Changelog

*Note: this page covers the Standalone version of DayZ; for information on the Mod, see Mod:Changelog.*

This page lists the changes made to *DayZ* over the course of its development, beginning with its initial release version of 0.28.113734 on 16 Dec 2013. While its editors do strive for accuracy and completeness, this list is not official and should not be treated as such. Some information may be taken from or corroborated with the official changelogs, but each release is documented here independent of official sources, most often prior to a Stable release as a new version is incubating on the Experimental branch. With that said, this list can change at any time (especially Experimental changelogs) as things are added, removed, or altered in some way.

**Note:** Beginning around the release of v0.53, this changelog shifted away from directly copying the official changelog following a Stable update to instead using its own format. We now compile our own unique changelog during the time that an update is on the Experimental branch, then present a finished list of our own creation when that update is pushed to the Stable branch. This allows us to document each update as it takes shape and present all relevant observations regarding issues, fixes, and unreleased features/items/information in the most thorough manner possible for the good of historical record. Let it be said one more time that we are ***not*** an official source and should not be treated as such.

## Experimental Changelog

*Due to the fact that updates included in an Experimental build can change at any time and may not make it to the Stable branch. Later Experimental updates are available on the DayZ forums provided by the developers.*

## List of Stable Changelogs

### v1.22.156656 (7 September 2023)

**Added:**

* Sling Bag
* Army Pouch
* Canvas Bag
* Leather Duffel Bag﻿
* Hip Pack
* Craftable Drysack Bag
* New animation and sound for activating the heat pack
* White variant of the fingerless wool gloves
* DLC section in the main menu

**Fixed:**

* Fixed a server crash related to vehicle deletion
* Car horns were not played when started outside of other players' network bubble
* Fixed a cause of the character and creatures movement giving the perception of micro-stutters at inconsistent but reliably high frame rate
* Fixed an exploit to stand up from prone faster
* Throwing an item into rivers/ponds/lakes would not produce a splash sound in deep water
* Throwing an item into water would incorrectly play the sound at the bed of the water
* The character was unable to enter some building entrances that were slightly above ground level
* Players dying under water would not float up to the surface
* Fixed a case of door animation desynchronization related to navmesh updates
* The character name in the server browser was not displayed correctly in all cases
* Fixed an exploit related to poison gas zone triggers (https://feedback.bistudio.com/T172418 - private)
* When attempting to turn the car on with low fuel, the engine state between server and client would desynchronize
* Actions that would hide items in hands would display the item to other players if they entered the network bubble after the action was started
* AI were unable to enter the Livonia bunker
* AI would not register open doors of the service hangar
* It was not possible to detach the battery from a head torch looted from infected
* Flares shot from the flare gun would produce a continuous sound when stuck in objects (https://feedback.bistudio.com/T172688)
* The clerk infected looked too dark
* Road flares would continue to burn for up to a minute even after reaching ruined state
* Some weapon attachments were not registering hit impacts
* Mining rocks with smaller tools did not play sounds
* Destroyed fuel pumps would still yield gasoline
* Washing hands with a water bottle did not have sounds
* Certain can opening actions did not have sounds
* Interrupting the washing hands action could result in a character glitch
* Fixed several exploits to look through walls (https://feedback.bistudio.com/T157876 - private, https://feedback.bistudio.com/T165940 - private, https://feedback.bistudio.com/T169841, https://feedback.bistudio.com/T171015, https://feedback.bistudio.com/T171773 - private)
* Several clothing items were missing their hitboxes
* Camera was glitching when attempting to switch to prone in deep water
* Bolts could get stuck in water
* Crossbow bolts did not reflect their damage states correctly
* It was not possible to shave while wearing the carnival mask
* After removing a burlap sack from a player's head, their hair could clip with their head gear
* The red dot of the RVN Optic was not aligned with the center of the screen (https://feedback.bistudio.com/T171772)
* If a dead body was skinned and quartered, bolts stuck in it would disappear
* Attempting to treat another player's wounds could result in false prompts to bandage yourself
* Fixed several instances of items being held badly by the player
* Fixed several instances of clothing items clipping
* Fixed several building issues and exploits (https://feedback.bistudio.com/T170849, https://feedback.bistudio.com/T169681)
* Item widget would stay on the screen for the duration of hold actions (https://feedback.bistudio.com/T143492)
* While driving, the user would constantly get the item widget of the car prompted
* Medieval helmets had inconsistent impact sounds when thrown
* The crossbow did not have sounds when used in prone
* The crossbow did not have sounds when dry shooting indoors
* The reload sound of the crossbow was more quiet while moving
* The thirst indication sound could overlap with the fever sound
* The thirst sound was not being played while wearing a gas mask or helmet
* Prison doors played the wrong sounds (https://feedback.bistudio.com/T162517)
* Audio of certain doors was desynchronized (https://feedback.bistudio.com/T170418)
* The respawn timer was skipped as soon as the game was loaded (https://feedback.bistudio.com/T159902)
* The reticle of the ATOG 6x48 optic was blurry on low graphics settings (https://feedback.bistudio.com/T171572)
* Widgets connected to dead bodies were not static on the screen (https://feedback.bistudio.com/T172420)
* An unconscious player could temporarily go into falling state and see their surroundings
* Jumping while applying a gag bugs the rag
* It was possible to access the inventory while blindfolded after waking up from unconsciousness
* Deployed fence kits could block ladder exits (https://feedback.bistudio.com/T173115 - private)
* The audio effect of the flash grenade would persist after respawn if the player was killed during it (https://feedback.bistudio.com/T172824 - private)
* Certain car wreck doors wouldn't open in all cases (https://feedback.bistudio.com/T172885)
* Despawned fireplaces could still cause damage to players at their position
* It was possible to collapse the hand slot container in the inventory (https://feedback.bistudio.com/T170500)
* Fixed an exploit that allowed auto-rolling
* Ambient sounds were missing after relogging while alt-tabbing in the Livonia underground
* It was possible to warm up pills and split them
* It was possible to bypass travel/server hop spawns by logging off on a ladder (https://feedback.bistudio.com/T173612 - private)
* The player could cancel the stagger animation from a heavy hit by jumping (https://feedback.bistudio.com/T173573 - private)
* The cursor could get stuck on the screen in certain cases (https://feedback.bistudio.com/T166474)
* It was possible to throw two-handed weapons through walls if standing too close to them
* Some ambient sounds were missing in the amusement parks (https://feedback.bistudio.com/T169241)
* When joining the game without a microphone plugged in, it was not possible hear other players' voice chat
* When joining the game without a microphone plugged in, proximity chat messages were not received
* Changing voice level would not function as intended if no microphone was enabled/connected
* It was not possible to arm improvised explosives on the first attempt (https://feedback.bistudio.com/T166879)

* Fixed a bug where the firearm became unusable when closing the bolt with an empty magazine loaded
* Fixed a bug which broke the placement of objects in the world

**Changed:**

* Balanced gear armor values against melee weapons
* Balanced damage caused by melee weapons and infected
* Blunt melee weapons now inflict significantly more shock damage than health damage
* Sharp melee weapons now inflict significantly more health damage than shock damage
* The chance of suffering bleeding now both depends on the weapon/infected type, as well as protective clothing
* Certain low tier sharp weapons will no longer cause push-back even when using heavy attack.
* Chance of suffering bleeding is now based on weapons and armor
* PBO data is now verified before entering the login queue (PC)
* Added collisions for the player with dead bodies large animals
* Reduced the weight of gas canisters (https://feedback.bistudio.com/T171733)
* Improved the fire geometry for several firearms
* Improved the fire geometry of several weapon attachments
* Improved sounds of explosives
* Reduced the damage taken by belts from torso hits by 20 percent
* Reduced surface noise when driving over specific surfaces (https://feedback.bistudio.com/T171153)
* Item widgets are no longer visible when blinded by a flash grenade or burlap sack
* Updated the game credits
* The in-game server browser now displays exact player numbers
* Removed the column for slots in the server browser
* Made the reception space in hospitals accessible (https://feedback.bistudio.com/T172766)
* Infected can spawn with head torches again

**Central economy:**

* Added: Missing armbands for new flag variants
* Fixed: Fixed misaligned spawnpoints for various buildings
* Changed: Reduced the amount of backpacks spawning on infected
* Changed: Reduced amount of backpacks spawning in the world
* Changed: Rebalanced spawning locations of backpacks
* Changed: Reduced amount of tools that work as high tier weapons and increased their low tier counterparts
* Changed: Gasoline Canisters no longer spawn with full gasoline
* Changed: Gas Canisters no longer spawn with full gas
* Changed: Power generator no longer spawns with full fuel

**Chernarus:**

* Added: Winning billboards of the BillboardZ competition
* Added: Travel agency billboards

**Livonia DLC:**

* Fixed: A police event close to Brena was misplaced

**Server:**

* F﻿ixed: RPT header not being present when using -profiles= (PC)
* Fixed: RPT command line print not working correctly when exceeding 1024 characters (PC)
* Fixed: Very early calls of printing to RPT not being displayed (PC)
* Fixed: Minor fix for logging of mounting/unmounting of BarbedWire to/from a Fence (https://feedback.bistudio.com/T170195) (PC)
* Fixed: Firearm melee hits were not logged corectly (https://feedback.bistudio.com/T170195, https://feedback.bistudio.com/T171731) (PC)
* Fixed: The orientation values in cfgundergroundtriggers.json did not function correctly (https://feedback.bistudio.com/T173165)
* Changed: Reintroduced the Logging of damage to dead bodies in the Admin logs (https://feedback.bistudio.com/T172848 - pri﻿vate)
* Changed: all energy based items with a potential for energy quantity(Gas Canisters, Power Generator, Road Flares....) can now have energy value set through types.xml (https://feedback.bistudio.com/T173500)

**Launcher:**

* A﻿dded: server config for PC server now supports steamProtocolMaxDataSize, which enables larger packets, which can be used by servers with many mods to still show up in Launcher
* Added: Users can now favorite a server from the Direct Connect window
* Fixed: Launcher no longer displays a server as both offline and online in the FAVORITES tab (which would happen to certain steam accounts)
* Fixed: Direct Connect window in Launcher was asking for "Server name or address" even though it only accepts the IP Address
* Tweaked: All Launcher Server Browser tabs can now refresh simultaneously, and start refreshing upon Launcher startup
* Tweaked: Server Browser tabs no longer refresh automatically, the user must trigger a refresh manually
* Tweaked: Direct Connect window now opens Mod Management Window instead of attempting to directly connect
* Tweaked: Removed Slots column from Server browser section. Players column now displays exact player number on a server, in color
* Tweaked: Filter button in Launcher is now highlighted in red
* Deprecated: Password field has been removed from the Direct Connect window﻿
* Deprecated: Completely removed the legacy PLAY SG button from the Launcher
* Deprecated: Show Official Servers filter has been removed from the Launcher due to redundancy with the official tab

**Modding:**

* Ad﻿ded: Invoker for trigger enter/leave events
* Added: Invoker for entity EEKilled and EEHitBy events
* Added: 'DayZPhysics.GetHitSurfaceAndLiquid' to get the liquid type of the hit surface
* Added: Method 'SoundObject.UpdateVariables(array<float>)' to update the variables of a soundset while it is playing (https://feedback.bistudio.com/T161112)
* Added: 'SoundObjectBuilder.AddVariab﻿les(array<string>, array<float> = null)'
* Added: Human::CheckFreeSpace exposed to scripts
* Added: Accessor methods for the parent entity of a SoundObject
* Added: Accessor methods for the speed of a SoundObject
* Added: 'AbstractWave.SetDoppler' to enable or disable t﻿he doppler effect on sounds
* Added: Script methods to get the current object texture/material
* Added: 'DayZPlayerImplement.IsAlreadyInFallingCommand' to block falling command from starting
* Added: 'World.UpdatePathgraphDoorByAnimationName' for updating states of doors on entities that aren't a house
* Added: 'soundSpeedAppliesToHit' for CfgAmmo to enable sound fall off on hit surfaces
* Added: Basic config defines are now available in the built pbo as hpp file that can be included in any custom config
* Added: Accessor for detecting if the player is teleported during login through 'Hive.CharacterIsLoginPositionChanged'
* Added: 'ButtonWidget.GetText(out string)' to get the set non-localized text
* Added: 'EntityAI.RegisterNetSyncVariableObject' to synchronize an object by its network id
* Added: 'UUIDApi' for generating and formatting a 128bit universally unique identifier (https://feedback.bistudio.com/T173290)
* Added: RandomBool() func.
* Added: Config parameter "collidesWithCharacterOnDeath" on DayZPlayer and DayZCreature to enable if either entity collides with the player when dead
* Added: 'ScriptCaller.Equals' and 'ScriptCaller.IsValid' methods
* Fixed: Human::CanChangeStance - parameter newStance has raised hands flag now
* Fixed: Having code in the body of UIScriptedM﻿enu.Cleanup would cause an infinite loop in script for UIScriptedMenu created and managed by script
* Fixed: Triggers will now sync their shape over network
* Fixed: Triggers will now automatically refres﻿h themselves when setting a new shape
* Fixed: Debug shapes could crash the game under certain conditions
* Fixed: Window couldn't be resized after the window was maximized while CLI '-resizeable' was used
* Fixed: ScriptCallQueue.GetRemainingTime and ScriptCallQueue.GetRemainingTimeByName returning values of removed funcs (https://feedback.bistudio.com/T173840)
* Changed: A 'CONTACT' event is now fired for 'InventoryItem' when the origin of the entity is submerged in water
* Changed: 'Car.GetFluidFraction' now returns the quantized amount with 8 bits of precision
* Changed: 'AbstractWave.SetPosition' now contains 2nd default argument for setting the velocity
* Changed: In-Game menu will appear on launch if the window isn't focused (https://feedback.bistudio.com/T166474)
* Changed: Player identity is now applied before player object loading
* Changed: Moved 'string.Get' and 'string.Set' to native for slight performance improvement
* Changed: RPT warning "'/' is not a value" has been changed to "Trying to access error value." for more clarity﻿
* Deprecated: 'SoundObjectBuilder.SetVariable' in favor of the more appropriately named 'SoundObjectBuilder.AddVariable'
* Deprecated: 'SoundObjectBuilder.UpdateEnvSoundControllers' in favor of the more appropriately named 'SoundObjectBuilder.AddEnvSoundVariables'

* Added: 'DayZPhysics.﻿EntityOverlapSingleBullet' to only check collision against a single entity
* Fixed: 'DayZPhysics.EntityOverlapBullet' would not work when the passed in entity was a skeleton (e.g. House)
* Fixed: Event 'EEOnHitByRemote' would not fire for firearm shots

**Known issues:**

* Pressing the R-key after emptying a m﻿agazine can result in weapon desynchronization

### v1.21.156300 (20 June 2023)

**Added:**

* Crossbow and color variants
* Bolts and Improvised Bolt variants
* Sword
* Mace
* Chainmail
* Chainmail Leggings
* Chainmail Coif
* Norse Helm
* Chestplate
* Medieval Boots
* Wool Gloves with fingerless and color variants
* Feathers
* Game hints in the loading screen
* Added new game hints
* Thrown items and moving vehicles now move smoother on high refresh rate devices
* Status icon for mild leg injuries
* UI brightness can be adjusted in the settings
* The character now spawns with items pre-assigned to their quickbar
* Sound indicator when dying of thirst

**Fixed:**

* Fixed further exploits to look through walls (https://feedback.bistudio.com/T170298 - private)
* Fixed an exploit to glitch through walls
* It was possible to execute a stealth kill even if there was an obstacle between the player and the target
* Several explosions were missing their tail sounds
* The camera would move sharply when a vehicle turns opposite to the mouse/joystick movement
* The camera would glitch when swimming with a broken leg (https://feedback.bistudio.com/T170499)
* The action to refill a partially filled gasoline container would appear at water sources
* The Scout rifle reload sounds would echo (https://feedback.bistudio.com/T169535)
* Items ruined while in a container carried in hands would float in the air
* Fixed issues with several structures (https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T169537 - private)
* It was very difficult to reach the "Open trunk" action for the Olga 02 wreck
* Ruining handcuffs would not free the cuffed player (https://feedback.bistudio.com/T169831)
* Arming/disarming damaged Remote Detonation Units would reset the health of the explosive and detonator (https://feedback.bistudio.com/T169981)
* Links between remote detonators and explosives were not persistent
* The character could collide with items dropped from a thrown fireplace
* Interrupting of building by another player could result in desync
* On lowest FOV settings, the camera would zoom out instead of in when focusing the view
* Items inside the vehicle cargo were not drying or changing their temperature (https://feedback.bistudio.com/T163152, https://feedback.bistudio.com/T170216)
* Exhaling sound was missing when exiting ADS while holding breath (https://feedback.bistudio.com/T169869)
* The player could fall to their death when reconnecting while high on a  ladder (https://feedback.bistudio.com/T156308)
* Infected could walk through specific base building objects
* Fire barrels did not have accessible cargo space when attached to a truck (https://feedback.bistudio.com/T170054)
* Aiming to attach wooden sticks to an improvised shelter could display non-functional selection arrows
* Weight of the heat pack was irrationally high
* It was not possible to purify water in a cauldron (https://feedback.bistudio.com/T170056)
* It was possible to purify an empty container
* Placing a tent inside a bigger tent could cause inventory management problems
* Thermometer was not displaying realistic temperatures in cases of sickness
* The character could get stuck when changing stances while dropping an item
* Player could desync and fall through the map by going prone or being attacked by infected (https://feedback.bistudio.com/T170823, https://feedback.bistudio.com/T170837, https://feedback.bistudio.com/T170747, https://feedback.bistudio.com/T170752, https://feedback.bistudio.com/T170854)
* Accessing ladders from crouch position could offset the character's collision
* PU scope reticle would glow slightly at night
* Heat comfort was not handled properly after reconnecting on elevated positions in buildings
* The tripwire could not be moved in the inventory in ruined state (https://feedback.bistudio.com/T170682)
* Advanced placement did not work as intended in the small factory building (https://feedback.bistudio.com/T170826)
* Some clothes, accessories, tools and car parts could not be shot through (https://www.youtube.com/watch?v=XVCXhVkur0M)
* A damaged Battery could lose quantity when being swapped
* A square shape was present when looking through the iron sights of the 4x ATOG optic (https://feedback.bistudio.com/T159711)
* UI tabs were resized when changing sliders in the settings (https://feedback.bistudio.com/T170570)
* The control when looking through binoculars and certain scopes in hands was very floaty (https://feedback.bistudio.com/T167629)
* Desync when reconnecting near a car or entering a running car's network bubble could result in the client showing a stalled state for the car
* Aiming while prone would not take the terrain surface into account normally
* The state of weapons would not be reflected properly when dropped to the ground
* The texture for bloody hands was darker on survivor model 11
* The action to wash hands was even available when gloves are put over the bloody hands
* Infected could walk through rocks
* Infected could walk through piles of wooden planks
* The NVG headstrap could be dropped on the ground upon reconnect
* Vehicle startup sounds were not synchronized with the animation (https://feedback.bistudio.com/T169846)
* Freelook could only turn the camera by 90 degrees (https://feedback.bistudio.com/T160427)
* Bird and cricket ambient sounds would cut instantly when a player shoots within 500 meters
* Bird and cricket ambient sounds would not react to explosion sounds
* Soft braking a vehicle with CTRL+S was not working as intended
* The player could get stuck in the load-in queue at position 0 while being kicked off the server
* Fixed a bug that could transform vehicles into unusual shapes
* Fixed an issue where players with poor network connection could influence the connection of other players
* Fixed several cases of items falling through the map when being thrown
* Reigniting a fireplace would not increase its heat again (https://feedback.bistudio.com/T171086)
* It was possible to glitch through a wall of the airfield tower (https://feedback.bistudio.com/T171454 - private)
* Vehicles stuck outside of the map would not despawn (https://feedback.bistudio.com/T170836 - private)
* M1025 tires were not properly aligned on wrecks (https://feedback.bistudio.com/T171065)
* Interrupting the unpacking action by jumping would spawn unlimited amounts of paper
* Fixed an instance of the blow torch causing desynchronization (https://feedback.bistudio.com/T170681)
* Eye zoom reduction would trigger in not-intended situations (https://feedback.bistudio.com/T170939, https://feedback.bistudio.com/T171809)
* It was not possible to repair certain masks with a sewing kit (https://feedback.bistudio.com/T171736)
* Water from animal troughs was not contaminated with cholera
* It was possible to shave a character's face while it was covered with a mask
* RPM of cars could jump up while entering

* In the French localization of the logout timer, minutes and seconds were swapped
* The player camera would be misplaced after swimming (https://feedback.bistudio.com/T172643, https://feedback.bistudio.com/T172708)
* The loaded state of the crossbow was not properly reflected when carried on the player's back (https://feedback.bistudio.com/T171723)
* Other players could hear characters groan in pain after falling, even if this sound wasn't played for that player (https://feedback.bistudio.com/T172514)
* Bolts stuck in infected and animals could not be taken into hands directly (https://feedback.bistudio.com/T172421)
* Switching items right after cutting down a tree could result in desynchronization (https://feedback.bistudio.com/T172604)
* Ammunition piles outside of the player's network bubble could desynchronize (https://feedback.bistudio.com/T172653, https://feedback.bistudio.com/T171844, https://feedback.bistudio.com/T172820)
* Items inside waterproof gear could get wet (https://feedback.bistudio.com/T172614)
* Vehicle parts on truck wrecks were spawning badly rotated
* Items spawn points were misaligned in various buildings

* Fixed s﻿everal server crashes
* Fixed several game crashes
* Felled trees retained their collision (https://feedback.bistudio.com/T173076)
* Fixed a case of desynchronization related to players exiting the network bubble (https://feedback.bistudio.﻿com/T173136 - private)

**Changed:**

* Reworked falling damage impact depending on height
* Updated the falling animation for medium heights
* Removed the BattlEye license agreement prompt in-game (PC only - https://feedback.bistudio.com/T166065 - private)
* Tweaked sounds of doors wit﻿h valve lock
* Changed the horn sound of the M3S truck
* Increased the audibility of explosions
* Allowed eye gear to spawn on infected (https://feedback.bistudio.com/T162844)
* Login timers are now also displaying in minutes and hours
* Zoom functionality is no longer reduced during fast movement in crouch or prone
* Applied minor visual tweaks to the Great Helm
* Reduced the weight of the plastic explosive by 60% (https://feedback.bistudio.com/T170175)
* Tweaked impact sounds for metallic objects depending on the targeted surface
* Ripened horticulture plants now stay for twice as long before they start to decay
* Increased the minimum amount of quick slots a﻿vailable to the player
* Reduced the amount of additional quick slots given by certain gear
* Interactions with a power generator now refresh the lifetime of it and all items connected to it (https://feedback.bistudio.com/T137688)
* Removed the "Loading..." text on the login timer
* Washing hands is now a continuous action
* Tweaked the width of all tire tracks
* Changed the animation for pill consumption
* Improved the visuals of the PSO-1, PSO-1-1 and P1-87-L Scopes
* Reduced the reflection on the glass of scopes
* Improvised fishing rod can now be dismantled﻿
* Adjusted position/rotation of individual weapons when carried on the shoulder (https://feedback.bistudio.com/T165127)
* Distant lights are much dimmer
* Transition from close up light to distant is much smoother
* Slightly increased the damage the Sarka 120 takes from impacts
* The drying rate of items has been adjusted to correctly reflect item location and outside influences
* Increased the duration of the wringing action
* Adjusted inventory lighting to make the item previews more read-able (less over-exposed) and more in the style of UI (flatter lighting)
* Reduced the chances of pristine weapons getting jammed when chambering a bullet
* It was possible to see under the map while driving with vehicles in 3rd person
* Reduced the view obstruction of the great helm﻿
* Adjusted the sizes of several dialogue boxes to better fit their texts
* Items will now be placed to the side of vehicles when dropped

* Reduced the volume of the thirst ind﻿ication sounds

**Central economy:**

* Fixed: Removed headtorches definitions from "cfgspawnabletypes.xml" and "cfgrandompresets.xml"
* Fixed: Humvee wh﻿eels were not marked as "vehicleparts" causing them to often spawn in sheds instead of on wrecks
* Fixed: Chickenfeather was missing from "types.xml"
* Tweaked: Adjusted spawning of gloves to accommodate for the new wool gloves
* Tweaked: Adjusted medieval loot spawns to accommodate new items﻿
* Tweaked: Reduced amount of 7.62x54 mm and 9x39 mm ammunition spawning

* Fixed﻿: Vehicle parts on truck wrecks were spawning badly rotated
* Fixed: Items spawn points were misaligned in various buildings

**Chernarus:**

* Fixed: Chernarus economy files included Livonia animal territories
* Changed: Updated the Chernogorsk football field

**Livonia DLC:**

* Added: Flags of the winners of the "Lights Out" event
* Fixed: Shifted police situation at Bielawa (https://feedback.bistudio.com/T170793 - private)

**Server:**

* Added: Object spawner supports direct p3d spawning
* Added: Server config int parameter 'networkObjectBatchSend' (default = 10) which is how many objects within a players network bubble are sent to be created within a server frame (https://feedback.bistudio.com/T169094) (Documentation)
* Added: Server config int parameter 'networkObjectBatchCompute' (default = 1000) which is how many objects within a players network bubble are processed to check if it already exists for the player within a server frame (Documentation)
* Added: Optional logging for raising/lowering flags at flag poles (https://feedback.bistudio.com/T170287)
* Added: Object Spawner: "enableCEPersistency" which when set to true will make an object behave as configured by economy, otherwise it will not be saved in the server storage until a player puts it in inventory
* Fixed: Script execution not functioning properly in certain situations depending on init.c ﻿(https://feedback.bistudio.com/T169822 - private)
* Fixed Several inconsistencies in the admin logs (https://feedback.bistudio.com/T170195)
* Fixed: It was not possible to spawn infected with functional head torches attached (https://feedback.bistudio.com/T162844)
* Fixed: Items spawned before CE Init were not persistent
* Changed: Shortcut for map toggling is not available if use3dMap option is enabled (https://feedback.bistudio.com/T170401)

* Fixed: Wood &﻿ rock mining deleted objects spawned by Object Spawner
* Fixed: Loot spawned through the Object Spawner did not despawn if moved (https://feedback.bistudio.com/T172579)
* Fixed: Items spawned by the Object Spawner had incorrect positions (https://feedback.bistudio.com/T172640, https://feedback.bis﻿tudio.com/T172637﻿)﻿
* Fixed: Admin kill logs did not include hitzone and caliber information (feedback.bistudio.com/T172603, https://feedback.bistudio.com/T172848)
* Fixed: Kills by AI﻿ were not logged correctly in the admin logs

**Launcher:**

* Fixed: Offline servers (﻿in Favorites tab) now always appear after online servers
* Tweaked: Offline servers (in Favorites tab) are now faded to clearly indicate they are offline

**Modding:**

* Added: WORKBENCH define for script which should only compiled on Workbench launch
* Added: Define﻿s Window to set up custom Workbench validation
* Added: "Compile Core Builds scripts" ﻿option to Build menu (CTRL+ALT+F7) to compile multiple important build setups in a row
* Added: Flags parameter to DayZPlayerUtils::SceneGetEntitiesInBox (https://feedback.bistudio.com/T168610)
* Added: Additional flags parameter for DayZPlayerUtils.SceneGetEntitiesInBox
* Added: Class in CfgMods now auto generates a static (loaded before script compilation begins) script define (https://feedback.bistudio.com/T159481)
* Added: Class in CfgMods now s﻿upports "defines[]" text array which adds static script defines
* Added: Support for adding static script defines in gproj with ScriptDefines -> ScriptDefinesClass (https://feedback.bistudio.com/T159481)
* Added: CGame::CreateStaticObjectUsingP3D
* Added: 'Serializer.CanWrite'/Serializer.CanRead' to check if the serializer can be read or written to
* Added: 'IEntity.GetRenderTransform'
* Added: Variable 'DayZPlayerCameraResult.m\_bUpdateEveryFrame' to change camera update behaviour from fixed tick to unlocked frame rate
* Added: Variable 'DayZPlayerCameraResult.m\_OwnerTM' to override the transformation of the owner
* Added: Ability to set proxy (inventory slot) offset per item in item config
* Added: Methods for controlling brightness of UI (Widget.SetLV, Widget.SetTextLV, Widget.SetObjectLighting)
* Added: "ignoregloballv" property flag to layout
* Added: 'HumanInputController.GetAimDelta' to get the frame independent aim change
* Added: ECE\_NOPERSISTENCY\_WO﻿RLD, ECE\_NOPERSISTENCY\_CHAR and ECE\_DYNAMIC\_PERSISTENCY flags to be used with CreateObjectEx
* Added: 'IEntity.AddChild' can use pivot points on RV animated objects
* Added: 'Object.GetBonePivot(level, component)' to retrieve the pivot index for the component in the shapes LOD
* Added: Moved 'GetBonePositionX', 'GetBoneRotationX' and GetBoneTransformX' to Object class, can be used on RV and Enfusion animated objects
* Added: 'DayZCreature.GetBoneIndexByName'
* Added: Ability to set inventory lighting from config (top-level InventoryLighting config class)
* Added: Exposed methods World::MarkObjectForPathgraphUpdate and World::ProcessMarkedObjectsForPathgraphUpdate
* Added: 'IEntity.GetHierarchyPivot' to get the pivot point used when called with 'IEntity.AddChild'
* Added: CollisionInfo classes for OnProjectileStoppedInTerrain() and OnProjectileStoppedInObject(), which will fire for ALL projectiles that get stuck in objects
* Added: InventorySlotsOffsets config class (on item/weapon), which can define position and rotation offset of an item when placed into a slot on the character
* Added: Workbench: Defines: There is now a duplication check which will prevent the same define being present multiple times
* Added: Workbench: Defines: "Combo" defines are now visible in defines window
* Added: Object.GetShapeName to get full path of shape( https://feedback.bistudio.com/T171777)
* Added: 'Car.SetBrakesActivateWithoutDriver' to disable the handbrake while there is no driver inside the vehicle (https://feedback.bistudio.com/T147126)
* Added: 'Car.GetClutch' to get the value of the clutch
* Added: 'Car.SetClutchState' to set if the clu﻿tch is disengaged
* Added: 'Car.EngineRPMMin' to get the minimum rpm constant of the car engine
* Added: 'Car.EngineRPMIdle' to get the idle rpm constant of the car engine
* Added: Sample for driver-less cars (https://github.com/BohemiaInteractive/DayZ-Samples/tree/master/Test\_SmartCar)
* Added: New config class EnvironmentWetnessIncrements for wetting and drying parameters that can be defined on any item (see Inventory\_Base config class for the default settings)
* Fixed: Transformation synchronization for script class 'Transport' when the vehicle is inactive (https://feedback.bistudio.com/T153234)
* Fixed: EntityAI which were previously reported as Object in script will now be properly reported as EntityAI (https://feedback.bistudio.com/T168610)
* Fixed: 'typename.GetVariableValue' would not check inheritance
* Fixed: Crash when calling methods on inventory owner in GameInventory.Init
* Fixed: Crash on DayZCreatureAIInputController::GetMovementSpeed() (https://feedback.bistudio.com/T171426)
* Fixed: ClientConnectedEvent not giving the proper UID
* Changed: CGame.CreateStaticObjectUsingP3D, EntityAI.SetObjectMaterial and EntityAI.SetObjectTexture now disallows absolute paths and support '$' prefixed paths
* Changed: Man.SetFaceTexture and Man.SetFaceMaterial now disallows absolute paths and support '$' prefixed paths
* Changed: Moved 'EntityAI.IsDayZCreature()' to 'Object' class
* Changed: Ignore detection of dropped items has partially b﻿een moved to script through overridable method 'Object.CanBeIgnoredByDroppedItem'
* Changed: 'IEntity.AddChild' (and 'Human.LinkToLocalSpaceOf') now synchronize the pivot and position only flags to clients (https://feedback.bistudio.com/T167549)
* Removed: Obsolete sound config parameter﻿s: drySound, reloadMagazineSound, reloadSound, reloadAction, shotAction, reloadSkips, soundBullet, disarmAction, soundBegin, soundBeginExt
* Removed: 'Protected' keywords from PPEMatClassParameter\* Update method variables (https://feedback.bistudio.com/T171246)

* Fixed: Server crash when the players parent hierarchy was delete﻿d (https://feedback.bistudio.com/T172795)
* Changed: When the parent of a player is deleted, the player will now remain at their current world transformation

* Fixed: IsWell returns corre﻿ct value based on WaterSourceObjectType (https://feedback.bistudio.com/T172624)
* Fixed: Some 1.21 items were missing their respective script classes.

### v1.20.155981 (28 March 2023)

**Added:**

* Mime masks
* Carnival masks
* Warning icons for the connection stability and server performance

**Fixed:**

* Changing stances﻿ could result﻿ in desynchronization blocking access to ADS and shooting (https://feedback.bistudio.com/T168720, https://feedback.bistudio.com/T159299, https://feedback.bistudio.com/T169162, https://feedback.bistudio.com/T169657, https://feedback.bistudio.com/T169837, https://feedback.bistudio.com/T169986)
* The M1025 engine was not stopping properly when RPM went to 0 (https://feedback.bistudio.com/T167763)
* Quick gear shifting could result in desync (https://feedback.bistudio.com/T168431)
* Fixed further exploits to glitch the camera through walls (https://feedback.bistudio.com/T170057 - private)
* Hitboxes of items in characters hands were misplaced (https://feedback.bistudio.com/T168891)
* It was possible to place items inside the stairs of the yellow church (https://feedback.bistudio.com/T167358)
* When approaching a restrained player with binding materials, the non-functional option was shown to restrain the player again
* It was possible to commit suicide with ruined firearms (https://feedback.bistudio.com/T160975)
* Carp, Mackerel, Chicken and Rabbit were always yielding 100% pieces of meat when skinned
* Character sounds when picking up heavy items were not played for the player themself (https://feedback.bistudio.com/T167931)
* Drink sounds were not played when drinking from pots or cauldrons w﻿hile prone
* Impact sound of items when landing in water was repeating itself
* It was possible to shave characters while having their face covered
* Equipped belts were not accumulating wetness
* Explosives could not be armed reliably (https://feedback.bistudio.com/T168007)
* Reduced instances of vehicle access being prohibited due to another user already interacting with it
* Fixed several broken character animations while restrained in prone﻿
* Improved damage zones of the M1025
* M1025 trunk bars did not move correctly with the model (https://feedback.bistudio.com/T168594)
* Sound of taking the SSG 82 magazine was doubled while prone
* The player could get stuck in throwing stance
* During combat with infected, the player's position could get reset to a previous infected kill (h﻿ttps://feedback.bistudio.com/T167694, https://feedback.bistudio.com/T168690 - private)
* ADS sensitivity wasn't properly applied in all cases (https://feedback.bistudio.com/T165015, https://feedback.bistudio.com/T165855)
* Jumping while having a gag applied or removed could desync the player
* Manipulation of heavy items allowed players to access items through walls (https://feedback.bistudio.com/T169133 - private)
* It was not possible to cover/uncover a characters head while they are prone
* It was possible to be force fed while wearing a gas mask (https://feedback.bistudio.com/T160486 - private)
* The character could teleport to the roof of their seat if an object was at the height of the door (https://feedback.bistudio.com/T164360)
* Inventory icon of the deployed spotlight was badly cropped
* Filling a gasoline canister at a pond could result in desync (https://feedback.bistudio.com/T168967)
* Items were interfering with the character collision when dropped from gift boxes upon their destruction
* Other players could not hear the sound of a locked door being opened (https://feedback.bistudio.com/T163131)
* Using the quick bar while moving items in the inventory could result in desync
* Some twin doors could not be closed (https://feedback.bistudio.com/T160737)
* Several twin gates were not properly aligned to open in the same direction (https://feedback.bistudio.com/T158950)
* Some twin gates could not be opened by force when locked (https://feedback.bistudio.com/T159534)
* VOIP did not work after reconnecting the microphone (PC ONLY)
* It was possible to access certain underwater locations
* Portable maps could display wrong map features when switching between servers running different terrains
* Fixed character collision shape shifting causing clipping through structures
* It was possible to skip certain parts of the soda can opening animation (https://feedback.bistudio.com/T138370 - private)
* The character collision shape would not adjust when falling into water
* Switching between 1st and 3rd person camera could result in a distorted character (https://feedback.bistudio.com/T162688, https://feedback.bistudio.com/T162468, https://feedback.bistudio.com/T162412, https://feedback.bistudio.com/T164586)
* The head-torch with the yellow light did not update its light location in all cases
* Orientation of the light on the weapon flashlight was pointing forward when shouldered (https://feedback.bistudio.com/T165114)
* Chemlight on ground models of utility bags not lighting from the correct position
* A climbing player was able to phase through objects during the landing state (https://feedback.bistudio.com/T164706 - private)
* The player could be teleported to the world origin when climbing (https://feedback.bistudio.com/T166375 - private)
* Smoke grenades wouldn't show smoke outside of the players near distance network bubble
* Doors could have their animations and sounds played when reconnecting
* Previously felled trees would play their fall-animation upon reconnect
* Other players and creatures could be stuck in a permanent frozen animation state if they were to die while the client is being logged in
* Grass did not move with the wind on the tenement buildings
* Bear traps could hit the player in multiple zones
* The M3S truck was missing a sound related to high RPM
* Reversing lights of the M3S truck did not emit light
* Reversing lights did shine even when the engine was off
* Stamina was not decreasing during jogging in deep water
* Fixed several issues with individual buildings
* Fixed bad rendering of specific trees
* Source of the car horn sound was not properly located in 3rd person view
* The Santa infected did not scream while attacking
* Placing certain items would play the place sound twice (https://feedback.bistudio.com/T156577)
* Dropping the wooden cooking tripod would make metal sounds
* The unloading sound and bullet animation of the Longhorn were not in sync
* The dry fire sound of the Derringer was too quiet while prone
* Fixed several exploits used to look through walls (https://feedback.bistudio.com/T168561 - private)
* An exploit allowed to repair car parts to the pristine state
* It was possible to repair vehicle engines while they were running
* Certain scopes allowed to look through the smoke from smoke grenades (https://feedback.bistudio.com/T141155)
* The M1025 driver was accessing the wrong lever when switching gears
* Damaged Santa's hats looked pristine while worn
* The Claymore mine explosion did not have the proper volume when the player was facing away
* Opened food cans did not fit properly into the inventory UI (https://feedback.bistudio.com/T157660)
* Respawning from unconscious state could result in a black screen (https://feedback.bistudio.com/T169330)
* It was possible to deploy the spotlight using the drop action
* The Gunter 2 did not have sounds when removing and attaching wheels
* Large clusters of rocks and cliffs could result in in client performance drops
* Manual transmission from vehicles could get desynced when changed too quickly (https://feedback.bistudio.com/T168465)
* Stealth-killing infected with rifle bayonets could result in a glitch
* Player corpses had collisions after committing suicide
* Vehicle horn sounds would fix to a specific position (https://feedback.bistudio.com/T169863, https://feedback.bistudio.com/T169862)
* The player collision was conflicting with vehicles while sitting in them
* It was not possible to pull corpses from vehicles
* It was possible to prevent dehydration through non-hydrating food (https://feedback.bistudio.com/T168824)
* Reduced the chance of getting desynced in doors by running through them while closing (https://feedback.bistudio.com/T170121)
* It was possible to stack the ammo box and dry bag indefinitely (https://feedback.bistudio.com/T170051)
* Howling of wolves was not synchronized for all players (https://feedback.bistudio.com/T160845)

* The player character would remain on the server too long in case of connection interruption
* The combine action in the default control scheme ﻿was not working with fresh settings (https://feedback.bistudio.com/T170368, https://feedback.bistudio.com/T170359, https://feedback.bistudio.com/T170358, https://feedback.bistudio.com/T170308, https://feedback.bistudio.com/T170357, https://feedback.bistudio.com/T170354, https://feedback.bistudio.com/T170335, https://feedback.bistudio.com/T170341, https://feedback.bistudio.com/T170329, https://feedback.bistudio.com/T170327, https:/﻿/feedback.bistudio.com/T170324, https://feedback.bistudio.com/T170322, https://feedback.bistudio.com/T170314, https://feedback.bistudio.com/T170312, https://feedback.bistudio.com/T170310, https://feedback.bistudio.com/T170309, https://feedback.bistudio.com/T170306)

* Players would teleport locally when they exited a vehicle while it was being simulated (https://feedback.bistudio.com/T170362)
* Vehicle could fall through structures after a server restart (https://feedback.bistudio.com/T170225)
* Fixed a desynchronization related to the placement system
* Adjusted several problematic ladders in Chernarus (https://feedback.bistudio.com/T156622, https://feedback.bistudio.com/T169828, https://feedback.bistudio.com/T160592, https://feedback.bistudio.com/T168942, https://feedback.bistudio.com/T170169, https://feedback.bistudio.com/T169805, https://feedback.bistudio.com/T169805)
* It was possible to catch both types of fish at any water source
* Interactions with water were not possible at deeper levels (https://feedback.bistudio.com/T169875, https://feedback.bistudio.com/T170040)
* Melee finisher attacks were ruining vests and backpacks of infected (https://feedback.bistudio.com/T170355)
* Weapons would become bugged when attempting to load bullets from a ruined magazine (https://feedback.bistudio.com/T170464)
* The player camera could shake heavily when colliding with other entities
* The 3rd person camera could clip with objects during vaulting
* The camera shortly zoomed out and in when sprinting and turning from side to side

* It was possible to pick up items through some walls or closed doors (https://feedback.bistudio.com/T170531, https://feedback.bistudio.com/T170665, https://feedback.bistudio.com/T170665 - private)
* The gear box of the M1025 could desync when shifted up in drive mode

* K﻿ick messages were displayed publicly on the server
* Fixed a game crash related to the server connection process

**Changed:**

* Veh﻿icles can spawn without wheels again
* Wheels can again be damaged
* Reduced the eye zoom distance while sprinting
* Reworked item weight calculation (fixing several bugged item weights)
* Item wetness now influences their weig﻿ht again
* Weight of the carried gear now impacts player movement inertia
* Increased the time needed to refill the car radiator
* Checking a player's pulse is now a continuous action
* Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole
* The stairs of the concrete silos are now usable to access the roof
* Adjusted the geometry of barrels and fireplaces to cause less issues when colliding with vehicles
* Improved the surface detection for throwing impact sounds
* Optimized the character update to environmental exposure
* Lowered the hit points of improvised feet covers and gave them louder walking sounds (https://feedback.bistudio.com/T169140 - private)
* Positional wind and tree creaks are more audible now
* Tweaked the 3rd person camera collisions to reduce possibilities of exploits
* The 3rd person camera zooms in when an obstacle is in front of the camera
* Disconnect due to a server restart will no longer kill restrained players
* Updated map textures to reflect recent map changes (https://feedback.bistudio.com/T163844)
* You can now stealth-kill with the Cleaver
* Replaced outdated dirt pile model
* Updated textures on static pipes
* Updated sounds for the different stages of cooking for more variety
* Slightly increased the volume of the stealth kill
* Improved the sun reflection on water and changed its color in quarries
* Skinned animals now yield more pieces of meat

**Chernarus:**

* Fixed: Green and black plate carrier vests and their attachments did not have their intended lifetimes (https://feedback.bistudio.com/T168947)
* Tweaked: Increased chance for random positional bird, insect and tree creak sound to play
* Tweaked: Increased audibility of the positional bird sounds during windy weather
* Changed: Adjusted player spawn points for more even distribution

**Livonia DLC:**

* Adde﻿d: Artwork of the winner of the GraffitiZ contest
* Added: New props to the Dambog ammunition storage
* Fixed: The Brena Health Care Center was not spawning paramedic infected (https://feedback.bistudio.com/T168337)
* FixedPolice cars were not spawning loot

**Server:**

* Added: Server config parameters for connectivity warnings (Documentation)
* Added: Gameplay JSON version mismatch and default value handling
* Added: Parameter﻿ to gameplay config (JSON), that allows people to disable the behavior of influence of stamina to inertia (Documentation to be updated soon)
* Added: Parameters to gameplay config (JSON) that allows control over variety of stamina consumers (combat, climbing,..) (Documentation to be updated soon)
* Added: Launch parameter "storage" to define root folder for storage location ("-storage=") (Documentation)
* Added: Functionality which will copy over storage when a storage exists in default location (mission) but not in the custom location provided by the storage launch parameter
* Added: Warning when DE spawns an entity with no Types entry
* Fixed: Sawedoff18 was missing from types
* Fixed: Deleting events.bin but not vehicles.bin would cause events compo﻿sed of eventgroups to have the possibility to spawn inside each other
* Changed: Improved error messages and error handling regarding storage location
* Changed: Adjusted ping calculation to be more forgiving with individual spikes before kicking a player

