Added redundancy for logoff to prevent “Account Locked” errors
Added more flexibility to login username/password allowed characters
Added ability for any CryDev user to load any level within the Launcher
Added support for building GameDLL using Visual C++ Express
Added ability for player to switch seats in some vehicles
Added Time:FrameDelay flownode to delay actions for just one frame
Fixed several login and logoff crashes
Fixed crash when creating new levels
Fixed rare crash when deleting an Animation Graph Editor view, along with several other fixes and adjustments to Animation Graph Editor
Fixed rare crash if sound system is disabled
Fixed several warnings/issues specific to 64-bit
Fixed issue relating to mouse and screen resolution in Launcher
Fixed issue where AI wouldn’t enter vehicles
Fixed issue with Material Editor jumping to different materials against users input
Fixed issue with road tool not aligning correctly with edited terrain
Fixed “Frozen” material layer
Fixed HMMWV not loading in Vehicle Editor
Fixed issue with water volume material not displaying water ripples
Fixed a few misplaced objects in the Forest sample level
Made several adjustments to particle system
Made several fixes made to AI system
Made several changes to weapon firemodes and other weapon tweaks
Improved CryTif support (64-bit and newer versions of Photoshop)
Adjustments made to Flowgraph editor
Adjusted warning box on Sandbox startup related to NtfsDisableLastAccessUpdate error, users can now ignore this warning or have the registry adjusted to fix
Fixed TimeofDayTrigger and looping ToD not working correctly
Fix for 16-bit float image always generate DXT5 instead of DXT1
Adjusted spawnpoint arrow/icon
Fixed issue with overlapping water volumes
Many fixes/improvements to Maya exporter
Several updates to Abrams Tank & MH60 Blackhawk sample vehicles
Adjusted motionBlur settings to provide nicer results
Added several new asset additions to the Forest sample level, including things like water droplet sounds, sounds for falling debris, etc
Made several beautification updates to Forest level including new textures, additional objects, new materials, etc
Updated rock assets for improved collision
Added rooster boid with animations
Updated turtle boid animations
Added LODs for several assets, chimneys, railroad tracks, drains, etc
Improved several particle effects, including bullet/water impact
Added 3ds Max files for railroad tracks
Added new low detail texture for terrain
Added several new destroyable props and replaced lamp post and power poles in Forest with destroyable versions
Added new outdoor toilet asset for Forest
Added pickup, pick and throw animations
Made several adjustments to the Asset Browser
Fixed: Potential crash if no filename is specified for a static vehicle part. Added proper warnings with references to the part and vehicle causing the problem
Fixed crash on closing Vehicle Editor when the HMMWW is loaded
Destroyable object pieces no longer always sink in water ("kwater" prop was applied even when unset)
3.3.6 Engine Build Changes
Renderer and 3d Engine
Fix: Render error when using the check-box "Use Terrain Color" for vegetation
Added: High resolution screenshot support
Fix: Flickering shadows throughout level
Fix: Issues with material reloading in engine
Fix: ATI specific ocean surface aliasing artifact
Fix: Water dripples
Fix: Max particle pixel fill now clamped to proper screen size – moved m_Wdith / m_Height members to SParticleRenderContext.
Fix: Small particle bug with animated textures
Fix: Particle incorrect positioning with MoveRelEmitter on initial emission
Fix: Particle sound durations: one-shots now always play to completion. Pulsed emitters don't kill sounds early
Fix: Restored ability of invisible particles to spawn 2nd-gen visible particles, fixing semantics of IsActive.
Fix: Changes default model of Door entity to be a door rather than a sphere
Sandbox Editor
Refactored: the file change notification system, now it also reports the change type and skips duplicate notifications
Removed: "Browse for Layer Texture", it is no longer supported
Fix: Change FileChangeMonitor to use 32bit tick count
Fix: Add context menu to all objects in editor view-port. Following items are added: "Show in Asset Browser" and "Properties".
Removed: Unused UI elements from asset browser
Added: New system to handle files that are not linked to the level
Improved: Solid system reliability by excluding invalid data before updating a rendering data
Removed: 'Use Custom Terrain size' check-box from the "Create new level" dialog
Removed: "X" button does not function correctly in the Asset Browser
Fix: Several leak within the file change monitor, added also clear() to MTQueue
Fix: resize of the PropertiesPanel
Fix: Cloud sync in LiveCreate
Fix: Console hot update for CGFs
Fix: Crash when sandbox is open with material editor
Fix: Invalidate a HyperGraphNode without changing the "modification" state
Fix: Potential crash bug when updating solid brush
Fix: Crash bug happening when hiding and undoing a solid box.
Fix: Crash while setting material in Updating Mesh with Solids Editor
Fix: MaterialEditor layout problem on SwitchingUI twice (The actual controls were destroyed but never recreated)
Added: keyboard shortcuts for particle item Enable and Enable All
Fix: Spline tool-tips now show values with 3 rather than 2 digits precision, accurate for 8-bit quantization
Fix: Bug about surface type drop-down menu so as for the list to have all surface items in Particle Editor
Fix: Saving library creates useless Libs/ folder in root dir
3ds Max Exporter
Added: MaxScript interface to exporter log
Fix: Overwrite message boxes disabled when called from MaxScript
Fix: set_bone_list setting node list actually
Fix: Crash after Reseting a scene
Fix: Animation - Subrange window doesn't stay open when you move away from the utilities tab
Fix: Animation - Subrange window being unable to be resized makes it difficult to work with large names
Fix: CrySkin crashes max if copy/pasted to another object
Fix: NamedRanges dialog not wrapped into CNamedRangesDialog
Fix: Bone selection was always reset when you click on the bone in the bone list
Fix: Some of the text labels in CrySkin were wrong because of the conflicting string resource identifiers. MaxCryExport resource IDs are bumped by 2000