In this update5
Full notes
Full DIRECT CONTACT update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Operators,
What changed
- Gameplay
- Server
- UI and audio
- Security
- Maps
DIRECT CONTACT changes
I am incredibly excited to deploy a massive backend and gameplay upgrade to Direct Contact FUBAR! Today’s update brings a complete refactoring of our throwable and explosive systems, a highly realistic breaching sequence, deep mechanics for handling surrendering hostiles WIP, and several highly requested quality-of-life adjustments.
Here are the full patch notes for this update:
🧨 Unified & Replicated Explosives System
I have rebuilt the throwable and explosive backend from the ground up to guarantee rock-solid replication stability across the network.
Unified Framework: All throwables (Frag Grenades, Smoke Grenades, Flashbangs, and C4) now run on a completely unified backend system. This ensures flawless network replication for physics, damage calculations, and visual effects.
Enhanced Physics & Audio: Throwing a grenade or smoke now triggers realistic bouncing audio when hitting surfaces. We have implemented velocity thresholds and cooldowns to completely eliminate audio spam and static sliding noises.
Detonation Audio & FX Sync: Explosion sound effects and particle bursts are now seamlessly multicast to all players, regardless of network latency.
Server-Side Radial Damage: Explosion blast radiuses and damage calculations are now handled strictly on the server to maximize security and gameplay accuracy.
🚪 Immersive C4 Placement & Breaching
Placing explosives is no longer a simple C4 Placement, it is now a tactical, multi-stage interaction.
Immersive Planting: Bending down to plant C4 will automatically holster your active weapon and spawn a visual C4 charge in your hand during the planting animation.
Configurable Placement: Placement distances and character animations have been refined to ensure the C4 charge is held and planted naturally.
Surface Sticking: C4 placement is now executed via a precise line trace. Physics simulation is instantly deactivated on the spawned charge, ensuring the C4 sticks securely to doors, walls, and objects instead of falling to the floor.
Weapon Recovery Failsafe: As soon as the C4 is successfully placed, the dummy charge in your hand disappears and your active weapon is re-equipped. If you take fire or cancel the animation before planting, your weapon is safely and immediately restored.
Synchronized Breaching: Breached doors no longer open instantly when the C4 is placed. The door will only blow open in perfect sync with the C4's detonation delay!
🛑 Interactive Surrender & Arrest System
You can now securely arrest compliant targets using the universal interaction key.
- Hands-Up VerificationOur new interaction system dynamically checks if a target has actually surrendered by detecting if their hands are raised.
Automatic Arrest Event: Pressing the interaction key ([c]F[/c]) while looking at a surrendered NPC plays an arrest animation and triggers a secure server-side event. The NPC will immediately kneel and place their hands behind their back, fully synchronized for all players.
🎒 Inventory, UI, & Gameplay Adjustments
We have fine-tuned several core mechanics to make your tactical experience smoother.
Inventory-Aware Throwables: Throwables are now integrated directly into the inventory grid. Pressing the throwable key ([c]G[/c]) searches your vest pouch and backpack, consumes one charge, and triggers the throw.
Developer Fallback Mode: To facilitate sandbox testing, if your inventory contains zero throwables, you will receive exactly one free throw per type per life, accompanied by a yellow warning message.
- Reduced Weapon SwayWe have significantly decreased the amount of weapon sway while walking, allowing for smoother target acquisition and improved combat fluidity on the move.
- New Loot IconsWe have updated the loot stash UI with brand-new, high-quality item icons.
🐛 Bug Fixes & Map Updates
- Classic House Mission FixResolved an environmental lighting bug where glass surfaces would create an intense, blinding glare for the player.
Thank you for your continued support as we refine and expand the tactical systems of Direct Contact. Get out there, breach those doors, and secure the objective!
Source
Changelog.gg summarizes and formats this update. How we read updates.
