players
Changed Zeus group / sync controls
Fixed: Zeus composition placement
Stars don't change size when zoomed in
Animation state "static" parameter for ignoring step when computing slowdown
--VERSION DEVELOPPEUR--
18/04/14
112 Mo
KNOWN ISSUE
Injury feedback SFX are MIA
DATA
Countermeasures of tracked APCs are working yet again
Blackfoot crew has correct dead poses
Tempest crew has improved animations
Many small localization fixes in various languages
Adjusted icon for item holders to be more generic
Potential campaign spoilers:
Spoiler:
show spoiler
ZEUS
Secret Documents are now properly marked as being made by Bohemia Interactive
Added: List of recent entities in the CREATE bar. Stores up to 20 objects, groups, modules or markers which Zeus placed.
ENGINE
Added: Support for native Linux extensions via the callExtension command (this will require the next Linux server update first)
PhysX entities don't collide with invisible objects
lbSort accepts another parameter to specify ascending / descending order