* Fixed: Spawning items through Object Spawner made them persistent, resulting in them being duplicated with every server restart (https://feedback.bistudio.com/T170349, https://feedback.bistudio.com/T170338, https://feedback.bistudio.com/T170336, https://feedback.bistudio.com/T170323, https://feedback.bistudio.com/T170343)
* Fixed: Setting staminaMax in the cfggameplay.json to more than 100 could result in broken stamina calculation (https://feedback.bistudio.com/T170390)

* ﻿Fixed: Spawnin﻿g objects with \_DE-suffix by Object Spawner could result in them being duplicated with every server restart

**Modding:**

* Added: DiagMenu script API
* Added: ﻿Variety of new debug settings within the script section of the DiagMenu
* Added: ScriptCaller, a stricter ScriptInvoker which is expected to hold one func
* Added: DayZPlayer.GetKickOffReason to get the reason why a player was kicked off
* Added: 'EntityAI.IsSimpleHiddenSelectionVisible'
* Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states
* Added: Script method 'InventoryItem::ForceFarBubble' to allow items to temporarily be visible from further distances
* Added: Added physics function 'dGetInteractionLayer' to check if two 'PhxInteractionLayers' can interact
* Added: Collision overlap testing methods to DayZPhysics
* Added: "$storage:" prefix can now be used to access storage through script
* Added: Common script class 'DayZCreatureAIInputController' to control Animals and Infected movement and behaviour states (https://feedback.bistudio.com/T158984)
* Added: Launch parameter for diag exe to allow window resizing '-resizeable'
* Added: weightPerQuantityUnit config parameter that defines a weight of one quantity unit
* Added: 'Human.PhysicsEnableGravity' for enabling/disabling gravity
* Added: 'dBodyIsSolid' (and 'Human.PhysicsIsSolid') for checking if the entity has collision enabled
* Added: 'dBodySetSolid (and 'Human.PhysicsSetSolid') for enabling/disabling the collision checking of an entity
* Added: Command line parameter '-scrDef' to enable modding defines in script in Workbench/Diag executables
* Added: Command Line option '-newErrorsAreWarnings' to Diag/Workbench executables
* Fixed: Buldozer crashing after selecting an object which wa﻿s deleted and restored (https://feedback.bistudio.com/T169650)
* Fixed: Base game script defines weren't available in 'engine' and 'gameLib' script modules (https://feedback.bistudio.com/T169907)
* Fixed: Character influences the wheel simulation of a vehicle (https://feedback.bistudio.com/T168870)
* Fixed: On Diag exe, when one player's hands got bloody, all nearby player's hands would as well
* Fixed: Conflicting synchronization of entity hierarchy with 'IEntity.AddChild' and 'Human.LinkToLocalSpaceOf'
* Fixed: 'CollisionOverlapCallback' destructor wasn't being called
* Fixed: Docs: string.Split bad usage example (https://feedback.bistudio.com/T154855)
* Fixed: Docs: string.ToAscii bad script declaration and typo in example (https://feedback.bistudio.com/T160003)
* Fixed: Function string.LastIndexOf was not linked (https://feedback.bistudio.com/T155602)
* Fixed: Object::SetHealth could not be called on local objects (https://feedback.bistudio.com/T168604)
* Fixed: Crash in TextListboxWidget::GetItemData (https://feedback.bistudio.com/T154626)
* Fixed: ScriptCallQueue.GetRemainingTime(...) methods
* Fixed: HumanInputController.OverrideAimChangeY was incorrectly using values from HumanInputController.OverrideAimChangeX (https://feedback.bistudio.com/T151736)
* Fixed: DayZPhysics.RayCastBullet and DayZPhysics.SphereCastBullet would not pass the 'hitObject' (https://feedback.bistudio.com/T150488)
* Fixed: ScriptCallQueue stopped working correctly after 4-5 hours of uptime (https://feedback.bistudio.com/T156746, https://feedback.bistudio.com/T151279)
* Fixed: Scripted command method 'PrePhys\_IsTag' would not work in the intended way (https://feedback.bistudio.com/T165933)
* Changed: Moved and renamed certain RPCs relating to Di﻿ags to prevent conflicts and usage outside of Diag
* Changed: ScriptInvoker now has additional flags and documentation
* Changed: New compile errors will be displayed as Warnings outside of Diag/Workbench to minimize impact on existing mods
* Changed: New compile Errors being displayed as Warnings will contain the text "FIX-ME" to signal the importance of fixing these
* Changed: Improved func reliability and error messages﻿
* Changed: "Overriding function but not marked as override" has been changed from being a "Workbench-only warning" to an error in Workbench/Diag and Warning in regular exe
* Changed: Weapon chamber and internal magazine changes now also trigger EntityAI.EEAmmoChanged
* Changed: Weapon and magazine textures now contain the b﻿ullet for better optimization
* Tweaked: Widget::GetRotation exposed
* Tweaked: return type of ActionBase::IsEat (https://feedback.bistudio.com/T169770)
* Removed: Incorrect usage of 'func' by NotificationSystem as it is only meant to be paired with proto﻿ functions, will unfortunately break compatibility with mods using the removed Bind and Unbind functions
* Removed: Calling of super of Engine events (https://feedback.bistudio.com/T164047)

* Fixed: 'Math.IsInRange' would always return false (https://feedback.bistudio.com/T170619)
* Fixed: Player could fall through the ground when getting out of a vehicle

### v1.19.155390 (18 October 2022)

**Added:**

* M1025 multipurpose vehicle
* SSG 82 rifle
* BK-12 shotgun and sawed-off variant
* GPS Receiver
* Water reflections (can be configured in the graphics settings)
* Thrown items now have impact sounds
* The portable map now provides more details depending on the navigation gear you are carrying (GPS, compass)
* Military convoys
* Replaced abandoned police cars with police events
* Blowtorch
* Punched card
* Glow plug
* Improvised eye patch
* Color variants of the plate carrier vest
* New stealth kill variant
* Hand-brake for vehicles
* Brake strength can be adjusted by combining it with Ctrl (light) and Shift (strong)
* Car horn for vehicles
* The player can now drown when submerged for too long
* Bleeding indicator in the HUD
* Favorites tab to the in-game server browser, displaying cached offline favorite servers
* Added a spare wheel slot for the Olga 24, Sarka 120 and Gunter 2

**Fixed:**

* Wolves and bears were able to hit players in vehicles (https://feedback.bistudio.com/T163439)
* The improvised suppressor would not display the correct model when ruined and detached from the weapon
* Public address system panels sometimes could not be started even when they had a battery in them
* Display of other characters in prone did not include inclination and rolling
* Attempting to roll while lying on your back would consume stamina
* It was possible to cancel the rolling animation by entering iron sights
* Fixed several bugs that would clip the player through the terrain (https://feedback.bistudio.com/T150596 - private)
* Reduced clipping of 40mm smoke grenades through geometry
* Dead bodies on top of a bear trap would reduce its damage significantly
* Torches and brooms could not be ignited indoors
* Grenades attached to vests would not explode when the vest was destroyed in a fireplace
* Switching tabs in the server browser too fast could prevent servers from loading
* The kitchen timer was not always rendered inside the improvised explosive
* It was possible to cover an improvised explosive with a garden plot
* The claymore mine could not be disarmed in some cases (https://feedback.bistudio.com/T166006)
* A ruined remote trigger attached to a tripwire would still trigger
* When approaching an explosive charge with a remote detonator, the UI would pretend that multiple options are available
* An ignited torch in hands would not extinguish while swimming with it
* Dead characters would still display a "strong pulse"
* The characters arm would clip into the body when running with the fireworks launcher
* Cooking sounds would persist on the spot even after the cooking ware was removed (https://feedback.bistudio.com/T165110)
* The AUR A1 with magazine was slightly cropped when displayed in hands in the inventory
* Vehicles would give off exhaust smoke only when started for the first time
* The cargo of the Assault Vest and -Pack were not displayed separately
* Plastic explosives close to an explosion did not take damage
* Jumping into a steep hill caused the character to "float" to the top
* Fixed a game crash related to loading and saving of characters (https://feedback.bistudio.com/T166829)
* Items with attachments without cargo were closed by default in vicinity and equipment (https://feedback.bistudio.com/T163406, https://feedback.bistudio.com/T163364)
* It was not possible to target a vehicle engine with melee attacks (https://feedback.bistudio.com/T165925)
* It was possible to refuel cars vehicles even when the tank was ruined
* The radiator of the Sarka 120 was accessible even when the hood was closed
* The player camera would fall faster than their character from huge heights
* It was not possible to scroll between several attached items to remove from the M3S (https://feedback.bistudio.com/T164587, https://feedback.bistudio.com/T166668)
* Characters were getting wet from rain while sitting in vehicles (https://feedback.bistudio.com/T164711)
* Changed materials of several objects for more accurate sounds and bullet penetration
* It was not possible to put the KA and M4-A1 Bayonets into the knife slot
* It was possible to cook using ruined cookware (https://feedback.bistudio.com/T165523)
* Inventory descriptions were not showing properly in 21:9 aspect ratio (https://feedback.bistudio.com/T155551)
* The character could get stuck behind opened doors
* A sound effect was missing for gas masks running out of filter capacity (https://feedback.bistudio.com/T166045, https://feedback.bistudio.com/T166195)
* It was possible to bury stashes in several places where it shouldn't have been possible
* Vehicles did not produce smoke consistently when driving with a radiator with insufficient water (https://feedback.bistudio.com/T161793)
* The vicinity tab of the inventory could disappear in certain cases
* Launching the game with 6 monitors would result in a game crash (https://feedback.bistudio.com/T167813)
* Fixed various object placement fixes for the Chernarus map
* Fixed several building issues

**Changed:**

* Reworked the simulation of vehicles, greatly impacting their general behavior
* Tweaked vehicle simulation parameters on surfaces for vehicles
* Reduced the speed of the player when running up/down steep terrain
* Increased the inertia of the character when accelerating
* Character slows down more when running turns
* Character running speed is slowed down in medium water levels
* 40mm smoke grenades now bounce off of wooden and metal surfaces and deal damage on impact
* It is no longer required to aim to the ground to empty a liquid container
* Fish, hares and chicken can no longer be skinned using the mosin bayonet
* Reduced the amount of explosives needed to break open a locked door
* Improved the holding of the remote detonator receiver in players' hands
* Improved synchronization of the stealth kill
* Improved sounds of the gas station explosion
* Damaged fuel tanks can now be repaired using duct tape or epoxy putty
* Vehicles are now ruined when their fuel tank is ruined
* All optics can now be repaired using the electronics repair kit
* Decreased the improvement of the immune system by high energy/hydration levels on average
* Most of the items in the world now have their damage state randomized
* Reduced the chance of weapons jamming by about 50% to account for damaged magazines now appearing more often
* Slightly increased brightness of the scene during daylight and reduced the difference between overcast and clear days
* It is now possible to untie another player with bare hands
* Updated the in-game credits
* Tweaked the lights distance and brightness for the headtorch and flashlight types
* The character now turns their head when looking around on ladders
* Tweaked the font settings on the in-game 2D map
* Sea chests and wooden crates can be repaired using wooden planks
* The pipe wrench can no longer be used to repair vehicle engines
* The common cold should appear less frequently when the character is cold
* All optics apart from night-vision scopes can be repaired using the electronics repair kit
* Reduced water required to extinguish a fire when using the canister
* Added a warning red line to the cooling water temperature in the vehicle HUD
* Moved various hunting rifles into higher tiers and re-balanced their numbers
* Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
* Reduced number of firearms available in the world (CE adjustment)

**Livonia DLC:**

* Added: sawmills
* Added: two new villages
* Added: Brena health care center
* Added: quarries
* Added: deforested areas
* Added: hunting cabins
* Added: forest camps
* Added: summer camps
* Added: tenement blocks to selected cities
* Added: amusement parks
* Added: Dambog ammunition storage
* Added: M1025 wrecks that can spawn its parts
* Fixed: Various issues with object placement
* Changed: Respawn locations upon server-switch
* Changed: Reduced the military spawns within central (overgrown) part of Livonia to be contained to the military bases there
* Changed: Military and hunting spawn areas on Livonia (areaflags.map)
* Changed: Moved various hunting rifles into higher tiers and re-balanced their numbers
* Changed: Re-balanced number of ammunition available within the world (increased number of piles, decreased the count in each)
* Changed: Updated the in-game Livonia tourist maps (portable and static)
* Tweaked: Town of Sitnik is now Tier 1
* Removed: Cleanup of mapgroupcluster05.xml as it is currently not used (Livonia contains much less cluster groups than in the last update)

**Chernarus:**

* Fixed: Various issues with object placement
* Fixed: Medvezhi lugi was written in Latin letters on the map
* Changed: Replaced old M1025 wrecks with new variants that can spawn its parts

**Server:**

* Added: Server config bool parameter "forceSamePBOVersion" (default = false) which utilizes the 'version' property of a PBO and kicks players that have PBOs that do not match the version of those on the server
* Added: LootDamageMin and LootDamageMax globals to control the damage state of any item spawned by CE (https://feedback.bistudio.com/T161647)
* Added: Navigation-related settings to the cfgGameplay.json - Documentation
* Added: Inertia-related settings to the cfgGameplay.json - Documentation
* Added: Warning about duplicate prototype being skipped
* Added: DE error messages indicating incorrect Limit setup
* Added: Option to set scale of the object in the object spawner json files - Documentation
* Added: globals.xml entry "LootSpawnAvoidance" (int in meters) to control how far away a player should be from a loot group for loot to spawn inside of it (used to be hardcoded 50)
* Fixed: LoadPrototype warnings were sometimes not displayed
* Fixed: LoadPrototype statistics were sometimes incorrect
* Fixed: cfgspawnabletypes.xml children (<type>), <damage min="" max =""> configuration was not working (was almost always using the default global one) (https://feedback.bistudio.com/T161647)
* Fixed: Server messages to players did not work (https://feedback.bistudio.com/T150586)
* Changed: ErrorModuleHandler will now print to RPT even without -dologs enabled
* Changed: "Finish script disconnect" message will now also mention the uid to better identify the player in cases of -1
* Changed: Improved warning message about failed cluster adding

**Launcher:**

* Added: Launcher can now view cached offline favorited servers
* Fixed: Crash data was not properly separated between the Experimental and Stable branches
* Fixed: The description of the player count in the launcher was not fully localized (https://feedback.bistudio.com/T150206)
* Tweaked: Removed "Unsubscribe all Steam Workshop mods" option from More+ options in the mods tab of the Experimental Launcher due to incompatibility

**Modding:**

* Added: [WIN + ALT] debug menu for the diagnostic executable and various debug options with it - Documentation
* Added: Script DbgUI now works on the diagnostic executable
* Added: SHumanCommandMoveSettings::m\_fDirFilterSprintTimeout for inertia in sprinting
* Added: CGame::RegisterNetworkStaticObject for enabling replication on static (map) objects
* Added: World::GetGridCoords for translation of world position into grid position
* Added: Support for "deflectingMultiplier" parameter to ammoType, and specifically use it in 40mm smoke grenade configs
* Added: typename.GetModule
* Added: Class.StaticGetType
* Added: EnProfiler with API to profile script
* Added: Scale is replicated upon object creation
* Added: Additional EventTypeTypeIDs
* Added: PlayerIdentity.GetPlayer (https://feedback.bistudio.com/T140344)
* Added: New function World::SetExplicitVolumeFactor\_EnvSounds2D for suppressing 2D environmental ambient sounds
* Added: Function Weather::SuppressLightningSimulation
* Added: Button on toolbar in Workbench Particle Editor to disable Post Process Effects
* Added: New type of script variable synchronization RegisterNetSyncVariableBoolSignal
* Added: Ability to adjust light parameters depending on an inventory slot of an item the light is attached to
* Added: CentralEconomy.c documentation
* Added: Base classes for each vehicle simulation we have in the game
* Added: When the old simulation is detected, simulation from cfgDummyCars is loaded instead
* Added: Support for "-=" operator for arrays in the config
* Fixed: Double clicking on a call stack in Workbench did not always go to the correct file
* Fixed: Several crashes and errors surrounding reading in .json with the JsonFileLoader
* Fixed: Several Workbench start-up crashes when script can't compile
* Fixed: Several bugs leading to script compile error not displaying any error
* Fixed: When any of the first 3 modules fail to compile the game will display a dialog box with the error and then generate a minidump instead of hard crashing
* Fixed: Removed auto clearing inventory reservation from c++ -> now it is controlled from script (time out still working)
* Fixed: [DayZAnimalCommandScriptClass::Initialize] VME being spammed even when everything is correct (https://feedback.bistudio.com/T166345)
* Fixed: Localization of mod info was not updated until the game was restarted
* Fixed: MapWidget was not being clipped by parent widget even when clipchildren is enabled
* Fixed: An issue with integer comparison (https://feedback.bistudio.com/T167065)
* Fixed: Stored PlayerIdentity changing to a different identity or garbage (https://feedback.bistudio.com/T144773)
* Fixed: SetMapPos being inaccurate (https://feedback.bistudio.com/T167081)
* Fixed: Map markers being offset by +5 on the x axis
* Fixed: Workbench crashing when Script Editor is connected to the game and a certain amount of Prints had been sent to the Output
* Fixed: Static\_ assets loaded from CfgGameplay.json (objectSpawnersArr) were despawning randomly (https://feedback.bistudio.com/T166191)
* Fixed: Dispatch Player avoidance
* Fixed: Loot spawn player avoidance now takes group radius into account
* Changed: Synchronized SetCartridgeAtIndex and SetCartridgeDamageAtIndex
* Changed: PlayerIdentity can now be modded (https://feedback.bistudio.com/T140344)
* Changed: Introduced alternatives to 'IsUseButton' and 'IsUseButtonDown' methods, that are reacting to 'UADefaultAction' and 'UAFire' separately
* Changed: Updated CfgConvert in the tools
* Tweaked: All projectiles attempt to do some impact damage even if their caliber = 0 (https://feedback.bistudio.com/T165051)

**Known Issues:**

* Hood of the M1025 is not open-able, attachments can be added through vicinity (this is an intended, temporary change)
* Vehicles spawn with wheels , wheels cannot be removed nor damaged (this is an intended, temporary change)
	+ This change is also recommended for community servers to ensure vehicle stability

### **v1.18.155052 (14 July 2022)**

**Added:**

* Abandoned trains dynamically spawning across Chernarus and Livonia
* M79 grenade launcher
* 40mm grenade launcher ammunition
* Derringer pistol
* Sawed-off Revolver
* Sawed-off Blaze
* Craftable improvised explosive device (IED)
* Plastic Explosive
* Claymore mine
* Remote Detonation Unit
* PO-X Vial
* Fireworks Launcher
* Craftable armbands from flags
* Gas Canisters explode upon destruction
* Keybindings for gestures can be adjusted in the in-game settings
* Gesture keybindings are now reflected in the radial menu
* Steam Achievements (can only be activated on official servers)

**Fixed:**

* Doors of several structures could not be opened by force
* Adjusted some exploitable building collisions (https://feedback.bistudio.com/T163092 - private)
* When driving the Gunter and Olga without a radiator, the spark plug got ruined too early
* The slot for cooking equipment was displayed when the tripod was not attached
* Widget of dead players/animals was not displayed after leaving a vehicle (https://feedback.bistudio.com/T163934)
* The stamina indicator was not displayed in the inventory with disabled HUD (https://feedback.bistudio.com/T162706)
* When entering the pause menu after disabling the HUD, the HUD could not be re-enabled (https://feedback.bistudio.com/T163869)
* Fixed an exploit related to fireplaces
* Stones were not properly displayed when left as the last attachment of a fireplace
* Melee damage was dealt in the direction the camera was facing
* The wrong text was shown when dragging a body out of vehicles
* The CR-550 magazine was not properly reflecting damage states
* The dry fire of the CR-550 did not have sounds in prone stance
* The land mine disappeared upon disarming
* Land mines ruined by shooting did not explode (https://feedback.bistudio.com/T164288)
* After cooking, the sound of roasting meat would persist on the equipment used
* Trying to ignite a wet fireplace would activate burning sounds
* The fireplace was missing some particles when burning
* It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
* The BattlEye license was not being displayed when the Steam overlay was disabled
* Accepting the BattlEye agreement made the game unresponsive to mouse under certain conditions
* Transitioning between erect and prone stance while charging a throw was skipping animations in certain cases
* Brooms did not change their materials properly when burning
* It was possible to craft the improvised spear while the stick had food attached
* Ticking sound of the alarm clock could be desynchronized when interrupted while setting the alarm
* The tutorial screen was falsely showing console controls in the tab selection
* Inventory icon of the Long Torch was cropped
* Fixed several instances of headgear clipping with character heads
* It was easily possible to get stuck in the stairs of the castle tower
* Adjusted rag cover clothes to reduce clipping with other clothing items
* The Bizon was spawning with the 1PN51 night-vision scope (https://feedback.bistudio.com/T163972)
* Improved textures of the spear variants
* The animation of drawing a pistol from the holster would twitch unnaturally
* Fixed an issue that prevented military infected from spawning with EGD-5 grenades
* Skater infected gave a metal sound when hit against the head
* Bus wreck model was levitating slightly (https://feedback.bistudio.com/T161767)
* Stick was held badly when roasting meat over fires (https://feedback.bistudio.com/T164438)
* It was possible to unpin grenades silently (https://feedback.bistudio.com/T158850 - private, https://feedback.bistudio.com/T161873 - private)
* Items would float when taking them into hands with a wounded character
* Reloading while freezing could result in animations glitching
* Fixed some issues that would result in skipping animations
* Jumping with two-handed rifles could result in stretched arms
* Cooking slots in the oven took different amounts of time to cook (https://feedback.bistudio.com/T164090)
* Multiple flash-bangs in a row would eventually stop impacting the character
* The vicinity tab could disappear after scrolling through a long list of items
* Fixed an animation glitch related to going prone
* Plants missed their name widget during growing stages
* Brooms would recover health after stopping burning (https://feedback.bistudio.com/T164097)
* Food lost quantity when baked with lard
* Food did not lose quantity when being roasted on a stick
* Farming peppers and potatoes would display the wrong item name

* Fixed a server crash related to vehicles
* The Derringer was missing a reload sound after only one bullet was shot
* The Derringer did not display ejected shells
* The character got stuck in walking speed after dying while in inventory
* It was possible to arm an empty improvised explosive using an alarm clock or kitchen timer
* Consuming an item assigned to a quick slot could result in the slot becoming unresponsive
* Raising hands with an opened map in hands could result in desynchronisation (https://feedback.bistudio.com/T165934)
* Widgets were still displayed after disabling the HUD via keybinding
* Plastic explosives were dealing inconsistent damage (this also includes additional damage rebalance to reflect this fix)
* An improvised explosive with one plastic explosive was doing more damage than one with two explosives attached
* Disarmed plastic explosives and improvised explosives could not be picked up
* Timers from the improvised explosive could not be disarmed
* Ruined landmines and bear traps were still triggered on contact
* Cargo of vehicles and barrels was not displayed properly (https://feedback.bistudio.com/T165739)

* Fixed two game crashes
* Equipping the plate carrier or smersh vests could cause inventory management issues
* The character was shaking while covering other players' heads with a burlap sacks or gagging them (https://feedback.bistudio.com/T159648)
* Fixed a game error related to inventory containers
* Fixed a server crash when corrupted character logs in (character is removed instead)

* The in-game server browser was not displaying Chernarus servers in the official tab

* Fixed: An issue where one could see inventories of players that broke from restrains/woke up from the unconscious
* Fixed: Server error message related to the inventory

**Changed:**

* Rotten meat now gets burned when smoked
* It's now possible to skin dead chickens, rabbits, carps and mackerels with the screwdriver
* Reduced the weight of the Handheld and Field Transceivers (https://feedback.bistudio.com/T157490)
* Decreased the inventory size of binoculars from 3x3 to 2x2
* The sharpened wooden stick can now cause bleeding on targets
* Halved the damage to cooking gear while cooking (https://feedback.bistudio.com/T164266)
* Keybinding menu now has inputs split into several categories to make it easier to navigate
* Adjusted positions of rifles in the shoulder slots to reduce clipping with the character
* Animations of character symptoms do not conflict with other animations any more
* Added a UI prompt to exit the game credits
* Updated the game credits
* Adjusted the modern compass to be more readable in sunlight
* Adjusted colors of all raincoat-based armbands
* Balanced health of fence parts and armor, also depending on materials (https://feedback.bistudio.com/T157778 - private)

* The M79 Launcher can no longer jam
* Slightly increased resistance of the base building wooden walls against explosive damage (tied to plastic explosive fix)

**Server:**

* Added: cfgeventgroups.xml to define groups of objects to spawn with dynamic events
* Added: Hundreds of static environment objects now have a config-class to be spawned by the server
* Added: "deloot" attribute to events.xml <child> to define the amount of wanted dynamic events loot for a child instead of the default value
* Added: "spawnsecondary" attribute to events.xml <child> to define if the child should be spawning the secondary infected event
* Added: Warning message when a definition in types.xml will be ignored
* Added: Additional dynamic event setup validation and warning messages
* Added: Dynamic events now supports spawning of "dispatch" from proto xmls
* Added: "dispatch" and its children "proxy" from proto xmls now have an additional attribute "dechance", a float value ranging from 0-1 to decide chance of spawning at a dynamic event
* Fixed: Banlist, whitelist and prioritylist were cleared when the accompanied file was failed to be opened by the game
* Fixed: The enableDebug window was not fully displayed in certain resolutions
* Fixed: Random loot spawned by dynamic events would persist after a server restart
* Changed: The game now has an error message and shuts down when it cannot find the world

* Changed: Newly implemented static objects were renamed to StaticObj\_\* instead of Static\_ (https://feedback.bistudio.com/T166003)
* Fixed: Chernarus contaminated areas had seasonal event usage flag applied (https://feedback.bistudio.com/T166023)

* Fixed: Launcher mistakenly reporting Livonia DLC being required for Chernarus servers (https://feedback.bistudio.com/T166615)

**Modding:**

* Added: Not-categorized input actions are now displayed within the "Unsorted" category in the keybinding menu
* Added: CreateFrustum function to Shape class, accessible from script
* Added: Added and exposed Shape::GetMatrix() and Shape::SetPosition() to script
* Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommand so they are usable from any Animal and Infected command
* Added: PrePhysUpdate, IsEvent and IsTag callbacks to AnimCommandBase so they are usable from any Animal and Infected animation command
* Fixed: proxyInfo was never filled in for BoxCollidingResult
* Fixed: Damage from explosions was always falling off in 4 times the range
* Changed: Logic of transition changes while smoking/drying
* Changed: Armbands were redesigned to allow flag variants. Textures were split in halves and renamed.
* Changed: Layout files are no longer cached on Diag exe
* Changed: The game now has an error message and shuts down when it cannot find the navmesh while it is configured to load one
* Changed: Fall off damage from explosion goes linearly from 100% to 0% (from indirectHitRange to indirectHitRange \* indirectHitRangeMultiplier)
* Changed: ClearCookingEquipment method on FireplaceBase requires to specify an item to clear (old method is now deprecated and will cause issues)

* Added: Warning message for when "Static\_" prefix is used incorrectly
* Fixed: Keybindings - Trying to add <sorting> block to <modded\_inputs> not recognized (https://feedback.bistudio.com/T165909)
* Fixed: A server crash related to scripted animal commands (https://feedback.bistudio.com/T165943)
* Fixed: Buldozer was not animating proxies (https://feedback.bistudio.com/T166005)
* Fixed: Modded keybinding translations were not displayed (https://feedback.bistudio.com/T166026)
* Fixed: Adding too many sorting tabs in the keybinding menu could cause issues with the tab buttons

* Fixed: Items wouldn't get saved when spawned in too fast

**Known issues:**

* The inventory of the smersh vest and attached backpack is falsely displayed as one container, but still separated

### v1.17.154732 (19 April 2022)

**Added:**

* CR-550 Savanna rifle
* Longhorn pistol
* P1 pistol
* Craft-able Spear (Bone & Stone head variants)
* Pitchfork
* Craft-able Bone knife
* Cleaver
* Meat tenderizer
* Kitchen timer
* Craft-able Fireplace stand
* Brooms can be lit and used as a torch
* Improvised clothes from rags
* Improvised Rope Belt
* Improvised gas mask filter
* Gas mask filters can now be refilled with charcoal tablets
* Additional sensitivity settings (camera, aiming)
* Cookware is slowly getting damaged by being used
* Gas mask filters get damaged while in use
* Voice activation setting for VOIP
* Ability to go back and forth through multiple actions on the same item
* New point of interest on Livonia

**Fixed:**

* Gear could not be added to other player's inventories (https://feedback.bistudio.com/T159801, https://feedback.bistudio.com/T162845)
* The sound of hitting an obstacle with a vehicle while reversing wasn't played
* Dropped items were pushed upwards in certain situations (https://feedback.bistudio.com/T162980)
* During punching the player would turn sideways in some situations
* The sound of the Sarka 120 engine came from the front, whereas the engine is in the back (https://feedback.bistudio.com/T161793)
* Shelters weren't build-able on some places
* A burned-out fireplace is no longer producing light
* Canceling activation of the bear trap and landmine caused errors
* Fixed rendering exploits related to buildings
* The visual effect of the contaminated area partly persisted after it was despawned (https://feedback.bistudio.com/T162089)
* Focus zoom briefly reset during several actions in the 1st person (https://feedback.bistudio.com/T160921)
* Hair clipped with NVG head strap on female characters
* An incorrect texture of ruined wheels caused a server error on restart
* Issues with object occlusion on a military guardhouse
* Players could climb through closed windows on some buildings
* The player was able to pick up the fire barrel while items were attached to it
* The sound of starting/stopping engine was not present for other players
* Sound of opening or closing vehicle doors was not present for other players (https://feedback.bistudio.com/T162184)
* The sound of turning on/off the alarm clock wasn't audible for other players
* A staircase handrail in one of the city house blocks was missing a collision
* The attachment icon didn't correctly reflect attached optics and rails on weapons (https://feedback.bistudio.com/T162436)
* Attaching more nails to the flag pole caused errors
* Sharpened wooden sticks caused errors when damaged
* Filtering server by favorited gives error: 9 in server browser (https://feedback.bistudio.com/T150657, https://feedback.bistudio.com/T150658, https://feedback.bistudio.com/T156497)
* Traps did not react to vehicles
* Headtracking TrackIR didn't work (https://feedback.bistudio.com/T164166)
* Fixed several environment issues on Chernarus and Livonia
* Certain gestures would make the character float above the ground when executed in prone (https://feedback.bistudio.com/T161093)
* Light and heavy melee attack combinations would sometimes result in too much damage (https://feedback.bistudio.com/T160568 - private)
* Sound of ear ringing caused by the flash grenade could get stuck at some situations
* Ruined Zmijovka hat didn't properly reflect its state
* Mouse cursor was invisible in the respawn menu

**Changed:**

* Reworked Nizhnoye village on Chernarus
* Adding a favorite server when already at max (25) will throw an error instead of removing a random favorite
* Microphone now continues to listen while the player is tabbed out, but only if option "Graphics and sound" is set in the "Update in background" option (https://feedback.bistudio.com/T160155)
* VOIP push-to-talk mode now has a release delay of 0.5 seconds to prevent voice cutouts
* All heat sources are now emitting heat
* Sensitivity settings is now exponential instead of linear
* Bark can now be harvested with axes
* Drain and pour liquid actions are now properly separated
* Adjusted the wolf model to allow a more precise headshot
* The burning duration of torches now correctly depends on the amount of fuel
* Food can be baked in a cookware even without lard or water
* Food looses its quantity when cooked in a cookware even without lard or water
* Weapon sway increases dramatically while the character is rolling
* Fireplaces start heating up the player character faster now
* Position of the light source for Sarka 120 when only a single headlight is on was set to the proper position
* Players are no longer able to get into a vehicle while holding a heavy item (https://feedback.bistudio.com/T162153)
* Stone knifes can no longer be sharpened with a sharpening stone
* Action inputs will be prioritized over inventory actions (e.g. climbing a ladder before dropping your item in hands)
* Updated the game credits

**Modding:**

* Added: OnAnimationPhaseStarted callback on Entity
* Added: Ability to override the position of motor sound for vehicles (for soundcontroller) (https://feedback.bistudio.com/T161793)
* Added: Exposed GetAllowDamage to script
* Added: Possibility to add multiple variants of same actions to scroll through
* Added: Support for angleAltitudes and analysisLength in the OutsideTerrain config class. Note that analysisLength is used to generate angleAltitudes, so if angleAltitudes is defined then analysisLength does not get used. If using angleAltitues, exactly 512 entries should be specified.
* Added: "-cfgpaths=" launch parameter to define additional paths to rvconfigs for the game to load when filepatching is enabled to quickly test configs without making a pbo
* Added: Modification of arrays in rvconfig by using operator '+='
* Changed: Changes to Longhorn position, names of selections, some cleanup. Model config cleanup
* Changed: Fireplace and Bonfire uses UniversalTemperatureSources
* Changed: ActionWorldCraft and ActionBuildPart to use the new action variants system
* Changed: Fireplace tripod is now actual animated attachment of a fireplace (previously part of fireplace mesh)
* Changed: More clock/timer common functionality moved to the base class
* Changed: Tree harvesting configuration data moved from script to configs
* Changed: Updated SetVoiceOn() (which is exposed to script) to receive new optional parameter toggled, and also fire engine event every time VOIP state changes
* Fixed: Workbench crash when using undefined class in a template

**Known Issues:**

* Land Mine disappears after disarming
* Thrown Spears, Sharp/Long Wooden Sticks and Torches fall under the ground
* Missing sound while base building or mining stones with Meat Tenderizer
* Player gets desynced when equipping weapon after cancelling equip animation before
* When kindling/fuel items become ruined in fire, player is unable to add the same item before the ruined one disappears
* Roasting sound effect remains with cooking equipment even after the roasting is done
* Raised flag on the flag pole is missing an option to lower the flag

### v1.16.154535 (15 February 2022)

**Added:**

* Bizon SMG
* 64rd Bizon magazine
* Alarm Clock
* Yellow Motorbike helmet variant

**Fixed:**

* Player sometimes stepping forward during melee combat with a close target while only intended for far targets
* Fireplaces wouldn't properly disappear if the last attachment removed were stones or a tripod
* It was possible to detach the tripod from the fireplace while a pot was attached
* "Place" UI element would show up falsely when pointing at an indoor fireplace with selected consumables
* Dead chicken couldn't be buried after being picked up and dropped (https://feedback.bistudio.com/T161088)
* Fire mode of the revolver was changing while shooting (https://feedback.bistudio.com/T162103)
* Shock was not decreasing when swimming backward/sideways with broken legs
* Moving with broken legs while crouched could deal unsteady amounts of shock damage
* Infected/players would not show the "+" symbol in the inventory view when they had only items as attachments
* Dug up items were levitating above the ground
* Client error when attaching/detaching items to/from a tripwire trap
* In specific cases, the tripwire trap did not display its attachment slot
* Smoke from a ruined car engine was only displayed for the driver (https://feedback.bistudio.com/T161793)
* Attacking with animal carcasses could trigger blood particles and knife slashing sounds
* The inventory of the Sarka 120 was accessible through its engine, rather than the trunk
* The player could be desynced if their legs were broken during an action
* The player could be desynced if their legs were broken while swapping items
* Locked indoor stoves could not be opened by force
* Interrupting two-handed animations by dropping the tool could freeze the character
* Infected were able to climb fences with barbed wire on top (https://feedback.bistudio.com/T160854)
* The UI of a deployed land mine could be seen when holding another land mine in hands
* Shooting while on back after kicking would play the kick animation after each shot
* Hitting the back of players heads would hit the brain instead of the head (https://feedback.bistudio.com/T160577)
* Sounds of disease symptoms of another player were played from the wrong position (https://feedback.bistudio.com/T162018)
* Fixed several inconsistencies when it comes to bullet penetration of objects
* The combination lock would play a sound while in hands without being actively used (https://feedback.bistudio.com/T159444)
* The light source of the head torch was in a wrong position (https://feedback.bistudio.com/T152289)
* Fixed an exploit for extended melee hit distance
* The flame of the gas stove was slightly clipping with the frying pan
* Slightly improved twisted wrists when holding certain items
* Several headgear items were clipping with the female survivor head introduced in 1.15
* Fixed typographic errors on the 1PN51 Scope
* Infected had bad collisions while crawling
* It was possible to hit players inside a vehicle with melee from the opposite side
* Wolves could injure players inside vehicles (https://feedback.bistudio.com/T135495)
* It was possible to survive without food at all, by only drinking (https://feedback.bistudio.com/T161579)
* Some localized settings weren't fully displayed
* It was possible to place land mines under train tracks
* Names of vehicle parts were not shown when on ruined cars (https://feedback.bistudio.com/T158230)
* It was possible to destroy the fence frame before the actual wall
* Adjusted certain structures to prevent exploits (https://feedback.bistudio.com/T160550 - private, https://feedback.bistudio.com/T157846)
* Fixed a badly reflecting window at the yellow brick military building (https://feedback.bistudio.com/T157757)
* Some items could not be picked up at the NWAF construction site (https://feedback.bistudio.com/T159741)
* It was possible to bury corpses inside buildings
* FOV settings changes were not saved upon reconnect
* Respawn points for server switching/hopping were not functioning as intended (https://feedback.bistudio.com/T162673)
* Sounds of flies were persisting even after the body despawned (https://feedback.bistudio.com/T162654)
* Adjusted misleading description of Codeine tablets
* The camera focus would glitch during certain actions (https://feedback.bistudio.com/T160921)

**Changed:**

* Increased the threshold for terrain clipping, allowing easier placement of base building objects on the ground
* It is no longer possible to bury ruined items (https://feedback.bistudio.com/T160914)
* Consuming charcoal has no effect when another charcoal is already active in the player's body (https://feedback.bistudio.com/T161862)
* Increased energy and water given by mushrooms (now similar to fruits)
* Some jackets can now be torn into rags similar to their pants-counterpart
* Removed action to take fireplace from fire barrel
* Crafting an item using the metal wire will produce an item with the same health as the metal wire used (https://feedback.bistudio.com/T161106 - private)
* First Aid Kits and Teddy Bears can now be repaired with sewing kits
* Protector Cases and Ammo Boxes can now be repaired with epoxy putty
* The gas stove now emits light when active
* The pickaxe can now be used to bury things and bodies
* Duct tape can now be utilized to craft a splint
* Hid the UI element showing parts of the car while sitting inside
* Slightly reduced the penetration value of 5.56x45mm ammunition to match other bullets
* Reduced the range of the thermometer results
* Rotated the electrical repair kit in the inventory view to show the front (https://feedback.bistudio.com/T160428)
* Reduced inventory size of the pumpkin and pumpkin slices for consistency
* Bear traps now won't kill infected, but break their legs
* Damaging a tent now also damages items stored inside
* Adjusted damage zone selections of vehicles
* Bloody hands no longer make the character sick while drinking from containers (https://feedback.bistudio.com/T162463)
* Red and orange arm bands were looking too similar in certain lighting
* Tweaked the mid-air appearance of tracer bullets
* Renamed Folding Buttstocks to "lightweight"
* Disabled leaning while sprinting

**Server:**

* Added: use3DMap parameter to the gameplay settings to disable the 2D map overlay of the Tourist Map
* Added: shockRefillSpeedConscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is conscious
* Added: shockRefillSpeedUnconscious parameter to the gameplay settings to adjust the speed at which the player's Shock value refills when the player is unconscious
* Added: allowRefillSpeedModifier parameter to the gameplay settings to allow/disallow the modifier of the shock value refill based on ammo type settings
* Added: quantmin and quantmax parameters can now be used to randomize quantity in the internal magazines of firearms
* Fixed: Leaving some entries empty in cfgEffectArea.json would result in default particles, rather than no particles
* Changed: Greatly expanded script class indexing (allows more mods to be used on the same server)

**Modding:**

* Added: Methods in Weapon\_Base for spawning weapons with magazines and/or chambering and/or filling inner magazines
* Added: Weapon.Synchronize to force fsm synchronization
* Added: AmmoTypesAPI for validating ammotype or converting magazinetype to ammotype
* Added: Documentation for correctly setting up properties for WeaponStableState
* Added: All animation commands of Animal are now moddable
* Added: All animation commands of Infected are now moddable
* Added: Possibility to change variables and command properties from animal commands
* Added: Possibility to change variables and command properties from infected commands
* Added: Additional script compiler warnings (error in Diag) signalling hazardous ref usage
* Added: Possibility to change variables and command properties from CommandHandler inside DayZPlayer class
* Added: ErrorExString, to store the output into a string instead of logs
* Added: Documentation for static script defines
* Added: Class.StaticType -> To get typename of a non-instantiated class
* Added: EnumTools class with functionality for extracting information from an enum
* Added: Entity.GetIsSimulationDisabled()
* Fixed: JsonFileLoader overwriting defaults set in script (bool, int, float, string)
* Fixed: mod.cpp: tooltip, overview and author are no longer required to be localized to work
* Fixed: InventorySlots (e.g. MAGAZINE3) compile errors when a mod loads a CfgSlots before the vanilla CfgSlots is loaded (https://feedback.bistudio.com/T136963, https://feedback.bistudio.com/T148950)
* Fixed: int MIN value changed from -2147483647 to -2147483648
* Fixed: CARFLUID\_USER{N} can have capacity setup via config property
* Fixed: Private dtor was inaccessible for static refs even within the class itself (https://feedback.bistudio.com/T162982)
* Changed: m\_BrokenLegState can now contain negative values, use GetBrokenLegs() instead to access leg state from player
* Changed: DZ\_Data and DZ\_Scripts do no longer need to be filled in as requiredAddons as they will always load first (https://feedback.bistudio.com/T148950)
* Changed: Renamed m1911 magazine textures
* Changed: Bolt action rifles with an external magazine had their state machines unified into one base class BoltActionRifle\_ExternalMagazine\_Base

**Known Issues:**

* Fully consuming an item assigned to the quick bar while the quickbar is hidden might cause a bug with the quick bar
* Issue with attaching an items from hands with an item in the shoulder slots

### v1.15.154337 (23 Nov 2021)

**Added:**

* AUR A1 assault rifle
* AUR AX assault rifle
* 30rd AUR magazine
* Hunter vest
* UI indicator when being hit
* Craftable barbed wire baseball bat
* Craftable Sawed-off LE-MAS
* New female survivor
* Sounds for switching the fire mode of a firearm
* Day-time setting for night vision scopes
* Metal wire can now be crafted out of barbed wire

**Fixed:**

* Ski masks and balaclavas would clip with several pieces of headgear
* Fixed a server error caused by specific attachment slots
* Electric appliances would always make plug-in sounds when the user was connecting to the server (https://feedback.bistudio.com/T159441)
* The sawed-off version of the BK-43 had wrong fire mode names
* Added a missing bed in the big yellow medical tent
* Fixed bad collisions in the yellow medical tents
* A killed chicken couldn't be picked up properly in all cases
* The fishing hook was not visible on the boonie hat on the ground
* If a player died while in surrender stance, the death animation was played twice
* Base building parts could become indestructible under specific circumstances
* The CR-75 could not be damaged by gunfire
* Small items could not be picked up from specific positions in car wrecks (https://feedback.bistudio.com/T160968, https://feedback.bistudio.com/T161261)
* Livonia bunkers were missing textures of fallen leaves
* Slicing rotten pumpkin produced raw pumpkin slices
* Charcoal tables were only working for a very brief time window

