Dev-Branch Change Log v2.21 – Arma 3
02-07-2025
EXE rev. 153017 (game)
EXE rev. 153014 (Launcher)
Size: ~104 MB
DATA
- Fixed: Recurring flashlight script error in the "Old Man" scenario
- Tweaked: Position of pylon proxies on UH-80 Ghost Hawk
- Tweaked: UH-80 Ghost Hawk & AH-99 Blackfoot with stub wings are now using ejector pylons for ASRAAM missiles
- Tweaked: Slightly moved position of pylon proxies on UH-80 Ghost Hawk with stub wings
- Added: Missing mirroring launch option on pylons for AH-99 Blackfoot with stub wings
- Fixed: Loadout preset on UH-80 Ghost Hawk with stub wings using incorrect variant of rockets
- Fixed: Color of flare effect on both signal and illumination flares
- Added: Rail for 1x Scalpel which looks better than the previous ejector
- Added: DIK scan code defines for F16-F24 keys
- Tweaked: Restored DAGR missile on AH-99 in its default loadout - FT-T192700
- Fixed: Penetration materials on the MH-80 fuel pod (thanks Trager)
- Fixed: AH-99 without pylons had still pylon collision with characters - FT-T192733
- Fixed: Collision of characters with the external fuel pod
- Fixed: Missing collision of character with DAR/DAGR pods
- Fixed: Flare effect on both signal and illumination flares have proper colors now
ENGINE
- Fixed: Extreme slowdown (may look like a freeze) when the game has fewer CPU cores than it thinks it should have
- Tweaked: Improved performance of engine closing files that could have caused lag spikes in some cases (thanks thegamecracks)
- Added: Multithreaded loading of BISIGNs
- Fixed: PP Fisheye/DepthOfField did not work in CfgOpticsEffect - FT-T163827
- Changed: Fisheye PP effect with reduced area now no longer squishes the image - FT-T163827
- Added: -cpuAffinity command line parameter
- Fixed: Config parsing errors would be reported with the wrong line number if the file had empty lines at the start
- Added: -cpuMainThreadAffinity command line parameter
- Added: getServerInfo command now forwards the "PublicSettings" class from server.cfg
- Added: OnMissionInit/OnMarkerCreated/OnHandleChatMessage server-side events
- Added: spawn server-side script command
- Fixed: mfdMaxUserValues config entry was loaded too late (after MFDs were already initialized with a maximum of 50)
- Added: Option to disableChannels Mission and Server parameter to disable map drawing and map marker placement from UI per chat channel
- Fixed: fullCrew was returning empty driver position for the static weapon
- Fixed: Difficulty option checkboxes were not saving correctly - FT-T192324
- Fixed: remoteExec failing when used with #mission restart command - FT-T190364
- Fixed: stringtable.bin would not fall back to "Original" > "English" > first language if the desired language is not included in the stringtable (thanks thegamecracks)
- Tweaked: nearEntities is now using an updated format for area definition, in line with the inArea format (thanks thegamecracks)
- Fixed: Possible crash when AI is repairing a vehicle (thanks Emperor)
- Fixed: High CPU load and possible freeze at game start after switching mods
- Fixed: Post processing effects Sharpness, Resolution, DepthOfField and Fisheye would get lost when changing video settings - FT-T163827
- Fixed: Helicopters would not land on a helipad placed on an object (thanks Ansible2)
- Tweaked: MFD radar target filtering is now multithreaded
- Added: Enfusion crash reporter integration
- Fixed: AI would stop engaging the enemy after it is released from remote control - FT-T179189
- Added: Extension "RVFeature_ArgumentNoEscapeString" feature flag for more efficient string passing - FT-T184219
- Fixed: Network weapons desync when using setUnitLoadout - FT-T167015
LAUNCHER
- Added: Launcher will now offer CDLC compatibility data mod when trying to join a CDLC server and not owning the CDLC - FT-T186037
09-07-2025
EXE rev. 153050 (game)
EXE rev. 153050 (Launcher)
