Update 51: V 1.046.0

[h1]Update 51: V 1.046.0[/h1] [h1]Change Log[/h1] [h2]Highlights[/h2] [list] [*] Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file) [*] Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less. [*] Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc) [*] Added ui_armorDisplay console command to editor [*] Added mortar trench to fortification list that engineers can build [*] Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control [*] Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead [*] Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called) [*] Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis [*] Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop [*] Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often) [/list] [h2]Conquest[/h2] [list] [*] Fixed Coop Conquest unit transfer causing units to not be able to follow move orders properly [*] Fixed house on DCG Karvola winter [*] Fixed 150cm Searchlight light fx showing in the center of maps for conquest by code change to no longer send environment change event to inactive actors [*] Fixed some German soldiers missing defines for Conquest squads [*] Fixed planes crashing into environment on dcg_atzerath_valley [*] Fixed barrels overlapping with a truck on dcg_gullheim_airfield [*] Changed panzerfaust, t4+ and mg costs for conquest [*] Updated conquest script with case for high altitude air attack for ai(enemy) planes when map altitude have very high areas, this requires planes saved with tags of altitude_high and set altitude of planes at least 58+ [*] Reworked dcg_dubovka map [/list] [h2]Multiplayer[/h2] [list] [*] Added Panther Ausf.D to midwar GER Support doctrine for 120 DP [*] Added teamsize_cp_factor to Multiplayer games (does not affect CooP or Conquest) - teamsize_cp_factor multiplies the base CP values chosen in the lobby / game files - The CP factor applies equally to the starting CP and the increases applied at the 15min and 25min intervals - Factor used is determined by max number of players on either team. 1v4 game will use factor for the 4v4 game size. 2v1 will use factor for 2v2 size, etc. - Initial settings are as follow: - 1v1 game size factor is 1.3 (+30% more CP) - 2v2 game size factor is 1.2 (+20% more CP) - 3v3 game size factor is 1.1 (+10% more CP) - 4v4 game size factor is 1.0 (0% more CP) - This means a standard setting 1v1 match, players with start with 100 * 1.3 = 130CP. At 15min 150 * 1.3 = 195CP. At 25min 200 * 1.3 = 260CP - Factor applies to custom game CP settings as well [*] Updated the multiplayer game list screen to remove the global chat, as this feature has been discontinued by Valve. [*] Changed flame tanks doctrine_ot130_early and doctrine_kht26_early from doctrine Tier 2 to Tier 1 [*] Changed doctrine_150mm_sw34_early from doctrine Tier 1 to Tier 2 [*] Changed fin midwar captured vehicles sequence to be T-26, BT-5 and T-34/76 [*] Changed fin tank commander cost from 10 to 5 due to pistol [*] Changed sov tank commander cost to be consisted with their weapon [*] Changed crew of gaz_aaa_maximx4 and zis5_dshk from artillerymen to mg crew [*] Changed command vehicles to have 4CP instead of -12, to be same as other halftracks [*] Changed limit of support doctrine supply officers to be limit2, independent from manpower officer limit [*] Changed 3v3_ranes to have more opening/pathing options through walls, fences and hedgerows [*] Changed volkssturm from tier 0 to tier 1 [*] Changed score gained/lost for killing officer to 25 [*] Changed capture zones on: - 1v1 farmstead - 1v1 isigny ruins - 2v2 mortain - 2v2 stalingrad - 2v2 suburbs - 3v3 voronezh [*] Increased cost of drum mag SMGs by +1MP [*] Increased command vehicle capture weight from 2 to 10 [*] Increased DP officer cooldown from 90 to 240 to be 2x of command halftrack cooldown [*] Increased default CP in Last stand for defender (player) team by 20 to offset change in Officer CP stats [*] Removed officer CP buff and reduced penalty for its death [*] Removed additional cost to infantry carrying panzerfausts [*] Reduced cost of all medium size MG's (DT, DP, MG34, MG42, Browning, etc) by 5MP [*] Reduced cost of T4+ price modifier by 1MP (excluding MG's) [*] Reduced cost of gaz_aaa_maximx4 from 145 to 125 MP [*] Reduced cost of fin DP officer command squads from 25 to 10 to be same as supply officer cost [*] Reduced command vehicle doctrine cost from 10 to 5 to be half of DP officer cost [*] Reduced chances of German bots buying 2cm Opel truck in MP [*] Reduced capture weight of officer from 20 to 15 [*] Fixed various pricing inconsistencies for individual soldiers based on tier and weapon [*] Fixed 2v2_tikhvin from having crew-able vehicles as part of the map [*] Fixed unit order of midwar doctrine_squad_vetsniper(ger) to be consistent with cost [*] Fixed crew of doctrine_20mm_itk40_towed to use tankmen for t20 [*] Fixed missing small icon for doctrine_bt7a_late [*] Fixed various missing icons in after action report of MP games [*] Fixed missing small icon for latewar irregular jager squad [*] Fixed building floating on 2v2_olshanka [*] Fixed flying fences on 1v1_Balzerweg [/list] [h2]Single Player[/h2] [list] [*] Added campaign army selection in main menu [*] Added custom button up/down skins in main menu UI [*] Add separate loading screen for multiplayer coop of missions (blends elements SP loading screen and MP progress bars) [*] Fixes for German Mission: "Among the Heavens" - fixed optional generator repair case in which 2 possible cases where repair kit maybe would execute same time. - fixed optional generator tasks randomization issue. - rewritten generator repair task script, as original would cause coop crash(DO NOT USE manual lock command!, remember to actor state ai, ables off BEFORE switching player #. Remember if you returning unit to player always execute autoassign and make it last after ables/actor state/player switch. - fixed the fact repair animations would not play as they called squat_repair# names, actual names are squat_repair_#. - fixed part3/tasks/opt_02/reinf so that it works and not cause crash in coop. - Completed coop pass. [*] Fixes for German Mission: "Escaping the Pocket" - increased wounded fallschirmjager health after medkit truck opt task (10% was way too low). - coop check. [*] Battle of Moscow(1941_11-ger_moscow) - fixed sdkfz221 fire mode on purchase. [*] Mamayev Kurgan(1942_11-ger_mamayev_kurgan) - fixed both player airstrikes being too low for the heightmap in middle of the map. [*] Fixed surrender/fight script logic fixes on German Mission: "Fight to the death" [*] Fixed ba10fin open fire on player reinforcement on Finnish Skirmish: "Arctic Fox" [*] Fixed mission scripts for Coop compatability for German Mission: "Clash at Narva" [*] Fixed stug3f(hero) not having tags removed properly leaving possibility to crash in coop if any player in direct control during buy of another stug3f for German Skirmish mission: "Karkov" [*] Fixed skirmish missions from Talvisota DLC, certain buys not having tags removed once active leading to possibility of coop crash. [*] Fixed factory buildings not aligned on ground on SP Petrozavodsk [*] Fixed player reinforcements arriving through "part3/tasks/opt_02/reinf" from resulting in 128 soldiers! (=> 32) on German Mission: "Among the Heavens" [*] Improved on all Skirmishes, player reinforcement airstrikes(strafe&bomber) scripts to prevent edge cases related to player clicking away map or plane crashing early or never reaching target but still flying. [/list] [h2]Everything Else[/h2] [list] [*] Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file) [*] Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less. [*] Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc) [*] Added 3DS Max plugins for versions 2024 and 2025 to mods/tools folder [*] Added new stationary cannon German 210mm_k39 to Liberation DLC [*] Added new bunker Regelbau_683 to Liberation DLC [*] Added the new historically accurate bunker and cannon to Crisbecq Battery DCG map [*] Added ui_armorDisplay console command to editor [*] Added mortar trench to fortification list that engineers can build [*] Added support to visualize the path for more than one unit (vehicles only) [*] Added new battle environment sound assets specific to Normandy [*] Added new idle animations for cinematics [*] Added new human animations when being paradropped [*] Added LW flak crew, NCO, and rifleman skins [*] Added open/close animations for Soviet rocket trucks windshield armor and support legs when they stop or move [*] Added climbable tree_euro/tree_euro2_attach [*] Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control [*] Added mappoint zone painting in singleplayer & editor [*] Added X models for euro town walls [*] Added MG gunner position to StuG 3 Ausf. F [*] Added blastwave to be generated when bazooka class weapons hit humans [*] Fixed crash when actor with playerId 0 is in manual and gets assigned to different player. Add warning instead [*] Fixed crash when saving while following an entity that is not in manual control [*] Fixed crash when minimap attempts to