**Changed:**

* Grenades can't be pinned anymore, once the fuse has started
* Adjusted the thresholds for energy and hydration levels
* Food now takes longer to process in the stomach
* Slightly reduced the health damage caused by dehydration and starvation
* Adjusted weapon fire rates and recoil
* Added new variants of muzzle flash for more variety
* Secondary cooking processes were adjusted to not ruin the food in all cases (e.g. boiling already boiled food)
* Changed the weight of tents to be more realistic
* Head torches now count as eye-wear so they can be worn with other types of head gear
* Removed ghillie wrap attachment slot from the sawed-off BK-43
* It is now possible to craft rags using the shovel or farming hoe
* Bushes drop more long sticks instead of short sticks
* Dry bags can now be repaired with the tire repair kit (https://feedback.bistudio.com/T161090)
* Removed grenade armor and cut protection from the high capacity vest
* Unconsciousness caused by firearms lasts longer
* Reduced the inventory size of the carp fillet from 2x3 to 1x3
* Reworked conditions for allowed item combinations
* Increased the volume of the LE-MAS reload sounds to make it more audible
* Closed containers won't show their cargo space anymore

**Central Economy:**

* Fixed: Infected weren't spawning at the Balota air field and military area
* Fixed: Position of some loot spawn points on the western helicopter crash site
* Fixed: Incorrect loot spawn points of Land\_HouseBlock\_2F1
* Fixed: Incorrect loot spawn points of Land\_House\_2W01
* Fixed: Livonia CE tiers 1 and 2 were mixed together (https://feedback.bistudio.com/T161247)

**Server:**

* Added: cfgweather.xml for configuring weather (documentation on the BI wiki)
* Added: cfggameplay.json for configuring several gameplay elements (documentation on the BI wiki)
* Added: cfggameplay.json can define custom object spawners json files to populate the world without the need to use central economy (documentation on the BI wiki)
* Added: Basic XML errors for invalid XMLs
* Fixed: Some mission files were not distributed in their lowercase form
* Changed: Weather init removed from default init.c (now done automatically from c++)
* Changed: FoodDecay parameter is now multiplier (instead of 0 - 1 toggle), meaning decay can be made faster or slower, 0 still switches it off

**Modding:**

* Added: Particle overhaul, with the addition of "ParticleSource" and "ParticleManager"
* Added: New script method *PlayerBase::OnVoiceEventPlayback* called per frame during voice sound event
* Added: *ErrorEx*, script error message containing what class and function it came from
* Added: *HasActiveParticle* for fast checking if the IEntity as any active particles
* Added: *GetParticleEmitorCount* to quickly obtain the count of emitters
* Added: *IEntity::IsFlagSet* for fast testing if a flag is present on the IEntity
* Added: *IEntity::IsHierarchyPositionOnly* to check if it was added to a parent with "positionOnly" enabled
* Added: Exposed *AbstractWave::GetVolume* to script API (https://feedback.bistudio.com/T161111)
* Added: *ParticleList.GetParticleIDByName*, a faster alternative for *ParticleList.GetParticleID*
* Added: *CGame.IsDedicatedServer* to check if the current instance of the game is a real server or not
* Added: Differentiate put in cargo from inventory interaction and load/spawn in cargo (*CanReceiveItemIntoCargo/CanLoadItemIntoCargo*)
* Fixed: Baseball bat cleanup: removed the bottom half of textures (unused) and adjusted UV amps accordingly. Fixed damage materials. All materials now have normal and specular maps, the \_view rvmats are unused now
* Fixed: *OnExplodeClient* should now support usage of modded particles
* Fixed: Config entry "healthLevels" inside of "DamageSystem" not reading integers
* Fixed: *StartupEvent* not being sent to *CGame.OnEvent* on script side
* Fixed: *ScriptModule.CallFunction* always returning 0 even when succeeding
* Fixed: *SetDirection* and *SetOrientation* not working on *DayZCreature*
* Changed: *IEntity::AddChild* now returns a bool instead of int and has an updated description
* Changed: *IEntity::RemoveChild* now returns a bool instead of void and takes an extra parameter to enable keeping of WS transform
* Changed: Moved the AUG magazine's textures and materials to the magazines folder
* Changed: Reduced sizes of unused AUG textures to 256x256
* Changed: Engine-level entity events are now protected (instead of private)

**Known Issues:**

* A fire barrel might despawn when all attachments are removed

### v1.14.154228 (29 Sep 2021)

**Added:**

* Static and dynamically spawning contaminated areas
* Contamination disease
* Exhaustible gas mask filter
* LE-MAS assault rifle and magazine
* NV-PVS4 Scope
* New visual effects when wearing specific headgear
* A yellow variant of the NBC suit
* PO-X Antidote
* NBC infected
* Field hospital at the North-East Airfield (Chernarus)
* Field hospital at the Lukow Airfield (Livonia)
* Craftable Tripwire
* Craftable Fishnet trap
* Craftable Small fish trap
* Craftable Snare trap
* New animal carcasses (can be picked up):
	+ Hare
	+ Chicken/rooster
	+ Sardines
	+ Bitterlings
* Hare leg and pelt
* New animation for the stealth kill when using one-handed piercing weapons

**Fixed:**

* Mackerel was incorrectly placed in hands
* The ground in specific structures would hide mines and bear traps
* Noise from rolling on the ground would not alert infected
* A previously extinguished fireplace would start to glow again when fuel was added
* Garden plots could appear floating in specific cases (https://feedback.bistudio.com/T158225)
* The brooms resembled the wrong material when hit
* Brooms could be used to open cans (https://feedback.bistudio.com/T159316)
* Texture of damaged tactical goggles wasn't displayed (https://feedback.bistudio.com/T152919)
* The placing hologram was not displayed properly inside the guardhouse
* It was possible to damage a prone player by hitting a nearby wall (https://feedback.bistudio.com/T157077)
* The character would turn towards a target it was not targeting during melee combat
* Player turning towards the first target it hit instead of the new target during melee combat (https://feedback.bistudio.com/T157077)
* Player turning towards the middle point of the target instead of the hit position during melee combat (https://feedback.bistudio.com/T157077)
* Player choosing to step forward when they are close enough to the target during melee combat (excludes certain animations such as bare fists)
* Bear and cow were not receiving damage when the player melees them in the face with bare fist or one-handed weapon
* Field transceiver simulated the wrong weight when thrown
* In several situations, sounds outside of the audible range would start from the beginning, regardless of how long the sound had been playing
* Removed push-back effect from explosions for the player
* Wind effect was enabled in the inventory item previews
* The foliage could provide cover from explosions (https://feedback.bistudio.com/T156607)
* Several Spanish letters were not properly capitalized
* AI could spawn in inaccessible locations
* Added missing collisions on the small ATC railing
* Added missing bed in the large medical tent
* One type of weapon reload was not functional while lying on the back
* Emptying animation was canceled when executed over water
* Removing materials from the Truck or base building objects via the widget could result in desync (https://feedback.bistudio.com/T158360)
* When a server was picked in the server browser while the list was still loading, the server could move out of the player's sight
* Players did not cough when aiming with a weapon or lying on their backs (https://feedback.bistudio.com/T159759, https://feedback.bistudio.com/T159798)
* Grenade explosions would not reach all items throughout containers and attachments
* Rags and Bandages kept their disinfected status after being used to craft a Fireplace or Torch
* It was problematic to damage the M3S truck engine or find the widget to repair it
* Wooden crates could be accessed through walls (https://feedback.bistudio.com/T159272, https://feedback.bistudio.com/T158999)
* Mushrooms did not decay properly
* AB- blood type wasn't properly displayed (https://feedback.bistudio.com/T159522, https://feedback.bistudio.com/T150963)
* Exploit that allowed extended range of melee attacks
* Restraining a player could interrupt the actions of other users in the surrounding area (https://feedback.bistudio.com/T159927)
* When drinking from a pot in a prone position, the wrong animation would be played
* When splitting an M3S double wheel, the two wheels would spawn inside each other
* An empty gasoline canister would have the wrong weight after relog (https://feedback.bistudio.com/T160107)
* Names of 45rnd KA-74 Mag and 60rd Standardized Mag were displayed with lower-case letters when on the ground (https://feedback.bistudio.com/T160163)
* Fixed some flawed building occluders
* Fixed some bad object LODs
* Hold breath "out of breath" sound effects were not working for some character models
* Flash grenade was not blinding in the vicinity enough
* Faster recovery from unconsciousness that was not induced by a projectile hit (https://feedback.bistudio.com/T159657)
* Doors that were locked on the server are showing as open on the client, making them impossible to open
* ATOG 6x Scope was having a rendering issue when observed from close distance
* 9x39mm ammo boxes would yield only 10 shots instead of 20
* Decay texture was missing on some dead player models
* Attached flags and camo nets weren't properly displayed in the inventory
* Rangefinder and binoculars could not be used after using night vision goggles
* Night vision optics would spawn badly rotated
* Volume of the megaphone was not tied to the regular audio settings (https://feedback.bistudio.com/T154355)
* Wheels did not change their texture when ruined by land mines or crashes
* Removing the last attachment from a fireplace would delete said item
* Quilted jacket was sometimes not visible in the inventory vicinity (https://feedback.bistudio.com/T159304)
* Combining matches would leave an empty box on the ground
* Attempted fix for a prevalent game crash related to the audio system
* The stealth kill sometime failed to kill an infected (https://feedback.bistudio.com/T160533)
* Player could shrink into a ball during certain animation transitions (https://feedback.bistudio.com/T157495 - private)

**Changed:**

* Wearing a gas mask slows down stamina regeneration
* Gas masks now prevent the wearer from eating, drinking, and taking pills
* Gas masks can now be repaired with epoxy putty and the tire repair kit
* The NBC respirator and the Gas Mask require Gas Mask filters to function
* The Combat Gas Mask has a limited, integrated, non-exchangeable filter
* Improved visual quality of the Combat Gas Mask
* Improved visual quality of the bear
* Increased the armor of the bear
* Removed spawn points that were too close to the static contaminated areas
* Improved targeting of melee combat to be more forgiving
* Tweaked the look of the Russian helicopter crash-site
* Helicopter crash-sites now emit sounds upon spawn in the surrounding area
* Tweaked the smoke quality of crash sites to make them more visible
* Adjusted collision geometry of the Machete
* Horticulture plants are now moving in the wind
* Cholera now causes fever
* Food poisoning now causes fatigue
* Salmonella now causes light pain
* Night-time acceleration period adjusted to only influence actual night-time
* Reduced the size of the NBC clothing when stored in the inventory
* NBC clothing can now also be repaired with the tire repair kit
* It is no longer possible to build a stone oven if it would be clipping with a large item
* Two-handed and non-piercing weapons are no longer suitable for stealth attacks
* Names of servers will only show once the server browser is done loading and it is possible to connect
* The flash grenade uses a stronger light that lasts longer than that of regular fragmentation grenades
* The overheating effect of firearms appears later
* Boiled food will no longer burn from boiling
* Baked and dried food can be boiled without burning
* Damage of melee weapons is significantly lowered when they enter the ruined state
* The mackerel now yields two fillets
* Adjusted the mackerel filet model
* Water in fountains and metal troughs is now visual only
* Updated the credits

**Central Economy:**

* Added: New *ContaminatedArea* usage flag
* Fixed: Typo in spawning presets SodaCan\_Franta -> SodaCan\_Fronta
* Fixed: Rify ship wreck loot spawn points
* Fixed: The infected zone definition inside *cfgEventSpawns.xml* is now properly read (previously it was ignored and used default values)
* Fixed: *randomloot\_deloot\_perevent* now properly overrides the amount of DE Loot per container per event
* Changed: Spawning of high-value items across dynamic events, contaminated areas, and T4 areas
* Changed: High tier weapons are not limiting spawning anymore, when stored in storage
* Changed: *DELoot* is now correctly randomized
* Changed: *init\_random* on static dynamic event now properly randomizes nominal value between min and max parameters (nominal can be set to 0 in such case)
* Changed: The Woodland ghillie color now varies across maps
* Chernarus now spawns only mossy variants
* Livonia spawns woodland variants
* Tweaked: Ammo Boxes now spawn with random ammunition packs inside
* Tweaked: Increased the maximum number of items that can spawn on a helicopter crash event by 50%

**Server:**

* Added: Documentation on the configuration of contaminated areas: https://community.bistudio.com/wiki/DayZ\_Contaminated\_Areas\_Configuration
* Added: Warning messages when the LootMax of a DE is higher than the sum of LootMax of its containers
* Added: When *log\_ce\_dynamicevent* is enabled, it will now print to RPT what loot was spawned (when RPT logging is enabled)
* Fixed: Kick message for a player exceeding max ping was not showing in any log files (now in the server RPT)
* Changed: Improved the printing of possible loot items to RPT for DE when *log\_ce\_dynamicevent* and RPT logging is enabled (they now say what category they belong to)
* Changed: Updated the Offline DB

**Launcher:**

* Changed: *NoPause* parameter changed from simple check box to combo box to reflect the new options

**Modding:**

* Added: Post-process manager
* Added: Selected player modifiers can now be synchronized with the client
* Added: New config parameter *invertHitDir* for melee ammo allowing to invert heavy hit animation
* Added: *float.MIN* and *float.MAX* (https://feedback.bistudio.com/T157077)
* Added: *array.Reserve*
* Added: Script enums for constant values that were defined in C++ and not visible in script (*ObjIntersect, VoiceEffectType, VoiceLevel, ChatChannelType*)
* Added: *CGame.IsBoxCollidingGeometryProxy* and associate classes (https://feedback.bistudio.com/T157077)
* Added: *Object.GetDirectionUp* and *Object.GetDirectionAside*
* Added: *DayZPlayer.GetCurrentCameraTransform* (https://feedback.bistudio.com/T157077)
* Added: HumanCommandMelee2.GetComboCount to know the current number of the melee combo
* Added: *DayZPlayerImplement.IsInThirdPerson*
* Added: Events that signal simulation being enabled or disabled (*OnSimulationEnabled(), OnSimulationDisabled()*)
* Added: "*transferToAttachmentsCoef*" to "*DamageSystem*" -> "*GlobalHealth*" -> "*Health*" in config to set up transferring of damage to attachments
* Added: Implementation of *FindEntityByID* to script API
* Added: *ModFloat, RemainderFloat, SignFloat, SignInt* to Math script API
* Added: Ignore parent pitch to *PlayerCameraResult*
* Added: Support for reading files from the mission folder by using "*$mission:*"
* Added: *SetCollisionSphere, SetCollisionCylinder, SetTriggerShape, GetTriggerShape* to *ScriptedEntity* for triggers
* Added: *IntersectSphereCone, IntersectSphereBox, IntersectWholeSphereCone, IntersectCylinderOBB, IntersectRayCylinder* to Math3D
* Added: *IsInRange, IsInRangeInt, IsPointInCircle, IsPointInRectangle* to Math
* Added: *CylinderTrigger* and *SphereTrigger*
* Added: *OnEnterTrigger* and *OnLeaveTrigger* to an object that gets called when an object enters a trigger
* Added: Constants in GameConstants for car contact event
* Added: *SEffectManager.GetCachedSoundParam* to store and/or get SoundParams
* Added: *SEffectManager.PlaySoundParams* to play a sound with cached SoundParams
* Added: *SoundParams.GetName*, which will return the name of the sound set inside the SoundParams
* Added: *AbstractWaveEvents.Event\_OnSoundWaveHeaderLoaded*, which will fire when the header for a sound finishes loading
* Added: Option to set parameters for player sound events at the time of requesting a specific event
* Added: *GetSceneHDRMul* (camera)
* Added: *CEApi.AvoidPlayer, CEApi.AvoidVehicle* and *CEApi.CountPlayersWithinRange*
* Added: Ignore parent yaw to *PlayerCameraResult*
* Added: *DumpStackString* function (https://feedback.bistudio.com/T159622)
* Fixed: Error: *muzzleFlashParticle* error when firing SVD (https://feedback.bistudio.com/T159069)
* Fixed: *CGame.ObjectModelToWorld* and *CGame.ObjectWorldToModel* giving inaccurate results in certain scenarios
* Fixed: *IEntity.GetBoundBox* and *Object.GetDirection* giving inaccurate results for proxies
* Fixed: Crash when calling *dBodySetInteractionLayer/dBodySetGeomInteractionLayer/dBodyGetInteractionLayer/dBodyGetGeomInteractionLayer* on certain objects
* Fixed: Crash when spawning a weapon that has no skeleton ("[ERROR] :: Weapon 'TYPENAME' has no skeleton!!!")
* Fixed: Crash when trying to call "Cast" where it's not supported
* Fixed: Triggers not working properly when exceeding a certain size
* Fixed: ScriptCompiler: XOR operator parsing fix
* Fixed: Several compiler issues (https://feedback.bistudio.com/T150267, https://feedback.bistudio.com/T154252, https://feedback.bistudio.com/T154508)
* Fixed: *Human.GetCollisionBox* giving highly inaccurate results in certain scenarios (crouch, prone, swim, vehicle)
* Fixed: *AddHealth* not applying when the total went over the maximum
* Fixed: *dGetGravity* script implementation
* Fixed: *EOnInit* not being called for anything lower than EntityAI when created through *CreateObjectEx*
* Fixed: Script JSON reader can now read JSON bool
* Fixed: A performance issue related to sounds created from script
* Fixed: Ignore parent pitch inside *PlayerCameraResult*
* Fixed: A crash when terminating the app while closing a file in a destructor of a static ref (https://feedback.bistudio.com/T160318)
* Changed: The old static '*PPEffects*' has been deprecated, but it is still initialized and usable
* Changed: *HumanCommandMelee2.ContinueCombo* and *Human.StartCommand\_Melee2* now take additional parameters
* Changed: *DayZPlayerImplementMeleeCombat* overhaul (https://feedback.bistudio.com/T157077)
* Changed: *EnMath.c* cleanup and additional functions
* Changed: *DayZGame.SetMissionPath* is now called from C++
* Changed: Building script inheritance -> "class House" should now be used by every "House" defined in config and is moddable
* Changed: Moved *DayZPlayerTypeCreate* into class, so the function can be modified (https://feedback.bistudio.com/T159367)
* Changed: *ShockRefill* logic moved to *ShockMdfr*
* Changed: *ModelToWorld* and *WorldToModel* reverted to the previous state (https://feedback.bistudio.com/T160585)
* Tweaked: *FModulus* now returns *Math.ModFloat* as *FModulus* has been DEPRECATED in favor of the native *ModFloat* method
* Tweaked: Gas Mask Filter texture has been separated from the Gas Mask texture
* Optimized: Notifier update loop and notifier fetching sped up

### v1.13.154025 (13 July 2021)

**Added:**

* M16-A2 rifle
* Burst-fire mode
* ATOG 6x Scope
* 45 round KA-74 magazine
* 60 round standardized magazine
* Wound treated by unclean rags can get infected
* The "Disinfected" state is now highlighted in the item tooltip
* Added sounds when the character is starving
* Fever symptom added to influenza
* Added radial blur to the hit effect
* Iodine Tincture
* Crude Machete
* Oriental Machete
* No-Pause options
* Infected are now attracted by Smoke grenades, flaregun flares and fireplaces during night time
* New special infected types (Heavy soldier, Military Officer, Runner, and Heavy police)

**Fixed:**

* Improvised bags could be broken down while filled with items
* Fixed a glitch that glitched inventory items in the same position (https://feedback.bistudio.com/T156881)
* Splitting an item with quantity would make the total amount heavier than the initial
* Splitting/sharpening actions would not transfer the damage state to the newly created item
* Fixed animation glitches allowing instant pose changes between prone and erect (https://feedback.bistudio.com/T142485)
* Dark-visor Motorbike Helmets were held badly
* Interrupting a placing action could result in the item dropping below the floor of structures
* Gas masks and gags would not obstruct VOIP properly or consistently
* Grenades would not damage attached containers
* Server error when splitting and swapping items at the same time
* In a specific situation, the player would get "SERVER\_UNREACHABLE" message while the server is available
* Implemented the missing widget "Take to hands" for the Frying Pan, Pot, and Cauldron attached to fire barrels
* Gas pumps now display the correct name when destroyed (https://feedback.bistudio.com/T158596)
* Bayonets can now be used to perform backstab attacks (https://feedback.bistudio.com/T157943)
* Exploit for stacking containers into each other (https://feedback.bistudio.com/T158258 - private)
* Wrong health widget color was shown when looking at dead animals (https://feedback.bistudio.com/T150886)
* When hitting a player in repeatedly and in short period of time, the stumbling animation would prevent them from falling unconscious
* "Next recipe" widget was visible when there was no other recipe
* Loading/chambering under specific conditions could result in desynchronization
* Fixed several tools that wouldn't play the correct sounds/particles when shot/hit
* Environment sounds stopped playing when changing audio devices
* Some error messages would contain false information (https://feedback.bistudio.com/T158068, https://feedback.bistudio.com/T157954 - private)
* Moving food items could disappear when moved from the cooking to the smoking slot
* It was possible to boil food in gasoline (https://feedback.bistudio.com/T146331)
* Opening the inventory while placing an item which is plugged into a power source could lead to a desync
* It was possible to dig multiple stashes at the same position
* The Patrol jacket had an incorrect position when held in hands
* Transferring incompatible blood type was not triggering a hemolytic reaction
* Seeds could not be detached from the garden plots via the contextual actions
* AIs attracted by thrown items could have an unwanted behavior (https://feedback.bistudio.com/T157596)
* Infected were not reacting to explosions
* Infected would not leave an unconscious player alone if no other target was around
* Suicide with the sickle was missing sounds
* The camouflage net wasn't rendered over long distances when placed on the canopy tent
* Plant slots weren't displayed as watered/fertilized any more after the plant grew by one stage
* The player camera could clip in the big NWAF hangar
* Fixed a semi-transparent window in the yellow two-story village house
* Fixed a bump in the stairs of the castle tower
* Fixed problematic fire geometry blocking shots in some buildings
* A server crash
* Items could clip in the inventory when doing certain inventory operations
* Barrel open/close sound would play when logging in to a vicinity of a barrel (https://feedback.bistudio.com/T153426)
* Barrel open/close would play when collecting water
* Breaking of glass on a vehicle would play when logging in to a vicinity of a vehicle (https://feedback.bistudio.com/T153443)
* It was possible to dig a stash in big wooden shed
* Rags were not showing their damage state correctly
* Falsely displayed "next part" widget on an opened fence
* Flag pole attachments were not dropped when the base was dismantled
* Issues with placing in the green guard house

**Changed:**

* Adjusted player damage zones, added shoulders and a small part of legs to the torso
* Reduced health damage taken by hits to the arms
* Reduced shock damage taken by hits to the legs
* Arms are no longer protected by vests (https://feedback.bistudio.com/T158580)
* Adjusted the position of sorting arrows in the server browser to allow more space for texts
* Adjusted the width of the "last played server" info
* Fireplaces break apart when thrown
* Screw drivers can now be used to cut bark
* Pliers can now open cans
* Fishing rods can be crafted from the sharpened long wooden stick
* Removing a plant from a plot will require this slot to be watered/fertilized again
* Matches cannot be used to light a fire when they aren't dry
* Armored vests now require more space in the inventory
* Unconsciousness time is now modified by the caliber the player got hit with
* Saws last 60% longer when sawing planks
* Reduced amount of shots needed to ruin a suppressor (depending on suppressor and caliber) (https://feedback.bistudio.com/T158032)
* The FX-45 is now more durable, allowing more shots before getting damaged
* Connecting to a server where the player is currently disconnecting from is no longer possible
* Reduced the weight of fireplaces from 100kg to 10kg
* Magazines from dead bodies can be directly attached to weapons
* Players now spawn with a half-used bandage-dressing instead of rags
* All infected attacks can now be blocked
* Reduced infected melee attack speed by 25%
* Rebalanced infected HP depending on Tier and category
	+ Low-tier civilian lowered by 15%
	+ Runner lowered by 50%
	+ Soldier increased by 15%
* Different infected now have different attack damage and bleeding chance
	+ Low-Tier and Runner deal lower damage with a low bleeding chance
	+ Regular civilian deal medium damage with a medium bleeding chance
	+ Firefighter, Police and Soldier deal the highest damage with a high bleed chance
* Reduced head melee armor for most infected by 40%
* Increased Noise dampening to reduce better the hearing ability of infected through obstacles
* Reduced range at which infected call for help by 82,5%, except for Military officer
* Reduced range at which infected hear gunshots by 10%
* Doubled the time between two calls for help pings generated by infected; military officers got their timing increased by 33%
* Crouch sprinting is now louder than crouch "walk" but quieter than upright jog
* Reduced the range of critical awareness of soldier infected by 20%, making them easier to stealth on
* It is no longer possible to drink (or force-feed) disinfectant or alcoholic tincture
* Melee block is now directional
* Slightly more wear added to the KA-74 45 round magazine
* Reduced armor value against health and shock damage on plate carrier
* Reduced durability of the plate carrier
* Slightly reduced durability of the police vest
* Increased repair kit consumption for plate carrier, press vest and police vest
* Epoxy putty can also be used to repair vests
* Lowered the frequency of light symptoms of the wound infection (https://feedback.bistudio.com/T155243)
* Lowered the frequency of fever blur effect (https://feedback.bistudio.com/T159309)
* Lowered the strength of the radial blur effect (on wound infection and hit effect)
* Increased the health of the Firefighter Axe to match other axes
* Reduced the weight of the Ghillie Rifle Wrap
* Slightly reduced the dispersion of all non magnifying scopes
* Reduced the dispersion for magnifying optics
* M4-A1 Carry Handle Sights can now be zeroed at multiple lower values
* Suppressors reduce recoil less
* Suppressors now increase sway
* Suppressors reduce dispersion more
* Buttstocks and Handguards have re-balanced recoil and sway modifiers
* heavier attachments have lower recoil but cause more sway

**Central Economy:**

* Spawning 25% fewer vehicle parts
* Weapons spawning with magazines will now have at least 1 bullet
* Assault rifles spawn only with basic attachments
* Fixed spawning values of the pioneer rifle
* Dirt bike helmets can now spawn with mouth guard and visor attached
* Plate carrier vests are only found on infected heavy soldiers and in a (badly) damaged state
* KA-74 rifles are no longer counted in hoarder type containers (to match the newly added M16-A2)
* Adjusted spawn points for shipping containers and the village church
* Reduced random quantity for the vitamin bottle

**Server:**

* Server administrators can no longer use game port for the successful RCon connection to a server. Server owners have to set up the RConPort parameter in the BattlEye config, only & that port will work. Refer to https://www.battleye.com/support/documentation/ for more information. (https://feedback.bistudio.com/T159179)
* Added: Ignorelist.xml -> list of items that won't be loaded from the storage
* Added: GetAdminLogMessage method call to several actions (https://feedback.bistudio.com/T150266)
* Added: Server config parameters "disableBanlist" and "disablePrioritylist" (server owners)
* Fixed: Changing TimeLogout in globals.xml had no effect (https://feedback.bistudio.com/T152456)
* Fixed: Priority.txt was not editable during runtime (https://feedback.bistudio.com/T152005)
* Changed: Added extra info on build and dismantle part AdminLogMessage (https://feedback.bistudio.com/T150257, https://feedback.bistudio.com/T150265)
* Changed: ban.txt and whitelist.txt now supports SteamID
* Changed: priority.txt now supports comments (// This is a comment)
* Changed: priority.txt now supports banning by name (NOTE: except if they contain spaces, as spaces are a delimiter) or hashed id
* Changed: ban.txt and whitelist.txt now supports ',' and ';' as delimiters
* Changed: priority.txt now supports returns as delimiters
* When the server is loading the storage, if it finds an invalid item, it will drop it on the ground instead of deleting it and give it the same lifetime as the root

**Launcher:**

* Changed: nopause launch parameter now accepts integers
* Changed: Now has option to choose 1 or 2 for -nopause

**Modding:**

* Added: CanChangeStance to Human
* Added: EOnEnter and EOnLeave EntityEvents
* Added: ECE\_INITAI flag to initialize AI when spawning with CreateObjectEx
* Added: OnFireModeChange call to script on change fire mode
* Added: "AddNoiseTarget" to add a target for AI independent of needing a source
* Added: "attractedSearchDistance" to infected config, to define how far an infected periodically runs in attempt to find a lost target while in Attracted state
* Added: Modding support to HandAnimated\_Guards → SlotToAnimType method (https://feedback.bistudio.com/T158982)
* Fixed: Rain thresholds being clamped to limits
* Fixed: Calling super in return could be returning null
* Changed: Class MapDefaults moved from dz/gear/navigation/cfgMaps.hpp into dz/data/cfgWorlds.hpp
* Changed: Overhaul of Triggers
* Changed: CreateObjectEx now supports ECE\_EQUIP flag
* Tweaked: Adjusted the description of SendNotificationToPlayerExtended and SendNotificationToPlayer to be less confusing (https://feedback.bistudio.com/T151774)
* Tweaked: In DayZInfectedType.c heavyAttAmmo path is now different from lightAttAmmo in order to allow modders to set different damage values to different attack sets

### v1.12.153862 (20 Apr 2021)

**Added:**

* Variety of small food items
* Pioneer rifle
* Fange Knife
* Kukri Knife
* Sickle
* Farming Hoe
* Broom
* New action to disarm land mines with the right tool
* Tritium sights to the ATOG backup sights
* You now have to peel potatoes to make them edible
* Greenhouses can now be used for agriculture
* Flags can now be cut into rags using a knife
* Vehicle batteries are now recharged while the engine is running and consumed by the headlights
* Vehicle attachments can now be locked in place using a screwdriver (interiors) and wrench (doors)
* Tooltips for attachment slots
* Empty attachment slots are highlighted on mouse-over
* Added over 100 new error codes to the connection issues and kicks

**Fixed:**

* Client crash related to inventory swapping
* Fixed a server error related to player-restraining
* Server error when attaching barbed wire to a base building fence
* Improved client performance when looking at a pile of items
* Items dropped inside a tree or bush would sometimes levitate (https://feedback.bistudio.com/T153659)
* Flash grenades would not explode if destroyed by force
* Belts would not show damaged textures when damaged
* Fixed an exploit to cancel the injured animation (https://feedback.bistudio.com/T157073 - private)
* The stealth kill could be executed with a ruined weapon
* Fixed an exploit for prolonged blocking (https://feedback.bistudio.com/T157074)
* Cooking pots could be buried even when placed inside a stone oven (https://feedback.bistudio.com/T156310 - private)
* When observed from a distance, shattered glass on an M3S appeared to be intact
* Removing items from the M3S inventory did not work properly
* It was not possible to repair the engine of the Sarka 120 (https://feedback.bistudio.com/T155477)
* Car headlights could be switched on even if the battery was depleted
* Car headlights would continue to shine, even if the battery was destroyed
* The M3S battery could be removed while the truck was running
* The Zucchini and Leather Sewing Kit are rendered better when rotated in the inventory
* Camera clipping issues in the city police station
* The Ghillie suit and rifle wrap could not be repaired with a Sewing Kit
* Knives in attachment slots couldn't be used to interact with other items (https://feedback.bistudio.com/T149467)
* Placing items in a tent would cause them to sink into the ground
* Placing items in specific buildings would cause them to be spawned halfway underground (https://feedback.bistudio.com/T157038)
* Certain loot spawns would cause items to appear in weird positions (levitating, under tables, etc.)
* Opened doors from greenhouses appeared to be closed from a distance
* Fixed a roof collision preventing the player from entering a building (https://feedback.bistudio.com/T156750)
* The village bus stop had some minor clipping with the bus schedule
* The road signs at the crossing between Bor, Komarovo, and Pavlovo would give false directions
* Fixed some exploits in buildings
* Players could still connect to a server which is in the one minute period of the shutdown, resulting in a generic kick message
* The list of servers was overlapping with the filters section on some resolutions in the in-game server browser
* Mouse cursor got stuck in the centre of the screen while joining a server with the BattlEye approval message
* Blurry info text in the login/logout window
* Player would not sit down if already performing other gesture and logging off
* AI behavior sounds weren't synced for players
* Names of stairs on the base building fence were switched
* Wrong "Next part" action widget on the base building fence
* Long item names were cut off in the left bottom corner of HUD
* Emotes were not greyed out properly in the emote menu when in prone
* Equip or swap of an item in a players inventory was not always working
* A collision part of the Large Tent was scaled badly
* It was possible to destroy a garden plot
* Items would disappear inside a garden plot when dropped on top of it (https://feedback.bistudio.com/T152830)
* Infected or animals could get stuck mid-air when hit by a vehicle
* The damage indicator on tent doors was not showing the correct damage state
* Wrong melee impact sounds of various tools
* Blood loss effect (desaturation) could not be seen after re-logging (https://feedback.bistudio.com/T151441)
* Dynamic events (such as crashed helicopter) could disappear close to the player
* The player could avoid the limping animation by performing an action while in prone (https://feedback.bistudio.com/T156558)
* Wrong initial speed multiplier for BK43 and Magnum

**Changed:**

* The warning for a full stomach will be displayed earlier before reaching the threshold for vomiting
* Rebalanced the nutrition values, inventory sizes, and how filling each edible item is
* Farming actions have been moved from plants to plant slots for easier targeting
* All plants now have different growth times (between 20-50 minutes)
* Adjusted nutrition values of horticulture vegetables according to their growth time
* Fertilizing now increases the yield of plants instead of their growth time
* Increased the chance for plant infestation
* Plants will spoil after a while when being fully grown
* Slicing a pumpkin now yields two pumpkin slices
* The worse the condition of a vegetable, the fewer seeds it will give when cut
* Unpacking seeds now spawns paper
* Rebalanced ammunition types
* The friction of bullets has been increased to make the difference between ammunition types more visible
	+ Increased the penetration of high caliber ammunition
* Heavy impact rounds slow down the player and apply more shock damage
* Efficient ballistic rounds keep the speed (and therefore bullet energy and resulting damage) longer and are thus more efficient at long distance
* .380 and 5.45x39 are the weakest in their category but are found more often in the world
* Special types:
	+ .22 is used by peculiar weapons (MKII that is integrally suppressed and Sporter that is an almost recoil-less precise semi-auto rifle)
	+ 12 gauge rubber slug deal extreme shock damage at close range
	+ 12 gauge buckshot slow down much more
* The typical speed of bullets have been adjusted to be equal to the initial speed (temporary and will be reintroduced later)
* Modern firearms require more maintenance when used
* Adjusted the audible range of firearm shots based on the caliber they use
* Increased the precision of pistols, sawed-off rifles, bolt action rifles, hunting, and sniper rifles
* 1PN51 scope has weapon iron sights allowed with some weapons
* Decreased the precision of assault rifles
* Re-adjusted air friction for bullets
* Initial speed of bullets is lower and typical speed is higher (based on min/max speed for the specific kind of bullet)
	+ Initial speed is modified by weapons and is balanced to make non automatic weapons deal more damage per bullet than automatic ones
	+ Damage is now correctly calculated as a proportion of impact speed over typical speed
* Heavy Impact rounds no longer deal increased shock damage, but retain this damage for longer distances
* Increased the damage of shotgun pellets
* Lowered leg health and armor against projectiles, increasing chances of a broken leg during a firefight
* Stab vest now offers less ballistic protection than the ballistic vest
* Increased durability of the all body armors
* Adjusted .357, 5.56, 9x19 and 12 gauge slug ammunition (air friction, initial speeds, penetration,...)
* Melee damage using impractical items is now weaker than fists
* Slightly increased fist damage
* Increased the damage of most tools to be more efficient than fists in combat
* Reduced blood loss from a bleeding source
* Slightly delayed the recovery from shock damage after receiving it
* Increased the chance of stunning an infected during melee combat
* Reduced the damage to gear dealt by the infected
* Infected now react less to the shots of the IJ-70 and the Sporter 22
* Players are no longer targeted by infected while unconscious
* Light melee attacks have a lower chance of staggering infected (blunt melee weapons with higher shock damage having a higher chance to stagger infected)
* Infected are now tougher in combat
* Melee attacks on infected are now more consistent in terms of the number of attacks required to take one down
* Improved efficiency of backstabbing against infected (executed with sharp weapons)
* Infected now react to players interacting with doors
* Infected react less to suppressed shots and more to louder shots
* Infected give up searching for players faster
* Reduced the efficiency of the scream of the infected
* AI is no longer taking damage from damage zones (fireplaces/barbed wire)
* Land mines can no longer be disarmed using the Bear Trap (killing the player in the process)
* Matchboxes can now be combined but not split
* When focusing on a specific part of a car/base building object etc., the name of that specific section will be displayed in the widget
* Reduced the audible range of the reload sounds by 50 percent
* When having your hands cuffed with barbed wire, struggling can now cause bleeding
* You can now choose to stop an ongoing connection attempt and connect to the currently selected server instead
* Lightning is now lighting up the environment for a bit longer
* Vehicle batteries with metal wires attached can no longer be placed in cargo
* Burning road flares can be destroyed by placing them in a fireplace
* You can only gain extra "rewards" from fishing when fishing in calm waters
* Adjusted Xmas lights on tents to be lighter on performance
* Tweaks to the display of the server browser for better readability
* Updated the credits

**Central econmy:**

* Added the 15-round SG5-K mag to the spawn (in the world and attached to the weapon)
* Increased the amount of food spawning at the spawn areas and in the center of the maps
* Reduced the amount of food spawning in high-tier areas
* Increased the spawn of .380 and 5.45x39 ammunition
* Increased the chance of weapons to spawn with magazines
* Police infected are now spawning near police cars
* Adjusted loot spawns in the greenhouses

**Server:**

* Added: ServerLog [Warning] message when the server could not disconnect players in time before shutting down
* Added: ServerLog [Warning] message when there is no Shutdown message present in messages.xml
* Added: ServerLog [Shutdown] message indicating how long until next shutdown
* Added: ServerLog [Shutdown] message indicating the timing when the server saves, locks, and kicks all players
* Added: RCON messages Lock and Unlock to perform these actions on the server
* Added: Sending RCON message Kick with "-1" will kick all players from the server
* Fixed: Kick by Shutdown message now properly states that the reason is Server Shutdown in the server log
* Fixed: Changing the logout time in globals.xml had no effect on the actual timer in-game (https://feedback.bistudio.com/T152456)
* Fixed: Prints clogging up logs upon store load of plant base (https://feedback.bistudio.com/T157686)
* Fixed: It was not possible to repair tents when server had disableContainerDamage enabled (https://feedback.bistudio.com/T156672)
* Fixed: Server-side #lock and #unlock commands
* Tweaked: Additional engine-side checks put in place for the values of weather

**Modding:**

* Added: CanObstruct() check on object for commonly used obstruction checks
* Added: IsScenery() check on object to see if an object is part of terrain
* Added: GetCenter() function on object to find the center position of the object
* Added: CanBeTargetedByAI to EntityAI which decides if the Entity can be targeted by the AI passed as parameter
* Added: The attack speed of infected (multiplier) can be adjusted in GameConstants.AI\_ATTACKSPEED
* Added: AI sensor multiplier can now be tweaked in PlayerConstants.AI\_\*
* Added: "CanBeIgnoredByDroppedItem" to object to decide if an object should be ignored when finding a place to drop an item
* Added: SetDirection to Shape
* Added: Way to specify a custom image set for the attachment or attachment category icons (https://feedback.bistudio.com/T148956)
* Changed: RaycastRVProxy now has an additional parameter to input an array for excluded objects
* Changed: Error messages when being kicked from the game or failing to connect to the server have been improved

### v1.11.153731 (01 Mar 2021)

**Fixed:**

* Weapons would not spawn with attachments
* The truck battery could not be charged using the battery charger
* The flag pole was refreshing bases more often than designed (every server restart) (https://feedback.bistudio.com/T156357)
* The universal flashlight could be attached to handguards without a rail
* The player could not switch to VSS iron sights when using PSO optics

### v1.11 (16 Feb 2021)

**Added:**

* Added the SVAL rifle
* Added the 20 round magazine for SVAL and VSS
* Added new textures for the static (abandoned) M3S truck
* Added abandoned truck parts for M3S
* Starting a vehicle engine now slightly depletes the battery
* Added flags of the winners of our base building contest
* Garden plots can now be removed with shovels and pickaxes

**Fixed:**

* Fixed an exploit to look/glitch through walls
* Plants could not become infested
* Fixed a server crash related to pulling corpses out of vehicles
* Fixed a game crash connected to item attachments
* The player can no longer execute certain actions when their legs are broken
* The player can no longer dance with a broken leg
* Preparing Mackerels or the Carp did not stain the player's hands with blood
* An applied splint would disappear if the player's inventory was full at the moment the healing was completed
* The Pumpkin Helmet was still shining when ruined
* Flares shot by the flare gun often disappeared inside objects
* The glow of the flare was immense when seen from up close (now scaled with the distance)
* Getting out of a car could result in the character appearing on the roof when an object was on the exit position
* Fixed a server error caused by repeated crouching during an ongoing action (https://feedback.bistudio.com/T154062)
* The inventory of improvised shelters could be accessed from the closed-off sides
* Infected could hit the player through shelters and tents
* Infected could enter closed-off containers (variants 2A and 2B)
* Infected would glitch into players during combat
* Dead bodies getting stuck in mid-air
* Bodies of infected would sometimes rotate while already dead
* The wrong particle effect was displayed when hitting infected with a Pipe, Wrench, or a Lug wrench
* Adjusted collisions and occluders of buildings against unwanted behavior (https://feedback.bistudio.com/T152082, https://feedback.bistudio.com/T154532)
* Removed collisions of low-hanging tree branches for better navigation
* Exploit allowing players to get infinite plant seeds
* The Frying Pans and Cooking Pots would disappear from fireplaces upon server restart (https://feedback.bistudio.com/T153689)
* The inventory of the M3S truck did not refresh after removing attached containers from it
* The dashboard on certain vehicles would disappear after certain actions
* Ruined hatchets showed the wrong texture
* The contents of the fireplace would not always be displayed correctly in the world
* The indoor fireplace could sometimes get wet during rain
* Land mines were not dealing damage when placed in the doorways of specific houses
* Barbed wire could block the damage of grenades (https://feedback.bistudio.com/T154631)
* Sounds were missing when skinning with some tools
* It was possible to build overlapping fences and watchtowers
* Swapping materials attached to base building objects could trigger a desynchronization
* Fixed a server error when checking the pulse of a disconnecting player
* The battery charger is not a heavy item anymore
* The battery charger could not recharge car and truck batteries
* Items could not be rotated and placed on the same space
* Placing a connected battery into the inventory would not disconnect it
* It was possible to use items placed in attachment slots for crafting operations
* Entering a vehicle with a Chemlight or Road Flare turned on would ruin them
* It was problematic to open/close the doors of certain vehicles when in third person view
* It is no longer possible to cut a raincoat into armbands when its inventory isn't empty
* Attempting to throw a handheld plugged device would unplug it, preventing it from being turned back on
* Slicing a rotten pumpkin produced edible pumpkin slices (https://feedback.bistudio.com/T155304)
* Preparing spoiled fish would produce edible fish
* Players were unable to remove some car parts from close range
* An engine belt was displayed in the ADA 4x4 (https://feedback.bistudio.com/T148071)
* It was possible to craft a long torch from a sharpened stick with food attached, causing the food to disappear
* Items split in the inventory of the truck would appear below it
* Items were appearing on the roof when swapped while inside specific buildings
* It was not possible to open cans that were upside down while in full inventory
* Character hand slot become broken after exiting a vehicle in the water
* Endless white cable appeared after placing a Spotlight
* It was possible to sometimes light a fireplace underwater
* Fishing in sea was frequently interrupted, making it difficult to find a place to fish
* The revolver was not dealing consistent damage
* It was problematic to place a Medium / Party Tents too close to the player
* Issues with fertilizing garden plot slots (https://feedback.bistudio.com/T156389)
* The magazine of a weapon on the players back was detached after relog
* The immunity system was not updated on the player (https://feedback.bistudio.com/T156489)
* The spotlight could be plugged into a battery that was inside of a vehicle
* It was possible to place two tents inside each other
* It was possible to stack up stone ovens
* It was possible to sometimes place objects inside furniture of buildings
* Epinephrine was not working correctly (https://feedback.bistudio.com/T156359)
* Improved the client performance when holding an item in hands
* Continued damage from a fireplace or barbed wire after moving away from it
* Packing a tent while having an item in the hands would not hide the item
* Resuscitation while having an item in hands caused it to appear in the middle of the action
* Blurred text on the logout dialog window
* Camera clipping issues in the big ATC building and airfield service hangar
* Infected walking through service hangar doors
* Several object placement issues on the Chernarus terrain

