A rare issue may occur where rope positions are moved back to origin point (0,0,0) on level Save/Export. We advise to check your level after Save/Export. If in the event your ropes have moved you have the option to restore from a backup (.bak) file or reposition the ropes.
Restoring from CryDesigner's "Exclusive Mode" may not restore TOD settings correctly.
(Game) Added friction to the vehicles depending on surface type.
AIActors keep track of their initial position now.
(Flowgraph) New nodes Math:ArcSinus, Math:ArcCosinus, Math:ArcTangens, Math:Ceil, Math:Floor, Math:Mod.
(Particles) New camera-related params: fFocusCameraDir, fCameraDistanceBias. Also bFocusRotatesEmitter (revived from CE 3.4). Refactored and optimized particle render functions.
Add compile-time support information to RC's generic info.
(CryDesigner) Added a debugger tool.
(AISystem) dynamic path adjustments work more reliably with "large" obstacles on slopes (CE-1959).
(Game) corpses can now time out via CVar g_corpseManager_timeoutInSeconds (CE-1989).
(Physics) Exposed rope awake flag. This allows ropes to be activated automatically on game start, rather than needing to fire an impulse through flowgraph.
Exposed "floating" flag in surfacetypes.xml.
(Physics) World dump update.
Dynamic water volumes.
(CryDesigner) Added "Seamless edit" check box so that turn seamless edit on and off.
(CryDesigner) Implemented "Select All".
(Particles) New params for alpha test control (CE-892).
(CryDesigner) Implemented the Exclusive Editing Mode.
(CryDesigner) Added a new parameter "Step Rise" for Stair tool.
(Sandbox) corpses no longer persist throughout multiple game sessions in Sandbox (CE-1988).
Fixed vehicle partially invisible after respawning (CE-1957).
(Particles) Fixed crash when vertex count over limit, and buffer alignment bug.
(Savegame) Unified savegame name, now based on IGame::GetName.
Rifle: Removed unnecessary duplicate SP/MP params. Small tidy of structure. Moved some duplicate values from sub-sections into default section. Removed invalid params. Made tracers visible.
(Physics) Enabled e_DeformableObjects by default (CE-1991).
(Particles) Editor now displays TRangeParam<> doublets in compact Vec2 format.
Strip semi-commas off the end of #pragma statements. Added missing shader compiler DLL.
Changed the bone limit for current gen consoles and PC to 1024 (last gen consoles use the old value of 256).
Behavior Tree visualizer now also shows the Selection Variables.
AI script Human_x.lua now defaults to the "SDK_Grunt_04" behavior tree.
(Assets) Forest update. Added AB particle layers and moved particles. Moved logic into logic layers. Added small steps into some houses. Deleted non-streaming layer and put assets into appropriate layers. Converted some brushes into geomEnt for ropes. Broke up some of the terrain painting with more varied materials.
(Assets) Forest: Moved some objects in the wrong layers. Replaced Cave geometry beams with volumetric beam materials on the lights.
Updated deformable_barrel material.
Readjusted the orientation of the HUD bone to prevent tilting of the onscreen Hud during aim and walk with the Pistol.