draw deleted entities. [*] Fixed performance drop with preview of buildable entities that had TargetDecalDynamic property (would invalidate all nearby decals, every frame) [*] Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead [*] Fixed issue where squad would have no leader if squad leader and squad member that would become next leader were killed in same blast [*] Fixed humans to leave parachute when landing inside an obstacle instead of remaining linked and being deleted [*] Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called) [*] Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis [*] Fixed aiming with mg-like bullet weapons (most noticeable in "classical" direct control on closer ranges). [*] Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop [*] Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often) [*] Fixed Jagdtiger armor 12 not following off when destroyed [*] Fixed track shield on Panther Ausf. A not falling off when broken [*] Fixed shield1 volume for panzer4/70V [*] Fixed volumes on 150cm searchlight [*] Fixed 3rd person view for LCA marine vehicles [*] Fixed BT-5 tracks break animation [*] Fixed gun barrel scale of BR-5 Howitzer [*] Fixed transparency of gun on Panzer 3 Ausf.N [*] Fixed T34E headlight fx position [*] Fixed t26e4's gun balance spring x texture problem [*] Fixed vision not working properly for sdkfz7_2 and sdkfz8_flak18 [*] Fixed code so that AT grenades that hit the shields of cannons will also break the body component. If body already broken, cannon will be destroyed. [*] Fixed fade distance for wheel overlay sounds (wheeled vehicles) to be heard at shorter distances [*] Fixed yag10_29k from getting stuck in terrain due to front wheels not working properly [*] Fixed gunner2 and charger2 positions to be considered crew for Karl Thor [*] Fixed is1_43 and kv85 to use 85mm_d5t instead of 85mm_zis53. (No stat difference) [*] Fixed KV8 crew count from 5 to 4 and ammo counts [*] Fixed animation for bmw_r71 [*] Fixed basis bone position for BF109's so they don't clip into the ground when landing/taking off [*] Fixed IL-2 and YaK1 landing gear support bones causing the to sink into ground on landing [*] Fixed missing gun break animation for M16 Halftrack [*] Fixed sdkfz8 flak18 track breaking animation error [*] Fixed sdkfz7/2 track break animation error [*] Fixed issues with marine interaction and armor code [*] Fixed LCA boats not having vision property to they could be spotted at correct distance [*] Fixed sdkfz7_2 missing fire fx when body component is destroyed [*] Fixed cannons from playing "grenade" talk more than once per grenade [*] Fixed civilian foord_b3000 vehicle icons to not have Finnish icon in them [*] Fixed volumes on euro_barbed_fence series that generate obstacles so that pathing will work better when they are covered by snow mounds on winter maps. [*] Fixed targetclass type for M7 HMC variants [*] Fixed bren magazine inventory texture [*] Fixed boys_mk1 AT Rifle to eject magazine on reload [*] Fixed selected volumes for knives to be consistent size [*] Fixed bounding style mines (USA and GER AP Mines) not giving kill credits [*] Fixed some tunic clipping issues [*] Fixed German Luftwaffe unbuttoned rank models [*] Fixed missing patches to U.S. humanskins [*] Fixed humans able to stay prone in a trench when trench is destroyed [*] Fixed ger_helm_camo_lw_2 to use camo_3 [*] Fixed Missing bailey bridge Lightmaps [*] Fixed Bailey bridge textures [*] Fixed belgian_gate from being destroyed by small blasts [*] Fixed finnish_rural_house2 sometimes not generating obstacles when terrain is sloped [*] Fixed volumes for euro_town_walls [*] Fixed wired_obstacle7 playing wood instead of metal sounds when destroyed [*] Fixed vision, obstacle and garrison issues with building e_farm002 [*] Fixed volume thickness for fences_fin_rural series [*] Fixed some missing building volume names to construction armor settings [*] Fixed French shop roof not hiding [*] Fixed winter texture on sack04 entity [*] Fixed hay stacks not being destroyed when hit directly by small caliber HE shells [*] Fixed most trenches from trying to switch to X model when they have none [*] Fixed several trenches to render human selection circle on top of the custom terrain instead of underneath the entities [*] Fixed bushes and trees from playing "stir" animation when thrown objects go through them [*] Fixed to french house 01 volumes [*] Fixed to french house 06 smoothing groups [*] Fixed outhouse from spawning unlimited number of fly entities when map/mission is saved and