**Changed:**

* Updated the Tarp (Fabric) durability, textures, and inventory view
* More tools can be used to slice pumpkins
* Reduced initial velocity of the 5.56x45mm ammunition by 9% to match real values
* Barbed Wire and Fire now deal damage to infected and animals
* Deployed Barbed Wire can only be dismantled from inside on Fence and Watchtower
* The fireplace now warms a larger area, with the maximum heat reaching further
* Lowered the maximum heat of the fireplace
* Updated the credits
* The flare from the signal pistol now falls down slower

**Central Economy:**

* Changed: Reduced the amount of ammunition and magazines
* Tweaked: Deagle and Revolver now spawn in Towns only
* Tweaked: Repeater tiers adjusted from Tier 1,2,3 to 2,3,4 (Chernarus)
* Tweaked: Batteries won't spawn with a full charge anymore
* Fixed: Spawn points on Land\_Castle\_Stairs\_nolc
* Fixed: BearPelt was missing

**Server:**

* Added: timeStampFormat now supports two additional options "ShortTZ" and "FullTZ" which will append the time zone in UTC (RPT log only)
* Fixed: Server startup freeze when using too many mods (https://feedback.bistudio.com/T153090)

**Launcher:**

* Language fixes for the Russian localization (https://feedback.bistudio.com/T149394, https://feedback.bistudio.com/T149396, https://feedback.bistudio.com/T149393)

**Modding:**

* Added: IsBoxCollidingGeometry, an extended version of IsBoxColliding, with parameters to fill in what geometries to check against (primary and secondary)
* Added: Moved cargo conditions for Clothing into separate functions for modders to override (https://feedback.bistudio.com/T154093)
* Added: Road parts for the terrain making on the sample GitHub repository (https://github.com/BohemiaInteractive/DayZ-Misc)
* Fixed: FPS dropping down to 1 when using the backward compatible SetActions implementation
* Changed: the ActionDismantleGardenPlot has been added to the items that could build it
* Changed: Created new base recipe PrepareFish to limit the script duplication in prepare mackerel and carp Do methods
* Removed: Unused internal organ classes from the character config DamageSystem >> DamageZones

**Known Issues:**

* Entering a vehicle might cause a black screen

### v1.10.153598 (1 Dec 2020)

**Fixed:**

* A server crash related to actions
* Fixed a server performance weakness whenever a player connected
* Attachments of the Gas Stove were disappearing upon reconnect
* In specific cases, the character could not regain the ability to jump and sprint after healing a broken leg
* Wrong buttons appeared next to the character customization menu
* Issues with the unconsciousness state when falling on steep terrain﻿
* Damaged M3S truck wheels were indistinguishable from the pristine variant
* Occasional graphical glitch that appeared when interacting with the M3S truck side plates
* Glass in the windows of the M3S truck turned into pristine state after destroying
* The Fire Barrel could not be attached to the barrel slots to the M3S truck
* Empty gaps and ghost inventory slots when attaching a barrel or crate to the M3S truck
* It was not possible to stop the car engine in specific cases
* The engine damage point from water level on the M3S engine was too low, causing the vehicle to be damaged in more cases than it should be
* An occasional issue where the screen could get darker after respawning
* The player was able to deploy some items on sea water at certain places
* Temperature on food was fluctuating when cooked on direct cooking slots
* An exploit for fast cooking, using smoking slots
* Broken reflectors on the Sarka 120 did not change their texture properly
* The radiator of the Sarka 120 could not be seen unless you opened the trunk of the car
* Liquid could be poured or drained to/from closed barrels
* The actions for draining and pouring liquids could not be switched while in prone
* It was possible to build the territory flag pole with 3 long wooden sticks

**Changed:**

* Improved vehicle stability after the server restart
* Wetness of an item no longer affects its weight
* Improved the off-road performance of the ADA 4x4
* Lowered the transfer of damage from reflectors to the surrounding zones on the Sarka 120
* The player should not look at the car to be able to stop the engine

### v1.10 (18 Nov 2020)

**Added:**

* Added the M3S Truck (Covered variant) and associated vehicle parts
* Added abandoned M3S Truck wrecks to the maps, with parts spawning
* Added a respawn dialog, offering an option to spawn with a random or the main menu character (shows only when server has a disableRespawnDialog parameter set to 0)
* Added localization for Brazilian-Portuguese
* You can now break the players lower leg, damage is applied by falling or brute force (walking/fighting with a broken leg will result in shock damage)
* Added the Signal Pistol and its ammunition (in various colors)
* Added the crafted Splint
* Added crafted Tanned Leather using Garden Lime
* Added crafted Leather Backpack
* Added crafted Improvised Shelter
* Added Tarp (material)
* Added the ability to replace ruined parts of tents (entrance-/window-covers) with tarp
* Added the Pipe Wrench
* You can now repair a damaged car engine with the Pipe Wrench
* You can now repair parts of the vehicle chassis with an Epoxy Putty
* Clothing items now have an indicator for their insulation value
* Exposure to wind will make your character freeze more (forests can provide cover)
* Food decays over time
* Items dry up over-time when put on the ground or in a cargo space on the ground (proximity to a fireplace is no longer required, but the area of a fireplace dries items faster)
* Items cool down over-time in the player's inventory and on the ground
* Added a heat buffer to supply an overtime heat bonus to the thermal comfort of the player character (you receive a temporary heat bonus after spending time near a fireplace)
* Added a smoking slot to several types of fireplaces, used to dry meat
* Added additional coastline details between Storozh (prison island) and Ostrog, making the sea traversal easier and more interesting (Chernarus)
* Punching now deals damage to gloves and can cause bleeding to bare hands
* Added a visual effect to increasing shock damage (both reflecting getting hit, and current state)
* Added damage when jumping out of a running vehicle (also including a chance for broken legs and death)
* New visual heat haze effect for the fireplace, flare, road flare and torch lights

**Fixed:**

* Fixed an issue that prevented the player from combining stacks of items from their inventory with the second stack being in their vicinity
* Gas stove with Canister + Frying Pan/Pot attached could be stacked infinitely
* Item wetting/drying was not taking into account attachments and nested inventories
* Sawed-off weapons now have a short weapon length (when it comes to collision with walls etc)
* Fixed an issue preventing the player from detaching their magazine
* Loading ammo into a weapon using hold on quickbar always loaded only one bullet
* Fixed an issue restoring a rag to the pristine state after being used as a gag
* Dead bodies of players should now fall through walls less often
* It should now be more intuitive to locate the inventory of dead bodies
* It was possible to consume pills and other items when they were ruined
* It was not possible to place traps, barrels and crates on slopes
* It was possible to wash bloody hands even while wearing gloves
* It was possible to get sick by drinking/eating when the player had gloves and bloody hands
* Dried raw meat would still trigger diseases
* Locked doors were not saved correctly when opened by force, making them lock themselves again after a server restart
* Water particles were appearing when hitting a player that is on an object above the sea
* The player was able to fish through piers
* Climbing on an object while it is being deleted could teleport the player
* A Gunter 2 was spawning badly in the Svergino parking lot (Chernarus) (https://feedback.bistudio.com/T154702)
* It was not possible to attach/detach headlights on Sarka 120 and Gunter 2 from the vicinity
* Gunter 2 lights were not visibly glowing
* Grass was not flattened when driven over with a vehicle
* Fixed a bug causing a stuck item widget
* Text was overlapping or cut off in the tutorials screens in certain languages and resolutions
* Fixed a server crash connected to user actions
* The player could use materials gained from de-crafting ruined construction kits
* It was possible to build watchtowers on top of each other
* Swapping an item in the hands and the inventory during an action could with the right timing cause the head to disappear
* It was not possible to wash hands in the sea
* It was not possible to swap items in hands under certain circumstances when it should be possible
* It was not possible to swap to small items when having heavy items in hands
* It was possible to induce desync of the hand slot by interrupting specific actions
* Wearing the Great Helmet would not change the player's voice
* Swapping the last attachment of a fireplace would always give the max quantity of the item instead of the current
* The fireplace sound was still playing when coming back to it, after it had died out while the player was far away from it (should also work for flies stuck above a dead player's body)
* It was possible to over-stack Wooden Sticks using a fireplace
* Fixed an issue with firewood disappearing when put into the indoor oven or fireplace (https://feedback.bistudio.com/T154722)
* Fixed an issue where the player could use ruined attachments in base building objects to build parts
* Melee attacks to legs could sometimes deal damage to the head instead
* Fixed an issue that allowed players to duplicate rags using the quickbar
* Fixed an issue with stamina sometimes draining completely when holding breath while aiming down sight (https://feedback.bistudio.com/T152114)
* The inventory could not be opened while forcing vomiting through the gesture wheel (https://feedback.bistudio.com/T153430)
* Boiled steaks showed a wrong texture
* Added the missing engine to the ADA wrecks
* Fixed wrong decals on the legacy police Olga wreck
* Fixed various object placement fixes for both the Chernarus and Livonia terrains
* Fixed sound issues related to doors in several buildings
* Certain airfield objects were glowing at night
* Fixed window collisions in several buildings
* It is no longer possible to climb up the broken staircase on the industrial silo
* It was possible to open city store back doors at certain pieces of a furniture in the front part of the building

**Changed:**

* Adjusted the base temperature behavior to be more authentic (warm afternoons, cold mornings)
* Windchill, fog and altitude penalties are not applied to the local environment temperature, if a player is inside a building
* Being under a roof provides a lower local environment temperature bonus than being inside a building
* Increased the effect of altitude on the local environment temperature around the player
* Cloud cover increases the base environment temperature more
* Adjusted the default comfort temperature of the player character (now 26 degrees Celsius)
* Balanced the heat insulation values of clothing items
* Balanced the maximum wetness level of clothing items
* The damage state and wetness of clothing impacts their heat insulation
* Lowered the max wetness value on Plate Carrier, Press Vest and Tactical Vest
* Items inside other items will only get wet when the container is soaked or drenched
* Automated drying of clothing (not wringing out) is now less effective
* The character speed has a larger impact on the overall heat comfort
* The backpack is now taken into account for heat comfort, the armband was removed
* Lowered the energy penalty in the lower warning cold state
* Lowered the maximum energy buffer of the player
* The pick axe can be used to dig hidden stashes
* You can now open food cans with the Hand Saw
* You can now skin animals with axes, saws, the pick axe, the crowbar, and the screwdriver
* Removed skinning from the shovel, as it was causing a conflict with the bury action
* Reduced the usability of duct tape for certain items
* Clothing will no longer get badly damaged during the initial spawn
* Shoes will no longer get damaged during the initial spawn
* Tools damage due to crafting is now consistent across recipes
* Balanced tool damage across actions
* Reduced the damage done to tools by burying ashes and players bodies by 60%
* Increased the health of the Stone Knife, Steak Knife and Kitchen Knife
* Increased the durability of the whetstone
* Sharpening knives costs less durability than sharpening axes
* Reduced the melee damage against animals
* Adjusted item drops from animals
* Damage to individual vehicle zones will be displayed in the UI (when you look at them)
* Adjusted the occurrence of arrows for bleeding in the HUD (now more progressive instead of nothing and then 3 arrows)
* Adjusted lard consumption when cooking (1 full Lard can be used to prepare 8 pieces of baked meat)
* It is no longer possible to dry meat by cooking it on low temperatures (replaced by smoking slot in stoves)
* Increased the speed of cooking when using the direct cooking slots
* Boathouse doors are now twin doors instead of single
* Resized the Heat Pack to 1x2 in the inventory
* Animal meat will fill your stomach more
* Increased the nutrition value of farmed vegetables
* Increased the overall energy values of fruits, vegetables and mushrooms
* Any drinking/eating with bloody hands bares the risk of infecting the player with Salmonella
* The influenza disease is generally slower in increase and has a slower immune response to it
* Antibiotics are now weaker and have a slower tick (in sync with the disease)
* Cholera takes longer to build up and disappear, penalties scaled with disease progression and higher resistance against immunity
* The build up of the Salmonella disease is faster, will activate sooner, and penalties are scaled with the progression of the disease
* Charcoal tabs have now a slower tick and a delayed response in fighting Salmonella
* Applying saline adds hydration in addition to blood
* Vitamin pills can be combined, but not split
* Medication can be split and combined
* Higher player character immunity levels are easier to get (requirements on water and energy lowered and they now correspond to the UI badges too)
* The tent packing action is now continuous (no more instant packing of tents)
* Trees now drop long wooden sticks instead of small wooden sticks
* Engines of all cars are now more durable thanks to decreased transfer of damage to them
* Tweaked the main menu character customization menu to better explain what a customized character means

**Central Economy:**

* Lifetimes of items were lowered across the board (2 days have become 8 hours, 1 day has become 4 hours). This change may take up to 3 days to be in effect on the official servers
* Fixed an issue of the bear not spawning properly in all cases, when using the offline database
* Disabled the spawning of berries
* Pepper, Potato, Tomato and Zucchini can now appear also in dried or rotten state
* Infected on the coast of Chernarus have higher chances of dropping various items such as tools, clothes and food

**Server:**

* Added: CE global variables for toggle of wetting/drying/heating/cooling and food decay
* Added: Init flag in economy.xml now toggles randomizing door state every time the building loads in on server except for locked doors
* Added: disableRespawnDialog server config parameter, allowing to force always random respawn (1) or use custom character from the main menu (0)
* Fixed: Setting enableDebugMonitor on the server blocked inventory interactions on clients (https://feedback.bistudio.com/T148945, https://feedback.bistudio.com/T148939)
* Changed: The priority queuing list is now editable at runtime (requested in https://feedback.bistudio.com/T152005)
* Changed: Avoidance system buffer increased to reduce chances of seeing warning messages on server (https://feedback.bistudio.com/T149915)
* Tweaked: Avoidance system overloaded message now has more information

**Launcher:**

* Added: Brazilian Portuguese localization
* Fixed: The launcher was not showing the country of the language in the language selection

**Modding:**

* Added: OnPlacementComplete vector parameters (optional, defaults set to zero)
* Added: windModifier config parameter for surfaces (affects the windchill value in the environment exposure code)
* Added: Ability to define the min and max base environment temperature for each month per world
* Added: StaticConstructionMethods that can also be used by other mechanics outside regular construction (Construction uses them too)
* Added: Heat haze effect API for lights
* Added: Flare simulation classes
* Added: Script bindings to the Bone Transform API to DayZInfected
* Fixed: For a flickering effect of lights, set the max/min amplitude separately to avoid half time without light
* Fixed: Compilation error "Can't find variable 'DEFAULT' when using larger mod packs" (https://feedback.bistudio.com/T149789)
* Fixed: EnableBroadcast and EnableReceive on StaticTransmitter and ItemTransmitter implemented (https://feedback.bistudio.com/T151990)
* Changed: Moved GetCurrentItemHeatIsolation into MiscGameplayFunctions
* Changed: Removed additionAnimalMeleeMultiplier parameter from ammo configs
* Changed: The clothing class should now be modifiable (https://feedback.bistudio.com/T152125)
* Changed: Legacy improvised shelter classes commented out, assets still present
* Changed: Absorbency parameter in config is no longer used (replaced by varWetMax)
* Changed: Moved CanBeRepairedToPristine() method up, ItemBase -> Object
* Changed: Simplified the API for clothing that changes the characters voice. Enable it by overriding IsObstructingVoice() to true and set the desired effect by overriding GetVoiceEffect()
* Tweaked: The wind speed in environment tick is now handled relative instead of absolute
* Tweaked: Deagle named selections now cover also the pistol grip (for re-texturing purposes)
* Removed: Calling of SoakItem method from Pot class, now replaced by an overtime wetting

### v1.09 (08 Sep 2020)

**Added:**

* The Deagle pistol with its attachments
* The Magnum revolver
* The Flag Pole and Flags
* The NBC Respirator
* 7 new exterior and interior variants for rural houses
* New medium and small power lines in Chernarus
* Police ADA 4x4 wrecks for Livonia (replacing Chernarus police Olga)
* Information to items as to how many you can stack

**Fixed:**

* Various issues with object placement of both Chernarus and Livonia terrains
* Several exploits to glitch through collisions
* An issue with the characters sliding on steep slopes
* A bug that would spawn certain items slightly below the ground when swapped between the inventory and vicinity
* A bug that caused ropes and sticks to be left behind after destroying the watchtower or fence kit
* An issue that the player could hear themselves after using and leaving the PSA station behind
* A minor misalignment of the mouse cursor texture
* An issue that prevented full rounds from being displayed in 1st person view when ejected from the gun
* A bug that displayed the Plate Carrier Holster upside-down in the inventory view
* An issue that caused crafted items to float above the ground
* An issue that caused fish caught via fishing to float above the ground
* An issue that allowed the gas cooker to run even when stored inside the inventory
* A bug that placed the rope on the ground, if you removed it from a Watchtower Kit or Fence Kit into your hands
* An issue that prevented players from picking up certain items that were dropped on the Watchtower
* A bug that would cause floating ammunition to appear next to the player while reloading
* A bug that would cause dropped items to clip through the garden plot
* A bug that caused wooden planks cut from a pile to be created wherever the first cut plank was moved
* A bug blocking players from opening vehicles doors caused by nearby dead bodies
* Jumping out of a car can no longer be used to glitch into objects or jump through fences (player will get teleported back)
* An issue with items in nested containers disappearing or spawning on the ground as new
* The damage calculation of the shotgun when using pellet ammunition
* A bug that allowed to see through the Olga 24 without hood in 1st person view
* A bug allowing infected to climb over closed party tent doors
* An issue with picking up items through certain walls
* A bug making it possible to place tents in the water
* A bug making it possible to place tents into steep terrain
* A bug that prevented foliage smoothing settings to be applied on game restart
* An issue that caused bullets shot via the double-fire-mode (BK 43 and Blaze) to only be registered as one hit
* A bug that allowed usage of a ruined lock pick
* An issue preventing quantities of items spawned within cargo at random capacity
* An issue blocking certain infected types from appearing within cities and industrial zones
* An issue with executing emotes in limited spaces, causing the character to clip into objects
* An issue causing vehicles with running engines to injure players close to it, even if the vehicle did not move

**Changed:**

* Updated the textures for several buildings and various props
* You can now place up to 10 Wooden Sticks into a fireplace
* Armbands are not stackable anymore and their inventory size are decreased to 1x2
* The doors of vehicle wrecks now open wider
* Locked doors only display their locked state after the player tried to open them once
* Changed the attachment slot icon for Stones
* Stacks of same items can also be combined on the ground (to the maximum of inventory stack)
* Updated the model of Olga 24 police car for Chernarus
* Balanced the dispersion values for all pistols
* Balanced the weapon durability during firing
* Increased the durability of suppressors (including improvised)
* Duct tape can no longer be used to repair weapons and their attachments
* Digging a garden plot now damages the tool used
* Locking/unlocking doors now damages the Lockpick
* New characters spawn with a T-Shirt and crop hiking pants
* New characters have a chance to spawn with damaged gear
* Reduced the penalty on heat isolation and absorbency from worn and damaged clothing
* The watchtower kit can only be placed under a ceiling that fits at least the 1st floor of the watchtower
* Items dropped from hands during a players death will share the lifetime of the dead body (1 hour by default)
* Items de-equipped when skinning a dead player share the dead player body's lifetime (1 hour by default)
* The radial menu for emotes now shows whether an emote can be executed in the current position
* Adjusted the effective ranges of the Revolver and Deagle

**Central Economy:**

* More loot points to the car wrecks
* Lifetime values of all items have been greatly increased
* Rare helicrash loot is now opted out from count in cargo of player-owned storage items (tents, crates,..)
* The restart of server no longer spawns new loot (ignoring restock timers) and loot is only spawned after restock timers run out
* New InitialSpawn parameter into globals.xml, allowing the definition of the % of items spawned into the world (only when there is no existing storage present)

**Modding:**

* Added: Exposed AbstractWave::GetFrequency into scripts
* Added: DayZPlayerUtils::PlayerCanChangeStance function
* Added: Script define DAYZ\_X\_YY (DayZ version, X being the major, YY the minor version number)
* Added: New no land-contact versions for castle models (it is recommended not to use the regular versions because of collision issues)
* Added: IsPendingDeletion to easily check if a parent object is in the deletion process
* Added: OnJumpOutVehicleFinish event when a player lands after jumping out of a car
* Added: GetCEGlobal functions to get values defined in the globals.xml
* Added: OnCEUpdate event on EntityAI (gets called with active CE each time it saves the state of the object)
* Fixed: Entity::SetScale is now working in script
* Changed: Bullet SphereCast & RayCast can ignore BulletSkeletonComponent
* Changed: Passing the new ECE\_NOLIFETIME flag to CreateObjectEx will skip the setting of lifetime for the created object
* Changed: Renamed OnRadiusLifetime\* methods to RadiusLifetime\* methods
* Changed: Commented out the legacy solution for damaging weapons through script, now replaced with damageBarrel and barrelArmor config parameters
* Changed: m\_ConditionTarget of targeted actions from 'CCTNone' to something, that can check first distance condition (usually 'CCTCursor').
* Changed: Items created through script (CreateObject, CreateObjectEx) will get their lifetime assigned (when CE is running)
* Changed: Debug shapes are now visible when DayZDiag\_x64.exe is used

### v1.08 (29 Jul 2020)

**Added:**

* Sporter 22 and its attachments
* Lighter
* Frying Pan
* Direct cooking slots on the oven and indoor stove (allows to place both pots/pans or food directly)
* Cooking equipment, kindling and fire fuel can now be used to create a fireplace at the indoor stove or fireplace
* Items can now be attached directly to the fireplace
* Interactive indoor stove
* SKVSCh Biatlon Arena location to Chernarus
* Saint Roman ski resort location to Chernarus
* New car wrecks on Chernarus, spawning vehicle parts
* Character sounds for running out of breath
* Storage containers (barrels, crates, chests,..) can now be destroyed by explosions, gunfire and melee damage
* Tents, watchtowers and fences can be destroyed by explosions, gunfire and melee damage
* Tents, watchtowers and fences can be repaired using tools and materials
* Ruined containers and tents will drop their contents onto the ground
* Canopy Tent along with color variants
* Color variants for the Medium Tent
* Color variants of the Ballistic Helmet
* Server info in the In-Game menu (PC - can be switched off in the options menu)
* Ability to pull dead bodies out of vehicles

**Fixed:**

* A game crash related to base building
* Server errors related to throwing
* Several optimizations when it comes to building collisions
* Several map issues on Chernarus and Livonia
* An exploit to look through walls abusing the compass
* Loading internal magazines of weapons did not work across multiple stacks of ammunition
* No sound was played when skinning something with the machete
* Bottles and canteens are now spawning with random amounts of water in them
* Sounds weren't played when filling up a bottle or canteen at a well, lake or gas station
* Repositioning the cable reel could break the hand slot and cause desynchronization
* The flashbang could cause a permanent Tinnitus effect when hit by multiple flashbangs in short succession
* The windows of the large tent could not be interacted with when the camo net was attached
* Switching to a heavy item while in throwing stance could freeze the character
* The character was not forced to stand up when switching from a one-handed to a heavy item in hands, causing animation glitches
* Horticulture: Water/Plant/Fertilize actions would still be shown after they were already executed
* Reloading immediately after shooting with the Repeater would sometimes not work
* Starting to shoot during firearm melee could cause extremely rapid firing
* When waking up from unconsciousness in a car, the player could be teleported to an unspecified location
* Characters had misplaced items in hand and were stuck in sitting position after becoming unconscious while entering a vehicle
* It was possible to drive a car with a dead battery
* The player can now remove car attachments while another player is sitting in the vehicle
* It was possible to get out of vehicles too close to walls
* A limping character was unable to enter the shooting gallery in amusement parks
* Swapping light and heavy items while prone could glitch animations
* It was possible to light a fire with an empty matchbox
* Trying to chamber an already loaded weapon could break the weapon
* Rotation of human meat when attached on the long stick
* Switching your item in hands while placing would create false holograms
* Some environmental actions could be triggered regardless of height difference
* The fireplace could be ignited under water
* Igniting kindling would create the resulting fireplace right under the player
* It was possible to destroy the barrel fireplace by using bury ashes action
* Burying ashes was possible on concrete surfaces
* Fireplace effects (particles, sounds) were not cleaned up on clients when the fireplace leaves the network bubble
* Water boiling effects were stuck on the cooking pot, even when water boiled off
* Cooking equipment effects were present even when the fireplace went out
* Damage materials for barrels and fire barrels were not applied properly
* Watchtower top roof did not have collisions
* Items could not be placed on the upper watchtower levels
* The watchtower was not producing the right footstep sounds
* When a gate with barbed wire attached was opened, the damage would still be applied at its original position
* Ruined Barbed Wire could be mounted on a fence
* Traps are now also triggered by animals and infected
* Sun shaft effect was not present over the course of the day
* Character desynchronization when a player would log in close to a player who is taking an item into hands at that moment
* It was not possible to take an item from the hands of a dead player
* After committing suicide, the tools used was desynchronized and could not be interacted with
* Several synchronization issues related to the inventory, Quickbar and slot reservation
* Several character issues when going unconscious while swimming
* Issues with the ladder in the lighthouse
* The character could get stuck in the climbing animation when attempting to leave the ladder (https://feedback.bistudio.com/T135669, https://feedback.bistudio.com/T150616)
* The infected would not follow the player on the harbor pier
* Faulty hit registration when hitting multiple components within the same damage zone
* The player was able to open their inventory during the surrender gesture
* Dried zucchini was missing textures
* Several localization issues
* Heavy items could be stacked to float in the air
* Various issues with weapons becoming unusable after performing an action and interrupt the action at the same time
* Specialized bullets could in certain situations be transformed into standard rounds
* Tactical gloves were positioned at the players feet when held in hands
* Character and server names were not cut after a certain length, when displayed in the main menu ui
* Loot on the Olga wrecks' interior seats was inaccessible
* Damage on barrels was not visible from distance
* Attached materials could end up in the wrong watchtower slot
* Incorrect HUD info about your weapon being jammed after re-connect
* Restraining could be used to recharge items held in hands
* It was possible to stack some items over its limit within the players inventory
* Client performance could severely decrease when colliding with a stone oven during certain state of the fire
* A possible server crash
* The character could become too hot when entering certain buildings
* Weight was not properly updated when soaked with water
* Ruined ammo could be loaded into magazines
* Using the shovel to dig logs from the fence or watchtower base could sometimes result in the logs disappearing
* Interrupting the "Wash hands" action would complete the action immediately
* It was not possible to sprint under a certain level of stamina
* Pop sound when approaching a vehicle
* Trying to jump out of the Gunter 2 would result in the character getting stuck
* It was not possible to jump out of green ADA 4x4s back seats
* Blood bags with known blood type will keep the information when combined with an IV kit
* The one-handed suicide had an improper positioning of the used tool

**Changed:**

* Hold breath sway pattern behavior
* Hold breath stamina consumption is now non-linear
* Fireplace ignition action won't show up if the conditions to light a fire are not met (too wet or windy)
* Fireplaces under exterior roofs will ignore rain and wind factors
* The stone oven is immune to rain and wind effects
* Items in fireplace cargo will get damaged and eventually removed when fireplace burns
* The fireplace stone circle is no longer built automatically and also cannot be carried with stones attached
* Fireplace bark slots merged into one bark slot
* The fireplace with a stone circle has a lifetime of 2 days, the stone oven lasts 7 days (refreshed by interacting with it)
* Reduced fireplace tripod inventory size and visuals
* The barrel fireplace can be ignited anywhere except in water, but can douse when it is raining
* The fireplace barrel can now be carried after the fire went out (can be carried with ashes)
* Tent windows, walls and windows have their state persistent over server restarts
* barrels and fire barrels have their lid state persistent over server restarts
* Splitting 1 large stone produces 3 small stones
* Wringing out clothing now dries clothing faster (one level per circle)
* Bark requires less size in the inventory
* Wooden Crates can now be dismantled
* Ruined items can not receive attachments or items into their cargo
* Combination of items also calculate health of the final stack
* Improved vehicle stability in closed spaces during the spawn (server restart)
* Vehicle brake power is now increased over time instead of instantly
* It should now be easier to find action-widgets on base building objects
* Disabled the crafting of the spear for now
* The temperature tool-tip label no longer shows the accurate temperature in the inventory (rounding applied)
* The escape menu no longer opens automatically after death in multiplayer
* When a player is aware of their own blood type, it gets automatically added to blood bags the player fills with his own blood
* Performance optimization for the Watchtower
* The wooden logs of the fence/watchtower base can be dismantled regardless of the direction
* The destroy action has been disabled on all relevant tools because of balance reasons (but remains functional for modding)
* Barbed wire attachment slots for the Fence and Watchtower were moved to the material pile inside (rather than left outside)
* Updated the textures of several farm/industrial objects (better resolution and visuals)
* Rain drop sounds are now played on player-made tents
* The Land Mine now explodes when destroyed (regardless of the armed state)
* Ballistic properties of metal walls on the fence/watchtower to be much better at protecting against projectiles passing through
* Base building dismantle action now returns materials according to the damaged state of the deconstructed part
* Fireplace lights now fade by distance based on the type of a fireplace

**Tweaked:**

* The fireplace cannot be ignited in interior space with a ceiling height of below 5 meters
* Fireplace values for ignition, heating, cooling, fuel consumption
* Fireplace objects (except fire barrel) are now indestructible (to be tackled in a future update)
* The Stone Oven requires 16 large stones to be built, the stone circle 8
* When creating the Stone Oven, the opening now faces the player
* Crafting of the fireplace barrel takes longer and damages the knife more
* Reduced the inventory size of lard
* Reduced the inventory size of small stones
* It was possible to break down the ash tree like a regular bush
* Plum and Pear can now be attached to the long stick
* Increased crafting cost of the Wooden Crate
* Particles for boiling water are now raising slower and less vertical
* Cooking on the long stick is now disabled for the barrel fireplace (new direct cooking slots on top of the barrel are available instead)
* Particles of the indoor fireplace (primarily to address clipping with surroundings)
* Collisions on fence/watchtower lower walls, making the shooting/aiming behind them easier
* combination lock will drop when important parts of the gate are destroyed
* The player swings the carp now when attacking with it
* Improved texture compression for reduced file size
* Reduced noise of the MKII
* Collisions of the medium tent (to allow easier entrance and exiting)
* Some grenades will no longer get deleted immediately when they run out of gas
* The dismantle action now takes longer and damages tools more
* Removed the stone mining action from the Hammer
* Soda cans can no longer be used to wash hands
* Shortened the lifetime of weapon smoke particle emitters

**Removed:**

* Attachments slot for books in the fireplace inventory
* Fake inventory attachment slot for the spare wheel in the Olga 24
* Stacking of small and large stones outside of the fireplace

**Chernarus:**

* Added: Abandoned car parts into the setup (only available on car wrecks)
* Added: New usage flag "Lunapark" (for item spawns within amusement parks)
* Changed: Pristine car parts now have zero nominal (only available on spawned cars)
* Changed: The Hesco box now has zero nominal and very short lifetime
* Tweaked: Reduced the chance to get food from the infected
* Tweaked: Reduced the lifetime of the underground stash to 14 days
* Tweaked: Increased the number of spotlights
* Tweaked: Increased the lifetime of bear traps and landmines to 7 days
* Tweaked: Increased the lifetime of the CR-527
* Tweaked: Grenades now have a restock value (slowing down the overall spawn)
* Tweaked: Metal plates spawn in randomized quantity now
* Tweaked: Tents now have a container category and restock value (slowing down the overall spawn)
* Tweaked: Medical items now spawn with random quantity
* Tweaked: Reduced number of cooking pots and removed restock value (faster respawning)
* Tweaked: Reduced number of matchboxes
* Tweaked: Matchboxes now spawn with random quantity
* Tweaked: Increased number of barbed wires
* Tweaked: Increased minimal quantity on .357 ammo piles
* Tweaked: 9x19 ammo piles are now exclusive to town and village
* Tweaked: Reduced number of .22, .380, 762x39, 762x54 and 9x19 ammo piles in world
* Tweaked: Mosin compensator is now available in hunting areas only
* Tweaked: Reduced chance for the Field Backpack to appear on infected
* Removed: Rag from medic tools cargo preset
* Fixed: Wrong category for the Field Mushroom
* Fixed: Wrong category for pelts

**Livonia:**

* Changed: The Hesco box now has zero nominal and very short lifetime
* Tweaked: Reduced lifetime of the underground stash to 14 days
* Tweaked: The CR-527 is now also in farm and village areas
* Tweaked: The 5rd CR-527 Mag can also appear now in farm and village areas within tier 2 and 3
* Tweaked: Grenades now have a restock value (slowing down the overall spawn)
* Tweaked: 9x19 ammo piles are now village only
* Tweaked: Increased the minimum quantity of the 762x39 ammo pile
* Tweaked: 12ga 00 Buckshots and 12ga Rifled Slugs are now hunting only
* Tweaked: Reduced the chance to get food from the infected
* Tweaked: Reduced the number of matchboxes
* Tweaked: Metal plates spawn in randomized quantity now
* Tweaked: Matchboxes now spawn with random quantity
* Tweaked: Increased the number of barbed wires
* Tweaked: Increased the lifetime of bear traps and landmines to 7 days
* Tweaked: Tents now have container category and restock value (slowing down the overall spawn)
* Tweaked: Medical items now spawn with random quantity
* Tweaked: Reduced number of cooking pots and removed restock value (faster respawning)
* Tweaked: Increased number of spotlights
* Removed: Restock value from the Field Mushroom
* Removed: Rag from medic tools cargo preset
* Fixed: Missing tag on the 12ga 00 Buckshots Box
* Fixed: Wrong category for pelts

**Server:**

* Added: Server config parameters disableBaseDamage and disableContainerDamage, setting them to 1 will disable damage and destruction on relevant objects (see our server config documentation)
* Added: Parameters necessary for the idle mode (CE will be paused when there is no player on the server)
* Changed: Personal night light is by default deactivated

**Modding:**

* Added: Ability to set aimChange for non-player entities
* Added: 3rd person camera solver - ability to set ignore entity to camera result
* Added: Possibility to add a scripted command for animals and infected
* Added: Ability to register animation settings for items by modders (https://feedback.bistudio.com/T150316)
* Added: Central Economy mission files modding (details at https://community.bistudio.com/wiki/DayZ:Central\_Economy\_mission\_files\_modding)
* Added: Scriptable JSON Api + object for JSON struct packing/expanding
* Added: Exposed pathgraph functions (FindPath, RaycastNavMesh) and constant into scripts
* Added: New method for creating objects CreateObjectEx (check script comments for details). We recommend to use this instead of the old CreateObject
* Added: avoidGrassUpdate property for p3d geometry lod to disable grass cutting
* Fixed: Spawning projectiles fired by non-player entities (https://feedback.bistudio.com/T149517)
* Changed: Vehicle camera is now telling to collision solver which entity should be ignored
* Changed: Curl core refactored to RestApi due to future compatibility
* Changed: Tents can now be re-textured using hidden selections
* Changed: JsonApi extended by more types + array + onstack functionality
* Changed: ScriptSampleNavmeshPosition can use PathGraph filter now
* Tweaked: Lifetime values of the fireplace stone circle and stone oven are now in the fireplacebase class
* Tweaked: Sun shaft appearance is now tied to the through parameter in weather config classes
* Tweaked: The value of the through parameter for each weather classes in the config (sun shaft effect appearance)
* Tweaked: Changed model center and rotation of various food and drink items
* Tweaked: GetSteamPosition() moved into MiscGameplayFunctions
* Removed: Obsolete LightItemOnFire recipe
* Removed: Obsolete ActionIgniteFireplace and CAContinuousTimeIgnite classes
* Removed: Obsolete class CAContinuousTimeBuryAshes
* Removed: Cleanup of the graphics.pbo from un-used data
* Removed: Main menu NewsFeed layouts, textures and image sets
* Removed: Obsolete script files / car classes

**Known Issues:**

* After updating your servers to the new version, it is highly recommend to restart the server once more to verify that changes to the base building system get updated properly
* As part of a fix, the stairs on platforms connected to base fences will have switched sides
* Mini-freezes may occur

### v1.07 (11 Feb 2020)

**Added:**

* Repeater Carbine
* .357 Rounds
* 12ga Rubber Slugs
* Amusement park locations throughout Chernarus

**Fixed:**

* A client error caused by re-encountering the weapon you dropped during a previous death
* The map always used to open at the top left corner (now remembers the last opened position)
* The action "Jump out" was disabled from the back seats of the ADA 4x4
* Action circle was missing while dismantling the oven
* The player can no longer attach both the suppressor and compensator to the SG5-K
* Issue caused by starting an action with a desynchronized item in hands
* An animation glitch related to throwing
* Several types of inventory interactions related to item reservation
* Water bonus from wells was added too early in the action
* Infected would not cause bleeding wounds as intended
* Issues with doors in the aircraft hangar, hospital, school, harbour crane
* Issues with the sounds of doors in the fire station and big ATC buildings
* Issues with a ladder on the construction site
* Wooden plank stacks could spawn on top of each other
* The big doorway of the sawmill had bullet collision even when opened
* Object placement on Enoch and ChernarusPlus
* Yellow heat comfort was giving a penalty on health regeneration
* Position of the combination lock widget, LODs, and textures
* The player could collide with individual ivy parts
* The Denim Skirt showed the wrong colour in 1st person view
* Infected could not navigate into the large grey sheds
* The Construction Lights behaved incorrectly when thrown
* It was not possible to empty liquid containers inside buildings
* Blue Athletic Sunglasses had a green texture (https://feedback.bistudio.com/T148324)
* The Thermometer would always display 0 degrees (https://feedback.bistudio.com/T146710)
* Night vision was darkened when someone entered the players' network bubble (https://feedback.bistudio.com/T147106)
* Base building actions could be mixed up resulting in building the wrong part
* Large numbers (quantity) were not fully visible in the hand slot
* Barrel with holes was still able to store liquids (https://feedback.bistudio.com/T148495)
* Item description of the beige Working Boots

**Changed:**

* Global lighting changes (ground-lighting addition, brightness of the day and night, shadow contrast during clear weather, rain visual tweaks, darker clouds during overcast)
* Improved inventory attachment icons (missing icons added, tweaked and unused removed to free space)
* Clean-up of the car damage zones
* Lowered the amount of leaked coolant when the car radiator is destroyed
* The "Open" option for the fence gate can be accessed easier
* Removed the collision from the Barbed Wire
* Barbed Wire now causes bleeding sources instead of shock damage
* The fence and watchtower kits can now be dismantled
* Heavy items (with collision) are dropped using physics
* Rework of the combination lock destruction (requires more time but in shorter cycles)
* Sawing a pile of wooden planks is now a truly continuous action
* Decreased range of the night light, and changed its color, position, and brightness for a better immersion
* The fence gate opens and closes slower
* Inventory view of the Assault Helmet Visor
* You receive one additional plank when cutting down a wooden log
* You receive one more wooden log when cutting down most trees
* Clearer placement of the base building materials
* Sorted attachments icons of firearms
* The base building build action won't show up at all when it cannot be successfully executed (previously allowed to execute without result)
* Adjusted the logic behind obstacle checks when building base parts
* The map is now full screen
* Removed the collision from tourist trail poles
* Update of the game credits

**Server:**

* Ability to choose between bright and dark nights through a server config parameter lightingConfig (0 for bright, 1 for dark)
* LimitFPS is now logged and default crop value raised from [1, 50] to [1, 200], by default it's unlimited

**Modding:**

* Curl context can store the results into files + API
* Livonia ruined houses variants without overgrown ivy
* Named selection for the bear (Body\_Injury)
* Named selections for all ivy parts (leaves)
* GetGame().GetWorld().LoadNewLightingCfg("filepath") can reload the global lighting config during runtime
* SetSoundMaxVolume() to change the max-volume level
* Functions InventoryItem::EnableCollisionsWithCharacter & InventoryItem::HasCollisionsWithCharacter
* Exposed rigid body functions to script
* Missing dGeomCreateCylinder implementation
* Script method Object::SetDynamicPhysicsLifeTime
* InventorySlot changed to inventorySlot[] (string to array of string) to allow slot extensions
* Livonia terrain files \*\_ce, \*\_data and \*\_navmesh changed from \*.ebo format to \*.pbo
* Commented out transferToZonesThreshold method
* Renamed OnEventFromRemoteWeapon event into OnEventForRemoteWeapon
* Obsolete pond/well drink actions

**Known Issues:**

* Picking up an item on the upper floor of a watchtower can crash the game

### v1.06.152885 (14 Jan 2020)

**Fixed:**

* A client crash
* Character stats would not properly synchronise and update in the main menu

**Server:**

* Servers could get stuck in a loop trying to disconnect players

### v1.06.152859 (19 Dec 2019)

**Fixed:**

* Potential crashes related to object placement and manipulation

### v1.06.152859 (12 Dec 2019)

**Fixed:**

* Swapping within cargo
* The right side far resolution LODs of the Gunter 2 were only changing their color when damaged
* Items would not attach to the correct attachment slot during base building
* Base building/cars dragging attachments
* Movement inputs would be obstructed while using radial menus
* The boletus mushroom would spawn with a wrong rotation
* When the weapon in hand was hidden during certain actions, loaded cartridges would float in the air
* A server error when picking up items
* Two exploits that could break the character animations
* Head of the character was not healing from damage
* Base building items would be assigned to the wrong slot

**Tweaked:**

* Fireplace fuel consumption lowered (doubled the burning time)
* Increased the damage dealt by 9x39 projectile
* Increased the damage from projectiles to the infected head (damage zone)

**Server:**

* Updated the offline database

### v1.06 (25 Nov 2019)

**Added:**

* Vaiga Shotgun
* Blaze rifle
* BK-43 with sawed-off version
* Kolt 1911 with its magazine
* Magazine variants for existing weapons (drum mags, high capacity mags, etc.)
* Bears
* Fishing
* Item attachments can now be damaged
* Ability to harvest sticks from bushes with bare hands
* Ability to break long-sticks into small sticks with bare hands
* Cars have now a chance to spawn with a certain amount of fuel
* Distinguished color when swapping in the inventory where the target item will have a different location than the source item
* Throwing in crouched and prone stance
* Items are spawning in greenhouses
* Ejecting rounds from firearms
* GUI visualization of reserved attachments

**Fixed:**

* Climbing over an object would break the holding animation
* Footstep sounds were missing
* Missing textures on the Tactical goggles
* Picking an item with a battery attached would cause the battery to be detached
* Damaged and destroyed textures of Night Vision Goggles
* Toolbar of the console gestures menu was showing on PC - https://feedback.bistudio.com/T144907
* Swap indicator in the inventory wasn't always correct
* The players were unable to place land mines or bear traps on streets and side-walks
* It was possible to drive a car when it was submerged underwater
* An issue that could lead to a blocked hand-slot
* Dropping a magazine or ammo during the reload action while moving would drop the item at the starting point of the action
* Attaching items would be forced to follow a hierarchy (e.g., when assigning a battery to one of multiple attachments)
* Object placement fixes to the Chernarusplus terrain
* God rays were not visible with lower overcast values
* Lightning density wasn't properly synchronized in multiplayer
* Several incorrect collision geometries that could be abused
* White outlines on the tourist signs when in the shadow
* The prison castle object was disappearing in the distance
* Missing shadow on Roadblock\_Bags\_Curve
* UV mapping of the opened map item
* House\_1W04 disappearing in the distance
* VSD had its muzzle flashes going through an attached suppressor
* Some commonly abused glitches on buildings
* Clipping issues with notification system - https://feedback.bistudio.com/T144939
* Players weren't able to open the chat
* An issue with entering/leaving vehicles
* An exploit that allowed to peek through walls
* Character's feet weren't visible during the character creation
* Punching walls with bare hands was emitting particle effects (dust, sparks, etc.)
* Display of several of items in the inventory
* Spawning orientation of several items
* Added a missing spark plug proxy for the Sarka 120
* Animals were fleeing towards the player in some instances
* When swapping certain items in the inventory, they could overlap
* Zeroing didn't properly adjust the ballistics
* The gesture menu would open in sub-sections, depending on the previous selection
* Melee range against objects was too high
* The player could see his old corpse while the respawn was in progress
* Item spawn points on several buildings (deer stands, buildings under construction, etc.)
* Weapon trembling during reload (mostly visible on weapons such as the Mosin or SK)
* The sprint melee attack could be executed with a firearm
* Various GUI bugs connected with attachments
* Wrong sound while crafting rags with a hatchet
* Removing a burlap sack from a players head would restore its condition to pristine - https://feedback.bistudio.com/T124004
* Certain weapons were missing their sound events in prone
* Wrong sound was played when putting a knife into a sheath - https://feedback.bistudio.com/T143745, https://feedback.bistudio.com/T143624
* Several minor building issues (textures not being displayed, text changes, ladders blocked, etc.)
* Text overlapped in the tutorial screens in certain languages
* The player could not open seed packs
* Tents did not protect players from rain
* Wellies could not be repaired
* Cholera agents in a container could be removed by using disinfectant
* Characters with beards were forced to shave before being able to dig for worms with knifes
* The speed of the wind was applied to the drying process even when being in an interior space
* An exploit allowing players to see through walls
* Shoulder attachments could block the view through the PSO-1 scope in prone
* The player could get stuck when drinking too far from a river
* The Tactical Helmet could get wet
* A server crash connected to flying vehicles
* Players could get launched off buildings just after leaving a ladder
* Animals would slide during certain animations
* An exploit abusing a building occlude
* Clipping camera when using the BK-133 shotgun in iron sights
* A server error related to the swapping of item attachments
* NBC clothing was not repairable
* The Prison castle object was disappearing in the distance

