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@ViperMaul
Created February 17, 2019 20:16
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Release Candidate CBA_A3 v3.10.0.UVWXYZ
CBA v3.10.0 adds a multitude of optimizations that will speed up the loading times of missions, especially when using script heavy mods like ACE3.
There is a new button to hide the base game missions from the mission browser.
A new function CBA_fnc_notify is introduced that allows scripters to show ACE style notifications. Players can change the positions of these notifications in the Layout Editor.
Non MX-SW variants of the MX can no longer use 100 round magazines. This was mistakenly changed from the base game when introducing the magazine wells of Joint Ammo and Magazines.
CHANGE LOG SUMMARY:
ADDED: CBA_fnc_notify (Port of ACE style hint notifications) (#1036) commy2
ADDED: Optional argument for default of hash created by CBA_fnc_serializeNamespace (#1044) xetra11
ADDED: CBA_fnc_selectRandomArray (#1049) neilzar
ADDED: keepAspectRatio parameter to Layout Editor (#1059) commy2
ADDED: P90, UMP40/45/9 & Beretta M9 magwells (#1061) 3Mydlo3
ADDED: Button to hide stock missions in the CREATE GAME menu (#1066) commy2
CHANGED: Maps are sorted alphabetically in CREATE GAME menu (#1045, #1067) commy2
CHANGED: 100rnd mags no longer added to non MX SW variants (#1050, #1058) TheMasterofBlubb
CHANGED: Shortened some functions configs (#1068) PabstMirror
FIXED: Potential race condition breaking CBA_missionTime in multiplayer (#1047) commy2
FIXED: IS_ADMIN and IS_ADMIN_LOGGED not usable in strings and config (#1048) commy2
FIXED: cba_main component loaded after cba_jam (#1062) commy2
OPTIMIZED: Forced unit addon activation (#1051) dedmen
OPTIMIZED: Addon XEH preInit and postInit cached at game start (#1052, #1055, #1056) dedmen
OPTIMIZED: XEH incompatible classes cached at game start (#1053, #1057) dedmen PabstMirror
OPTIMIZED: FlexiMenu functions cached at game start (#1054, #1064) dedmen commy2
OPTIMIZED: Removed unused local variable from CBA_fnc_isTurnedOut (#1014, #1060) commy2
OPTIMIZED: Removed BI function headers from release build (#1065) PabstMirror
KNOWN ISSUES:
Invisible Targets are visible on the map and have nametags when those settings are enabled in the difficulty options.
Invisible Targets are not engaged by AI when they're placed inside another object's geometry. They have to be placed on an object's surface.
Change log for CBA v3.10.0
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