Size: ~69 MB
ENGINE
- Added: Support for ARGB8888 PAA textures
- Added: -keysFolder= command line parameter
- Fixed: Helicopter will not land on a helipad that was placed on an object over sea surface - FT-T193098
- Added: Ability to manipulate local wind - FT-T192853
- Added: Script commands attachChild, detachChild, childAttached, parentAttached, setJointDrivePosition, setJointDriveOrientation, setJointDriveLinearVelocity, setJointDriveAngularVelocity
- Fixed: Steam Game Recording overrides in description.ext would not apply if the event was triggered before the mission was loaded
06-08-2025
EXE rev. 153122 (game)
EXE rev. 153122 (Launcher)
Size: ~2.9 GB
DATA
- Tweaked: All addons were repacked using new pipelines (this is not expected to change anything for players, but please report any new errors like missing data)
- Tweaked: View geometries of a couple of Livonia and Tanoa buildings - FT-T146447
- Tweaked: Collision model of Livonia's Small Church - FT-T149484
- Tweaked: Adjusted Fire Geometry on the Garage Office structure - FT-T149647
- Fixed: Damaged Greenhouse door sound - FT-T151290
- Added: Eden Editor attribute for radar dish rotation to Mobile Radar
- Fixed: Physics layer geometry of Barracks (Large), which was not being updated correctly when doors were manipulated - FT-T161544
- Fixed: Incorrect value for numberOfDoors in the Land_House_1B01_F config file - FT-T163053
- Fixed: Incorrect value for numberOfDoors in Land_House_1W05_F and Land_House_1W10_F config files - FT-T164644
- Fixed: Incorrect Church inheritance - FT-T169972
- Tweaked: View geometry of a few more structures: House_1W03_F, House_2W03_F, House_2W04_F, House_2W05_F, IndustrialShed_01_F and u_House_Big_01_V1_F - FT-T146447
- Fixed: Issue related to occluders on Livonia civilian houses - FT-T156396
- Tweaked: Config values for music track durations
- Fixed: "Beyond Hope - No Reprieve" Tac-Ops campaign mission script error when artillery support is not called on terrain
- Tweaked: Supply position of AL-6 drone
- Fixed: "Zeus" and "Firing From Vehicles" Showcases were not marked as belonging to their corresponding DLC
- Tweaked: Zeus DLC color was inconsistent in a few places (f.e. main menu icon hover)
- Tweaked: Vehicle threat and cost values adjusted
ENGINE
- Fixed: Mission Event Handler arguments of type Object/Group/Script would become null after loading a savegame
- Added: Alternate syntax for spawn without arguments
- Added: Script handle promises
- Fixed: Depth of Field post-processing effect could not be applied multiple times - FT-T163827
- Fixed: Executing allDiaryRecords/allDiarySubjects after a diary change would block the visual update
- Fixed: Game freeze when holding down the PrintScreen key
- Added: RVExtensionGGetR2TTexture
- Added: "LaserTargetChanged" entity Event Handler - FT-T163593
- Added: objectParent now returns the owner of LaserTargets - FT-T163593
- Fixed: CarHorn type weapons did not work for Tank type vehicles - FT-T192002
- Changed: Updated to XAudio 2.9
- Added: AnimationSource "pilotLight" - FT-T193507
- Fixed: Dedicated Server would keep the config file locked for editing while it was running
- Added: "water" sound controller for CfgAmmo explosions - FT-T154695
- Added: "damage" sound controller for transport vehicles - FT-T130979
- Added: Live microphone playback while adjusting sensitivity in the audio options - FT-T172191
- Changed: Dedicated Server no longer requires XAudio DLL files
- Changed: Audio input is now using Windows Audio Session API (instead of Windows Multimedia)
- Fixed: Audio input would get lost when switching the input device, and could not be recovered without a game restart (now automatically switches to a new device) - FT-T172191
- Fixed: worldName would be lowercased after loading a save game - FT-T193597