**Tweaked:**

* Balanced item health - This will affect your active items, so they might change their condition to the better or worse
* Lowered the chance to find food on infected
* Updated the loot group positions
* Damage to items within cargo items is no longer guaranteed
* Slightly increased the melee damage of the infected
* The bandage dressing can be used four times (instead of two)
* Lowered blood regeneration rate
* The fireplace in the Krasnostav airfield building is now usable
* The village of Guglovo now has a Public Announcement System
* The roadway faces of the trail objects have been made wider to cut more grass around trails
* Global lighting configuration (darker overcast, less blue in the sky during high sun angles and clear skies)
* Ovens made from a fireplace now last 7 days (instead of 2 hrs)
* Teddy bears are no longer spawning with items in their cargo
* The CR-61 Scorpion now spawns with a pistol suppressor instead of a normalized suppressor
* There now is less rain during "medium overcast" on Chernarus
* The NBC suit is now completely water-proof
* Inventory view of the plate carrier pouches
* Health penalty from low heat comfort only active when severely freezing
* Increased energy consumption while being in low heat comfort
* Decreased rate in which items could dry
* Worn clothes should dry up faster near a fireplace
* Slightly increased the night-time temperature on Chernarus
* The bleeding tick rate is now applied every three seconds (overall loss is still the same)
* The default colour of the ADA 4x4 is now green instead of blue
* The Chernarus weather is more rainy, with occasional lightning
* The behaviour of swapping in the inventory
* Revamped tree and bush harvesting (varying resource yield depending on the bush or tree type, resource stacking tweaked)
* Improved shipping container textures
* Closed shipping containers now have visible locks and the doors open in twin mode
* The duration of the bandaging action is affected by the type of item used (bandage dressing being the fastest)
* The amount of blood loss from a bleeding source is affected by the total amount of blood left
* Increased the capacity of the water bottle from 50 to 100
* Reduced the inventory size of the canteen by 50% (now 2x2)
* Melee weapons are gradually getting damaged when executing attacks
* Ruined melee weapons will be dropped when trying to attack with them
* The amount of meat harvested from the animals is affected by the damage done to the animal damage zones
* Players are spawning with more initial hydration
* Water consumption was decreased, and energy consumption increased while moving
* Lowered the chance of paper spawning in other items
* Spawn points of the Sarka 120, Gunter 2 and Olga 42 on Chernarus
* Glasses spawning on infected
* Obsolete vehicle parts
* Magazine attachment icon for weapons that aren't fed from a detachable magazine
* Unnecessary consume action for purification tablets
* Hardly reachable item-spawn points on car wrecks

**Modding:**

* IsDigable and isFertile parameters for config class CfgSurfaces (See the documentation for more information)
* ScriptAPI: array.resize, array.sort
* Ability to control the base height for the height-based fog using volFogOffset parameter into CfgWorlds (value is in meters)
* Ability to utilize the OnBeforeChange functionality for the weather events, on custom terrains (see the constructor of the MissionBase class for more info)
* SwayModifier to weapon
* Support for cURL headers
* Sending ChatMessageEvent when a chat message is received on the server - https://feedback.bistudio.com/T143957
* Round models linked in config for weapons (spawn rounds when ejected from weapon, used for proxy bullets)
* Default buttons looked incorrect in specific resolutions - https://feedback.bistudio.com/T144856
* Refactoring of unused singleton
* M\_WeaponSwayModifier in DayZPlayerCameraIronsights.c to make sway difference between cameras less significant (easier to fine-tune)
* The environment temperature definition has been moved from configs (cfgworlds weather class) into the appropriate script worldData classes (see 4\_World\Classes\Worlds)

**Known Issues:**

* The team is currently investigating issues with the inventory that might result in trouble picking up items or sorting them in the inventory

### v1.05.152633 (17 Oct 2019)

**Changed:**

* The script methods handling the weapon zeroing can now be applied to any weapon muzzle, used for multi-barrel weapons

**Fixed:**

* A bug with the inventory that could lead to client and server crash

### v1.05.152553 (02 Oct 2019)

**Fixed:**

* Crafting ghillie attachments left tiny amounts of Burlap Strips
* Swapping heavy items while being crouched would lead to an unwanted state of the animations

**Tweaked:**

* Decreased bleeding rate from wounds
* News feed panel from the main menu

**Modding:**

* The memory allocation of the script modules has been increased to help the game supporting more mods
* An issue when too many script classes were loaded from a single script module. The system has been reworked to support up to 65k classes (was 4k) ﻿

### v1.05.152451 (16 Sep 2019)

**Added:**

* Survivor GameZ information to the main menu
* Icon to identify modded servers in the server browser

**Fixed:**

* Position of the mod panel in the main menu
* LAN servers were not displayed in the server browser
* The inventory of a pot could get stuck in hands
* Dropping items through ctrl+click could crash the game
* Tents could be damaged by projectiles or explosions
* Broken holding animation when switching two-handed rifles with rags (https://feedback.bistudio.com/T144007)

**Server:**

* A client and server error when jumping while reloading a magazine
* A server error when shooting at the Sarka 120

**Modding:**

* Items can be attached to moving entities

### v1.05 (28 Aug 2019)

**Added:**

* New pistol Mlock-91
* New pistol MKII with its integral silencer
* New rifle KAS-74U
* New vehicle Sarka 120
* Vaulting and Climbing enable players to pass obstacles up to 2,30 meters high (exception for base fences, gates, and watchtowers)
* Polish and Japanese languages
* .22 LR Rounds
* Food Poisoning
* Tutorial screens in the main menu
* VoN whisper/talk/shout voice levels
* Infected are attracted by talking players
* Quick reload weapon option for PC (hold R for reload)
* Ability to animate P3D attachments on creatures
* Possibility to set hidden selections for wearable models (e.g., bandana or belts)
* The name of the missing PBO file (compared against the server files) is now displayed in the error message
* Collision response of thrown items with character controller
* Smoothed the movement of thrown items from the thrower's point of view.
* Warning when playing a modded game.
* Foley sound for the base radio
* Window destruction sounds for vehicles
* Suicide functionality for bayonets
* Bleeding effect on melee suicides
* Infected wearing a headtorch now have it switched on
* Torch can be soaked up with gasoline, but only if it's not ignited yet
* Camera shakes when getting hit
* Dead bodies decay over time
* The Stamina bar now blinks when the player doesn't have enough stamina to perform an action
* Cholera has a chance to appear in water bottles and canteens when initially spawned
* Localized texts for Tutorials

**Fixed:**

* Several animation clipping issues
* Creation of dynamic physics for objects which contains proxy objects
* "Collision refresh" when a "dynamic body" is removed after item throw
* Animation applied on items in inventory view
* Attachments LOD
* The countdown was missing during the respawn.
* The VoN was staying active even when the game is minimized.
* Putting an item from your hands into inventory when inside a car could make it invisible when putting it back into hands.
* Player couldn't use the VoN while using the inventory.
* Movement on a ladder when the parent entity is moving (e.g., if the ladder is part of a moving vehicle)
* Door collision after rotation change
* Black screen occurring when using hardware Anti-Aliasing
* Backtracking correction of velocities
* Thrown items could fall through the ground
* Character's physics speed
* Grenades couldn't be thrown through windows
* IV Saline Bag and IV Blood Bag didn't have any effect
* The consequences of giving blood of an incompatible blood type were applied to the applying person instead to target
* Rapid switching of items in hands could display incorrect items in hands to other players
* Spamming emotes could display, to other players, an incorrect item in hands
* Bayonets couldn't be used to cut off bark or cut down bushes
* A weapon used to commit suicide could become inaccessible for other players
* Items in the quick bar could cause issues while restrained
* The player could not move after spraying disinfectant spray on another player
* Switching a weapon in hand with a helmet via quick bar had the character stuck in an animation
* Dry bags were displayed with hard edges
* When reloading, magazines could fly next to the player
* The duct tape quantity wasn't displayed in the quick bar
* An untranslated string for the Blood Test Kit
* Items could be looted through walls using the inventory vicinity.
* Smoke particles on the bottle suppressor and USG-45
* Hesco boxes would get damaged during deployment and folding
* Dropping a wooden stick was player a wrong sound.
* Items in hands could disappear if the player was saved in the vehicle
* Magazines could not be detached via quick bar
* Misplaced/unnecessary collision above a ladder at the cement factory
* An issue preventing players from picking up items dropped from a player that had died while swapping items
* A client error when adding items to the inventory without having sufficient space
* It was possible to plug a Power Generator into a Cable Reel as an unintended reverse connection
* Grenades were dealing much less damage to players browsing their inventory
* Attachments weren't damaged by explosions
* The animations were incorrectly applied to the items in the inventory
* The player weapon could disappear from its hands when climbing a ladder
* Swapping items with the quick-bar could reset their rotation
* Various localization errors
* Quantity indicator for the magazine items
* The state of doors could get de-synchronized upon server restart
* The item in hands was disappearing when the character was in a vehicle and saved in the database
* Water hit effect on piers and other places along the seashore
* VSS sounds were very loud to other players when heard from a great distance
* Flashbang grenades weren't flashing the players' screens at night
* Grenades did not affect players from within a fireplace
* An animation glitch causing the player character to collapse into a ball
* A burlap sack on the head would not hide other head-wear
* It was not possible to manipulate with a restrained players inventory
* Items looted from incapacitated players got returned to their former inventory on quick bar use
* A client error when placing a spotlight on a scaffolding
* Barrel bottom clipped through the ground it was standing on
* It was possible to wear the great helmet with other headgear
* It was challenging to open and close vehicle doors in 3rd person
* Cancelling the resuscitation action could create invisible weapons
* A client error when switching two-handed ranged weapons
* Motor starting sound of the Gunter 2 would not play
* An exploit to stack containers into each other indefinitely
* The logout menu did not hide when cancelled
* De-synchronized rotation of flashlights after dropping them
* Corrected the direction of the fuel station explosion and the following smoke
* Rear lights on vehicles did not switch off when the engine was switched off
* Gas lamps and gas stoves were making undesired sounds when they were put inside a cargo
* Missing unpinning sounds for grenades
* Car headlights not changing their material when being switched off
* Car headlight lights did not change when the head-bulbs were destroyed
* Multiple head clipping issues
* Grenades did not explode after shooting them
* Belts with attachments could be put into cargo
* Activating the Steam Overlay with Ctrl+Tab could cause a stuck Ctrl key
* Issue when a player was killed while switching between seats in a vehicle
* Redundant animation was played while entering cars
* Stamina handling while sprinting
* Amount of bullets in a magazine is still shown after swapping it with the Handheld Transceiver (https://feedback.bistudio.com/T143768)
* 3rd person camera collision during leaning
* Unable to turn on the Field Transceiver after throwing/dropping it.
* When (un-)chambering certain rifles, the ammunition would disappear (https://feedback.bistudio.com/T143800)
* A server crash related to electrical systems
* Item got stuck in the hand slot if changed with a smaller item
* Random amount of water in canteens
* Body parts were not rendered from a certain distance
* Infected are now chasing only non-dynamic targets
* Stuck hand-slot with tents
* Cholera only triggered vomiting once per session
* A client crash when adding a pot with boiling water to your inventory
* Weapons dropped from killed players hands would become ruined
* Infinite bleeding from corpses
* Player was mumbling after respawning, if gagged before dying
* It was not possible to equip bandanas as clothing
* Exploit for continuous night vision
* A server crash caused by repeated throwing
* An animation issue when carrying the sea chest or metal plate while crouched
* Audio of distant gunshots could be delayed or merged

**Tweaked:**

* Despawn time for dead bodies and animals increased
* Updated credits to reflect the recent changes
* The saline bag is faster to apply and now increases the blood replenishment (visualized through the medication (pill) indicator).
* Giving the wrong type of blood can now cause the character to go unconscious and trigger a hemolytic transfusion reaction
* The hemolytic transfusion reaction is faster and more severe
* The item rotation is now considered when looking for an inventory position
* Sights misalignment configured for weapons and their attachments
* Ambient loot can now also spawn in "rotten" and "dried" states
* Randomizing fruit and mushroom spawning
* All restraining items now receive a certain amount of damage when removed from hands, even without a tool
* Car crashes now decrease the player's health
* Bullet damage is reduced with longer bullet travel time
* Lowered regeneration rate of the character health
* Adjusted the injured stance thresholds to allow more mobility at lower character health values
* Increased the amount of blood loss from bleeding sources
* Quantity in UI is now hidden for the Saline Bag, IV Saline Bag, Epinephrine and Morphine (single-use items)
* Reduced damage and shock value received from infected
* Slightly increased chance for a bleeding source from an infected attack
* Fist-attacks now cause less health damage and shock.
* Drinking from wells and ponds should no longer get the player replenished so fast
* Global lighting config tweaks (overall brightness during day, less prominent shadows during clear days, less blue in shadows)
* Interiors for certain bunkers and the control tower
* Increased chances of low-tier pistols to spawn with weapon attachments
* Spawning of LAR attachments and VSD parts attached at spawn
* Volume for falling tree and bush sounds
* Throwing animations
* Non-absorbing items don't get wet any more
* Added rotation to normal map particles
* Slightly prolonged the range of car headlights illumination
* Growing a beard now takes 4x as long as before
* Melee impact particle effects are now rotated randomly, not always up any more
* Refueling a power generator does not require precise looking at its fuel tank
* Prolonged the action of shaving to make it fit the animation itself
* Parameters of the rear lights of the Olga 24
* Reverse light fades out quickly now
* Player landing sounds are now quieter
* Drastically reduced unarmed attack damage to worn clothing
* Removed the crafting attachments from the barrel
* The Leather Sewing Kit can no longer be used for treating injuries
* Treating injuries using the Sewing Kit now takes 20% instead of 1% of the item's quantity
* Spawn orientation of the Gunter 2 parts
* Salmonella (lowered the stomach volume threshold for vomiting, increased the vomiting chance, added removal of water and energy when vomiting)
* Cholera (over-time water drain added, lowered the stomach volume threshold for vomiting, increased chances of vomiting, added water and energy removal when vomiting)
* Eating a multivitamin pill now shows a UI notifier (pill icon)
* Fresh spawn player loadout (road flare switched for chemlight of random color)
* Increased blood loss from bleeding sources
* Bandaging using a rag or bandana no longer causes the wound infection, because wound infection had no effect on player characters
* All pants can be wrung out now

**Modding:**

* Curl context API
* A script callback Object::OnPhysicsCreate
* A model (p3d) property "canClimb" to enable climbing the model (default is 1, 0 is disabled).
* Way to detect night using GetGame().GetWorld().IsNight() (returns true when the sun is below the horizon)
* Retexturing selections for the LAR
* Retexturing selections for the wooden crate
* Possibility to disable the enlargement of the inventory bbox view via a new config parameter "enlargeInventoryView"
* HumanCommandMelee::IsOnBack and HumanCommandMelee2::IsOnBack (preferred) are now accessible from the script API
* Default food poison and salmonella agents added to the meat stages (burned=food poison, rotten=salmonella+food poison, raw=salmonella) and guts (salmonella)
* GetStomachVolume() on PlayerStomach was not reset when ClearContents() was called
* A null pointer in 'SlotToAnimType'
* Command start/finish events

**Server:**

* Priority queuing for the login queue
* Server config related issues weren't logged in the rpt and crash files
* A crash occurring when an infected was updated without a valid network object
* A server crash caused by a player disconnecting after an item was thrown
* A server error caused by a player committing suicide being simultaneously killed by another player
* A server error when entering and exiting vehicles
* A server error when starting a vehicle
* A server error when a player touched a barbed wire

**Launcher:**

* Launching Survivor GameZ now ignores the startup parameters that could prevent from joining a game
* "Play DayZ" on Steam now starts the DayZ Launcher by default

**Known Issues:**

* Certain player models don't have textures in their decayed status
* The PAS radio is not visible in the inventory UI
* Wolves can hit a player inside cars through closed doors
* Cholera modifier might not disappear until relog

### v1.04.152076 (10 Jul 2019)

**Fixed:**

* Black screen in the Main menu if hardware antialiasing was enabled (T141158)
* Client error while manipulating with the Blood Test Kit
* Server crash related to the infected
* Grenades did not have visible explosion/smoke particles while inside the cargo
* Smoke from Smoke Grenades could be duplicated
* Flashbang affected players through walls
* Flashbang did not inflict any damage in close proximity
* Character could not perform actions after a magazine was detached from a weapon
* Removing attached magazine from weapon through quickbar caused the weapon to glitch out (T141283)

**Tweaked:**

* Exploded grenades cannot be taken via Take action
* Gear cannot be re-attached to dead infected

### v1.04.152050 (03 Jul 2019)

**Fixed:**

* The Menu/Server Browser UI remains present while on a server (occurring when the connection timer is present at the same time as the login queue one).
* Server crash upon connection
* The Play button wouldn't work under certain circumstances (T141249)
* Incorrect name of the material that was taken from the Watch Tower
* There was no sound when mounting the barbed wire with pliers
* 6-M7 Grenade did no damage (T141844)

**Tweaked:**

* 100 new player spawn points for server hopping (all with positioned away from the coast)
* Global lighting config (changed the thresholds, toned down the blue during overcast dusk and dawn, desaturated the cloud textures)
* Lowered damage from all surfaces to the shoes (damage constant lowered to about 1/3 of previous value)
* FootDamage parameters tweaked for object (roadway) surfaces
* Durability of shoes (damage system hit-points of shoes)
* Epinephrine provides a complete stamina refill for 60 seconds (formerly just a one time boost)

**Modding:**

* Script function Entity::MoveInTime
* Name of the PBO which is not part of server data in error message
* Movement on ladder when the parent entity is moving
* Door collision after rotation change

### v1.04 (26 Jun 2019)

**Added:**

* New Steam Experimental apps
* KA-74 with attachments
* KA-101 with attachments
* P1-87-L Scope
* 5.45x39mm ammunition
* 5.45x39mm tracer ammunition
* Overlay icons to differentiate ammunition variants
* Music in the Main Menu
* Independent shoulders (possibility to carry two ranged/melee weapons at the same time)
* Magazine auto-refill by holding 'R'
* Throwing (hold 'G' to activate throwing stance)
* Grenades (EGD-5 and 6-M7 frag grenades, 1-M8 and EGD-2 smoke grenades, 8-M4 Flashbang)
* Grenades can be attached to selected vests
* Handheld Transceiver can be attached to Courier Bag
* Mod presentation in the Main Menu (documentation)
* In-game hints in the Pause Menu
* Vomit emote/gesture
* Mitigation of so-called server hopping on public hives (when a player changes server, a hopping spawn point is used instead of the last log off position)
* Support for multiple sets of player spawn points (only for public hives, currently fresh and hop sets available)
* Fever now causes water loss
* Epinephrine restores the patients' stamina to the max value
* Codeine Pills mitigates the patients' injured state for a limited time
* Morphine suppresses the patients' injured state for a limited time
* Charcoal Tablets can eliminate Salmonella bacteria
* Shoes gradually wear off while using
* Check Pulse action now displays the blood pressure and pulse type if irregular
* Infected can be spawned with headgear, vests, and backpacks
* Positional rain sounds for the Coal Plant
* Character sounds for male characters wearing a gag
* Flare effect around the Road Flare
* Stamina is depleted if a player is hit by a Flashbang
* Player can hear his voice when talking through a megaphone, PAS (when receiver is nearby) or transmitter (when more than one on the same frequency nearby)

**Fixed:**

* Inventory was closed if another player performed the restrain action (T140237)
* AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)
* AI herds were not releasing the territory after the last member of the herd died (could prevent AI herds from re-spawning on smaller terrains with a lower number of territories)
* Incorrect visual state of the speedometer
* Character will not fold the map while in prone and becomes stuck
* Liquid contents of the barrel do not persist upon server restart (T139791)
* Ruined weapons could twitch while trying to look through optics
* Character started to float in some sections of small rivers (T140952)
* Influenza did not cause the blur effect
* Texture filtering option in graphics settings was not working correctly
* Many fixes and improvements to the ChernarusPlus terrain
* DayZ local application data folder was not properly deleted via DayZUninstaller
* Punching walls was emitting unsuitable bullet impact particles
* Spotlight had a hole where the reflector part should be
* Switch ON/OFF actions sometimes not being available on Spotlight after a server restart
* Personal light created an undesired reflection if another source of light was nearby (it was mostly visible as a blue shine on cars)
* Opening/Closing of car doors was missing sounds
* Character stamina did not replenish correctly when reduced by the gear (T139932)
* Action to eat pumpkin slices was missing (T139428)
* Missing footsteps sound while strafing with a heavy item in hands (T139604)
* Incorrect item weight upon adding attachments on specific items (T139773)
* Gas Stations can be blown up again
* Corrected material on the rear lights of the Olga
* Corrected the left headlight position on the Gunter 2
* Incorrect rotation of the remaining headlight of a car when one was detached
* Infected attacked players inside a closed Gunter
* Combination locks couldn't be opened upon server restart
* Client error in the main menu
* In-game HUD could disappear while typing in the chat

**Tweaked:**

* The headlights on cars now switch to left/right/center depending on the attached headlight bulbs' state
* Cars now have functional rear lights
* Reversing with a car now subtly illuminates the area behind it, allowing drivers to see there at night
* The player stomach is now item/liquid-type based instead of nutritional-component-breakdown based
* The connection timer is now up to 95 seconds in case of rapid server hopping. In connection to this change, the previous database locks have been removed.
* Player spawn logic for avoiding water surfaces
* Gunshot sounds are audible up to 3.5 km
* Vehicles HUD
* Improved plaster and concrete impact particle effects
* Bullet impact effects are scaled by impact force much more visible now
* The Portable Gas Lamp now burns 10x longer (~55 minutes with the smallest container, ~133 with the largest one)
* Optimized muzzle flash particles for CR-61, FX-45, CR-75, IJ-70
* Burning light sources now subtly flicker
* Shadows from burning light sources subtly move
* Smoke/Steam particles on weapons
* Character position is changed after a server change to mitigate server hopping

**Server:**

* -serverMod= executable launch parameter to define server-only mods
* Default Central Economy for ChernarusPlus moved to a PBO file (worlds\_chernarusplus\_ce.pbo)
* Possibility to override any file from the Central Economy files in the mission folder
* New V3 signature verification
* VerifySignatures= server configuration parameter now properly verifies mod addons (equalModRequired is deprecated)
* AI territories are defined in the default Central Economy files (xml) and can be overridden in the mission (world AI addon and config territory definition has been deprecated)
* Updated values and format of player spawn points (mandatory change, see CfgPlayerSpawnPoints.xml in dayzOffline.chernarusplus) - If this change isn't reflected in the configuration, respawned and new players could spawn in the ocean!

**Modding:**

* Object::enabledynamicccd for enabling continuous collision detection on dynamic objects
* New function GetHiddenSelectionsTextures()
* New function GetHiddenSelectionsMaterials()
* Private members are now moddable (documentation)
* ScriptedLightsBase -> SetFlickerSpeed(...), SetFlickerAmplitude(...), SetDancingShadowsMovementSpeed(...), SetDancingShadowsAmplitude()& their Get...() functions. See FireplaceLight.c for an example.
* Ability to define default Central Economy files (mission xml files) for any terrain from the game config (ceFiles parameter in the world class)
* Several constants moved to a class, allowing them to be modded (stamina, environment, damage/wetness states...)
* MakeDirectory() script function enabled
* Removed the script file writing limits
* Lights on vehicles were refactored, only scripted lights are being used now.
* The secondary spawner (dynamic event configuration) is now an element (was previously an item).
* Modded StringTables now work additively instead of overwriting the original table (! Do note that this will likely break current mods which are modifying stringtable) (T136999)
* Character orientation when linked onto another entity
* Camera collision when a player is attached on another entity
* Ladder command when a player is attached on another entity
* Animated static physics after transformation change
* Renamed method GetTesting() to GetCEApi()

### v1.03.151658 (05 Jun 2019)

**Fixed:**

* Client crash while attaching Barbed Wire
* Client error while manipulating with Barbed Wire
* Rangefinder displayed incorrect distance
* Turning Night Vision Goggles on cancelled personal lights of other players
* Barbed Wire was not visible on Fence after mounting
* Client error while cooking
* Player could jump with heavy items in hands
* Character could jump in prone
* Incorrect sound was played while walking in crouch with VSS
* Attachments could disappear after the base was dismantled
* It was not possible to loot dead body in car
* NVGoggles were turned off when any piece of clothing was attached
* Client could freeze upon specific swapping action (T139969)

**Tweaked:**

* The output of sawing planks from Lumber Pile is now tripled

### v1.03.151552 (27 May 2019)

**Fixed:**

* Combat Gas Mask obstructed view in first person view when using optics (T139332).
* Tactical Helmet obstructed view in optic mode in first person view (T139336).
* Hair and beards were floating above some characters.
* Console button could appear in gesture menu.
* Handheld transceiver was not held properly.
* Weapons barrel hiding while using optics.
* NVGoggles could be turn off in iron sights.
* Long Torch had incorrect name and missing description.
* Client error while inspecting an item in the inventory
* Combination Lock could not be detached after a server restart
* Swapping items via quickbar did not work properly
* Headlights could not be detached
* Gunter attachments could not be picked up while in crouch or prone stance
* Animations were missing while swapping weapons via quickbar
* Client error while moving a rotated item in the inventory
* Player could not walk through a gate after a server restart
* Dropped items could be clipping through the ground
* Item weight penalty is not applied when heavy items are taken into a backpack with Glow Stick attached

**Tweaked:**

* Enabled Gunter spawning in the default DayZ Server mission

### v1.03 (15 May 2019)

**Added:**

* Chinese localisation
* Switch on/off for walk modifier ('CTRL' by default)
* Separated hold breath and walk inputs (both 'CTRL' by default)
* Erect, crouch and prone inputs (no binds by default)
* Turn on/off headlight/night vision goggles ('L' press/hold by default)
* Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item)
* New vehicle Gunter 2 with its attachments
* VSS rifle with its attachments
* 9x39 ammunition
* 9x39 armor-piercing ammunition
* Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN)
* Night Vision Goggles (NVG)
* NVG head strap
* NVG can be attached to Tactical Helmet (hold 'L' to switch on/off)
* Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off)
* Baraka sights
* Backup Iron Sights (BUIS)
* PSO-1-1 Scope, designed for the VSS rifle
* Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66
* Firearms Melee Attacks with pistols, buttstocks, and bayonets
* Hand Saw
* 4-dial Combination Lock
* Strawberry Jam
* Handheld Transceiver and Glow Stick attachments on backpacks
* Separated erect, crouch and prone inputs
* Quickbar working in the inventory
* "You are here" marker on each tourist trail map stand
* Instead of press, some actions are now triggered by holding 'F' button for a continuous action
* New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients
* Quantity bar for energy based items and fireplace
* New 'swayModifier' config param for weapons and their attachment
* Milliseconds to client/server rpt files
* Check to prevent invalid requests from clients (inventory optimization)
* Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations)
* Character statistics into the main menu
* Baseball/nailed bat
* Drop and pickup sound for scopes
* Sounds for death animations
* Sounds for suicide animations
* Lock/unlock sound for doors
* Sounds for prone animation with a rifle in hands
* One male and one female character sound set
* Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet)
* Belts (Military and Civilian version) with attachments.
* Wooden Crate (crafted).
* Hair hiding mechanism to avoid hair clipping.
* Sliding down a ladder without gloves (or ruined gloves) can cause a bleeding source, gloves receive damage

**Fixed:**

* Server crash when planting seed into a watered garden plot (T138343)
* Server error when crafting torch (T136903)
* Building position updated after the first open/close door action (T137749)
* Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038)
* Transition between close and distant light is now instant (without dark gap in-between)
* Jammed weapons make shooting sounds for other players
* A crash when looking at the outside terrain from the close-up at certain terrain configurations
* Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false
* Black dots on a single wooden plank model
* Incorrect visuals for Patrol Pants in 1st resolution LOD
* ClockHour and clockMinute animation sources now synchronize with the accelerated time
* Breath vapour should now properly handle temperatures lower than its lower range threshold
* Torch displaying "pieces" as quantity
* A dropped Road flare now points forward, not always north
* A dropped Flash light now points forward, not sideways
* Universal Light and Pistol Light now face forward when dropped, not sideways
* Corrected texts and animations for digging hidden stash
* Watering a garden slot had no progress bar
* Possible desync issues when using base building actions
* Torch did not update its quantity while not burning when rags were added to it
* Infected can attack player through tent walls
* Weapon fire mode is not saved upon relogging (T137708)
* Infected can hit player character through walls (T138230)
* Equipment window gets cut off on specific resolutions (T128448)
* Loot in infected corpses spawns after a while (T133245)
* Drinking gasoline does not harm your character (T117406)
* Character doesn't go to the crouch position when lying on the back and moving (T138970)
* Lens flares are visible when unconscious
* Server crashed when a session was terminated
* Car/Truck battery were invisible when attached to Battery Charger
* Boxed Headlight Bulb could not be opened
* Player could not drink from pumps with item in hands
* NBC Gloves typo
* Input configuration compatibility problems that would result in the character being stuck in crouch, issues with leaning and holding breath
* Issue in vehicle physics regarding in them appearing twitchy to nearby clients
* Server error while drinking from a well.
* Drinking from wells/pumps with an item in hands.
* Quickbar not being visible despite it being on in HUD settings.
* Items could be rotated even when they were not being dragged.
* Buried containers were unable to dig up.
* Inventory could not be scrolled all the way down.
* Weapon swap animations were not played when switched via Quickbar.
* Weapon dropped by restrained player was unusable.
* Player was not able to type into the chat bar.
* Melee with a one-handed item pushed character forward - allowing to look through walls.

**Tweaked:**

* Limit of dynamic lights in render view has been increased to 16
* Many fixes and tweaks to the Chernarusplus terrain
* Ladders on deer stands should be easier to get on
* Airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c
* Config parameter recoilModifier[2] now used to modify cam offset
* Minor improvements for the fireplaces
* Minor improvements for the radial menu
* Improved Road flare particles
* Torch no longer illuminates the world during daytime any more
* Muzzle flash illumination range at night increased from 5m to 15m
* Improved variability of the muzzle flash particle for the VSD and LAR rifles
* Improved visibility of the blood splatter particle
* Smoke particles on weapons
* Decreased lethal radius of the landmines
* Melee refactor - Damaging of vehicles/doors
* Extended checking of client-server inventory requests (inventory optimization)
* Read and check of file signatures moved to different thread so it won't block the main thread
* Checking client signatures on the server is done in multiple frames
* Possibility to render proxy objects on creatures
* Unified unlocking behaviour for house doors (using Lock pick or brute force)
* Death darkening not playing when already unconscious
* Inventory improvements to correctly display more items in the vicinity
* Inventory icons for bladed weapons, food and drinks
* Projectiles damage
* Bleeding sound
* Distance attenuation for weapons reloads
* Land Mine activation/explosion sounds
* Jumping is disabled when a player is significantly injured
* Separated hold breath and walk inputs
* Disabled locking of aim while the melee attack is committed.
* Character statistics in the main menu
* Melee damage
* Melee armour

**Modding:**

* Cast warning spam caused by a modded playerbase class
* Greatly optimized RecipeChache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes)
* Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp
* '-gproj custom.gproj' parameter to workbench for custom selection of gproj files.
* Constants are now moddable through modded class
* FPrint crash when writing extremely large strings to file
* Increased max file size limit for script created files to 50MB
* Despawn times for dead bodies of players, infected and animals can now be assigned separately (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml)
* Energy Manager - new config parameter convertEnergyToQuantity = true;
* New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item)
* Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities
* Rework of user action inputs, bringing support to add inputs for user actions and modify input behavior.
* Rework of user actions initialization. Set actions have been moved from config to script. The use of multiple mods is now supported by the action system. Reduced number of steps for creating new user actions.
* User actions selection process and conditions check optimizations

### v1.02.151010 (02 Apr 2019)

**Fixed:**

* Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
* Stacks of .308 Ammo spawning with 0 quantity
* The player now dies properly from hypothermia, preventing client errors and other issues
* Only one player in a VoN conversation can hear the others
* Vehicle radiator cannot be refilled until the car has been started
* Character movement speed desynchronization, where character moves as if aiming down sights even when they are not
* Client error connected to using a water bottle on fireplace
* Leaving ADS on weapon actions

**Tweaked:**

* Lowered chance of jamming for pistols

### v1.02.150980 (29 Mar 2019)

**Fixed:**

* A client-side crash connected to base building
* Fence gate cannot be opened after server restart
* Fence can be walked through after server restart
* Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
* Client error tied to base building
* Ruined tires now affect vehicle behaviour
* Fire geometry for offshore worker infected type
* Invisible dynamic events and custom objects
* Adjusted MRDS post-process on FX to make it more usable

**Tweaked:**

* Updated tourist trail map model and textures
* Lowered the Infected alertness caused by projectile impacts nearby
* Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
* Blood regeneration speed lowered
* Amount of blood loss from haemolytic reaction raised
* Lowered the illumination range of chemlight and the light around character at night

### v1.02.150958 (27 Mar 2019)

**Added:**

* Muzzle flash effect for Mosin compensator

**Fixed:**

* Attachment icon dragged from hands slot to an invalid slot disappears
* Fixed missing textures on LAR buttstocks
* Character noise indicator not showing appropriate values
* Collisions of base building objects remaining after their parts have been detached
* LAR magazines are always spawned empty
* Rangefinder drawing its value on other clients' screens, assorted client error and interference between rangefinders
* When opening doors for the first time, the whole building model can move slightly
* Client error connected to player presence indicator
* It is no longer possible to attach the Hunting Scope to the BK-18

**Tweaked:**

* Sneak attack on the Infected now also works when hitting the torso
* Infected are less perceptive in terms of sounds in general, limited vision at night
* Blood and health regeneration slowed by roughly 1/3rd
* Water and energy metabolism slowed down by roughly 1/5th
* Increased water, energy and healthy penalty by roughly 1/2 when heat comfort is low/high
* Chemlight illumination range lowered to 7.5m

**Modding:**

* Personal light access parameter (PlayerBaseClient.m\_PersonalLight) changed from 'private' to 'protected' to allow modding

### v1.02.150945 (26 Mar 2019)

**Fixed:**

* Server crash upon respawn
* FX-45 was not functional
* Getting shot underwater put character into falling animation
* Inventory, vicinity and hands slots were overlapping with each other
* First gunshot caused FPS drop
* OLGA 24 could not be refilled
* Server VMEs related to the in-game map
* Character noise indicator not being present

**Tweaked:**

* Reduced smoke particles on LAR
* In-game map behaviour
* All particles are now preloaded during the game's initial loading
* 'FullAuto' fire mode set as default mode on all relevant weapons

### v1.02 (25 Mar 2019)

**Added:**

* OLGA 24 with attachments
* LAR with attachments
* M70 Tundra
* .308 WIN ammunition
* Assault vest
* Utility buttpack
* Plate carrier holster and pouches
* Mini red dot and RVN sights
* Mini red dot sights now compatible with CR-75 and BK-133 as well
* Functional back iron sights on ATOG optics
* Access iron sights/scope aim by pressing RMB
* Precise weapon lifting by weapon length
* HUD noise indicator
* Improved inventory icons rendering
* Inventory icons dynamic scaling
* Ability to one hit kill infected from behind with selected items
* Particles on inventory character
* Inventory character has items in hands
* Ability to walk (but not jog or sprint) while inventory is open
* Quick add to quickbar by hovering and pressing a number key
* Highlighting to hovered items in inventory
* Client side personal night light (environment is subtly illuminated from camera at night to save players from becoming completely blind without a light source)
* Mosin 91/30 compensator
* Independent firearm zeroing for iron sights and scopes
* Option to change order of inventory cargo containers
* Hand cramp for brain disease
* Injury animation is visible in inventory view
* Footsteps sounds for tents
* Footsteps scuff sounds for grass surface
* Sounds for lock/unlock doors action
* Sounds for combination lock
* Sound animation events for heavy hit animations
* New set of sounds for male infected
* Sounds for hot and freezing character animation
* Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
* Sounds for pick up and drop action for various items
* Position dispersion when infected cannot see the target, but can hear it
* Expanded admin log (detailed hit messages, placement & base building action logging, playerlist printout)

**Fixed:**

* Client crashes when attempting to connect to server through launch parameter on Windows 7
* Server crash caused by in-game actions
* Server/client errors upon loading weapon
* Client error when equipping bandana
* Server error when manipulating with vehicles parts
* Client error when manipulating with barrel
* Client error when manipulating with radios
* Client error when manipulating with dead infected
* Client error when removing wooden logs from fence or watchtower
* Client error when disconnecting near radio control panel
* Client error when removing rag from mouth
* Client error when attaching combination lock
* Client error when committing suicide with weapon
* Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
* Various IK poses (base building and electricity items, seeds packs, ammunition, vehicle parts)
* Blending of textures on skybox (previously causing sudden flashes)
* Weak dynamic lights during dusk and dawn
* An issue where majority of the character clothing was rendered in lower resolution than the game was running at
* Items can be picked up through walls - as reported in T137847
* Texture artefacts on the crosshair
* Player can skip vomiting by staying in crouch
* Player can skip vomiting by jumping
* Salute gesture keeps items in hand
* BK-133 does not change textures according to damage states
* Speed of inventory scrolling
* FPS drop when dismantling/destroying base building parts
* Barbed wire attached to fence will now move properly when opening gate
* Player does not get proper damage while standing in flames
* Driving over character with a vehicle does not inflict damage
* Player gets damage from a vehicle while standing close to it
* Some gestures with weapons make arms twitch
* Infected do not inflict any damage to animals
* Player becomes deformed for others while sitting in a car
* Windows can not be destroyed on some of the vehicles
* Splitting/combining rags will overlay another item in the inventory
* Items can get stacked incorrectly in one slot on top of each other - as reported in T136643
* Items can be put in hands via inventory while sitting in a vehicle
* Projectile impacts do not alert infected
* Swapped clothing items can remain in characters inventory when standing in vicinity - as reported in T136679
* Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely - as reported in T136205
* Players are able to access dismantle action on towers from the outside - as reported in T136666 + T137639
* Switching seat while driving will result in silent vehicle - as reported in T137285
* Item size changes visually for wielded item when logging off - as reported in T136822
* Selecting survivor in main menu and pressing play opens old server browser - as reported in T136726
* Environmental damage is not logged correctly in server logs - as reported in T137257
* Attacking infecteds clip through player - as reported in T137370
* Missing arrow mark on items with container or attachments - as reported in T137103
* Offline missions cannot be launched on Windows 7 - as reported in T137264
* Hunting scope allows looking through walls - as reported in T137033
* Crafting improvised suppressor takes 1 % from the duct tape - as reported in T133200
* Collision of packed Car Tent remains in the middle of the unpacked Car Tent
* Barrel inventory is misplaced when several barrels are in one place
* Tents and barrels can be placed only on flat surfaces
* Weapons cannot be reloaded while lying on the back
* Restrained character can play freezing animation
* Handheld optic, binoculars or rangefinder were not usable - as reported in T137102
* AIs might get stuck mid-air after being killed by vehicle
* Enduro helmet attachments are out of place in inventory
* Fitting of localized item names in tooltips and headers
* Electric devices (spotlight, cable reel, ...) getting unplugged after server restart

**Tweaked:**

* The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
* Improved the impact of dynamic lights on surfaces (including the roads)
* Improved quickbar visuals and responsiveness
* Minor tweaks to the global light config
* Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
* Alpha channel of mud road texture so it's lit up properly by the dynamic lights
* Inventory blur intensity is now at a half of the previous value
* Inventory icons for firearms and their attachments
* Item sizes for handguards and buttstocks
* Inventory size of suppressors
* Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
* Damage system for ADA 4x4
* Central economy (minor adjustments)
* Item view bounding box enlargement when attachments are added
* Improved behaviour of all light sources (fade in / fade out effects and more)
* Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
* Slightly darkened breath vapour particle to avoid glowing at night
* Improved behaviour of smoking chambers on all guns (smoke escapes only while the chamber is open)
* Decreased intensity of all light sources during daytime
* Reflector surface of all light sources now shines properly
* Chemlight illumination radius increased
* Torch is now always decrafted to stick when it's rags are detached from it
* Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
* Significantly improved quality of vehicle smoke particles during high speed
* Melee/weapons to animate with "spine3" bone (different shoulder animation)
* Optimized physics raycast & shapecast callbacks
* Optimized possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
* Optimized size of entity create network messages

**Modding:**

* Script function for disabling flares on light entities
* Script function for setting relative position of flare on light entities
* Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
* Script function PlayerPreviewWidget::GetDummyPlayer
* New method on particles: ScaleParticleParamFromOriginal(...)
* Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
* Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4\_World\Entities\ScriptedLightBase)
* Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
* Obsolete/deprecated configuration parameters were removed.

**Known issues:**

* It is not possible to refill Olga's gas tank
* Base building collisions can be incorrect after a server restart
* Going unconscious with an open map can cause client-side errors and freezes
* Changes to the inventory sizes of items might cause overlapping items for your existing character.
* Stat regeneration/depletion rates can show issues.

