As requested here is a very narrowed down list of tasks:
- Provide documentation on:
- New reflector config parameters: http://tinyurl.com/q7tq82q
- New ammo/weapon config parameters: #15733
- Penetration material configuration (bisurf) and what LOD they should be apply to (infantry, vehicles, buildings)
- Not all of the physx parameters are documented... having those would help
- All sample models updated to the most recent state (especially tanks)
- Fix crashes: #20427, #8973, #8981, #9437, #19121
- Fix infantry launcher ammo bug: #14888
- Why do cars and tanks no longer have engine sounds with non X simulation? Possible to fix in engine? #7540
- Why do have tanks with non tankX simulation no weight? Possible to fix simulation in engine? #7537
- How to fix the volume level of sound after the change in computation? What is the multiplier/factor/formula? #18011
- Are pond objects still supported at all in the A3 engine? If so, what needs to be done - shader replaced/rvmat changes?
Issues with ponds: #15579, https://dev.withsix.com/issues/71808, https://dev.withsix.com/issues/71809, https://dev.withsix.com/issues/71935, https://dev.withsix.com/issues/71947
- Satelitte texture issue: #15629
- No longer show: Error: Bone XXX doesn't exist in skeleton OFP2_ManSkeleton (or rebin A3 data with OFP3_ManSkeleton?)
- Reduce long loading times (probably due to above Error: Bone rpt spam)
- Possible to get A2/OA and A3 infantry working alongside? https://dev.withsix.com/issues/71625
- Re-add WFSideText sqf command (u:WFSideText SIDE) (for working BI warfare)
- Re-add setVehicleInit sqf command family (for mission backwards compatibility)
- Add engine support for TKOH DLC pbos. Related: #16372
- No RTD FM or related SQF commands available (TKOH)
- Large buildings are not shown at all/correctly (TKOH): #15720