reloaded [*] Fixed obstacles and materials for e_farm004 building (should fix units getting stuck on pillars) [*] Fixed volumes on flak_ring entity. should also help with pathing on Pointe du Hoc mission [*] Fixed euro_ruins set of buildings to have correct pathing type [*] Fixed awning_wood_samll to hide roof when units move underneath [*] Fixed sand-shuttering-box series of entities for better vehicle pathing [*] Fixed smoothing groups fix on roman statue [*] Fixed euro_town_wall_destroyed so that I can be pathed through [*] Fixed to windows for euro ruin 03 [*] Fixed xml error for singleplayer main menu pages [*] Fixed missing small icon for doctrine_105mm_k34_mid [*] Fixed tank HEAT shells playing the wrong explosion vfx [*] Fixed issue in main menu where scrolling through list of missions would not work sometimes [*] Fixed one cause/case of humans reloading when ordered to move out of cover [*] Fixed missing alpha channel on USA squad icon in after action screen [*] Fixed bump map for b33r [*] Fixes for ua/ru localisation fixes [*] Fixed bottom floor windows to be functional for euro_ruins_03 [*] Increased armor of the drivers hatch to 75mm thickness on SU85, SU85M, SU100, and T3476_41e [*] Increased slightly the accuracy of HE rifle grenades. HEAT not changed and remains more accurate [*] Increased repair time for heavy tank tracks from 30s to 40s [*] Increased accuracy of 128mm gun (Jagdtiger) to offset the reduced range [*] Increased Panther family hull traverse speed and off road speed modifier to be similar to T34/Shermans [*] Increased slightly for high ROF SMG's (PPSH, Suomi) the maximum bullet spread when firing a long burst [*] Increased slightly the blast energy and radius of 600mm HE shells [*] Increased vision distance for Command vehicles (BA20_command, Sdkf250a_3, etc) from 200m to 220m [*] Increased supply regeneration for supply trucks from 0.1/s to 0.2/s [*] Increased damage and accuracy of shotgun class weapons [*] Increased damage done to human health when hit directly with bazooka class weapons [*] Increased general APDS accuracy (6pdr) [*] Increased accuracy slightly of US 76mm gun [*] Updated camera settings for a more immersive, higher performance setup [*] Updated and optimized mission scripts related to parachutes in all game modes [*] Updated hafthohlladung AT magnetic mine throw range to be same as other AT grenades [*] Updated hafthohlladung AT magnetic mine to explode on contact with a vehicle since the game engine cannot support mine's sticking to vehicles [*] Updated ISU152 and SU152_late with APHEBC shells instead of early type APHE shells (has slightly lower penetration on flat armor but better pen on angled armor) [*] Updated "flare" vfx used in mission scripts [*] Updated open/close animations on flak18 and 36 so crew don't float above ground [*] Updated USA Bazooka soldiers that had a chance to have 1 WP rocket now is guaranteed to have 1 WP rocket so it can be resupplied [*] Updated human selection circle graphics to be easier to see, especially on snow/winter maps [*] Updated Walk_Empty_Up with a placeholder until animation overhaul [*] Updated units contributing to Fog of War uncovering from "not-enemy" to "ally" so civilians don't reveal FOW [*] Updated crash_brick2 stamp with higher quality one [*] Updated texture saturation for some ostfront building textures [*] Updated poplar trees 3d models [*] Updated construction series named "buildingruins" for ostfront [*] Updated Panzerwerfer42 texture and model [*] Updated penetration and slope curves for British 40,57 and 76mm guns [*] Updated APDS accuracy to 17pdr (bad accuracy) [*] Updated inventory view of mk2 grenade [*] Updated inventory view of F1 grenade [*] Updated SU152 late to have 2 APHEBC shells and 4 APHE [*] Reduced range of Jagdtiger gun from 230m to 220m [*] Reduced accuracy nerf to Machine Guns when humans are standing and squatting (not in cover) [*] Reduced chance of crew death from pentation body by small arms bullets for light, medium and heavy tanks [*] Reduced spreading of throwing knives [*] Reduced accuracy of sdkfz234/3 gun to match stats of the same gun mounted in the early Panzer 4 Ausf.D/F's [*] Removed duplicate fly entities from maps and missions related to outhouse bug [*] Removed passenger seat from Sdkfz 7/1 and 7/2 (game considers it a crew position even though it's not) [*] Disabled human talks on mg cannon event since its a duplicate of other cannon event [*] Disabled aircraft bombs from being able to be shot/exploded while falling from air [/list] r17588-18631