### v1.01.150627 (21 Feb 2019)

**Fixed:**

* Server crash caused by a bear trap
* Client error pops up upon inventory manipulation while sitting in a vehicle
* Client error while using the rangefinder
* infecteds can run through the closed doors of a garage
* Players are not able to see their own chat messages
* It is not possible to drink from ponds
* Leaving ladders on the half-way platform can create a stuck character - reported by T136605
* Ruined improvised suppressors still suppress the fire
* Car battery attached to Zenit broadcaster becomes invisible after reconnect
* Sorting symbols can be reversed (server browser)
* Removed the cause of the game minimizing when using volume keys on a keyboard and similar issues
* Server browser updates when loading and sorting the servers
* Incorrect display of server time when the server is running in winter months
* Filtering actions now have a throbber
* Server browser now continues refreshing if no server is found
* Character name should be displayed properly
* Progress statistic should be displayed properly

**Tweaked:**

* Improved server performance (shooting sound effects are not performed on a server)
* Inventory performance updates (in general, and in specific situations such as opening the inventory with multiple items in vicinity)
* Long torch now uses pipe attack animations
* Visuals of the server browser

### v1.01 (13 Feb 2019)

**Added:**

* SK 59/66
* CR-527
* Hunting Scope
* Recovery backups to deal with data corruption during crashes, and user scheduled backups
* New stream from Kozlovka to Balota
* Over time self-closing of bleeding wounds
* Expanded admin logs (player positions, deaths and received hits)
* Script versioning to prevent future data incompatibilities
* Support for TrackIR head-tracking device
* Support for bullet shells dropping, and new sounds
* New audio controller for positional sounds, allowing us procedural control number or sound sources on models (Used to reduce number of bird sounds on trees.)
* Tree stem creak sounds
* Sounds when dropping items
* Implemented EQ filter for unconscious state
* Sound position offset feature to config
* New sounds for bullet shells dropping
* Antibiotics can fight diseases
* Vitamins can boost player's immune system
* Long torch (made of a long stick and rags)
* Various severities of bleeding
* Bleeding from bare feet
* Status indicators for bleeding and active medicament
* Masks and headgear provide some level of biological protection
* Close/open compass animations
* Voice effects for mumbling when gagged
* Ctrl + LMB will drop item from container (inventory)

**Fixed:**

* A server crash when a character with a corrupt inventory tries to connect
* A server crash when a server with a garden plot on it was restarted
* A server crash related to script array manipulation crashes
* A client crash related to script array manipulation
* A client crash related to a light being removed while still in use
* Multitude of environmental issues (missing collisions, sudden LOD changes, hit materials, models adjustments) - as reported in Ticket T136380
* Typos in localization
* Possibility to toggle headlights when both are missing or destructed
* Some actions on target have incomplete action messages
* Crafting improvised suppressor took only 1% from the duct tape
* Landmine not detonating when it becomes ruined while it is armed
* Various IK poses (Stone, Medium Tent, BK-18)
* Chemlights glowing in cargo for 10 seconds
* Animals have no collisions with vehicles
* Shooting through a ruined suppressor did not emit muzzle flash
* Fireplace does not upgrade to stone circle if smaller stacks of stone are used
* Wolves attack animals rather then humans
* Sound sources on trees move with entity during cut down tree action
* SG5-K with compensator uses regular gun shots sounds (used sounds for silencer)
* Sea chest can be put into another sea chest - T135962
* When preforming suicide headgear does not get damaged
* Player's ankles can disappear while wearing Orel police pants
* Bullets are not registered after the weapon was raised close to the wall - as reported in Ticket T136559
* AIs get stuck near obstacles (reduced chance of occurrence)
* Motorbike helmet visually disappears after few steps
* Player gear is teleported to exact place where he logged in after being skinned and quartered - as reported in Ticket T136367
* Icons representing ammo are small - as reported in Ticket T136555
* Tactical googles have no texture - as reported in Ticket T135082
* AI walking through ground pipes
* Server crash - as reported in Ticket T134543 + T136323 + T135501
* Server crash when HTTP request does not return OK
* Player might not be killed when shot with 12ga pellet
* Wooden logs get duplicated when building base of Fence and WatchTower
* ADA 4x4 won't stop after driver jumps out of it
* Some clothes cannot be damaged on ground
* Removing the rag from the mouth, make the rag slots smaller
* Temperature measurement has a question mark in the result text
* Players are able to access dismantle action on towers from the outside - as reported in Ticket T136666
* Bullets do not interfere with the player's body when fired through sea water

**Tweaked:**

* Inventory improvements in the visuals and performance of inventory code, including the addition of hierarchical attachment visualisation, hiding unused attachment categories (greatly uncluttered the Watchtower for example), inclusion of dedicated icons for these categories and overall bugfixes.)
* Improvements to server performance (central economy, networking and AI)
* Weapon muzzle attachments now steam during rain while they are hot
* Weapons animations polishing (animations speed, clipping)
* Sounds for climbing ladders
* Sounds for take item in hand action
* Projectile speed and air friction
* Rebalanced projectile damage
* Rebalanced character damage system
* Rebalanced armor against projectiles
* Shock damage for projectiles (chance to fall into unconsciousness increased)
* Antibiotics and vitamins only support single use consume action
* Traps no longer function as melee weapons
* Hen spawn zone reworked to better fit environment (should not spawn inside industrial and other unnatural areas)
* Many improvements, tweaks and fixes for ChernarusPlus terrain
* Improvements to server performance (central economy, remote projectiles are not real)
* Damage to bare foot for non-roadway surfaces
* Infected damage system
* Recoil (KA-M, BK-18, M4-A1,Mosin 91/30 and VSD)
* IK pose for long torch
* Rangefinder zoom set to 4x

**Removed:**

* Chances for bleeding wounds from projectiles hit
* Flickering effect (roadflare)
* Chance to spawn SG5-K with 15Rnd magazine

**Updated:**

* Inventory icons (placeholder icons replaced)
* Credits

### v1.0.150192 (17 Jan 2019)

**Fixed:**

* Strafe keys do not work when rebound to different keys than default
* Camera goes into inappropriate height when walking up a slope upon exiting water
* Possible stack in wolf combat behavior
* Face textures and beards are not set properly
* Client-side freeze caused by nearby players
* Muzzle flash not disappearing
* Attempted fix for server performance degradation
* Getting kicked from queue after a prolonged wait
* Incompatibility between Workbench and the game version
* A memory server crash
* Client crashes
* Server termination doesn't end properly when client connects in the middle of it
* Server crashes
* Client/server errors related to in-game actions
* Background rain sfx might not be audible
* Using surrender gesture through gesture wheel results in disappearance of wielded item
* Wheels that spawned already on the car are impervious to bullets
* An issue with vehicle disappearing/flying away upon exiting it/changing seats
* Items dropped in trees/bushes cannot be picked up - might require usage of drag and drop in inventory rather than the pick-up action
* A player to player desync issue
* Error messages pertaining to weapon usage
* Further changes to improve server performance

**Tweaked:**

* Minor changes in input configuration
* Renderer changes, primarily in lighting system
* Changed snow back into rain
* Server-side lighting system to improve server performance
* Additional server performance tweaks
* Improved stability of car in lower server frame-rates
* Improved stability of car with no wheels
* Leather gloves color
* Interior sounds (tails) for animals and weapons
* Landmine kill-zone

### v1.0.150000 (22 Dec 2018)

**Fixed:**

* The heavy melee attacks were not functioning correctly
* Torso cloth item could become invisible after using hand-held optics
* Loading a magazine from the quick-bar wasn't terminating until the magazine was full or the ammunition stack depleted
* The server messages (offline database) weren't functional

### v1.0.149974 (19 Dec 2018)

**Added:**

* Xmas

**Fixed:**

* H7 light box is now openable again.
* Client crash
* Rpm can sometimes go below zero
* Hit registration
* Penetration of objects inside bushes can stop projectile or decrease its speed
* Synchronization of quick bar action client to server

**Tweaked:**

* Server browser (loading should be much faster)
* Improvements to server performance
* Fire geometry for some objects
* Kazuar optics parameters

### v1.0.149923 (14 Dec 2018)

**Fixed:**

* Client-side FPS.

**Tweaked:**

* Edited Offline DB in server mission to reflect current Online DB state.

### v1.0 (13 Dec 2018)

**Added:**

* Crafting wooden plank from wooden log with hacksaw
* Camera misalignment during movement in iron sights
* Sounds for prone injured animations
* Impact sound for Hatchback
* Destroyed engine sound
* Sounds for base building
* Speaking animation connected to VoN
* Heat haze/shimmer
* New UI icons
* Additional sounds for animals
* Additional sounds for jammed weapons
* Horticulture (limited to garden plot and still WIP)
* Ability to see lights from a distance, outside of the shadow rendering distance
* Animation for interaction with wire while having pliers
* Gag action to rags
* New sounds for road flare and power generator
* New server browser
* Localization to Launcher
* Field shovel, farming hoe and ice axe can now be used to dig a garden plot
* Bleeding from infected
* New character scenes for the main menu

**Tweaked:**

* Infected AI (WIP)
* Global light config
* Temperature effects on hunger/thirst rates
* Vehicles simulation
* Input system (WIP)
* Vehicles damage zones
* Melee damage to animals
* Engine damage icon
* Damage system
* Base building
* Hunting jacket camouflage
* Handling sounds for weapons
* Responsiveness of the cloud system (clouds should adapt to the overcast values much faster)
* Thickness of the cloud layer (should help visual quality on lower details)
* Angle of rainfall during windy conditions
* Ghost slots made a bit more visible in inventory
* Base building (updated geometries, construction kit spawning, positions of material proxies)
* UI (order of indicators, tendency arrows)
* Vehicle simulation
* Campfire animations
* Animals behaviour (alert level)
* Sounds for advanced placement
* Sound of reloading for AKM
* Increased size of base building attachments and construction kits
* Weather
* Some item sizes
* Size of vital zones
* Weapons sounds
* Horticulture (user actions, grow time)
* Light config
* Unconscious state
* Damage system for vehicles
* System message
* Metabolism and regeneration
* Stamina and quantity progress bars
* HUD icons
* Server browser

**Fixed:**

* Client/server crashes
* Client/server errors related to in-game actions
* Time persistence after server restart
* Able to walk through base building elements after a restart
* Gunshots not being heard properly
* Client can be terminated upon selecting Play button in Main menu
* Inventory cannot be closed by pressing ESC button
* Handful of client/server errors related to in-game actions
* Environmental issues (wrong/missing roadways and collisions, incorrect textures/occluders, misplaced widgets)
* Fireplace in a barrel could disappear after closing a lid
* Attaching a headlight box to a car
* Injured crawling animation
* Swapping items from infected inventory could break a hand slot
* Hatchback windshield transparency
* Heat pack not heating up
* It is not possible to jump over a landmine without detonating it
* Missing recoil animation for the BK-133
* Quick bar may get stuck under some circumstances
* Player cannot be restrained while having burlap sack
* Infected do not react to another gunshot if already chasing after one
* Infected attempt to attack the player through wall instead of walking around it in some situations
* Infected climb stairs slowly
* Attached attachments for Plate Carrier Vest have the wrong position
* Clouds not affected by the fog
* Vehicle fluid and gear state is not properly registered by server
* Bullets do not register character standing in the bush/tree
* Headlights can be turned on while missing
* Base building sound synchronization issues in multiplayer
* Barrel can be moved via vicinity tab in inventory
* Canceling or finishing eating animation while in prone on back results in glitchy character movements
* Player can simultaneously block and perform melee attacks
* Having a perfectly flat surface is required to dig a garden plot
* Vehicles might be spawning above the ground
* All levels of construction are visible (base building)
* Unable to exit ladder when there is a infected standing under it
* Weapon position is not the same if the object is approached while ADS
* Power generator has a small area to switch on/off
* Reddening of the screen sometimes taking on other color shades
* Inconsistent functionality of "enter" key in menu
* Missing sounds for gas lamp and gas stove
* VoN not working when 3 or more people talking
* Infected are having trouble navigating stairs
* Player can make level\_3\_wall\_3 parts on Watchtower disappear
* CPR with barrel in hands causes characters hand to glitch
* It is possible to ruin watchtower/fence with single shot
* Power generator looks and sounds on even if its switched off
* Hidden stash can be visible in vicinity
* Strange facial animations that sometimes happen in vehicles
* Issues with planting seeds
* Bottles and canteens can be filled with fuel
* Desync in car's gearbox state
* Infected might teleport towards players
* Player is stuck in gesture animation if his character is restrained
* Restraining player that is looking at a map will break the map, his animations and kill him
* Selected server moves out of page (server browser)
* Player's left hand might extend upon disembarking a vehicle
* Wheels might be shaking/twitching
* Missing material/textures
* Some cases when a Torch was ignitable while it should not be
* The Torch not being possible to ignite from a burning Fireplace
* Seat can be moved while a player is sitting on it
* Faulty fire geometry components
* Connection to the last played server
* All servers have Official shard
* Client termination when in server browser with friends playing

**Modding:**

* Scripts are now able to write files in the directories "$profile:" and "$saves:"
* Limitation to the file writing capability of the scripts (as security measures)
* The Mod.cpp definitions are loaded only when the launched with -filePatching
* The content of the mod.cpp must be included into the mod configuration
* ScrAllowFileWrite startup parameter

**Known Issues:**

* Server crashes can cause a persistence wipe. So especially for server owners, try to work with regular persistence backups and if you encounter server crashes, report with your crash dumps to our Feedback Tracker.
* Clothes cannot be taken off restrained/unconscious characters.
* This update is connected to a complete character/map wipe.

**Launcher:**

* It now is the default option when the game is started from Steam

## List of Stable Alpha Changelogs

### v0.63.149365 (08 Nov 2018)

**Known Issues:**

* There was a change in size for some items which may result in them not fit in the character inventory and their disappearance upon character spawn or disappearance of items next to them. affected items: pear, sliced pumpkin, lard
* When taking a backpack directly on own character from a dead body, it can become glitched/stuck in hands slot and not put itself on the back
* Heavy hits are missing
* Hit registration issue
* It is not possible to change key binds in options

### v0.62.144063 (17 Jan 2018)

**Programming & Game Engine:**

* Christmas Trees removed from the map

**Fixed:**

* Security issues

### v0.62.143758 (19 Dec 2017)

**Fixed:**

* Christmas items not spawning without a server persistence wipe
* BattlEye update included

### v0.62.143640 (14 Dec 2017)

**New Things:**

* Clothing
	+ Santa's Beard
	+ Santa's Hat
* Containers
	+ Small Gift Box
	+ Gift Box
	+ Large Gift Box

**Programming & Game Engine:**

* 12 Gauge Slug spawning in all sizes of Gift Box (Experimental only)

**Fixed:**

* Server crash
* Client crashes
* Server kick (erroneous)

### v0.62.143267 (22 Nov 2017)

**Fixed:**

* Server crash
* Jack-O-Lantern reverted to Pumpkin

### v0.62.142963 (09 Nov 2017)

**Fixed:**

* Security issues

### v0.62.142502 (18 Oct 2017)

**New Things:**

* Jack-O-Lantern

### v0.62.142080 (26 Sep 2017)

**Fixed:**

* Server crashes related to player actions

### v0.62.141072 (09 Aug 2017)

**Fixed:**

* Ghillie Gun Wrap equipment standing out against the environment when in the shade

### v0.62.140694 (02 Aug 2017)

**Programming & Game Engine:**

* Map color palette changes (ground texture, clutter)

**Fixed:**

* Ghillie equipment standing out against the environment (changes to ghillie colors & shaders)

### v0.62.140525 (19 Jul 2017)

**Programming & Game Engine:**

* Changes to wind samples

**Fixed:**

* Client crashes (particularly upon disconnect)
* Ghillie items not matching updated environment color palette
* TrackIR not working at all or performing poorly

### v0.62.140275 (28 Jun 2017)

**Programming & Game Engine:**

* Tweaked vehicle behavior on dirt roads

**Fixed:**

* Common client crash related to memory
* Incorrect Sedan spawn
* Official & Community servers displaying on the wrong pages of the Server Browser

### v0.62.140099 (21 Jun 2017)

**New Mechanics:**

* Vehicles can be destroyed using a Matchbox (temporary)

**Updated Locations:**

* Tweaks to: Grishino, Guglovo, Kamensk, Msta, Solnichniy, Staroye, Three Valleys, Zub Castle

**Programming & Game Engine:**

* Server Browser now updated with *Official* and *Community* tabs in place of the former *Internet* tab to accommodate earlier changes
* AI alert reaction values tweaked
* Ambient insect & bird audio tweaked
* Ground clutter reworked with improved visual configuration
* Sky shader changes

**Fixed:**

* Clouds showing as strange colors
* Collision with trees and some castle objects
* Collision for Bus to lessen chance of getting stuck on terrain
* Crafting recipes which involve a Barrel not producing anything
* Incorrect V3S spawning location
* Issues with input devices
* Ladders causing players to fall upon reaching the top
* Q & E keys causing character to stutter during movement
* Tweaks to vehicle physics
* Client & server crashes related to memory management
* Server crashes related to server storage

### v0.62.139835 (07 Jun 2017)

**New Things:**

* Clothing
	+ Ghillie Bushrag (updated for new foliage)
	+ Ghillie Gun Wrap (updated for new foliage)
	+ Ghillie Hood (updated for new foliage)
	+ Ghillie Suit (updated for new foliage)
	+ Ghillie Top (updated for new foliage)
* Attachments
	+ PU Scope (new reticle)
* Sounds
	+ Bows have all new related sounds (Crossbow, Improvised Bow)
	+ New detonation sound for the Flashbang
	+ Repeater has a new sound
* World Objects
	+ Tree models
	+ Ground clutter (grass, small plants)
	+ Map surface textures (plains, gravel, etc.)
	+ Stone arch bridge

**New Mechanics:**

* Weapon sway drastically changed
* Some small trees among the new foliage can be cut twice, yielding 6 wooden sticks instead of merely the usual 3

**New Locations:**

* Nespesnov Castle
* Sosnovka Dam

**Updated Locations:**

* Military Base at Zelenogorsk
* Military Camp near Myshkino
* Novaya Petrovka (new train station)
* Rogovo (reverted to pre-0.61 layout)
* Tulga (reverted to pre-0.60 layout)
* Vavilovo Railway Station (removed)
* All forest areas across the map are now more dense with trees
* Western edge of the map completely reworked with new terrain, new unmarked locations, and an updated forest layout
* Several Deer Stand locations added and removed

**Programming & Game Engine:**

* Sound
	+ New ambient sounds
* Lighting
	+ Map-wide lighting improvements
* Weather
	+ Improved rain behavior
	+ Improved wind behavior
	+ Wind shader for visible effects on plants, rain, etc.
* Servers
	+ The former *Public* hive is now split into *Official* (Bohemia Interactive) and *Community* (rented) servers

**Fixed:**

* Portable Gas Lamp not lighting up the environment when turned on
* Small improvements to satellite textures

**Known Issues:**

* Crafting recipes which involve a Barrel consume their ingredients but do not produce anything
* Inventory slots may sometimes become "stuck" and prevent the player from moving anything in/out of those particular slots
* Skin texture may sometimes be lost from a character's head, resulting in "blank face"
* Textures for any model (item, world object, etc.) may be delayed in properly loading into view

**Found in the Files:**

* N/A

### v0.61.138957 (03 May 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.138792. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Client freezes when moving with a lightsource
* Vehicle acceleration stacking when bound to multiple keys

### v0.61.138792 (26 Apr 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.138602. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Getting stuck at the loading screen after being in queue for a server

### v0.61.138602 (05 Apr 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.138458. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Client crash related to vehicles
* Vehicles getting stuck on low obstacles
* Security updates

### v0.61.138458 (29 Mar 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.138043. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Tweaks to persistence of destroyed vehicles
* Tweaks to vehicle driving behavior
	+ Driving without wheels
	+ Cars sliding without wheels
* Tweaks to player login process (to minimize instances players getting stuck at connecting screen)
* Improvements in physics for vehicles and throwing actions

**Fixed:**

* Animals stuck in mid-animation after dying
* Animals floating in the air or stuck in the ground
* Wolf Pelts can now be properly tanned

### v0.61.138043 (08 Mar 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137871. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Server version is now displayed in chat upon server connection
* Tweaked ghillie suit heat values

**Fixed:**

* Damage issues (headshots, infected)
* Disappearing bodies of unconscious players who exit the game

### v0.61.137871 (22 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137813. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Vehicles re-enabled (01 Mar 2017)
* Improvements to server memory usage

**Fixed:**

* Invisible infecteds (additional fixes)
* Server crash caused by vehicles

### v0.61.137813 (17 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137741. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Client crash upon connecting
* Invisible infecteds
* Some common memory crashes on x64 client
* Server-side logs

### v0.61.137741 (13 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137680. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Player's hand slot contents appearing differently to other players
* Light sources causing significant FPS drops

### v0.61.137720 (10 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137680. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Improved server performance

**Fixed:**

* Disappearing corpses
* Client FPS drops
* Server crashes

### v0.61.137680 (09 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137624. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed**

* FPS drops when shooting

### v0.61.137624 (03 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137517. It does not introduce any new features or changes to the game, only fixes and improvements.

**Fixed:**

* Invisible vehicles
* Server crashes

### v0.61.137517 (01 Feb 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.137076. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Continued improvement to network sync
* Melee weapon behavior tweaked (impact now on cursor)
* Server performance optimizations
* Tweaked torch light source position
* Vehicles enabled (Experimental only)

**Fixed:**

* SKS, CZ61 suppressed sound tweaked
* Log-side error messages
* Security enhancements
* Server crashes
* Texture issue for piles of leaves
* Lifetime cleanup of certain items

### v0.61.137076 (10 Jan 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.136960. It does not introduce any new features or changes to the game, only fixes and improvements.

**Programming & Game Engine:**

* Continued improvement to network sync, particularly relative to vehicles (vehicles still disabled)

**Fixed:**

* Fireplaces can once again be placed inside buildings for use
* Persistence of tents
* Thunder & lighting should no longer randomly occur during all weather types
* Vehicles should no longer fall through the map
* Server crashes

### v0.61.136960 (04 Jan 2017)

This patch is a hotfix intended to address issues with the Stable release of 0.61.136821. It does not introduce any new features or changes to the game, only fixes.

**Programming & Game Engine:**

* Improved system for vehicle network sync (vehicles still disabled)

**Fixed:**

* Player status may become stuck
* Wolves kill players after they have disconnected
* Correction of sun's position in the sky
* Server crashes

### v0.61.136821 (21 Dec 2016)

This patch is a hotfix intended to address issues with the Stable release of 0.61.136770 regarding server crashes, desync of container contents, as well as sound effects related to weapons, infected, and animals. It does not introduce any new features or changes to the game, only fixes.

### v0.61.136770 (19 Dec 2016)

**New Things:**

* Animals
	+ Wolf
* Clothing
	+ BDU Pants
	+ Sneakers (black, gray, green, red, white)
* Equipment
	+ ALICE Backpack (black, green, camo)
	+ Assault Backpack (camo)
	+ Coyote Backpack (brown, green)
	+ Engine Oil (Experimental only)
* New Buildings
	+ Radar command building (finished)
* Newly Enterable Buildings
	+ Barracks (L-shaped)
	+ Medium white church
* Updated models
	+ Large Military Tent (building)
	+ PSO-1 Scope now has red numbers on model
	+ FNX45 MRDS is now black instead of tan
	+ Ladders on green watchtowers, water towers, hospitals, cranes, and metal watchtowers are updated
* Vehicle HUD (heads-up display) displaying current gear and speed
* Weapon sounds (supported by new audio technology)
* World objects
	+ Caravan (various locations)
	+ Hanging dead infected

**New Mechanics:**

* "Hide Body" function disabled (awaiting re-implementation with Shovel)
* Perishable foods (fruits & vegetables) can now be dried in an empty cooking container such as a Cooking Pot
* Player vision is now heavily blurred when the inventory screen is open
* Voice chat icon now has transparent background (no black box)
* Big Military Tent Backpack can now be carried in a player's hands
* Police Car now sometimes spawns with removable Sedan Wheel(s)
* Infected now sometimes spawn with loot

**New Locations:**

* Evacuation Site (Bay Tikhaya)
* Evacuation Site (Dubrovka)
* Evacuation Site (Elektrozavodsk)
* Evacuation Site (Northern Chernogorsk)
* Evacuation Site (Novy Lug)
* Evacuation Site (Western Severograd)
* Evacuation Site (Sosnovka)
* Evacuation Site (Staroye)
* Evacuation Site (Topolka Dam)
* Evacuation Site (Turovo)
* Evacuation Site (Western Highway)
* Evacuation Site (Berezino)

**Updated Locations:**

* Towns
	+ Chernogorsk
	+ Dolina
	+ Gorka
	+ Guglovo
	+ Kumyrna
	+ Myshkino
	+ Novodmitrovsk
	+ Prigorodki
	+ Pulkovo
	+ Rogovo
	+ Solnichniy
	+ Sosnovka
* Military
	+ Military Base (Kamensk)
	+ Military Base (Tisy)
	+ Military Base (Zelenogorsk) (added Fire Station)
	+ Military Camp (International Airfield)
	+ Military Camp (Myshkino)
* Other
	+ Altar (updated structures)
	+ Solnechny (factory)
	+ Three Valleys

**Programming & Game Engine:**

* Enfusion
	+ First iteration of new sound technology (via Arma 3 Eden)
	+ Dynamic shadows implemented for renderer
	+ Dynamic spawning system for Infected
	+ Revamped server browser with updated visuals and functionality
	+ Login queue implemented; queue position screen added
	+ Network synchronization improvements
	+ Light source rendering distance increased
	+ 64-bit client .exe (initial testing purposes only)
	+ Debug console added for data collection (Experimental only)
* Other
	+ Player spawn points in the southwest have been removed (Balota, Chernogorsk, Komarovo, Prigorodki)
	+ Compass (Modern) is spawning on its own again (not only obtained from a box of cereal)
	+ Kiwi is spawning again as loot on Dean Hall infected
	+ Painkillers are spawning again
	+ Assault Backpack now has cargo size of 28 slots
	+ SPOSN Tortilla Backpack now has cargo size of 32 slots
	+ Waterproof Bag now has item size and cargo size of 12 slots
	+ Wool Dress now has item size of 1 slot and cargo size of 2 slots
	+ Vehicles have been taken out until they are revamped
	+ It is harder to aggro Infected at night

**Fixed:**

* Grenades can go through broken windows with out getting stuck in the air
* Light no longer goes through walls (new dynamic shadows)
* Loot inside containers now takes damage unless it's in a protector case
* Players no longer see their own dead ragdoll body for a short time before "You Are Dead" screen appears
* Rangefinders are working again
* Red dot sights now work properly
* Vault action and item hot bar are more responsive

**Known Issues:**

* Characters
	+ Player models may experience deformation when entering a structure under high ping
	+ Player models sometimes have an all-black head (missing skin)
	+ At longer distances player models may render without any clothing or equipment
	+ Character modifiers/status can become stuck or not update properly
* Infected
	+ Able to push characters into objects/walls
	+ Not responding properly to suppressed gun sounds
* Sounds
	+ Player sounds need balancing
	+ Infected sounds are sometimes too quiet

**Found in the Files:**

* Clothing
	+ Blouse (blue, green, tan, violet)
	+ Denim Jacket
	+ Hunting Vest
	+ NBC Boots (gray)
	+ NBC Gloves (gray)
	+ NBC Hood (gray)
	+ NBC Jacket (gray)
	+ NBC Pants (gray)
	+ Surgical Mask
	+ Tactical Gloves (beige, black, green)
	+ Tactical Helmet
* Weapons and attachments
	+ Mini Uzi
		- Uzi Magazine
		- Uzi Suppressor
	+ Groza-4
		- Groza Magazine
		- Groza Scope
		- Groza Suppressor
		- Groza Trigger Group
	+ Steyr Scout
		- Steyr Scout Magazine
	+ RPG-7
	+ M72 LAW
		- LAW Rocket
	+ GP-25 grenade launcher
		- VOG-25 Grenade
* Sounds
	+ Female infected sounds
	+ Weapon firing cracks & bullet fly sounds
* Other
	+ Compact Civilian Sedan
	+ Bicycle (finished model)
	+ Hanging dead infected models (additional)
	+ Nickel-cadmium Battery
	+ Large Police Station building
	+ Player models: Adam, Boris, Cyril, Denis, Elias, Eva, Francis, Guo
	+ Trash Can (container)

### v0.60.136555 (08 Dec 2016)

This patch is a hotfix intended to address issues with the BattlEye anti-cheat on the Stable release of 0.60.136348. It does not introduce any new features or changes to the game, only fixes.

### v0.60.136348 (28 Nov 2016)

This patch is a hotfix intended to address security concerns with the Stable release of 0.60.133913. It does not introduce any new features or changes to the game, only fixes.

### v0.60.133913 (20 Jul 2016)

This patch is a hotfix intended to address issues with the Stable release of 0.60.133861 regarding missing warning/error messages. It does not introduce any new features or changes to the game, only fixes.

### v0.60.133861 (15 Jul 2016)

This patch is a hotfix intended to address issues with the Stable release of 0.60.133811 regarding interaction with tents, barrels, garden plots, etc. It does not introduce any new features or changes to the game, only fixes.

### v0.60.133811 (13 Jul 2016)

This patch is a hotfix intended to address issues with the Stable release of 0.60.133617 regarding server crashes and loss of player equipment. It does not introduce any new features or changes to the game, only fixes.

### v0.60.133617 (22 Jun 2016)

This patch is a hotfix intended to address issues with the Stable release of 0.60.133516 in regards to character status updates and game crashes. It does not introduce any new features or changes to the game, only fixes.

### v0.60.133516 (15 Jun 2016)

**New Things:**

* Clothing
	+ Dirt Bike Helmet
		- Dirt Bike Helmet Mouthguard
		- Dirt Bike Helmet Visor
	+ Slacks Pants
	+ USMC Jacket
* Equipment
	+ Assault Backpack (Black, Green)
	+ Fishing Rod
	+ M18 Smoke Grenade (Green, Purple)
* Attachments
	+ Reflex Sight (fits FAL, M4A1, MP5-K, UMP45)
* New Buildings
	+ Radar command building (W.I.P.)
	+ Radar platform
	+ Ammunition Bunker (W.I.P.)
	+ Radio station
	+ Radio tower
	+ Industrial building (one-story)
	+ Industrial building (two-story)
	+ Military Watchtower
	+ Ski lift
	+ Storage shed (non-enterable)
	+ Wooden platforms
	+ Guard house
* Newly Enterable Buildings
	+ Two-part industrial building
	+ Tan/aqua industrial building
	+ Gray brick factory building (re-done since 0.59)
	+ Long gray industrial building w/ pool
* Infected
	+ New "Dean Hall" infected model
	+ Infected now spawn in a variety of outfits including firefighter, paramedic, etc. (67 total varieties)
* Other
	+ Human Steak (new model)
	+ Mass graves (improved)

**New Mechanics:**

* Pressing the reload key ("R") now chambers a round or cycles the bolt depending on which weapon you're using; magazines and clips must be used via the hotbar or inventory screen
* Weapons which are not automatic or semi-automatic must be manually cycled after each shot (e.g. Mosin, MP-133)
* FN FAL now accepts optics attachments
* Tripwires with a grenade attached now detonate immediately upon activation
* Players are now able to carry backpacks in their hands
* Infected are now able to jump/climb over some obstacles
* Central Loot Economy
	+ Magazines now spawn with a random amount of ammunition inside
	+ Weapons have a possibility to spawn with magazines or attachments
	+ Vehicles now spawn with a random set of parts attached (doors, battery, etc.)
	+ Backpacks, Clothing, and Vehicles now sometimes spawn with items inside them

**New Locations:**

* Tisy Military Base
	+ Lake Glubokoe
	+ New Fields

**Updated Locations:**

* Altar
* Berezino (outskirts)
* Chernogorsk
* Elektrozavodsk
* Industrial Site outside Orlovets
* Krasnostav
* Msta
* Orlovets
* Pusta
* Shakhovka
* Staroye
* Tulga

**Programming & Game Engine:**

* Enfusion
	+ First iteration of new renderer technology (visuals only)
	+ Switch from DirectX 9 to DirectX 11
	+ Improved environmental effects such as lighting, bodies of water, volumetric fog, rain, etc.
	+ Improved video performance (FPS) (work-in-progress)
* User Interface
	+ Previous "New UI" is now standard and mandatory
	+ New welcome screen and main menu
	+ New inventory screen, including the ability to zoom in/out on the character and see what they are holding
	+ New server browser, including a "Password" column as well as incompatible version numbers listed in red and compatible in green as a replacement for previous icons
	+ New settings menus, including single page video settings
	+ Vehicles and some other containers (i.e. fireplace) get reworked inventory
	+ Consumable items now show their % as a bar at the bottom of their inventory space
	+ Temperature of items is now indicated with blue for cold, not just red for hot
	+ The "View Contents" action is no longer necessary to loot a container or player body; "Vicinity" is now separate from nearby bodies and containers
	+ Infected now have their own inventory
* Other
	+ Blaze 95 Double Rifle renamed to B95
	+ CZ61 Skorpion is now 6 slots (3x2) instead of 12 slots (4x3)
	+ PM73 RAK is now 8 slots (4x2) instead of 12 slots (4x3)
	+ Tactical Shirt is now 2 slots (2x1) instead of 1 slot
	+ SVD 10Rnd Mag is now only 1 slot
	+ Plate Carrier and associated attachments are now exclusive to NATO helicopter crash sites
	+ Pistols with attachments on them are no longer able to be held in a Chest Holster or Gun Holster
	+ The "Hide Body" action now has a 20 second delay

*NOTE: As of build 133516, HDR is restricted to "Very Low."*

**Fixed:**

* Bear Trap, Land Mine, M4A1, AK101, AK Folding Buttstock, and UK Assault Vest are spawning again
* Individual base items can no longer be used to craft multiple arrows
* Exploitable gas tank at Veresnik barracks has been relocated
* In-game map is now viewable again using the new UI
* Players are no longer able to move items between their inventory and the vicinity while restrained

**Known Issues:**

* Game Engine
	+ Players may experience various small graphical issues in the first iteration of the new Enfusion renderer
* User Interface
	+ Unable to open inventory screen while floating or swimming
* Vehicles
	+ FPS may drop when a player is driving a vehicle in the rain
	+ Two vehicles driving very near to each other may cause rollback and other issues
* Player
	+ Players will sometimes log in without clothing or items and no attachments on the firearm on their back (firearm in hands is unaffected)

**Found in the Files:**

* Clothing
	+ Coyote Backpack
	+ BDU Pants
	+ Headband
	+ NBC Suit
	+ Sneakers ("Converse Chucks" variant)
	+ Telnyashka Undershirt
* Equipment
	+ Battery Charger
	+ Camouflage Blind (small)
	+ Camouflage Blind (large)
	+ Camouflage Cover
	+ HESCO Bastion
	+ Improvised Shelter
	+ Improvised Tent
	+ Improvised Tower
	+ Megaphone
	+ Mobile Audio Transceiver
	+ Night Vision Goggles
* Weapons
	+ M249 SAW
	+ PB Pistol
	+ Saiga-12K
* Attachments
	+ Bow Sight
	+ M249 SAW Handguard
	+ M249 Para Magazine
	+ PB Pistol Magazine
	+ PB Pistol Suppressor
	+ Saiga-12K Buttstock
	+ Saiga-12K 5Rnd Magazine
	+ Saiga-12K 8Rnd Magazine
	+ Saiga-12K 20Rnd Magazine
	+ Thermal Scope
* Vehicles
	+ Bicycle
	+ Dirt Bike
* Animals
	+ Duck
* Buildings
	+ Gypsy Caravan (Wood, Metal variants)
* User Interface
	+ New user action icons

### v0.59.131908 (04 Mar 2016)

This patch is intended to be a supplement to the earlier hotfix release of 0.59.131642. It contains some bug fixes and security enhancements, but does not add any new content.

### v0.59.131642 (17 Feb 2016)

This patch is intended to be a supplement to the earlier hotfix release of 0.59.131498. It contains some bug fixes and security enhancements, but does not add any new content.

### v0.59.131498 (10 Feb 2016)

This patch is intended to be a supplement to the earlier hotfix release of 0.59.131440. It contains some bug fixes and security enhancements, but does not add any new content.

### v0.59.131440 (04 Feb 2016)

This patch is intended to be a supplement to the earlier hotfix release of 0.59.131121. It contains some bug fixes and security enhancements, but does not add any new content.

### v0.59.131121 (13 Jan 2016)

This patch is intended to be a supplement to the earlier hotfix release of 0.59.131009. It contains some bug fixes, removes some of the seasonal Christmas Trees (but not all), and adds a new feature to the UI.

**Programming**

* It is now possible to turn on and off some chat messages including system, global, direct, vehicle, and radio. (new UI **only**)

### v0.59.131009 (21 Dec 2015)

This patch is a hotfix intended to address issues with the Stable release of 0.59.130861 in regards to performance improvements, unusable weapon optics, reloading weapons, desync in the presence of multiple vehicles/players, persistence of vehicle parts, and vehicles sliding on their own. While hotfixes are not usually intended to introduce any new features or changes to the game, some new items have been included with this release. Due to its seasonal timing, this patch included Christmas Trees.

**New Things**

* New Weapons
	+ FN FAL
		- FAL 20Rnd Mag
		- FN FAL Folding Buttstock
		- FN FAL Original Buttstock
	+ Glock 19
		- Glock 19 Magazine

### v0.59.130861 (10 Dec 2015)

**New Things:**

* Animations
	+ Empty vessel (pour out container)
* Clothing
	+ GP-5 Gas Mask
	+ Great Helm
	+ Lab Coat
	+ Nurse Dress (blue, white)
	+ Rocket Aviators (new model)
	+ Ssh68 Helmet
* Enterable Buildings
	+ Cement Factory (Chernogorsk/Novodmitrovsk)
	+ Corner house
	+ Grain storage (silo) building
	+ Gray brick factory building
	+ Industrial crafting station
	+ Industrial workshop
	+ Lumber mill
	+ Red brick factory building
	+ Wooden shed
	+ Yellow church
* Sounds
	+ M4A1
	+ UMP45
	+ SVD
	+ infecteds have a distinct sound when swinging at a player to strike them
* UI Elements
	+ In-game interface now has status indicators in the lower right corner (new UI **only**)
* Vehicles
	+ Civilian Sedan
	+ Offroad Hatchback
	+ Transit Bus
* Vehicle Parts
	+ Bus Wheel
	+ Bus Double Wheel
	+ Bus Hood
	+ Bus Left Door
	+ Bus Right Door
	+ Car Battery
	+ Civilian Sedan Driver Door
	+ Civilian Sedan CoDriver Door
	+ Civilian Sedan Back Left Door
	+ Civilian Sedan Back Right Door
	+ Civilian Sedan Hood
	+ Civilian Sedan Trunk
	+ Headlight / Headlight Box
	+ Offroad Hatchback Driver Door
	+ Offroad Hatchback CoDriver Door
	+ Offroad Hatchback Hood
	+ Offroad Hatchback Trunk
	+ Offroad Wheel
	+ Sedan Wheel
	+ Spark Plug
	+ Truck Double Wheel
	+ V3S Driver Door
	+ V3S CoDriver Door
	+ V3S Hood
* Weapons
	+ CZ61 Skorpion
		- 20 Rnd CZ61 Mag
	+ M18 Smoke Grenade (red, white, yellow)
	+ RGD2 Smoke Grenade (black, white)
	+ Red 9 (full availability)
		- Red 9 Buttstock (full availability)
		- 10 Round Clip (9mm) (full availability)
	+ Spear (craftable)
	+ VSS Vintorez (full availability)
		- 10 Rnd VSS Mag (full availability)
		- SP-6 Rounds / SP-6 20 Rounds (full availability)
* Other New Items
	+ Blue-coloured Berries (new model)
	+ Red-coloured Berries (new model)
	+ Torch (new model)
	+ Wardrobe (world container)
	+ Waterproof Bag (green, orange, yellow)

**New Mechanics:**

* Barrels can now be punctured with a knife to create a Barrel with Holes
	+ Barrel with Holes can now be filled with kindling and firewood and used as a Fireplace
	+ Cooking Pot can be attached to Barrel with Holes and used for cooking (lid must be closed)
* Firearms
	+ It is now possible to chamber a round and then attach a magazine (i.e. 1+5 rounds for CR527 Carbine)
	+ Pistols now spawn with their slide back to indicate that they are empty
	+ Snaploaders (i.e. 5Rnd Clip) now load ammunition into the gun's internal magazine and do not stay attached to the gun
* Improvised Ashwood Short Bow must now be manually reloaded after every shot
* The number of available hotkey slots is now limited, and the number available increases depending upon what clothing you are wearing. Each piece of clothing has an assigned value of "quick bar bonus" that adds that number of slots to what you have available
	+ Hotkey slots are now numbered
* Tripwire can now have a grenade attached to it.
* Vehicles
	+ Bus Double Wheel and Truck Double Wheel are now necessary for the rear axle(s) of their respective vehicles
		- Double Wheels can be split into two single wheels using a Crowbar
		- Double wheels of either type can be created by combining two of the appropriate single wheels (new UI **only**)
	+ Manual transmission is now implemented (shift gears using "Q" and "E" keys by default)
	+ Vehicle body panels (door, hood) can be removed using a Wrench
	+ Vehicle wheels must be removed using a Lug Wrench
	+ V3S can now carry two individual Truck Wheels behind the cab that do not take up general inventory space

**New Locations:**

* N/A

**Updated Locations:**

* Berezino
* Northwest corner (future Tisy Military Base site)

**Programming:**

* 300 Rnd Ammo Box is now known as Ammunition Box
* 7.62x39mm Rounds and .45ACP Rounds are now spawning in non-military areas
* Aspect ratio is now set automatically based on your display's resolution and users do not have the option to set it manually
* Berezhki re-added as a player spawn point
* Burlap Sack is now only 1 slot
* Motobike Helmet and Gas Mask can no longer be worn together
* Network communication optimizations (80% reduction in network messages, reduced size of network messages)
* Players now spawn with a Walkie-Talkie, Alkaline Battery 9V, and Road Flare (Experimental builds **only**)
* Repeater internal magazine capacity reduced from 11 rounds to 7
* Server-side changes
	+ Max player limit is now 75
	+ More processes have been changed to x64 (64-bit) for improved server performance, intended to reduce desync
* Weapon sway has been reduced
* infecteds reintroduced in large numbers

**Fixed:**

* AK Handguard Rail does not accept attachments
* Bear Traps and Land Mines are not persistent
* Car Tent does not fit in V3S inventory
* Cooked meat (including fish) makes you sick
* Certain firearms do not fit inside tent inventories
* Clothing and Equipment that has been repaired does not always display properly updated condition
* Crafting fertilizer in a barrel does not produce enough to use in tanning pelts into leather
* Duct Tape does not despawn over time
* Error message upon loading game: "Confirmation of Changes -- Bad vehicle type B\_762x51\_Ball\_Five"
* Fireplaces can be moved on the ground by dragging them around in the inventory screen
* Fireplaces continue to glow long after they have burned all their fuel
* Firing a gun may only produce the associated noise and visual effects to the person firing, appearing to other players as though the gun had not been fired
* Fish Net Trap consumes an entire stack of Netting when crafted
* Fish Net Trap degrades condition without use
* Forcefeeding another player Human Steak makes yourself sick
* Forcefully unlocked doors allow infecteds through despite the door still being "closed"
* Fuel gauge in V3S always shows empty
* Game crashes after painting Blaze 95 with Spraypaint
* Gas Mask is able to be equipped with the Ballistic Helmet
* Handcuffs show as pristine condition on the ground regardless of actual condition
* Improvised Ashwood Short Bow disappears when crafted if player already has a weapon
* Items in a vehicle's inventory are unable to be transferred directly to another vehicle or person; items must first be put on the ground\
* Items may be seen and interacted with in the inventory screen even when they are on another floor of the building
* Items showing on the ground on main menu screen
* Izh 18 Rifle has no sound to other players but can be heard by the person firing it
* Liquid containers and some stacked items are not updating percentage/quantity of contents properly
* Placing hot food in your inventory may quickly kill you
* Players are able to exit a wrecked vehicle without opening the door first
* Players "swimming" on land
* Police cars spawning twice in one spot
* Reloading a primary weapon (i.e. rifle) requires that weapon to be in your inventory or on your back (new UI **only**)
* Scopes equipped to rifles may disappear when the rifle is painted with Spraypaint
* Splint uses more than one rag when crafted
* Steyr AUG equipped with Suppressor NATO produces the wrong sound when fired
* Truck Battery or Glow Plug are unable to be installed on V3S when top row of vehicle inventory is in use
* Truck Wheels on V3S are automatically repaired on server restart
* UMP45 cannot be equipped with a flashlight
* Vaulting a fence with a weapon in your hands results in dropping the weapon
* V3S engine behaves erratically when vehicle becomes stuck
* V3S will sometimes tip over at very low speeds on uneven surfaces
* V3S works even with a ruined Glow Plug and/or Truck Battery
* Vehicles unable to be refueled unless engine is running
* Weapon handguards are unable to be removed or swapped out
* Wrong description for some versions of Leather Hat, Leather Storage Vest, Leather Jacket, and Leather Moccasins

**Known Issues:**

* Barrel with Holes despawns after 30 minutes (not being counted as persistent)
* Cooking Pots filled with water cannot be stored inside another container
* Drinking from a cooking pot with an item in it will get you fully hydrated
* Emptying a vessel such as a Canteen is not always successful
* Key bindings for hotbar items may sometimes be lost when player logs in and out of the game
* Rangefinder will only indicate a maximum distance of 8m
* Vehicles
	+ Bus Double Wheel and Truck Double Wheel are unable to be repaired using Tire Repair Kit
	+ Players may be unable to exit the Offroad Hatchback until they relog
	+ Players may be unable to remove vehicle parts (old UI **only**)
	+ Players may be unable to sit in the CoDriver seat of the Offroad Hatchback
	+ Vehicle wheels may be removed without using a Lug Wrench (new UI **only**)
	+ Vehicles are able to be driven even with some necessary parts in a ruined state (i.e. Spark Plug, Car Battery)
	+ Vehicles can appear to have missing wheels even when all wheels are attached; which ones appear missing varies from player to player
	+ Vehicles may move on their own when parts are removed from them
	+ When entering an Offroad Hatchback, there is no option to get directly into the CoDriver seat (rear seat is default instead)
	+ Wheels may despawn from a vehicle, even while it is being driven
* Weapons
	+ Some weapons do not have a reloading animation
	+ Scopes on weapons may appear to have missing textures when looking through them
	+ Various issues with the actual process of reloading
* Wardrobe world container is inaccessible (new UI **only**)
* While harvesting fruits/vegetables grown via horticulture, they may disappear if you do not have room for them in your inventory

**Found in the Files:**

* New static objects
	+ Boathouse
	+ Brown leather couch
	+ Tanker car (train)
	+ Workbench tools (anvil, bench vise, circular saw, drill press, grinding wheel)
* Balaclava (full face)
* Cable Reel
* Camo Net
* Canvas Tarp
* Fishing Rod (collapsible)
* FN FAL
	+ FAL 20Rnd Mag
	+ FN FAL Original Buttstock
	+ FN FAL Folding Buttstock
* Generator
* Glock 19
	+ Glock 19 Magazine
* Hydraulic Hoses
* Lights
* Metal Wire
* Pitch Link
* Recurve Bow
* RPG-7 Bipod
* RPG-7 Grenade
* RPG-7 Scope
* Sea Chest
* Spotlight
* Syringe Dart
* Taser
	+ Battery Cartridge
* Van
* Wooden Case

### v0.58.129488 (14 Sep 2015)

This patch is a hotfix intended to address issues with the Stable release of 0.58.129143 in regards to loot cleanup and player camps. It does not introduce any new features or changes to the game, only fixes.

