Full notes
Full DayZ update
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What changed
- UI and audio
- Gameplay
- Server
Following the 0.63 Experimental release last week we are back with our Status Report. Today, Eugen gives us an update on the state of development, while Viktor and Adam from the animation team show us what they've been up to for the past couple of weeks. Our Map Designer Adam demonstrates changes to the weather system and we get some insights into the audio progress by our Sound Designer Filip. And of course we close with our community highlights, let's dive into it!
Dev Update/Eugen
Dev Update/Viktor
Dev Update/Adam Oresten
Dev Update/Adam Franců
Dev Update/Filip
Community Spotlight
Dev Update/Eugen
Dear Survivors, the Experimental release is behind us, but the work does not stop here. So I would like to look at the issues present, troubling the community playing this version and also talk about the internal development that has happened and features you'll be seeing very soon on the Stress Test and Experimental branch. We kept both of the branches active to make sure we don't break Experimental too often and have features coming into it with more polish. While 0.63 is heavy on new technology, we know it's quite light on content. But you will be able to enjoy a lot of the new stuff in the upcoming weeks. The issues that take longest to iron out are related to the stability of client and server, and problems that would end up interrupting your play sessions for various reasons. From locked characters, to server kicks or just unexpected crashes to desktop. Things are getting better, but there is more to be done in this regard and we continue to monitor the situation and apply fixes to make sure we eliminate this as soon as possible. We know its not there yet and its our top priority. We should also talk about our plan to make the Experimental servers available to server owners currently running their communities. Sadly this had to be slightly postponed due to changes necessary for GDPR and memory leaks wreaking havoc on stability and performance. These seem to be fixed as of today, so very soon you will be able to switch over and enjoy the updated version with your fellow community members on your own terms. In terms of development, we are currently moving along quite nicely with only small delays in features planned out internally. The benefits of the new technology are already showing themselves in the pace of implementation. We are also looking into possible solutions to issues that currently cause these delays and make sure we deliver. Let's go over the current state of development and features themselves. We can consider finished for Experimental phas e:
Hidden stash
CPR
Gestures
Repairing
UI Main Menu
Soft Skills
Environmental Exposure
Goat - Animal
Last week we have moved/continue to the review/bug fixing o f:
Character Unconsciousness
Chambering Loop
Fireplace
Jump
UI Server Browser
Cooking
Weapon/Item Swap Action/Animation
Compass
Gathering Ambient Loot
Gathering Actions
Vehicles - Open/Close doors
Vehicles - Attach/Detach vehicle parts
Injured Animations
This week is dedicated to the internal implementation of:
Climbing
Weapon dispersion
Weapon zeroing
Weapons - Double Barrel
Diseases
Scopes
Enfusion Hierarchy
New Input System
Action Animations
Collisions during melee
So you might be asking yourself when these things hit Stress Test and Experimental branches. We plan to switch over a bunch of these very soon, and you can expect to have these available in batches over the coming weeks. However, we want to aim
Source
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