- Fixed: Entity config Event Handlers for WeaponChanged/EpeContactStart/EpeContactEnd/EpeContact/LaserTargetChanged, did only trigger if there was also a scripted Event Handler of the same type - FT-T193588
13-08-2025
EXE rev. 153122 (game)
EXE rev. 153122 (Launcher)
Size: ~101 MB
DATA
- Fixed: Collateral damage detection in "Altis Requiem" made fairer to player - https://feedback.bistudio.com/T170768
- Fixed: Several script errors on starting "Old Man"
- Fixed: Script error in CoF: Green when running around the CoF before starting proper - https://feedback.bistudio.com/T175788
ENGINE
- Tweaked: Optimization for loading of Car/Tank vehicles, which speeds up Eden Editor mission loading and reduces lag spikes when spawning vehicles
- Changed: Replaced special internal allocator with main allocator, which works more efficiently with file cache and script values
- Added: "VoNStateChanged" entity Event Handler - https://feedback.bistudio.com/T193790
- Fixed: Stereo audio in Proton (thanks Madbug)
- Added: Interior sound controller for explosions - https://feedback.bistudio.com/T193903
27-08-2025
EXE rev. 153171 (game)
EXE rev. 153171 (Launcher)
Size: ~87 MB
DATA
- Added: New options in Audio Options UI for input device selection
- Fixed: Script errors in "Anomalous Phenomena" - https://feedback.bistudio.com/T186146
ENGINE
- Added: "extension" Texture source
- Fixed: Empty subgroups would not be removed from groups and could trigger errors
LAUNCHER
- Fixed: Custom command line parameters in launcher could inadvertently be filled with undesired parameters
17-09-2025
EXE rev. 153240 (game)
EXE rev. 153243 (Launcher)
Size: ~87 MB
DATA
- Fixed: Spectrum Device scripts could switch the camera back to the player when using ADS and switching to it on a remote-controlled character (thanks Rook)
- Fixed: It was possible to get stuck in Showcase Laws of War's "Non-Combatants" simulation when respawning after clearing a room
- Tweaked: Restored some darkness to Showcase Zeus as intended by its creator
- Added: Syntax highlight template for the Notepad++ export to script command utility
ENGINE
- Fixed: createSoundSource ignored speed of sound - https://feedback.bistudio.com/T177285
- Fixed: throwables script command return was inconsistent
- Tweaked: Added optional parameter to throwables to return empty magazines
- Tweaked: throwables and currentThrowable format now includes ammo count
- Added: Support for keepInInventory config parameter and throw muzzles
- Added: removeWeaponItem script command
- Fixed: Mismatch of shot dispersion in multiplayer - https://feedback.bistudio.com/T194410
- Tweaked: Amphibious tank steering in water - https://feedback.bistudio.com/T170421
- Fixed: "Take" Entity Event Handler did not fire when using the "Rearm" action - https://feedback.bistudio.com/T194245
- Fixed: Creating a CYCLE waypoint sometimes crashed the game
- Fixed: nearSupplies alternate syntax did not work - https://feedback.bistudio.com/T194780
- Fixed: calculatePath did not work when the starting position was too far out of terrain bounds - https://feedback.bistudio.com/T193491
- Fixed: Aircraft autopilot would reduce speed to the wrong value and change vectoring mode in VTOL when input focus is lost - https://feedback.bistudio.com/T192405
- Fixed: Aircraft autopilot would not be able to catch an airplane on too steep a dive when input focus is lost - https://feedback.bistudio.com/T192405
24-09-2025
EXE rev. 153280 (game)
EXE rev. 153280 (Launcher)
Size: ~84 MB
DATA
- Fixed: USS Freedom rotation causing disconnected parts (thanks Markoo) - https://feedback.bistudio.com/T124858
- Tweaked: Quadbike KIA crew now remains in KIA pose in the vehicle
ENGINE
- Changed: Increased number of RenderTarget's from 8 to 10
- Tweaked: Improved game startup time if improperly created mods log many error messages
- Fixed: Destroying streetlights (any House simulation object with attached lights) while simulation is disabled would leave behind floating light emitters