### v0.58.129143 (26 Aug 2015)

**New Things:**

* New infected attack sounds
* New enterable garage (building)
* New enterable military barracks (building)
* New enterable pump station (building)
* New enterable transformer vault (building)
* New smoke/particle effects for Road Flare
* Car Tent
* Crossbow Holosight (now has range values)
* Epinephrine (new damaged model)
* Glow Plug
* Hiking Jacket
* Mackerel
	+ Mackerel Fillet
* Minsk Refrigerator (world container)
* Oil Barrel (full availability)
* Tire Repair Kit
* Tripwire (now able to be crafted and deployed)
* Truck Battery
* Truck Wheel
* UMP45 (full availability)
	+ 25Rnd UMP45 Magazine (full availability)
* USMC Pants (Woodland, Desert)

**New Mechanics:**

* New Inventory UI
	+ Work-in-progress; accessible using Steam launch parameter "-newui"
	+ Includes previously shown menu screen, new inventory screen, and new in-game player list
* New 3rd Person Perspective (3PP) camera is back in
	+ Use "Q" and "E" keys to shift over-the-shoulder view from left to right or vice versa
* Major changes to vehicle mechanics
	+ Repair is now necessary to operate V3S (wheels, glow plug, and battery for now)
	+ VS3 now has an inventory, including dedicated slots for necessary parts
	+ Wheels can now be removed from V3S individually, can be popped by damage, and visibly show as popped
* Unpacking boxes of ammo or nails now gives paper in addition to standard contents
* Clothes now can only be torn into Rags with a sharp object (knife, ax)
* A fire can now be built inside fireplaces in houses
	+ Fireplace must be compatible (chimney, fireplace grille required)
	+ Smoke will spout from the chimney outside when a fire is lit in the fireplace
	+ Cooking is possible using a Cooking Pot
* Matches can now be combined
* Many items will now become wet just like clothing
* New Humidity status indicator: "Drenched"
	+ Serves as the new highest level indicator: Damp -> Wet -> Soaked -> Drenched
* Fish Net Trap can now be used to catch Mackerel (saltwater) and Carp (freshwater)
	+ Mackerel can be prepared into Mackerel Fillets using a knife
	+ Trap can be repaired using Duct Tape
* Animal Lard can now be cooked and safely eaten
* Pumpkin Slices can now be cooked
* AK Handguard Rail can now be painted green with Spraypaint
* Dying of clothes is now possible in the Oil Barrel
* A Cooking Pot with water in it displays a percentage to indicate how full it is
	+ Cooking Pots now require 2L of water to fill completely
* Clothing must be removed from the player's body and emptied of all items before it can be wrung out when wet

**New Locations:**

* N/A

**Updated Locations:**

* N/A

**Programming:**

* Komarovo re-added as a spawn point
* Persistence is now ON for barrels, trucks, tents, protector cases, and ammo box
* Ammo Box now has a size and capacity of 8 slots
* Animal AI will now roam in herds
* Improvised Backpack and Improvised Leather Backpack now require 3 Wooden Sticks
* Survivors now spawn with a Road Flare instead of a Chemlight

**Fixed:**

* Map-wide global "ghost sounds" should no longer occur (i.e. opening a can of soda)
* Items in hands may be dropped when vaulting
* Infinitely stacking inventory containers and other container abuse
	+ Able to fit firearms and ammo in Flaregun
	+ Vests used for storage inside other containers
	+ Gas Stoves being stacked inside of one another
* Open cans of food become stuck in the floor/ground
* Unable to tan animal pelts with Garden Lime even when there is a sufficient amount
* Land Mine does not explode and/or cause damage when detonated
* infected ragdoll physics causing issues when they are run over by a vehicle
* infecteds can pass through closed doors
* Inventory displaying clothing and weapons in the order they are picked up
	+ Items may be lost when logging in and logging out due to rearranging of inventory
* Issues with door sounds on V3S
* Unable to use a firearm after taking it from another player
* Bear Trap does not work on infecteds
* Torch fails to render flames
* Cooking Pot does not cool down over time
* Raincoat is unable to be repaired with Leather Sewing Kit
* Chest Holster is unable to be repaired with Leather Sewing Kit
* Some shoes are unable to be repaired with Leather Sewing Kit
* Vests are unable to be repaired with Leather Sewing Kit
* Canvas Pants are unable to be repaired with Sewing Kit
* Unable to set up Land Mine
* Swapping one melee item with another will cause the dropped item to stand upright
* Suppressor East not fitting correctly on AKS-74U
* Multiple quick hotbar key presses causes character to be unable to drink from wells
* Cannot hold/use items in hands
* Tactical Bacon does not seem to affect your hunger
* Bayonets do not give the option to chop sticks/get kindling
* Batteries not spawning
* MP5 Buttstock not spawning
* Sounds reversed on doors
* Unconsciousness bugged; player non-responsive to treatments, no status feedback when help is administered
* Baseball Bat Nailed disappears after a few seconds when placed on the ground
* Roof of the office building in Berezino is invisible when in 3PP
* Items inside tents do not show quantity
* FPS drops when you put items inside other items (and inside other items, and so on)
* Attachments disappear from M4A1 when gun is painted using Spraypaint
* Crossbow creates light when shooting in the dark
* LongHorn shows ammo as .308mm instead of .308 inches
* Cooking Pot on Fireplace is accessible from a distance using inventory view
* You cannot switch hotbar items while there is something in your hands
* infecteds pause and rotate side to side prior to attack
* Problems with reloading a weapon by dragging and dropping ammunition in the inventory screen (new prototype UI **only**)
* Moving anything over compass in inventory calls an exception (new prototype UI **only**)
* Cannot run while accessing inventory (new prototype UI **only**)
* Cannot climb ladders (new prototype UI **only**)
* Items with variable quantities do not display their stored quantity (new prototype UI **only**)
* Unable to respawn via in-game menu (new prototype UI **only**)
* Unable to connect to servers (new prototype UI **only**)
* Combat Knife is invisible when placed into Military Boots (new prototype UI **only**)

**Known Issues:**

* Cooked meat will sometimes make players sick
* Fuel gauge in V3S always shows empty (except when viewed from outside the truck)
* Fireplace continues to glow without fuel until server restart
* Fireplace will sometimes disappear soon after being created
* Garden plots will sometimes disappear soon after being created
* Incorrect character animations at the Main Menu
* Error message pops up when quitting the game
* Some crafting functions for the Oil Barrel not working properly
	+ Barrel cannot be emptied or filled
	+ Leather items disappear when attempting to dye them
	+ Tanning a Cow Pelt in a barrel makes the fertilizer and cow pelt disappear
* Liquid containers and some stacked items are not updating percentage/quantity of contents properly
* Handguards and foregrips cannot be removed or modified
* Interacting with a Cooking Pot does not give an option to "View Contents" while attached to a Fireplace
* Cooking Pot can't be stored/placed inside barrels
* Weapon attachments sometimes appear invisible in 3rd person perspective
* Doors showing as opened or closed when they are actually the opposite
	+ Door open/close sounds sometimes heard when doors are not being interacted with
* "False duplicates" of items may be shown in your inventory view requiring re-log to correct
* All clients involved in a gunfight may not hear all proper gunshot sounds
* Camps with multiple tents may experience issues interacting with items
* Cannot access vehicle inventory (new prototype UI **only**)

**Found in the Files:**

* Military watchtower
* Vehicle sounds (Offroad Hatchback, Civilian Sedan, Transit Bus, Van)
* infected biker
* Auricularia (fungus)
* Barbed Wire
* Bus Wheel
* Cannabis (plant & bud)
* Cannabis Seeds
* Cigarettes
* Cooking Clock
* CZ61 Skorpion
	+ CZ61 Skorpion Magazine
* Dart Gun
	+ CO2 Cartridge
* Jumpsuit Jacket
* Jumpsuit Pants
* Lab Coat
* Medieval Helmet
* Nurse Dress
* Offroad
* Psilocybe (mushroom)
* Red Dot Sight
* Sedan
* Ssh68 Helmet
* Tactical Shirt (red/black, green/black, blue variants)
* Transit Bus
* White Coat

### v0.57.128177 (10 Jun 2015)

**New Things:**

* 7.62x54mmR Rounds (new texture)
* Baseball Bat Nailed
* Box of Nails / Nails (loose)
* Butane Canister (Experimental builds **only**)
* Candle (Experimental builds **only**)
* City Maps (re-added)
* Fish Net Trap
* Fox
	+ Fox Pelt
* Hand Drill Kit
* Hunting Jacket (Autumn, Winter, Summer, Spring, Brown)
* Hunting Scope
* Ice Hockey Stick (not the same as Old Hockey Stick)
* Improvised Rope
* Izh 18 Rifle
	+ Sawed-off Izh 18 Rifle
* Kashtan C-1 Scope
* Long Wooden Stick (replaces Ashwood Stick)
* Meat Tenderizer
* Medical Scrubs (Blue, Green)
* Mess Tin (Experimental builds **only**)
* Oil Barrel (Blue, Green, Red, Yellow) (Experimental builds **only**)
* Pistol Scope
* Pumpkin Slices
* Radio (Experimental builds **only**)
* Radiator (Experimental builds **only**)
* Red 9 (Experimental builds **only**)
	+ Red 9 Buttstock (Experimental builds **only**)
	+ 10 Round Clip (9mm) (Experimental builds **only**)
* SP-6 Rounds (9x39mm) (Experimental builds **only**)
* SVD
	+ SVD 10Rnd Mag
* Torch
* Tripwire (not working yet)
* UMP45 (Experimental builds **only**)
	+ 25Rnd UMP45 Magazine (Experimental builds **only**)
* VSS Vintorez (Experimental builds **only**)
	+ 10 Rnd VSS Mag (Experimental builds **only**)
* Winchester Model 70
* New school building
* Guard houses are now enterable
* New road barrier objects and structures

**New Mechanics:**

* Infected can now have their legs broken
	+ Infected will crawl when they have broken legs
* Player limbs can now be "bumped" and "chipped" before becoming fractured or broken
* Putting something in your hands now removes it from that slot in inventory
* Inventory system has been remade; putting something in your inventory will place it on the top, the second equipment below it and so forth
* Rebalancing of Infected damage threshold
* Meat, fruit, and vegetables are now able to be skewered and cooked over a fire
	+ Meat becomes cooked (and eventually burnt)
	+ Fruit and vegetables become dried
* Propane canisters now have a percentage
* LongHorn is now able to be used without a scope
* Can now place the crossbow holosight on the LongHorn
* Placing a lit fireplace in your inventory will set the player on fire
* Fireplaces can now be lit using a Hand Drill Kit
* Pumpkins can now be cut into Pumpkin Slices
* Mixing water and disinfectant now creates a pesticide usable on plants
* Various new actions with the Oil Barrel
	+ Combining guts and plant material in a barrel creates fertilizer
	+ A barrel with water is now required to tan pelts into leather
	+ Clothing made of cloth or leather can now be dyed using natural supplies (bark, berries)
* Armbands can now be created from Rags
* Long Wooden Sticks have now replaced Ashwood Sticks and changed properties
	+ These can be put on your back like a melee weapon
	+ They are pre-sharpened and can be used to cook meat or fruits/vegetables over a fire
	+ A knife can be used to cut one of these from a tree, and they can be broken down into 3 Wooden Sticks
* Items in the environment (not in someone's inventory) can now become damaged
* Compass now shows direction from within the item hotbar
* Can no longer exploit the FoV whilst zoomed in (FoV doesn't change when looking trough a scope)
* Changes to the 3PP camera mode
* Improvised Rope can now be crafted from stacks of Rags
* Earthworms can now be obtained by digging the ground with any type of Knife
* A stone oven Fireplace now requires 8 full-sized Stones
* Torch can be crafted using a Wooden Stick and a rag
	+ Option to add resin by interacting with a tree with the Torch in your hands
* Fish Net Trap can be crafted using Metal Wire and Netting
* Long Range Scope can no longer be attached to the Mosin 9130

**New Animations:**

* Carrying a barrel
* New animal animations (eg. sitting)

**New Locations:**

* Hillside Village near Kamensk

**Updated Locations:**

* Berezino
* Chernogorsk (new school building)
* Elektrozavodsk (new school building)
* Gorka
* International Airfield (NWAF)
* Kabanino
* Military Base (Kamensk) (underground areas removed)
* Novaya Petrovka (new school building)
* Settlement near Sinistok (updated w/ pond)
* Severograd (new school building)
* Stary Sobor (Evacuation Site added)
* Tisy
* Turovo
* Zelenogorsk (new school building)
* Road barriers scattered around streets and roads around Chernarus

**Programming:**

* Central Loot Economy re-implemented
* New inventory back-end
* Redistribution of infected spawns (to high-population areas)
	+ Total number of infected per map increased from 1100 to 1240
* Skalisty Island added as a spawn point

**Fixed:**

* Fixes to Infected movement
* Pumpkins into hands bug
* Lower body disappearing after rolling on the ground
* Rubber arms when throwing items
* Animations of "making a garden plot" and "digging tile" missing or just glitching
* Landmine bug when taken into hands
* V3S occupant sitting behind the cabin
* Sick status from infected wound incurable
* Tree collisions obstructing path of V3S
* Many duping methods fixed
* Bug causing character to be Starving and Dehydrated upon login
* Sewing kits making items pristine
* Suicide animation speeds up search for apples, berries, etc.
* Crosshair disappears, tracks weapon sway
* Item in Plate Carrier with Pouches and Gun Holster disapears while switching it with another item
* Complete Plate Carrier set - inventory not sortable or move inside
* Putting bayonet on M4A1 with improvised silencer
* Adding holster to platecarrier+pouches removed inventory of vest
* Chemlight can be used to ignite fireplace
* Chemlight equips like a flashlight
* Cannot produce redacted seeds (Cut out seeds) from plants
* Failing to light a fireplace due to lack of safety uses up a single match
* Fish cannot be cooked in campfire\stove
* Invisible fireplace upon relogging
* Plate carrier pouches cannot be repaired
* Skinning Chickens no longer produces Feathers
* Trigger sound of weapons can be heard over 200 meters
* Door cannot be closed
* Bugfixing on per-item quantity control (Central Economy)
* Desync improved
* Improvised Ashwood Short Bow bugged
* Blaze is getting quickly ruined
* Pistol suppressor on CR75 Does not sit in correct spot
* JoeyX Sunglasses spawning again
* Bolts Quiver spawning again
* 12 Gauge Slug shells are spawning again (Experimental builds **only**)
* Ballistic Helmet and Gas Mask can be equipped together again
* Spinal fractures *should* be fixed now
* Green Paramedic Pants and Paramedic Jacket are spawning again
* Painting a gun will "lock" up gun in inventory and magazine detaches itself and disappear (fixed)
* Logging out/in with a weapon in your hand makes it immovable (fixed)
* Small Lake bugged north of Polesovo (fixed)
* V3S drives without wheels (fixed)
* Can't get into V3S (fixed)
* Struggling to swim over new trench to Prison Island (invisible wall) (fixed)
* infecteds dont see through chain link fences

**Found in the Files:**

* New animal models (bear, cow, deer, mouflon, wolf)
* New infected models (various)
* Boletus (mushroom)
* Brake Fluid
* Dextroamphetamine
* Car Tent
* Golden Eagle (& Magazine)
* Egg
* Fireplace Grill
* Headlamp Bulb (box)
* M53 Boulder Backpack (Olive, Black, DPM Camo)
* Milk Bottle
* Orange Worker Safety Vest
* Pear
* Plum
* Radiator (Car)
* Radiator (Truck)
* Rosa canina (berries)
* Sambucus nigra (berries)
* Tactical Shirt (black/blue)
* USMC Jacket
* USMC Pants
* Waterproof Bag (container)
* Windscreen Box (car)

*NOTE: Builds of v0.56 were tested on the Experimental branch, but development was rolled into v0.57 before being released to the Stable branch.*

### v0.55.127157 (1 Apr 2015)

**New Items:**

* .308 Ammo
* Bear Trap
* Birch Bark
* Chainsaw (re-added)
* Land Mine
* Oak Bark

**New Mechanics:**

* New infected AI (combat/roaming behavior)
* Horticulture Update
* Cooking update (visual cooking states)
* Stealth
* New animal AI
* Central Economy
* Fireplace updates
* New icons
* Player control changes
* New crosshair
* Diseases
* Increased infected Count
* Changed infected Spawns
* New idle animations (main menu)
* New UI (main menu) (use -newui switch to try it out)
* Forced Persistence
* Weapon rebalancing
* infected Rebalancing

**New Animations:**

* New animal animations
* Total rework of infected animations

**New Locations:**

* New camps
	+ Holiday Camp Gordyy Chernarus added near Green Mountain
	+ Holiday Camp Kometa added near Topolka Dam
	+ Holiday Camp Nadezhda added near Novy Sobor
	+ Holiday Camp Pobeda added near Grozovoy Pass
	+ Student Summer Camp added near Belaya Polana
	+ Summer Camp Arsenievo added northeast of the quarry at Severograd
	+ Summer Camp Builder added near Ozerko
	+ Summer Camp Friendship added near Khelm
	+ Summer Camp Pioneer added near Dolina
	+ Summer Camp Romashka added near Devils Castle

**Map:**

* Road improvements
* Grassland improvements

**Programming:**

* New Sensors
* New infected Controller
* New infected Physics
* Noise system

**Fixed:**

* Attachable Pouches and Gun Holster for the Plate Carrier now spawn
* Vehicle bugfixing
* infected bugfixing
* Animal bugfixing
* and a lot more!

**Known Issues:**

* Visual bugs in infected animations
* Sound issues with infecteds
* On rare occasions, infecteds may still clip through walls, fences and doors
* A rare server crash
* Items not spawning in proper places
* Cannibalism does not induce sickness
* Player footsteps aren't heard on runway and pavement at NE Airstrip and possibly other airstrips
* Persistence loot and economy is bugged on Private Shards (Can be disabled until next update)

**Undocumented:**

* New farmer infected model
* New "Summer House" building
* Cartridges placed in a fireplace will "pop" off after a short while
* Spraypaint, Gas Canisters, and grenades placed in a fireplace will explode after a short while
* Number of animal spawns increased
* Personal zoom view (without a scope or binoculars) has been reduced by 40%
* Vehicles now take damage from impacts with other objects and will sometimes transfer some damage to the player(s) inside
* Can now run and shoot whilst aiming down sights
* New prone and "roll" (on the ground) sounds for player
* New V3S audio
* Some animal pelts have changed size in player inventory
* 7.62mm Rounds are now known as 7.62x54mmR Rounds
* Blaze 95 Double Rifle and LongHorn now use .308 Winchester Rounds

**Found in the Files:**

* Advanced Spear
* Agaricus (mushroom)
* Amanita (mushroom)
* Baseball Cap (new "D" variant)
* Basic Spear
* Car Battery
* Compost
* Dress Pants
* Fish Net Trap
* Fox
* General Store building
* Headlamp Bulb (the bulb itself)
* Hunting Jacket (Brown, Olive, Autumn, Summer, Winter)
* Izh 18 Rifle / Sawed-off Izh 18 Rifle
* Mackerel
* Medical Scrubs (shirt, pants, & cap)
* Prisoner infected
* Pumpkin Slices
* Rotten Apple (new texture)
* UMP45
* UMP Magazine
* SVD
* Tire Repair Kit
* Tripwire
* V-belt
* Winchester Model 70

### v0.54.126646 (4 Mar 2015)

This patch was a hotfix intended to address issues with the Stable release of 0.54.126645, such as crashing. It does not introduce any new features or changes to the game, only fixes.

### v0.54.126645 (25 Feb 2015)

**New Items:**

* Animal Lard
* Armband (new model)
* Attachable Pouches
* Bone Arrow
* Bone Fishing Bait
* Bone Fishing Hook
* Bones
* Compass (new model)
* Gun Holster
* Improvised Suppressor
* M65 Field Jacket (Black and Green variants)
* Natural Water Pouch
* Plate Carrier
* Trumpet / Disassembled Trumpet
* V3S Civilian
* New factory building

**New Mechanics:**

* Ambient visuals (new)
* Military salute (gesture)
* "Relaxed" sitting (gesture)
* Potatoes can now be grown via Horticulture
* Chickens make new sounds
* Weight was added to all items
	+ Items now shows only rough estimates about its weight and volume of containment.
* You can craft Improvised Suppressor using water bottle and Duct Tape.
	+ Caliber of ammo affects suppressor degradation.
* You can craft bone hook out of pile of bones.
* You can craft Bone Arrow out of pile of bones and Improvised Arrow.
* You can dismantle the Trumpet.
* Continuous consumption and item use prototype.
* Cooking mechanics changes.
* Fireplace mechanics changes.
* Fluid mechanic tweaks.
* Blood mechanic tweaks.
* Weapon degradation.
* Suppressor degradation.

**Animations and Audio:**

* Placeholder SFX for improvised suppressor (standard suppressor SFX).

**Programming:**

* New spawn tags added to all buildings.
* Degradation values set for pistols, rifles and silencers.
* Blood regeneration nerfed.

**New Locations:**

* N/A

**Updated Locations:**

* Bor
* Black Lake
* Devils Castle
* Pik Kozlova
* Quarry at Solnichniy
* Willow Lake
* Minor changes to Skalisty Island and Krutoy Cap
* All old rocks models have been removed and replaced with new ones.

**Fixed:**

* Pouches for vest is now displayed properly in hands.
* Suppressor position on Longhorn while reloading.
* Message when loading ruined ammo.
* Splitting stone using pickaxe will give you smaller stone with correct damage state.
* You can no longer use mace for cutting raincoats into armbands.
* Mace can no longer be used for skinning.
* Force feeding guts text.
* Thermal mechanic fixes.
* Server stability fixes.
* Performance fixes (server).
* Bullet penetration fix.
* Compasses are accurate again
* Sunglasses spawn again

**Known Issues:**

* Animals spin in one place.
* Animals die randomly.
* Animal navigation.
* Animal animations are playing at a wrong resolution.
* You can drive v3s while knocked out.
* Attachments for Plate Carrier vest do not spawn
* Random desync.
* Random client crashes.
* Random server crashes.

**Found in the Files:**

* Brake Fluid
* Summer house (new building)

### v0.53.126384 (4 Feb 2015)

**New Items:**

* New model for Fireplace Kit
* Fireplace with Tripod
* Large prison wall
* Small prison wall
* AK Bayonet
* Armbands
* Broom
* Canoe Paddle
* Field Shovel
* Flanged Mace
* Flare
* Flaregun
* Hay Hook
* Hatchet
* Ice Axe
* Lead Pipe
* Lug Wrench
* M65 Field Jacket
* Natural Leather Hat
* Natural Leather Moccasins
* Natural Leather Pants
* Natural Leather Jacket
* Natural Leather Storage Vest
* Quilted Jacket
* Raincoat (black, blue, pink, red variants)
* Steak Knife
* Sweater
* Tanned Leather
* Zucchini Seeds

**New Mechanics:**

* New animation for water pump when drinking (blue pumps only so far)
* Improved animal AI
	+ Animals make death sounds (possibly other idle sounds too)
* Duct Tape and Rope can now be used to restrain another player
* Restrained players can be cut free using a bladed weapon
* Restrained players can free themselves by pressing the movement keys (20 times for handcuffs, 10 for rope and tape)
* Fireplace Kit now requires either 3 Firewood or 5 Sticks to craft basic Fireplace
* You can now craft an Oven from a basic Fireplace
* It is possible to reignite a fireplace without using matches if it is still above 200 degrees Celsius
* Suicide is no longer possible using the Improvised Knife
* You can craft Armbands by using a knife to cut apart a Raincoat
* Canteens and bottles can now hold gasoline
* It is now possible to fill and empty Cooking Pots with water
* There are now classes for various liquids: water, river water, vodka, beer, gasoline, and diesel

**New Locations:**

* Prison southwest of Komarovo
* Village of Nagornoe

**Updated Locations:**

* Castle on Skalisty Island
* Graveyard at Berezino
* Graveyard at Pavlovo
* Graveyard at Prigorodki
* Graveyard at Pustoshka

**Fixed:**

* Free look now works properly on handheld scopes (you can move up and down instead of just left and right)
* Painting a Full Ghillie Suit now works properly
* Cooking Tripods can now be deployed properly with a basic Fireplace
* T-Shirts now only take up one inventory slot
* Raincoats now only take up 2x1 inventory slots
* Tactical Shirts now only take up one inventory slot
* UK Assault Vests now only take up 2x2 inventory slots
* Leather Sewing Kits now showing degraded skin when status of kit reached Damage or below
* Pepper seeds are now known as Green Pepper Seeds
* Waterbottles are now known as PET Bottles
* Flares fired from a Flaregun can now be seen by others
* Your own footsteps no longer sound like they are behind you

**Known Issues:**

* "Rollbacks" and desync are to be expected with build 126147 due to some of what is being tested, including *sanity checks*.
* Pumpkins have a chance to grow to 0% (fixed?)
* Drinking from ponds or lakes can result in getting stuck in the drinking animation

**Found in the Files:**

* Butcher Hammer
* Fox Pelt
* Horse Pelt
* Leather Sack
* Petrol Lighter
* Mouflon Pelt
* Natural Water Pouch
* Potato Seeds
* Sheep Pelt
* New infected model (blank template prototype)
* School Building

### v0.52.126010 (19 Dec 2014)

**New Items:**

* Bomber Jacket (color variants)
* Chainsaw
* Flashlight
* Ghillie Suit
* Guts
* Handgun Silencer
* Hunting Knife
* Long Sword
* Meat Cleaver
* MP5 Compensator
* Pepper Seeds
* Prison Cap
* Prison Jacket
* Prison Pants
* Pumpkin Seeds
* Silencer east
* Silencer NATO
* Stone Knife
* Teddy Bear
* V3S interior
* V3S (color variants)
* Wool Dress (color variants)

**New Mechanics:**

* Suicide (variants)
* Using scopes for scouting
* Redone horticulture mechanics
* Redone spawn points and amount of vehicles
* Exiting and entering animations for vehicles
* Christmas presents
* Crafting of fishing rod, stone knife, bow, using only natural resources
* You can cut out seeds out of vegetables
* Torch crafting
* Blade sharpening
* Silencers working
* Using of almost all items for melee

**New Locations:**

* Kamensk village
* Stary Yar village
* Location "Lysaya Gora"
* "Grozovye Doly"
* Krasnoe village
* Christmas assets
* Meadows and Farms under Svergino village
* Ratnoe village
* Zaprudnoe village
* Zaprudnoe kolhoz
* Meadows and Farms near Grishino
* Polesovo village

**Updated Locations:**

* Stary Yar surrounding
* Kamensk mining complex
* Severograd mines
* Power lines are now connected with West part of map
* Forest improvements
* General bugfixing

**Fixed:**

* Muzzle blast, Impact sounds fixed.
* Small Fish Trap exploit fixed
* Suppressor visible on Steyr AUG now
* Damage transfer added to ghillie crafting
* Security fixes
* Telescopic Baton retracting
* Improved Heatpack and gut heat transfer, support for multiple heat sources
* Drowning while cuffed under water surface
* Heatpack and more items properly positioned in hand
* Animation polish
* Loot distribution polish
* and much much more.

**Known Issues:**

* Item locked in hands slot
* Items can't be picked up sometimes
* Left earpiece sound volume is lowered sometimes
* Ghillie will probably react badly on chemlight, flare and other light sources
* Some items will visually duplicate themselves if used from the ground
* Server crashes
* Client crash when disconnected from server

Undocumented
**New Items:**

* Hunting Knife
* Old Hockey Stick
* MP5 Rail Handguard
* Flare
* JoeyX Sunglasses
* Painkillers (new texture)
* Paper (new texture)
* Paramedic Pants (Green variation)
* Cooking Tripod
* Pumpkin
* Zluta Malinovka Soda

**New Mechanics:**

* Can now search for Ashwood Sticks

**New Animations:**

* 2 new gestures: F4 "I Heart You" (replaced the "Giving the finger" middle finger gesture during Christmas) and F11 "Fake suicide"

**Programming:**

* Netting Size changed from 2x1 to 1x2
* V3S must be started before driving
* Can now turn on the headlights of the V3S

**Fixed:**

* Painting Firefighter Axes to green and black now changes the textures again, not just the name

**Found in the Files:**

* Bear Trap
* Crafted Leather Boots
* Crafted Leather Jacket
* Land Mine
* Winchester Model 70

### v0.51.125720 (03 Dec 2014)

**New Items:**

* Burlap Strips
* Ghillie Suit (Hood, Bushrag, Top)
* Ghillie Weapon Wrap
* Human Flesh
* Jerry Can
* Military Tent
* MP-133 Shotgun with Pistol Grip
* Netting
* Steyr AUG Automatic Rifle
* V3S

**New Mechanics:**

* Vehicles
* Vehicles refueling
* Prion Disease
* New crafting recipes
* Updated heat transfer
* Watering plants

**Fixed:**

* Abuse of vomiting to gain energy
* Mending balaclavas
* Splitting and combining netting
* Splitting and combining burlap strips
* Ammo Box dragging on magazines
* Combining and splitting worms
* Breaking out of restraints fixes
* Uncuffing using keys
* Picking up mp133 from the ground
* Rangefinder mechanics
* Items are no longer pristine only
* Skinning should now give pelts properly
* V3S going uphill
* V3S physics simulation
* V3S damage to characters
* V3S collisions
* V3S fueling mechanic
* Memory Leaks
* And a lot more!

**Known Issues:**

* Item locked in hands slot
* Items can't be picked up sometimes
* Left earpiece sound volume is lowered sometimes
* Ghillie will probably react badly on chemlight, flare and other light sources
* Some items will freeze in midair when you throw them multiple times in a row
* Some items will visually duplicate themselves if used from the ground

Undocumented
**New Items:**

* Plant Material

**Found in the Files:**

* Bear Pelt
* Butcher Knife
* Dress
* Gasoline Canister
* Hatchet
* Hockey Stick
* Improvised Leather Pants
* Improvised Torch
* Marmalade
* Prisoner Cap
* Prisoner Pants
* Shorts
* Sword
* Truck Battery
* Truck Exhaust
* Vehicle Spark Plug

**Fixed:**

* Environment: Added new texture for soda machines
* Environment: Water Pumps work again
* Event: Added UH1Y Helicopter Crash Sites
* Gear: Fixed Walkie-Talkies
* Gear: Small Stones can no longer be split
* Gear: Added new texture for the Heatpack
* Gear: Updated description of the Brass Knuckles
* Player: Changed Death screen to show players their final seconds as a ragdoll
* Player: You can now skin humans
* Server: Servers now use an 24 hour cycle to determinate the time of day

### v0.50.125369 (05 Nov 2014)

**New Items:**

* AK-74 (Color variants)
* AKS-74U (Color variants)
* Balaclavas (color variants) **(1)**
* Brass Knuckles (color variants)
* Derringer (color variants)
* Firefighter Uniform (Color variants)
* Firefighter Helmet (Color variants)
* Firefighter Pants (Color variants)
* Gardening lime
* Heat pack
* Improvised Fish Trap
* Leather Sewing Kit
* Lockpick
* Medical Thermometer **(1)**
* Metal Wire
* MP-133 Shotgun
* Rabbit Snare
* Rangefinder
* Rossi R92
* Skater Helmet (Color variants)
* Sledgehammer
* SPOSN Backpack
* Tomato Seeds
* Waterproof Bag (color variants)
* Welding Mask

**New Mechanics:**

* You can search for chicken feathers in chicken coops
* Water and energy consumption tweaked
* Player can be put to unconscious while restrained and can be restrained while he is unconscious
* Two handed item throwing
* Loot table changes
* Barricading (First iteration, you are able to lock doors, state being persistent)
* Horticulture (You are able to use greenhouses when you acquire seeds and fertilizer to grow plants)
* Soaking of items in backpacks
* Waterproof items
* Wring items **(1)**
* Player temperature **(1)**
* Shoe degradation and comfort
* Duct Tape repair and crafting
* Improved weather system
* Drowning
* You can stitch wounds now
* Riders Jacket, military shoes, combat shoes, Leather Shoes, Working Boots can be patched using leather sewing kit
* New animals (Hen, Goat)
* Server time affects temperature

**New Animations:**

* New holding animations
* New unarmed sprinting animations
* New grenade unpinning
* Wring animation added to wring clothes
* New handgun animations
* New restrain animations
* New sitting pose for pistols, two handed and unarmed
* New bow reload animation
* prone move with pistol polished

**New Locations:**

* New village "Belaya Polana"
* New town "Novaya Petrovka" + surroundings
* New village "Topolniki"
* New village "Svergino"
* New village "Berezhki"
* New mine at Kamensk
* New military base near Severograd
* New castle near Svergino
* New "Pobeda Dam"

**Updated Locations:**

* Krasnostav Airstrip now has a new Hangar and Office
* Others:
* Food and News Kiosks have been added
* Bug fixing
* Map optimization
* Barrels was removed from map

**Fixed:**

* Fixed Shadows
* Eject Buckshots option for shotguns
* Fixed Shadow Issues
* Fixed Client Crashes
* Fixed Server Crashes
* Antihacking measures
* Visor for gorka helmet now shows bandanna/balaclavas
* Fireplace works at high altitude
* Fish trap works with bait as well
* Leaving unconsciousness while having Burlap Sack will keep screen dark
* Smersh Vest without backpack appearance fixed
* You can no longer place Hacksaw and Sickle on shoulder
* Telescopic Baton damage texture
* Telescopic baton won't reset its damage after open/close action
* Breaking from restraints is now done through repeated alternated pressing of A and D keys
* Animation and cancel action added to Road Flare ignition
* Animation and cancel action added to chem-light ignition
* Feathers combining and splitting added
* You can add kindling and sharp sticks to fireplace
* Performing other environment actions while on ladder or swimming removed
* Breaking from restraints fixes
* Attachment slot removed from skate and firefighter helmet
* Message spamming reduced
* Temperature is now affected by movement
* Safer heat comfort calculation
* Skinned animal now hides correctly when the process is completed
* The process of skinning can be cancelled at any time
* Status message for drowning
* Shoe damage/wear reduced
* Rangefinder measures distance properly
* And a lot more!

**Known Issues:**

* Items do not update their state properly (durability/wet). Moving them, or relogging will refresh.
* Server crash
* Performance deterioration
* Water Pumps Disabled

Undocumented
**New Items:**

* Added 5.45mm Rounds
* Added 5.45mm 20 Rounds
* Can now catch Sardines

**New Animations:**

* New ladder climbing animation for when holding an handgun
* New. Berry picking animation for when holding an weapon

**Found in the Files (Items):**

* Signs for various new towns
* 3/4 Length Pants
* Candle
* Cassette
* Hedgehog
* MP-133 Shotgun with Pistol Grip
* Leather Hat
* Oak and Birch Bark
* Oil Canisters
* Prison Uniform Jacket
* Radio
* Tanned Leather
* Truck Battery
* Vodka Bottle

**Found in the Files (Sounds):**

* Igniting Matches
* Lit campfires
* Lighting Flares
* Lit Flares
* Crafting items
* Sharpening Axes and Knives
* Opening Cans
* Catching rain in Bottles
* Filling Bottles at a Water pump
* Filling Bottles at a Pond

**Other new things and changes:**

* Action: Can now break the lock on a door by dealing damage on it
* Action: Can now search for Stones on the beach
* Character: Can now stitch yourself up to stop bleeding by using the Sewing Kit
* Character: Will now say "My clothes are soaked" instead of "I am soaked" when Soaked
* Character: Wounds can now get infected (No known side effects)
* Character: Walking on low quality shoes and on rough terrain will now damage the player
* Environment: Added doors to the city block pub buildings
* Gear: Renamed AK Plastic Buttstock to AK Polymer Buttstock
* Map: Added Train Poles along the Railway
* Map: Removed the Jail in Turovo
* Map: Added a Military Base around Kamensk (WIP)
* Sounds: Added new door sounds
* Weather: Rain now uses the water impact effect
* Weather: Rain water now flows on surfaces (Also on some surfaces where it shouldn't)
* infecteds: Added Hermit infected

**Fixed:**

* Action: No longer need to click the weapon(s) of a player´s corpse, but the body itself in order to loot it
* Action: You can no longer dry clothes when holding an item in your hands

Notes
* 1: actually added in 0.49.124971

### v0.49.124972 (24 Sep 2014)

**Map Changes:**

* ???

**Programming:**

* Persistence is enabled again by default on official servers. And is available as an opt in for all servers

**Fixed:**

* Fixed a server crash caused by ragdoll
* Fixed a server crash and persistence corruption

Undocumented
**Fixed:**

* Gear: Gorka E Military Helmets can now be spray painted

**Found in the Files:**

* Files: Added PBO files for the following items: Dogs, Firefighter Helmet, Laser Sight Modules, Refrigerator, SPOSN Tortilla Backpack, Wallet, and Waterproof Backpack
* Files: Added PBO file for a new player model

### v0.49.124971 (17 Sep 2014)

**New Items:**

* Balaclava (different versions)
* Cattle Prod
* Firefighter Jacket (different versions)
* Hunting Knife
* MASKA helm
* Medical Thermometer
* RGD-5 Explosive Grenade
* Soviet Officer Hat
* Stun Baton
* Telescopic Baton
* Various spawn table changes

**New Mechanics:**

* New melee hit detection
* Player temperature
* Resuscitation
* Fibrillation
* New events (helicopter crashes, vehicle spawns etc.)
* New door implementation
* Players can now run up and down the stairs
* infected variations
* First iteration of central economy.
* Animal navmesh

**New Animations:**

* Digging Animations
* New restrained crouch pose
* New restrained crouch walk
* CPR animations
* New infected walks, runs, sprints and idle variations
* Ragdoll changes

**Map Changes:**

* Severograd
	+ Mamino
	+ Troitskoe

**Fixed:**

* Duplication techniques removed
* Shotgun pellets in multiplayer are now working
* Player can no longer take an item in hand while handcuffed
* Various gesture related fixes and polishing
* Raised move with bow in Standing stance and rotations with bow
* Minor polishing for different reloads
* Unintended fishing cancellation by player movement should be reduced
* Wearing raincoat and gorkas now prevents you from soaking from rain
* Clothes drying revisioned
* Berry picking, tree and kindling gathering and worms digging can now be cancelled
* Player gets wet even when only partially submerged in water
* Ruined axe warning message
* Balaclava mask can get wet
* Weather client synchronization
* 7.62x39 cartridge have weight
* Rags and sticks are spent when they are in hand before crafting starts
* Allowed swing detection for most melee weapons
* Added sound, music, radio and speech fade in dead state
* Battery licking animation for check battery action
* Various desync issues
* Various server performance issues
* Player can no longer change weapon when in water
* Player collisions adjusted to reduce clipping through walls in various situations
* Fixed an issue where certain gestures would not get called from raised stance
* Fixed footstep sounds in various moves
* Fixed an issue where the player could fall to the ground after performing "Drink All" action
* Fixed an issue where on occasion, one player restraining another would not result in succesful restrained animation on the player being restrained
* Fixed an issue where the player entering water would not get disarmed automatically under certain circumstances

**Known Issues:**

* Persistence (Events do not get loaded properly after server restart)
* Persistence (Server state can become corrupted due to grenades stored in containers)
* Melee (When using rapid left click there is a high chance that melee weapon will get switched)
* Broken shadows in some cases
* infecteds are unable to get into some of the buildings.
* Events (bad positioning on spawn, items might spawn below ground, can be seen on inventory screen)

Undocumented
**New:**

* Action: Rotten Apples can now be picked from trees
* Action: Players can now let themselves fall off ladders
* Animation: Added a new animation for searching for sticks and berries
* Files: Added PBO files for the following Weapons: MP-133, Brass Knuckles, Police Baton, Rossi R92, and Sledgehammer
* Files: Added PBO files for the following Clothing: Skate Helmet, Fingerless Gloves, and Firefighter Pants
* Files: Added PBO files for the following items: Beta C-Mag, Dog, Hunting Scope, Medical Thermometer, MP5 Compensator, Plate Carrier, Rangefinder, Refrigerator, Rifle Laser, SPOSN Tortilla Backpack, Suppressor, Wallet, Welding Mask, Wolf
* Server: Joining a server now shows you server information
* Server: "Third person" and "First person" servers changed to "1st/3rd person" and "1st person" respectively
* Server: Joining menu now shows you if the server is on a private or public "shard", a new concept
* Sound: Clocktower bell sounds added in Cherno
* UI: Added new background for the action select menu and hotbar
* World: Military Camp (Balota Airstrip) removed
* World: Military Camp (Myshkino) added
* World: Updated the quarry around Severograd

**Fixed:**

* Actions: Can't put clothing items inside each other if the one being stored contains items anymore
* Character: Can now see where other people are aiming at
* Event: Removed some Helicopter Crash Sites
* Gear: Added green Bandages
* Gear: Changed size of Gorka Military Pants from 2 to 4 Slots
* Gear: Renamed Red and Blue berries to Red-coloured Berries and Blue-coloured Berries respectively
* Spawns: Changed Player spawn locations
* Textures: Grenade explosions create craters
* Gear: Made tomato model smaller and more realistic

### v0.48.124737 (13 Aug 2014)

**New:**

* Animations: Igniting fireplace
* Animations: Restrained sprint (run) **(1)**
* Animations: Fishing (pull out, check, start)
* Animations: Searching for berries, digging
* Animations: Cow animation sets
* Crafting: You can craft leather sack
* Crafting: You can craft mosin wrap from burlap sack
* Crafting: You can add grass to burlap wrap
* Crafting: You can sharpen wooden sticks
* Crafting: You can combine sharpened sticks and feather to create a primitive arrow
* Crafting: Preparing chicken will now also give you some chicken feathers
* Crafting: You can saw mosin-nagant 9130 off
* Crafting: You can paint sawn-off mosin-nagant 9130
* Crafting: You can tear bandana mask into rags
* Crafting: You can attach and detach Smersh Backpack to Smersh Vest
* Gear: Crafted leather sack
* Gear: Smersh Vest
* Gear: Smersh Backpack
* Gear: Sharpened Stick
* Gear: Chicken Feathers
* Gear: Primitive Arrow
* Gear: Added lifetime and persistence parameters
* Gear: Bow can now use primitive arrows
* Gear: Tank helmet **(1)**
* Loot: Randomized police cars spawns (works but cars are not always visible - see known issues)
* Loot: Some guns spawn with ammo now
* Weapons: Sawed-off variant of mosin-nagant 9130
* World: Sinistok village is added.
* World: Vavilovo village is added.
* World: New WW2 monument has been added to Severograd town.
* World: Oak tree was replaced by new model.

