If gamerules don’t exist default to DeathMatch
Crash on level reload if Model3DHud was still active
Fixed localization english.pak.
Switching RCjob to new scheme
Dedicated Server support for custom GameDLL names (would crash otherwise)
Integrating latest MaxCryExport changes
Deprecate the open_url console command
Deprecate the System.BrowseURL() Lua ScriptBind function
Removed disabling of geometry instancing in system cfg
Fix a preprocessor condition to make it easier to be parsed out
Lowered min aniso filter to 4, added min aniso 8 to sysspec 4, added max aniso 16 too default spec
Entity Object now sets correct world-space SRendParams.fDistance (using BB radius for size).
Skins -> CryLight: Menu check marks can now be seen
Pain sounds not working with new localization system
Voice sound instances don't get stuck anymore
Fixed where sometimes AFCM cache entries got stuck due to a wrong used count
Fixed where during level load the audio volume wasn't quickly enough reset when toggling application window focus status
Making sure sound buffer that for whatever reason reached a negative ref count get released as well
Added ability to create queued requests and using this to queue the RemoveReadStreamOnEntry request in case it could not acquire a lock
Fixed stuttering USM videos
Renamed Guard of Network.h
Added option to render params FG that entities in slot 0 can be rendered nearest
Ropes aren't assigned to a category
Pain sounds not working with new localization system
Fixed HDR saturation
Incorrect batching fix
Compile errors for the Max 2013 plug-in
Add missing files inside the MaxCryExport project file
Added plane restrictions to character ropes
Vehicles now respond to friction values of surfaces
Vehicle - near plane motion blur fixed
Removed raycasts and fixed the logic for the friction response in the vehicle
Fixed physics debug draw checkbox in rendering panel not enabling
Scriptbinded SetMaxSpeed for vehicles
Don't fill UI stack on disabled and invalid uiactions
Don't mark gfx_reload_all command as cheat (for now as dev mode seems to not work properly)
Cleanup CryActionHeaders project file
Wrong cloning of LogicOnce nodes
Added warning for levels with spaces in name.
Added warning for height maps larger than 4096.
Fixed fault with tools configuration dialog cutting off text.
Misc fixes: printf errors, divide by 0.
Fixed SSAO
Disable undo for AnimationGraphs (not supported at all)
Cylinder-sphere collision issue
Problem with cylinder-box unprojection with certain alignments
Cheat protected CVars - Sound
Fixed invalid packet structure when there are no joints
Fixed crash when HMMWV blows up
Default lan port is now 64090
Fixed rocket launcher not spawning impact decal material. Commented out decal/pfx code in ammo scripts.
Wrong deallocation if it is the last chunk in FixedAllocator
Possible fix for freeing invalid data this in parallel reduced spikes during FMOD event data release
decreased audio's stream buffer and block align size on consoles to counter measure memory overutilization and fragmentation
Now releasing event data according to the unload option
Fixed accidental removal of audio data
Now protecting AFCM file cache entries during lengthy reads so they can't get removed in between
Fixed where the reverb properties got constantly set even though they did not change
Dialog Browser releases finished events now
Fixed where still loading sound events where never stopped
Preventing createSound from hanging during soundbank preload procedure
Fixed so event loops don't end up in an endless stop<->update loop
Put quotes around sound event names to better cache those with spaces
Fixed remaining corner case for sound stop<->update stack overflow
Fixed where AFCM file cache entries got uncached while they were waiting for their sound instance to finish loading
Disabled force feedback in system.cfg, not needed during development
Don't fill UI stack on disabled and invalid uiactions
Sanity check in UIActions
Fixed flow node reloading
UI stack debugging
Destroy dynamic created uielement instances on level unload
Force initvalues on UIAction Enable/Disable
Re-factored stereoscopic window to fit properly in the rollup bar
Material flickering fix
BST Editor wouldn't reload properly due to missing registration
Removed complex XML cache in CParticleEffect; now load all effects in lib, and delete unused on level start, saves even more memory.
Wrong use of decal texture - Mine Entity (deprecated feature)
Small buoyancy tweaks
Integrated Xbox controller flow graph node from
Added multiple Xbox controller input detection
Potential crash if SmartObjectManager is already deleted (VehicleSeatActionWeapons)
Fixed Normalize-0 error for vertical camera angles.
Potential crash if the SmartObjectManager doesn't exist anymore (VehicleDamageBehaviorBurn)
Incorrect lod choosing for multi-mesh static objects
Fixed where the echo DSP unit did not properly receive serialized values after S/L
Wrongly setting entity slot when setting the particle emitter (breaks spawning at random render geometry locations if particle emitter is not linked to another entity)
Fixed and greatly improved particle target motion: no longer applies velocity twice; target orbit fraction computed from particle start age; radial motion properly separated from orbital motion; faster average radius for angular velocity computation.
Removed some obsolete negative-age particle code.
Removed unused deep_ptr<> class, contained compile errors anyway when instantiated.
Much better precision on MoveRelative feature, prevents particle drift.
Shape Deformations not existing were causing a crash on loading an object with morphs
Added Raindrop Speed variable and function to rain entity and exposed said function to flow graph
Accurate frustum culling for particles, 60% more particles culled than cone culling, approx same speed.
New snowfall texture sheet for snow entities and falling snow.
Crash when no vehicle specified in the ToggleBoost node