- Fixed: Going back from slot selection in a multiplayer campaign would start the next mission instead of showing mission selection
- Fixed: Mines with a wire trigger did not update their trigger location when teleported or moved - https://feedback.bistudio.com/T193669
- Added: Server-side log warning when headless client slot has no assigned name which makes it unusable
- Fixed: Several "Ref to nonnetwork object" occurences - https://feedback.bistudio.com/T178229, https://feedback.bistudio.com/T171682
- Fixed: setDamage 0 would not properly reset the 'alive' state of most Entities (this will get reverted in favor of a setDamage alias with opt-in behavior)
08-10-2025
EXE rev. 153321 (game)
EXE rev. 153321 (Launcher)
Size: ~203 MB
DATA
- Fixed: Empty VO sample in Showcase Fighter Jets
- Fixed: Firing Drill steel plate targets would not react to hits properly after restarting a drill
ENGINE
- Reverted: The setDamage reviving change
- Added: Command-line parameter -profileGameStart, which will profile the game start and write results to a file (Diagnostics binary only)
- Tweaked: Improved game startup speed with more multithreading
- Fixed: HashMap compileFinal did not keep HashMapObject's NoCopy flag - https://feedback.bistudio.com/T194855
- Fixed: HashMap non-existent values would get replaced by nil values when stored into profileNamespace
- Fixed: setMarkerShadow did not sync in multiplayer - https://feedback.bistudio.com/T194883
- Fixed: Game would not load mods from a read-only mod folder - https://feedback.bistudio.com/T121694
- Changed: "Cannot find base class" config error is now a warning, and will try to load anyway without inheriting base class
- Added: CfgPatches skipWhenAnyAddonPresent property - https://feedback.bistudio.com/T195122
- Changed: Client now does not send files larger than a server's maxCustomFileSize limit (preventing server from kicking the client) - https://feedback.bistudio.com/T193138
- Added: Automatic cleaning of the MPMissionsCache folder (if above 1GB, deleting the oldest files that are over 50MB, except for the 5 newest) - https://feedback.bistudio.com/T195101
- Added: Scripted Post Processing effects are now visible in Thermal Imaging view
- Fixed: Saving the game while on the map screen would show a gray background on the saving display
- Added: server.cfg/AdvancedOptions/logPlayerConnectionStates to log player "connecting" progress
22-10-2025
EXE rev. 153361 (game)
EXE rev. 153361 (Launcher)
Size: ~82 MB
ENGINE
- Fixed: "Ref to nonnetwork object" if a vehicle Init script tries to send any network message relating to the vehicle
- Fixed: Rendering could get stuck for a few seconds when right-clicking the spectrum device in thermal vision
- Fixed: setShotParents would not assign the Instigator if it's Owner was objNull
- Fixed: Very long loading times for some mod-packs
- Added: Optional parameter to setParticleCircle to ignore surfaces - FT-T162981
- Fixed: Config array += did not support appending array values - FT-T195196
- Changed: More detailed source information in "Updating base class" warnings
- Fixed: "Updating base class" warnings would show the wrong config as "original" if the class had no members
- Changed: Silenced "Updating base class" warnings if the base was a forward declaration (except if -debug is set because it still indicates a load order issue)
- Added: Config class can now contain "delete" and definition of class with same name (to delete&recreate classes for intentional base class change)
- Fixed: Crash caused by malformed script
- Added: Alternative syntax to configHierarchy script command - FT-T83667
- Added: Alternative syntax to configClasses script command - FT-T83667
- Fixed: Structured text hint color would persist through mission restart and get applied on all hints