**Fixed:**

* Animations: Slow and fast move with raised Bow in crouch
* Animations: Silence gesture crouch and prone polished
* Actions: Tearing bandana into rags produce only one rag now
* Actions: Highly increased chance of finding an apple
* Actions: Slightly increased chance of finding a berry
* Character: Moved position of collision shapes for standing and crouching poses with two-handed weapon
* Cooking: Highly reduced chance of getting food poisoning from burnt meat
* Crafting: Tracksuit pants can be mended with sewing kit
* Graphics: Textures for epinephrine and fire extinguisher improved
* Engine: First iteration of wall clipping fix
* Gear: Gorka pants takes four slots
* Loot: Heli-crashsites fixed
* Loot: Loot tables changed
* Loot: Rotten fruit and vegetables removed from loot spawns
* Weapons: Crossbow dispersion tweaked
* Weapons: CR 527 magazine cannot be repainted
* Weapons: Range for all melee weapons and fists tweaked
* Weapons: All melee weapons are set to use cursor for hit now
* Weapons: CR 527 magazine description edited
* Weapons: MP5 30Rnd magazine takes up two vertical slots
* Weapons: Shotguns damage
* Weapons: Improvised bow dispersion tweaked

**Known Issues:**

* Player disconnect from server after 15 minutes of gameplay, followed by DayZ Crashing.
* Player is unable to attack with any weapon under certain circumstances
* Character freezes for a few seconds after throwing an item under certain angle
* Several issues with melee hitting players are experiencing desync while next to each other
* Random throwing of items
* Ladders can't be used after hit by a grenade explosion
* Player is stuck in building after reconnect
* Player cannot respawn properly after drowning
* When restrained while unconscious player stays restrained until he reconnects
* Character goes prone after using drink all action on canteen
* Random police car spawning doesn't work properly. Cars are not visible, loot is there though.

Undocumented
**New:**

* Animations: Player can now run with guns raised
* Animation: New animation for running and walking with gun raised
* Files: Added PBO files for Balaclava, Bears, Pigs, and RGD-5 Explosive Grenades
* Gear: Can now open and close tents
* Player: Can now crouch walk when legs are broken
* Server: "Regular" and "Hardcore" servers changed to "Third person" and "First person" respectively
* Weapons: Added 5Rnd Clip
* Weapons: Added .380 Auto 35 Rounds
* Weapons: Added Crossbow Holosight
* World: Added V3S Truck wrecks

**Fixed:**

* Camera: Camera no longer glitches through walls
* Gear: Added a new model for Epinephrine and Explosive Grenade
* World: New Deer stand model added
* World: New fence model added

Notes
* 1: actually added in 0.47.124641

### v0.47.124641 (30 Jul 2014)

**New:**

* Actions: Cans can be opened with SKS Bayonet and Sickle
* Actions: Added playerDrinkCan action to config
* Actions: Added Melee class to SurvivorBase
* Animations: New default aimed animations with rifle
* Animations: Player now can walk while surrender
* Animations: Transitions for surrender/restrained player
* Animations: Crouched infected animation set
* Animations: Reload for CR527 Carbine
* Animations: Hand poses added for Matchbox, Injection Vial, Hacksaw
* Animations: Drinking from can
* Character: New female face models (Henriet, Kamila, JaneZ)
* Character: New male face models (Dean, Matt)
* Engine: Ragdoll support for infecteds & Players
* Engine: Initial implementation of navmesh for infected pathfinding
* Items: Boonie hat fishing hook storage
* Items: Chemlights
* Items: AK101
* Items: CR527 Carbine
* Items: Makarov IJ70
* Items PM73 RAK
* Items: Medium Civilian Tent
* Items: Paramedic clothes (jacket and pants)
* Items: Military Boots now store knives
* Items: Red, Black, Polka dotted, Olive and Camo bandana added
* Items: Untied Red, Black, Polka dotted, Olive and Camo bandana added
* Recipes : Red, Black, Polka dotted, Olive and Camo as a bandage
* Recipes: Red, Black, Polka dotted, Olive and Camo bandanas can be untied and tied to mask
* Server: Persistent item support (disabled for this update)
* Server: Simulation changes to support increased server performance
* Server: Persistent storage support (disabled for this update)
* World: Turovo village added **(2)**

**Fixed:**

* Actions: Player is not able to fill a ruined canteen from well.
* Actions: When player opens ruined canned food there is low amount of food left.
* Actions: Player is not able to pour water from a ruined canteen.
* Actions: Player can no long empty magazine attached to a weapon
* Actions: No access to catch rain action during ongoing action
* Actions: Fishing actions displayed while using different items than rod
* Actions: Added missing part to improvised bag/backpack crafting messages in action menu
* Actions: Zucchini can be force fed
* Actions: Added new drink from well animation to blue well
* Actions: Unable to use actions while swimming or while on ladder
* Actions: Player can take Makarov into hands straight from ground
* Actions: Player can take PM73 RAK into hands straight from ground
* Actions: Removing item on which consume action was called, not item which was swapped to hands during consume action
* Animals: Visual improvement of cow, rabbit and wildboar
* Animations: Gestures related bugs fixed (Facepalm, Cut throat, Silence)
* Animations: Crouch moves with bow
* Animations: Prone moves with pistol
* Animations: Fixed multiple issues with vaulting
* Animations: Zucchini handheld position
* Animations: SoundEdge(footstep sounds) set correctly for kneel run with rifle
* Animations: Face-palm doesn't make the player stand up from prone anymore
* Animations: Sitting tweaked (changing weapons keeps player in kneel, instead of making them stand....)
* Items: Dimmed fireplace light so it not interfere with HDR
* Items: tweaked shotguns dispersions and recoils
* Items: tweaked pistols dispersions
* Items: tweaked rifles, carbines and SMGs dispersions
* Items: tweaked attachments (optics, buttstocks, handguards, compensators, bipod) dispersions
* Items: Wooden sticks can be held in hands
* Items: CR527 Carbine shadow glitch fixed
* Items: set chemlight to last 60 minutes
* Items: lowered light intensity for chemlights and flare
* Items: removed buttstock as default spawned attachment for MP5
* Item: Binoculars size reduced
* Items: added other chemlight color material variants
* Modifiers: removed vomit message from blinded modifier
* Recipes: You can paint CR572 Carbine black, green and camo
* Recipes: Player can't tear clothing into rags while there are things in it
* Recipes: Ruined cans opening tweaked

**Known Issues:**

* Player can in rare circumstances enter a state in which they cannot attack and must relog
* Character may temporarily enter a frozen state when throwing (resolved a few seconds)
* Melee targeting is off in some situations
* Players can in some circumstances experience slight desync with server
* Dynamic server events are temporarily disabled
* Backpacks rearrange after reconnection
* Players restrained while unconscious remained restrained until reconnection (after awaking)
* Persistent items & storage are disabled server side pending hot fix to stable branch

Undocumented
**New:**

* Animation: Added 3 new gesturesF:8-Face Palm, F9-Cut your throat, and F10-Hush
* Animal: New Deer Model (Red Deer)
* Files: Added Config files for the Flare Gun
* Files: Added PBO files for Smersh Vests, weapon wraps, and 2 vehicles
* Gear: Added Pilotka Military Cap **(1)**
* Gear: Added Tracksuit Jacket
* Gear: Added Tanker Helmet

**Fixed:**

* Action: Two handed Items can now be thrown.
* Animation: Changed the animation for filing bottles at wells. It now uses the same animation as catching water in the rain.
* Crafting: Fireplace Kits can now be crafted with Books
* Gear: Books inventory icon has been flipped to show the cover.
* Gear: Spite" Renamed to "Spite Lemon Lime"
* Gear: Added a description to the Crossbow
* Gear: Flipped the model of the Matchbox upwards
* Loot: Deer Stands now spawn loot
* Weapons: Flipped the Hacksaw upwards
* Weapons: MP5-K can now be chambered without a mag

Notes
* 1: wrongly mentioned in the Changelog of 0.46.124490
* 2: actually added in 0.46.124490

### v0.46.124490 (02 Jul 2014)

**New:**

* Actions: You can sort out good ammunition from a ruined stack
* Animations: New reload animations for LongHorn and a second reload for the Crossbow.
* Animations: New reload for Blaze 95 Double Rifle.
* Animations: MP5-K reload Animations
* Animations: Added aimed pose for sitting with rifle.
* Animations: Drinking from pond and well.
* Loot: Added MP5-K with magazines
* Loot: Added Pilotka Military Cap **(2)**
* Map: Karmanovka has returned **(1)**
* Map: Novodmitrovsk has been added **(1)**
* Map: Industrial area of Novodmitrovsk has been added. **(1)**
* Map: Tenement area near Novodmitrovsk has been added. **(1)**
* Map: Dobroe village is added.
* Map: New administrative buildings has been added in Novod.
* Item: Flashbang grenade
* Item: Hand grenade
* Item: Added green and black color variants of the ZSh3 Pilot Helmet. Can be crafted.
* Sound: Play sound when using the bow.

**Fixed:**

* Actions: Painting 75 akm drum magazine
* Actions: Crafting fur backpack
* Actions: AKM buttstock painting
* Actions: Breaking apart backpacks, down into parts
* Actions: Leather backpack crafting
* Actions: Raised chance to ignite fire in wind
* Actions: Fixed crash with meat duplication in fireplace/inventory
* Actions: Can't eat meat directly from the fireplace
* Animations: Fixed hand movement at the end of SKS reloading.
* Animations: Hand clipping in unarmed run.
* Animations: Crouch walks and runs replaced with new animations.
* Animations: Crouch idle pose adjusted to better show items in player's hand.
* Animations: Sprint with gun replaced with new animation.
* Animations: Jump and vualt animations updated
* Animations: Hand poses added for granades, pelts, alcohol tincture, fishing rod, magazines, woods.
* Animations: infected attack animations polished.
* Animations: Gestures poses fixed.
* Animations: Two handed arming animations fixed.
* Animations: Fixed an issue where surrender kept getting cancelled when used with one handed melee weapons
* Animations: Fixed an issue where vomiting was not working properly with 2 handed melee weapons
* Animations: Fixed an issue where drinking animation was not playing when the player was in prone
* Animations: Throwing items reconfigured, staying wound up should not prevent the player from getting knocked down or cuffed
* Animations: Leaning tweaked in transitional states, should now allow for smoother transitions while leaning
* Animations: Fixed an issue where the character would not roll left/right with binocs in raised prone state
* Gear: Alpha sorting in alcohol tincture model
* Item: Hacksaw hand placement
* Sound: Arrow loading
* Sound: Arrow ejecting
* Sound: Fishing bait check

**Known Issues:**

* Crash caused by Fireplace kit in players Inventory
* Character cloning
* Player can look through walls **(1)**
* infecteds are spawning on spot of their death **(1)**
* Player is stuck in building after reconnect
* Player cannot respawn properly when he has drowned
* Shadow related client FPS drops
* When restrained in unconscious player stays in restrained state till he reconnects

Undocumented
**New:**

* Buildings: Added fences on the roof of policestations
* Buildings: New military building added
* Clothing: Gorka E Military Uniform Jacket added
* Clothing: Changed the ring on the Police Caps to Chernorussian Green
* Event: Number of possible Helicopter Crash Sites increased from 16-18. (Number of crashed Helicopters on the map stays 3)
* Files: Added data for Flare Gun, Rabbit Snare, and Tent
* Files: Added data for 2 Grenade Launcher Attachments and 2 SMG's
* Files: Added data for Smoke Grenade, Improvised Butane/Spray Grenade, and Improvised Timed Butane/Spray Grenade
* Files: Added data for mackerels
* Location: NEAF completely changed
* Location: Turovo added **(3)**
* Sound: Added new sounds for the M4A1
* World: Added some new roads

**Fixed:**

* Effects: Increased Loading range of Bullet Impact visibility
* Effects: Increased the loading range of Helicopter Smoke
* Gear: Can no longer put Small Protector Cases inside each other.
* Gear: Radio item no longer functions.
* Weather: Lightning during night time has been improved
* Sound: Fixed the sounds of the brownish ground
* Weapons: 7Rnd 1911 Magazine flipped back
* Weapons: Kitchen Knives and Hacksaws can now be equipped on your back

Notes
* 1: Actually added in 0.45.124426
* 2: Actually added in 0.47.124594
* 3: wrongly mentioned in the Changelog of 0.47.124621

### v0.45.124426 (18 Jun 2014)

**New:**

* Actions: Added cancel current player action on self and on target back to gear configuration
* Actions: Added cancel current player action on self and on target back to data and character configuration
* Actions: Added cancel current player action on self, on target and on items back to actions themselves
* Actions: Added new animations for drinking from pond and well actions
* Actions: Igniting fireplace depends on wind strength and rain
* Actions: Salmonellosis is curable with antibiotics
* Actions: Emptying large magazine will split ammo in adequate amount of smaller piles
* Actions: You can sharpen a bit badly damaged blades using stone
* Actions : You can tear few blank pages out of a book
* Actions : You can go fishing (ponds and lakes for this moment)
* Actions : You can drink whole bottle at once
* Animations: Clapping now possible while crouching
* Animations: Binoculars transitions added for crouch and prone.
* Content: Garage office building loot spawns added
* Content: Doors on vehicle wrecks now show name in scroll menu so users are able to know which door or boot they are opening/closing.
* Crafting : You can craft improvised fishing rod using long ashwood stick and rope
* Crafting : You craft and break down leather courier bag
* Crafting : You craft and break down leather backpack
* Crafting: Splitting long ashwood stick into thirds
* Crafting: Breaking Courier bag down into materials
* Crafting: Breaking Improvised backpack down into materials
* Crafting: Breaking Splint down into materials
* Gathering : You can collect wood from bushes and trees and also search for kindling in woods
* Gathering : You can mine stones from some smaller boulders
* Gathering : You can dig up worms from ground
* Gathering : You can search for apples
* Gathering : You can skin and quarter animals
* Gear: Road flare configuration
* Gear: Road flare animation
* Gear: Configuration of fireplace items and crafting recipes for them
* Gear: Crafting recipes for combine/split firewood and stones
* Gear: Added flare particle effects synchronization on server
* Item: AKM attachments (folding buttstock, rail handguard, plastic magazine), AK rail handguard allows the attachment of a flashlight and a bipod
* Item: Animal pelts added (Wildboar, Rabbit, Cow, Pig, Deer)
* Item: Improvised Backpack and Courier bag made of fur, recipes added.
* Items: Road Flare, Fishing hook, High Capacity vest, Longhorn pistol, AKM butt stocks, AKM magazines added to loot spawns
* Items: Chernarus Police uniform (pants, jacket, cap) added to loot spawns
* Items: OREL special Police unit uniform added to loot spawns
* Items: Gorka Military Pants added to loot spawns
* Items: Various meats configs
* Item : Improvised fishing rod config
* Item: Fishing hook config
* Item: Fishing bait config
* Item: Worm config
* Localisation: Door names added to string table.
* Server: Animals spawning
* Server: Initial implementation of dynamic server events

**Fixed:**

* Actions: Added conditions to crafting recipes
* Actions: Wooden sticks are stackable, crafting recipes with sticks modified to take stacks into account
* Actions: Catching some rain action, doesn't add water to a stomach
* Actions: Removed 'isUsingSomething' variable from player's stored variables
* Actions: Deconstructing improvised backpack produce wooden sticks in actual quantity required to craft it
* Actions: Fireplace sound effects fixed
* Actions: Fixed addressee of the messages in ignite fireplace action
* Action: Changed frying time to 30s
* Action: Higher probability to light fire in the wind
* Actions: Splitting ruined ammo won't create a pristine stack
* Actions: Bow loading action fixed
* Actions: Firewood splitting action fixed
* Animations: Fixed an issue where some animations were not interrupted with a death animation, when the player died
* Animations: Eating, drinking, crafting animations states are now correctly connected to death states
* Animations: More animations are now able to be cancelled(crafting, pills, injection)
* Animations: Some basic movement with binoculars is now possible in raised pose
* Config: Binoculars ability to be placed into holster
* Crafting: Splint recipe fix
* Gear: Changed firewood model
* Gear: Road flares to last 15 minutes
* Gear: Adding parameter to geometry lod to resolve alpha sorting
* Gear: Road flare cannot be lit after it's has already been used
* Gear: Road flare quantity is not showing in inventory for now (removed till they able to be stacked)
* Gear: Added cooking subclass to other meat configs
* Gear: Model filename changed for burned fillet
* Items: Shoes become damaged after falling from height
* Item : Long ashwood stick inventory size increased, can be placed on back
* Item: Improvised short bow inventory size
* Item: Binocular inventory size changed
* Item: Closed tuna can, lack of inventory image fixed
* Item: Closed sardines can, lack of inventory image fixed
* SFX: Fixed configuration for fireplace flame sound effect
* Spawns : Bugged crossbow bolt
* VFX: Helicopter crash site smoke particle effect initialization
* Actions: Bow loading action fixed
* Actions: Firewood splitting action fixed

**Known Issues:**

* Crash caused by burned meat duplication
* Camera can clip through walls
* Occaisionally infecteds are spawning at the same spot they died
* Extremely rare crash when a player throws item
* Player's next character will not be saved into database if he disconnects after death

Undocumented
**New:**

* Action: Ashwood stick can be cut into pieces with a hacksaw
* Animation: Animation for drinking from Ponds added
* Animation: New Crouch walk animations
* Building: added Bus station garages
* Clothing: Glasses with Thin Frames and Glasses with Thick Frames
* Event: Helicopter crash sites spawn at server start (3 per server)
* Item: Fireplace Kit added
* Item: Composite Arrow added
* Location: Novodmitrovsk City
* Location: Karmanovka village
* Location: New mine area north Gvozdno
* Location: Pyramid has been replaced by a sign
* Sound: New Building Footstep Sounds
* Weapon: P1 Pistol added
* Weapon: AKM Added
* Weapon: M4A1s can only be found in Helicopter Crash Sites (may change)
* Weapon: You can no longer attach the bipod to the Mosin 9130

**Fixed:**

* Gear: Splint inventory size reduced to two slots
* infected corpses no longer blocks players.
* No longer getting wet when standing in a puddle of water.
* Added missing sounds of few ground/floor textures

### v0.44.123802 (28 May 2014)

* Only security enhancements included [1]

Undocumented
**Fixed:**

* infected corpses disappear in approx. 60-80 seconds now, instead of instantly
* Melee weapon damage

### v0.44.123800 (23 Apr 2014)

**New:**

* Actions: Melee attacks added to frying pan and cooking pot
* Actions: Recipe for bow crafting added
* Items: Dexterity of shotguns, pistols and rifles configured
* Items: Tracksuit Jackets and Russian Officer Hat configured and added to loot spawns
* Items: Binoculars configured and added to loot spawns (known issues above with this item)
* Items: Implemented Crossbow + bolts.
* Server: Basic item bullet physics enabled (known issues tied to server performance)
* Server: New guaranteed messaging system for network traffic
* Server: New player spawn locations near Klen, Chernaya Polana, Orlovets
* Server: Accelerated Time implemented for gameservers
* Systems: 1:1 Mouse control / movement
* World: New Ash Tree model
* World: New village "Karmanovka" has been added
* Gear: Ash Stick added to spawn.
* Gear: Pickaxe added to spawn.
* Gear: Added 1911 Engraved.
* Gear: Quiver added.

**Fixed:**

* Actions: Crafting with medical items - splints, blood bags, blood testing
* Actions: Removed force feed and force drink from epinephrine and morphine
* Actions: You can no longer turn on flashlight or defibrillator laying on the ground without battery being attached to it
* Actions: You can no longer empty magazines or ammunition boxes laying on the ground (and loose ammo)
* Actions: Burlap sack removes from head properly
* Actions: Apply defibrillator action messages
* Actions: You can catch rain holding bottle in hand only
* Actions: moved quantity manipulation and item removal directly into action on self
* Actions: added config entries to actions for single use food and drinks
* Actions: Single use food and drink items now adding to player water and energy levels
* Actions: Injection vial cannot be consumed
* Actions: Medical items related actions on other player (proper quantity handling)
* Animations: Player now can wave (F1) when unarmed or holding one-handed item with raised hands.
* Animations: playing correct footstep sounds for 2handed melee raised run, aimed rifle run
* Animations: Removed the jerky motion when sometimes equipping a weapon/item, usually at the start of eating/drinking/bandaging
* Animations: sitting with 2 handed melee should now work properly
* Animations: Fixed an issue where you would first stand up when pressing crouch in unarmed sitting pose
* Animations: Fixed an issue where you couldn't sit from unarmed prone directly.
* Animations: fixed missing rotation animation for unarmed crouched player
* Animations: Iron sights now use all 3 parameters for min, max and init zoom. Values of these params tweaked.
* Animations: Player's "naked eye" max zoom level lowered. It allows for the same max zoom as iron sights.
* Gear: Improvised courier bag and taloon backpack shows their damage state in inspect window
* Gear: Green bandage stops bleeding
* Gear: Fruits no longer show 100% label
* Gear: FNX45 red dot sight optics renamed and now requires 9V battery in order to work
* Gear: Resolved chambering issue with 22 related to stack quantity
* Gear: Tablets amount in inventory slot changed from % to pills
* World: Rocks at Ship Wreck location reworked
* infecteds: Melee attack bleed chance nerfed
* infecteds: Damage is dealt to head while kneeling

**Known Issues:**

* Binoculars not functioning properly in crouch and prone states.
* Thrown objects moving at a slow frame rate during peak server load
* Crossbow damage higher than desired
* Ongoing melee balancing has infecteds more resilient to body impacts. (Aim for the head)
* Accelerated Time falls out of sync after extended uptime (disabled for this update)

### v0.43.116251 (22 Mar 2014)

This patch was intended as a hotfix to the earlier v0.42 update, and had the following notes to go with it:

* Hotfix to address issues associated with severe lag and desync for many players.
* Servers now support accelerated time as a configurable option. This results in faster day/night cycle.
* New infected animations in testing (they are considerably faster). We will be engaging with the community to decide if these new animations result in the infecteds being too fast.

### v0.42.116181 (19 Mar 2014)

**New:**

* Actions: Vomiting have associated sound effects
* Actions: Ballistic helmet variants can be painted to black and green color with spraycan
* Actions: Can check pulse on unconscious players
* Actions: Searching for berries will now add berries to your inventory
* Actions: Eat All now supported for consumables
* Actions: You can catch rain into canteen and water-bottle from inventory
* Animations: New Ruger 10/22 reload animations
* Animations: New Ruger MKII Reload animations.
* Animations: Player now can sit with gun/weapon
* Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances \*introduced for stand, crouch and prone.
* Crafting: SKS painting recipe
* Crafting: You can paint firefighter axe black and green
* Crafting: Blaze 95 painting recipe
* Environment: New rock textures
* Food: Sambucus berry item added
* Food: Canina berry item added
* Gear: added black and UN ballistic helmet variants
* Gear: Sickle added into loot spawns
* Gear: 1911 engraved version configure added to loot spawns
* Gear: Can opener can be used as melee weapon
* Gear: Box of 10 bucks shots added configured and added to loot spawns
* Gear: Wool Coat red/black/brown/blue/green/grey/check variants added
* Gear: Green and black variant of SKS
* Gear: Green and black variant of firefighter axe added
* Gear: Flat Cap red/black/brown/blue/green/grey/check variants added
* Gear: Rabbit leg, boar steak and chicken breasts added
* Gear: Fresh and rotten tomato configured and spawning on the server
* Gear: Fresh and rotten potato configured and spawning on the server
* Gear: Fresh and rotten Green Bell Pepper configured and spawning on the server
* Gear: Canned Peaches configured and spawning on the server
* Gear: Tactical bacon configured and spawning on the server
* Gear: Hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
* Gear: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns
* Gear: Wool Coats and Flat Caps added to spawns
* Gear: Farming hoe configured and spawns
* Gear: Long wooden ash stick
* Gear: M4 attachment green variants added
* Graphics: Adding lights to currently rendered scene changed
* Graphics: Lighting from objects now is rendered during daytime also
* Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
* Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
* Map: Olsha has been updated
* Map: Khelm has been updated
* Map: New rock formations outside Svetlo have been created
* Map: New Orthodox Chapel has been created
* Map: Police Stations & Medical Centers have been placed across the map
* Map: Village pub configured for spawning loot
* Map: New villages surrounding Svetlo
* Map: Chernaya Polana town + surroundings added
* Map: Signs for "Chernaya Polana" added
* Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
* Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
* Weather: Rain now causes items and player to become wet
* infecteds: Simple respawn mechanic implemented for infecteds, pending more robust method

**Fixed:**

* Actions: Added 'inUseItem' back to action on target function
* Actions: Proper nutritional value will be added when eating near empty food
* Actions: Berry picking script messages to player improved.
* Actions: Removed duplicate option for crafting splint in action menu
* Actions: Fixed force drink message for action with waterbottle
* Actions: Eat all rice animation length modified
* Actions: Force feeding action now depletes right amount of food/drinks
* Actions: Water Bottle stays in hands after force drinking
* Actions: Eating cereals won't leave you with 0% box in your inventory anymore
* Actions: Fluids deplete properly after force drinking action
* Actions: Removed force feed action for disinfectant and alcohol tincture
* Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
* Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
* Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
* Actions: Edited player messages in force drink action and fixing broken limbs
* Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
* Actions: Player message for drinking from well
* Animations: Bandage and eating pills animation glitch fixed.
* Animations: Holding animations of various weapon magazines correctly linked
* Animations: Player can now be properly knocked out while in water.
* Animations: New M4A1 reload animations.
* Animations: Various glitches when moving / changing stances fixed.
* Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.
* Animations: Evade animations in prone (Q and E) are faster now.
* Audio: Subsonic projectiles no longer emit supersonic crack
* Balance: Buffed damage of 762x39, 9mm, .22LR. Slightly nerfed shotgun pellets
* Gear: Added color variants of ballistic helmets into loot spawns
* Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added.
* Gear: Painted SKS chambering
* Gear: Even lower chance of backpacks spawning on construction sites
* Gear: Changed inventory view of pitchfork
* Gear: Removed quantity value from burlap sack tooltip
* Gear: Display name for t-shirts with stripes
* Graphics: SSAO in options saved
* Graphics: Rain effect settings changed
* Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
* Graphics: Spot light culling fixed
* Graphics: Fix of terrain intersections
* Graphics: Fix of geometry trace for flares
* Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
* Login: Failure during new character creation could cause player to get stuck as unconscious
* Map: Optimizations for Svetlo performance
* Map: Forests surrounding Svetlo bugfixes
* Medical: Would never actually die from zero health or blood due to medical conditions
* Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
* Medical: Defibrillator used for restarting the heart of players who have a heart attack
* Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
* Medical: Melee damage application system changed to better balance
* Medical: Chance of bleeding from fists reduced significantly
* Medical: Arm and leg ache messages fixed
* Medical: Disconnected players avatars did not take shock or blood damage
* Medical: Falling from height while sprinting did not kill player when it should have
* Medical: Player could vault with broken legs
* Network: Dropped items appeared only after a delay (now instant)
* Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
* Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
* Structures: Changed inheritance of barrier structures (due to errors in logs)
* Structures: Item disappearing when dropped from inventory on stairs or near walls
* Weapons: Long-range scope reticle properly centered
* infecteds: infecteds aims mostly for chest area now when attacking (stops the "helmet of armor" change)

**Known Issues:**

* Physics: Item throwing physics is currently disabled
* Melee: Cannot conduct melee attack from "lowered" melee stance (press space to change stance to "raised")
* Potential Network issues - we will be monitoring the situation, as this appears to be resolved

Undocumented
* Actions: Added force drink action for Disinfectant Spray and Alcohol Tincture 1
* Actions: Added right click option on containers to view contents in the left inventory window.
* Gear: Boonie Hat added to spawns
* Gear: Green and black variant of B95
* Gear: Added new textures for Canned Beans and Canned Spaghetti
* Map: Added new player spawns
* Map: New Saloon style Village pub has been created (Confirmed to be in one of the new villages around Svetlo.)

### v0.35.115188 (12 Feb 2014)

**Fixed:**

* Hotfix for the GPU Memory leak leading to low FPS

### v0.34.115106 (07 Feb 2014)

**New:**

* Animations: Ruger 10/22 hand pose
* Animations: It is now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
* Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
* Gear: Configured sewing kit and its recipes
* Gear: Added configuration for durable riders jacket
* Gear: Added Cowboy hats to the loot spawns (multiple colors)
* Gear: Added Sewing kit to the loot spawns
* Gear: Added B95 and 762 speedloader to loot spawns
* Gear: Added configuration for durable riders jacket
* Gear: Added durable leather jacket to loot spawns
* Gestures: Thumbs Up gesture added with default F7 key binding
* Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
* Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)

**Fixed:**

* Actions: Could not cover another players head with a burlap sack
* Actions: No longer spawns clones of sack after Remove Head Cover action
* Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
* Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
* Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
* Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
* Animations: Pointing and clapping now works even when initiated from aimed states
* Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
* Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
* Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
* Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
* Crafting: Cannot chamber/load magazine with ruined ammunition
* Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
* Crash: Game Crash when using FLUSH command
* Crash: Out of bounds crash when no sounds defined
* Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
* Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
* Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
* Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
* Spawns: Lowered probability of Weapon cleaning kit spawns
* Systems: Healing system was double processing for blood regeneration
* Systems: Notifier messages were not being cleared/reset on within-state changes
* Systems: Players position was not saving on disconnect
* Systems: Players could get continually stuck in a dead character during load from central server
* Systems: Players would not receive any falling damage
* Systems: Disconnecting dead player would delete the body after ~30 seconds
* Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
* Systems: Notifier gets stuck on "stuffed"
* Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)

**Known Issues:**

* Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated
* Actions: If player puts burlap sack from his head to ground his vision stays black

### v0.33.114926 (05 Feb 2014)

**New:**

* Actions: chambering SKS round from pile, loading 10 rounds from pile
* Actions: You can uncuff other players with the hacksaw
* Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined"
* Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user\*friendly
* Actions: Restrained players cannot use inventory or action menu
* Animations: Player now can take and hide rifle in crouched run
* Animations: SKS reload animations
* Animations: firing weapon when sprinting will transition player into the aimed run(with some temporary limitations)
* Crafting: FNX45 pistol can be chambered with single round
* Crafting: Opening cans with combat knife added
* Crafting: Opening cans with machete added
* Crafting: Painting Motorbike Helmets to Black and Green
* Crafting: Waterbottles and canteens now allow pouring water between them
* Effects: Magnum revolver ejecting shells when reloading
* Effects: Magnum revolver sounds \* gunshots, reloading
* Effects: Mosin ejecting shells when cycling
* Effects: New Mosin sounds \* gunshots, cycling, reloading
* Gear: Improvised courier backpack added
* Gear: Machete added
* Gear: Hard hats added in various colors
* Gear: Motorcycle Helmets have black visor variants
* Gear: Small, uncomfortable, and silly (but cute) children's school backpack
* Gestures: Clapping Gesture added, default F5 key
* Gestures: Pointing Gesture added, default F6 key
* Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly
* Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes)
* Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe
* Server: Player spawns now cached by engine directly, increasing performance
* Server: Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5\*10 FPS)
* Spawns: Added Bubble goose jackets into the loot spawns
* Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns
* Spawns: Healthcare Center now spawns loot
* Spawns: .45acp box of 25rnds added to loot spawns
* Spawns: Police stations now spawn loot
* Systems: Hunger and Thirst slightly modified.
* Systems: Notifications added to UI for hydration and high energy
* Systems: Fractures can now occur due to melee and shot damage, not just environmental
* Systems: Fractures (arms/legs) now saved and loaded correctly from database
* Translations: Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian
* infecteds: Different types of Military infecteds now have tougher attack values and improved durability
* infecteds: Engine dynamic obstacle checking (infected, another player)
* infecteds: Svetloyarsk infected spawns added

**Fixed:**

* Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
* Actions: Keys won't disappear after uncuffing
* Actions: loading ammo works for sprayed Mosin variants
* Actions: Read/Writing notes with paper and pen now works again
* Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
* Actions: Actions on another player no longer have an unlimited distance (max 2 meters)
* Art: Bug allowing players to clip through geometry of the police station building.
* Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
* Animations: Weapon reloading for magazine was not working properly when no magazine fitted
* Animations: Rifle Aimed Walk Updated, diagonal animations fixed
* Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
* Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
* Animations: changed animation for equipping the compass
* Animations: Proper animation played when taking pistol in run
* Animations: Changing stances is faster now both for armed and unarmed player
* Animations: Skinning problem with armored infecteds that caused the model to warp during some animations
* Animations: Standing with aimed weapon now allows for higher angle of tilt/bend
* Animations: Mosin bolt animation after each shot updated to match hand animation
* Animations: Removed footstep sound from pointing animations
* Animations: Pointing gesticulation now possible even when holding 2 handed weapons
* Animations: Clapping now possible to initiate while holding 2 handed weapons
* Config: Berries have more nutrition now
* Crafting: You can no longer saw off sawed off shotgun
* Crafting: Can spraypaint M4 to green or black
* Crafting: Damage is now transferred when items are painted
* Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
* Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
* Crafting: Spraypainting an M4 won't delete your carry handle
* Crafting: Guns are no longer placed on ground while being painted (if not nescessary)
* Crafting: You won't loose attached universal weapon flashlight after M4 painting
* Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity
* Effects: Dazed effect plays again when a player is hit/damaged/shot
* Effects: Some effects were not active locally when a player was restrained
* Effects: gunshot sound of Magnum reverted to original one
* Fixed: Missing texture error dz\weapons\data\weapons\_damage\_metal\_smdi.paa
* Fixed: Popping up texture error for beret models
* Gear: Spraycans won't deplete after relogging
* Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
* Gear: Headlamp beam raised slightly
* Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
* Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
* Gear: ZSh\*3 Pilot helmet fixed and updated
* Gear: Hoxton and Dallas masks where displayed in center of character, now display on face
* Gear: Splint position in hand was wrong now corrected
* Gestures: Taunt defaults correctly to F4 key
* Graphics: "god rays" could cause overloaded post\*processing and graphical corruption
* Graphics: fix of removing shining object from hand (switch off)
* Graphics: Roads have per pixel lights
* Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
* Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item
* Login: Respawn button now works correctly
* Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server
* Spawns: Lowered chance of Taloon and Mountain backpacks spawning
* Spawns: Drastically lowered chance of backpacks spawning on the construction site
* Spawns: Loot spawn tweaks in some civilian structures
* Weapons: Mosin recoil increased
* Weapons: Sawed\*off shotgun can be loaded with ammo (was broken due to changed inheritance)
* Weapons: Sawed\*off shotgun: reduced size in inventory, reduced spread
* Weapons: It is no longer possible to attach longrange scope onto SKS
* Weapons: M4 carry handle can now be attached to painted variants of M4
* Weapons \* fixed error in config of shotgun snaploader causing low velocitiy and damage
* infecteds: Better filter/check of attack hits directly in engine
* infecteds: Military infecteds made tougher

**Known Issues:**

* Spawns: Loot is not spawning in military tents
* Spawns: Some structures in Svetlo currently do not spawn loot
* Server: Servers under load can delay actions from the client
* Graphics: Only 4 dynamic light sources will be rendered at one time currently
* Actions: Looting a dead body may make a ghost clone copy of the inventory

**Hotfixed:**

* Crash: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
* Crash: Creating item using recipe system caused serious server crash when not enough space in inventory
* Crash: Client crash on exit, all systems 100% reproduction
* System: Previous build caused overzealous starvation to occur

### v0.32.114557 (22 Jan 2014)

**New:**

* UI: Editable character name in main menu
* UI: Hive, mode and time columns in server browser
* Database: Support for sub hives. (Sub-private, Hardcore/Regular public)
* Security: Signature verification against PBOs
* Loot: Added shotgun speedloader into loot spawns
* Loot: Added box of 20 pieces .357 Rounds into loot spawns
* Loot: Added color variants of all shoes into loot spawns
* Loot: Added Hiking pants (both long and short ones) and Canvas pants including their color variants into loot spawns
* Loot: Added Hacksaw into the loot spawns
* Loot: Added shotgun into loot spawns...
* Action: Players can now collect Berries as food
* Crafting: Players can create sawed-off shotgun from shotgun
* Crafting: Players can opening cans with a hacksaw
* Crafting: Painting Mosin with Spraypaint now supported
* Loot: Added spraypaint can into loot spawns
* Map: Coastal harbor town of Svetloyarsk (and surrounding areas)
* Animation: More direct transitions for aimed weapon(prone to stand/kneel and back)
* Animation: Surrender now disarms player for single handed items
* Loot: Pipsi, NotaCola, Spite and Rasputin Kvass drinks
* Action: Burlap Sack can be placed on head of self or target
* Action: Burlap sack causes black screen and reduced sound when worn on head
* Performance: Server Performance improvements
* infecteds: Six new infected soldier types
* Crafting: Weapon cleaning kit used for keeping your guns in good shape
* Loot: Shotgun snap-loader for fast reloads
* Crafting: Player can spraypaint MP handguard and buttstock
* Crafting: Support for "add paint" or "repaint" for spraypainting
* Crafting: Player can spraypaint CMAG magazines

**Fixed:**

* Niosh mask (Respirator) Inventory size fixed to 1/1 slot.
* Missing strings for BE popup for alternate languages, set to English while translations are being done.
* Reduced dispersion of FNX45 (frFicheknom 0.05 to 0.03)
* Balanced stomach capacity,
* Added stuffed notifier (instead of sickness when full up)
* Eating and drinking animations properly set for tablets/disinfectants
* Version number in server browser and details
* Saline transfusion doesn't refill full blood
* Charcoal and tetracycline tablets won't give sick badge if you aren't actually sick
* Player aim run speed updated, weapon position changed and improved for first person view
* Glitches on right hand while moving and while giving taunt fixed
* Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
* Magnum speedloader should be spawning now
* Number of backpacks spawning lowered
* Number of .357 Pythons spawning lowered.
* Number of M4A1s spawning lowered
* Dead character cleanup performed at 10 minutes past death
* Removed scripted server teleporting check as now managed by engine
* Sea ambient sound is now slightly quieter
* Animation: Fixed misc issues with vaulting
* Animation: Fixed getting on the ladder from kneel for the armed player
* Animation: Fixed animation speed for unarmed player in main menu
* Animation: Fixed an issue with changing weapon while aiming in kneel
* Animation: Fixed an issue with rotation while aiming in prone
* Headtorch color descriptions fixed
* Jeans descriptions (color) fixed
* Cargo pants description fixed (color)
* Chest Holster description added
* Using an item in your hand no longer goes out of hand once action done
* Using an item while something else in your hand will go back to that item once action done
* Security issue with IGUI variable compiling
* Situation where player used item on other players inventory causing neverending looped item check
* Weapons now display tooltips
* Players can now be revived with the defibrillator
* Clipping on right hand when holding an item and pressing F1 (Greeting).
* Map\_ChernarusSW description fixed
* SKS rifle description added

**Known Issues:**

* Corpse cleanup causes server crash during forced server restart
* Spray Painting a magazine while on weapon, creates fake (unusable) copy in inventory

### v0.30.114008 (06 Jan 2014)

**Fixed:**

* Server: Dedicated Server crash related to memory cleanup
* Server: Player location rubberbanding
* Critical Security Vulnerability fixes

### v0.30.113953 (05 Jan 2014)

**New:**

* Design: Balancing of player spawns (ongoing)
* Server: Dead player cleanup (time based)
* Design: M9130 Bayonet can now open cans
* Server: BattlEye Anti-Cheat (Client as well)
* Server: Initial implementation for Sub-Private Hives (ongoing)
* Server: Initial implementation for regular & hardcore Public Hive

**Fixed:**

* Server: Dedicated Server crash related to player skeleton
* Server: Player location rubberbanding (ongoing)
* Server: Large delay in item manipulation and "inventory tetris"

### v0.30.113925 (31 Dec 2013)

**New:**

* Design: Balancing of player spawns (ongoing)
* Server: Enhanced Server-side security & customization options
* Design: .357 Magnum Speedloader should now spawn
* Server: First Person only servers are now supported (Seperate Hive coming later on)

**Fixed:**

* Design: Player corpses should no longer despawn upon disconnect
* Server: Respawning should now function properly - in some cases you may have to wait a few seconds. (during high death/respawn times)
* Design: 357 Magnum spawning fixed

### v0.30.113860 (20 Dec 2013)

**New:**

* Config: added anim hooks for infected feeding(should allow for infected to deal damage to unconscious players)
* Config: greeting with 2 handed weapon now possible without disarming
* UI: Inspect option in the inventory screen (shows item in 3D, draft system only)
* Engine: Servers with incompatible version marked in the server browser
* Engine: The „Player uses modified data“ message is removed from CHAT
* Design: you can craft splint and fix broken limbs with it
* Design: players who disconnect when unconscious will die
* Design: players who disconnect when restrained will die
* ~~New weapon: Magnum .357 Revolver~~ + ammo (Actual weapon in later patch)

**Fixed:**

* Config: removed a small delay before the animation for un-shouldering a weapon starts playing when changing weapons (kneel and prone)
* Config: fix a minor issue with one handed items not being correctly placed in right hand for a surrender transition
* Config: m4 bolt and magazine animation improved
* Config: adjusted collision shape for armed player(should fix occasional issues going up stairs)
* Config: fixed an issue where unshouldering/shouldering weapon while moving forward caused the player to stop
* Animations: Sprint updated (Unarmed) - Unarmed sprint faster now
* Animations: Mosin Nagant Reload - Hand doesn't clip into scope when opening and closing bolt after each shot, weapon more stable now
* UI: Early Access warning dialogue
* Engine: Fix of players being able to talk globally when dead through Direct Chat
* Design: damage is transferred from closed can to open one
* Design: licking a battery now displays the battery's state properly
* Design: wooden sticks model fits inventory slots better now
* Crash: Occurs when pushing details twice on MP server browser
* Engine: Updated rain texture with refraction
* Design: Player blood and health not regenerating naturally

### v0.29.113822 (18 Dec 2013)

**Fixed:**

* Animation transitions - Restrained, Prone Rifle
* Greetings - Hand Position adjusted
* Fixed several floating loot issues in buildings without floor geometry
* fix for force feed/drink/consume medicine other players
* sharp objects open food cans (not working previously)
* disabled reloading animation after mosin shot as it was preventing seeing fall of shot (temporary until new anim)
* Various 'critical' security updates
* Improved the visual quality of rain

**New:**

* 357 Magnum animations implemented (magnum not yet enabled)
* you can measure whether is a battery fully charged, half charged or empty by licking it **(not working, delayed until next build)**

### v0.28.113772 (18 Dec 2013)

**Fixed:**

* Drinking directly from wells now works
* headwear descriptions updated
* pants descriptions updated
* increased battery drain by flashlight
* bandaging cannot fix broken leg now
* server browser shows internet tab as selected out of the box
* fixed modifier messages, one message type per stage
* Workshop: lowered moto helmets spawn probability. removed old proxies, replaced with memory points
* Reduced level at which player becomes permanently unconscious
* Increased rate players recover from shock damage
* Internet set to default tab for multiplayer server browsing
* improved responsiveness when side-stepping from left to right/right to left
* disabled head movement for unconscious states
* adjusted head bob for select animations
* Various security related measures
* Tweaked the tenement buildings (small and big) for spawns on the roof
* improved transitions for restrained player
* Removed old proxies and replaced them with memory points and new loot spawn in sheds
* enabled step blending with raised rifle for better responsiveness
* Roadway LOD issue fixed that caused floating loot for some buildings

**New:**

* Temporary status indicators for state of player in the inventory screen (thirsty, sickness, hunger, etc...)
* force feed other players
* Rain updated - it should better correspond with the rest of scene by adding the refraction effect
* New variations for main menu (Unarmed) added
* Greeting animations for all stances to be replaced (Now with left hand to avoid issues when holding items)
* Magnum hand IK
* Opening cans with sharp tools
* Dot crosshair
* Damaging knife, screwdriver and bayonet used for opening cans
* Loot array (with respective type of meat) added to animals configs and new types of meat added to food configs (ANIMALS DISABLED)

**Central Server:**

* fixed performance issues on character creation and saving
* fixed character creation record override
* increased server response time and performance

### v0.28.113734 (16 Dec 2013)

* This is the initial release version of the DayZ Standalone Alpha.

## Sources

1. ↑ https://twitter.com/eugenharton/status/662699518127939584
2. ↑ https://www.reddit.com/r/dayz/comments/3rabuw/wait\_for\_59\_they\_said\_it\_will\_get\_better\_they/cwmon1q
3. ↑ https://twitter.com/eugenharton/status/555755028909408257