- Added: Alternative syntax to needReload script command - FT-T151761
- Fixed: Player or AI unit on passenger seat would report "No Fuel" radio message even though they don't know the fuel status from that seat
- Fixed: Game failed to extract key out of bisign for EBO files if the bikey is missing from the keys folder (leading to signature check failures)
- Added: -noWindowBorder command line parameter to start game in borderless window
- Changed: The "Copy Version" hotkey now also works in camera sequences and multiplayer
- Fixed: selectLeader could select a leader who is in a different group - this could lead to game crash, now the command does an implicit 'join' into the group
- Fixed: Some Group Event Handlers could cause game crash if the Event Handler code would re-trigger the event
- Added: disableAI command to block all AI leader commanding
- Fixed: lockCameraTo with temporary flag could get stuck if the target is beyond turret limits
- Added: Option for soft-set of turret limits to the setTurretLimits script command - FT-T170696
12-11-2025
EXE rev. 153405 (game)
EXE rev. 153405 (Launcher)
Size: ~96 MB
DATA
- Fixed: SAM systems were emitting sound even after destruction - FT-T130979
- Tweaked: BIS_fnc_returnParents is optimized for performance
- Tweaked: BIS_fnc_returnChildren is optimized for performance - FT-T83458
- Added: More addAction parameters for BIS_fnc_holdActionAdd - FT-T179964
- Fixed: BIS_fnc_gridToPos was not working in Eden Editor
- Fixed: format script error in Escape from Stratis scenario
- Fixed: "Updating base class" warnings in base game data
- Fixed: groupID was not broadcast in Group Callsign module - FT-T117142
- Fixed: Default texture error on the flagpole (PortableFlagPole_01_F) - FT-T195033
- Fixed: Ammo variant of HEMTT was missing chimney in first resolution LOD - FT-T126715
- Fixed: Missing close X button in the loadout menu - FT-T176681
ENGINE
- Fixed: Temporary freeze and improved performance when opening Eden Editor "Load Mission" dialog
- Added: "ts3server:" as allowed protocol for openable URLs (button/links) - FT-T195169
- Added: Alternative syntax to the drawIcon3D script command with extended capabilities - FT-T194108, FT-T169233, FT-T167397
- Added: Alternative syntax to the getTextureInfo script command to return texture screen width
- Added: Option to set group icon offset for 3D drawing separately - FT-T170299
- Tweaked: drawIcon3D was still added to the draw queue when the game was paused - FT-T167397
- Added: Progress bar feature to the drawIcon3D
- Tweaked: getTextWidth can now use current font and size by default
- Fixed: Ampersand character in item description name was breaking tooltips in inventory - FT-T195596
- Added: Engine support for custom marker color in Eden Editor (data WIP) - FT-T186076
- Added: getLightInfo script command - FT-T188531
- Fixed: compatibleMagazines would return duplicate magazines when given muzzle parameter - FT-T195724
19-11-2025
EXE rev. 153422 (game)
EXE rev. 153423 (Launcher)
Size: ~84 MB
DATA
- Fixed: Various data pipeline errors introduced in the previous version
ENGINE
- Fixed: Wrong default value text in radioChannelSetLabel
- Fixed: setCurrentChannel was not selecting the last custom channel - FT-T85311
- Added: Additional ten channels to Custom Radio - FT-T194246, FT-T159403, FT-T85311
- Fixed: Config Viewer showed the wrong parents array
- Changed: Missing model files are now replaced by a default placeholder model to prevent crashes when a model is missing
- Added: Ability to use custom texture for arrows to drawIcon3D - FT-T181489
- Fixed: @arrowText size had no effect - FT-T181489
- Fixed: Passing an invalid channel to radioChannelInfo was returning an empty array - FT-T194246, FT-T159403, FT-T85311
03-12-2025
EXE rev. 153454 (game)
EXE rev. 153454 (Launcher)
Size: ~108 MB
DATA
- Fixed: LDF Sweater uniform was showing the wrong ground texture
- Tweaked: Moved Chemical Detector, Decon Kit, Antidote Kit and LDF UAV controller models to Weapons_F, so they no longer trigger DLC branding
- Tweaked: The walkable surface on USS Freedom ship - FT-T124858, FT-T124759, FT-T124494
- Fixed: A hole in the fire geometry of the Ghost Hawk - FT-T195756
- Fixed: Ghost Hawk wheels not rotating correctly when AFM is enabled
- Added: BIS_fnc_channelNumToRadioChannelID and BIS_fnc_radioChannelIDToChannelNum functions
- Fixed: BIS_fnc_kbTellLocal was not checking mission or campaign configs - FT-T127729
- Tweaked: Radio item detection now includes checking for any item in the radio inventory slot - FT-T127729
- Fixed: Karts DLC helmets were not properly marked as content from DLC in Arsenal
- Changed: Debug text font (script error messages) to one that supports non-ASCII characters
- Tweaked: PCML damage config so AI is able to engage tanks with this weapon (e.g. T-100)
ENGINE
- Tweaked: Further custom chat code refactoring and optimization to accommodate a large number of custom channels - FT-T194246, FT-T159403, FT-T85311
- Added: 40 custom radio channels to the existing 10 - FT-T194246, FT-T159403, FT-T85311
- Tweaked: Added alternate syntax to radioChannelInfo script command - FT-T194246, FT-T159403, FT-T85311
- Fixed: Potential VoN indicator not displaying due to a clash with other speaking players
- Added: SuperExt shader now uses emissive property alpha channel as a multiplier of the emissive texture - FT-T196021
- Tweaked: Added loop option to playSound3D and playSoundUI - FT-T195793
- Tweaked: soundParams extended to return looped status - FT-T195793
- Tweaked: soundParams can now return all IDs of the currently playing sound - FT-T195793
- Added: getEventHandlerInfo now also supports Eden Editor events
- Added: Ability to set VoN callsign on custom radio channel - FT-T175722
- Fixed: curatorEditableObjects could accumulate null objects without the ability to remove them
- Fixed: Possible crash in selectionPosition command if the shape geometry is not loaded yet
- Added: "StaminaDrainCoef" to setUnitTrait to influence stamina drain rate - FT-T192934
- Added: aiAwareIsCautious config property for tanks (setting this to 0 will make them work like cars that do not consider aware mode) - FT-T191476
- Added: collisionSoundOverride/collisionDamageCoef config properties for building types
- Fixed: Crash when spawning an animal with create3DENEntity
17-12-2025
EXE rev. 153496 (game)
EXE rev. 153496 (Launcher)
Size: ~81 MB
ENGINE
- Fixed: Possible crash when loading an old campaign save
- Fixed: Possible crash when using setVehicleAmmoDef script command
- Fixed: attachTo with followBoneRotation would not apply hand IK and head mimic animations - FT-T189084
- Fixed: bisign and bikey files would not be loaded on Linux
- Changed: Remote controlled UAV pilots can now control lights and collision lights - FT-T196161
- Added: Vehicle exhaust particle emitter positions can now be animated - FT-T196146
- Fixed: CT_WEBBROWSER would not correctly handle input from non-ASCII keyboard layouts - FT-T196167
- Added: compatibleWeapons script command
- Tweaked: compatibleItems and compatibleMagazines now support case-insensitive entries for muzzles and weapon slots
- Tweaked: canAdd is now also case-insensitive to muzzle and weapon slot entries
- Fixed: Airplane engine state would flicker and spam Event Handler when using analogue throttle with a broken engine
- Fixed: Unit reporting for thrown grenade ("Frag out!") was not triggering for hand grenades - FT-T180926
- Added: "ScriptSpawned" mission Event Handler - FT-T171265
- Added: Script handles can now be used in hashValue, additionally diag_activeSQFScripts now also includes the hashed handle of running scripts
- Added: pylonAction script command
- Fixed: The pylon transformation's orientation in getAllPylonsInfo was reversed