In this update15
Full notes
Full DIRECT CONTACT update
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What changed
- Server
- Fixes
- Balance
- Performance
- Store
- Gameplay
DIRECT CONTACT changes
Patch Version: V0.99.99077 UE5.7.4 FUBAR Release Date: July 28, 2026 Status: Live on Steam
Message from the Developer
I am thrilled to deploy the largest tactical framework update yet for Direct Contact! Over the past several days, I have completed a massive technical pass focusing on Interactive Character Customization, Realistic Equipment & Attachment Weight Dynamics, Level & Mesh Performance Optimizations, Tactical Quick-Heal & Medical Mechanics, Footstep Audio Attenuation, Ballistic Armor Plate Persistence, and Server-Authoritative Netcode Improvements.
Here is the complete breakdown of everything added, updated, and fixed in this major Steam update.
1. FUBAR Operator Customization & Interactive Locker System
The Safehouse now features a fully interactive 3D Locker System for customizing your operator before deployments.
3D Viewport Cameras: Interacting with the locker transitions your camera smoothly between dedicated focus angles (Headwear, Torso/Vest, Legs/Boots, and Backpack).
9 Modular Equipment Slots: Customize Headwear, Headwear Presets, Eyewear, Upper Body Clothing, Tactical Vests, Backpacks, Patches, Lower Body Clothing, and Footwear.
Dynamic Camouflage & Material Selection: Apply real-world camouflage patterns (Multicam, M81 Woodland, Desert Tan, Urban Grey, Night Ops, etc.) across individual clothing pieces and tactical gear.
Multi-Player Occupancy Protection: Solved network overlap bugs. Lockers now enforce single-operator occupancy with HUD notification alerts ("Locker is occupied by another operator.").
Full Save & Network Replication: Your operator appearance persists automatically to disk and replicates seamlessly across multiplayer clients.
2. Primary Firearms Base Weapon Specifications
All primary FUBAR firearms have been rebalanced with authentic baseline weight, ergonomics, recoil multipliers, accuracy spread, and muzzle velocity characteristics:
| Firearm Model | Weapon Platform | Base Weight (KG) | Ergonomics Rating | Vert. Recoil Mult | Horiz. Recoil Mult | Accuracy Mult | Muzzle Velocity Mult |
|---|---|---|---|---|---|---|---|
| M4A1 FUBAR | Modular Carbine | 3.51 KG | 56.8 | 0.976 (High Stability) | 0.992 | 0.557 (Tightly Grouped) | 1.066 |
| HK416 FUBAR | Assault Rifle | 3.64 KG | 54.1 | 1.041 | 1.083 | 0.976 | 1.024 |
| AK-74 FUBAR | Assault Rifle | 3.80 KG | 48.8 | 1.041 | 1.032 | 0.912 | 1.000 |
| MK18 / SOCOM | Battle Rifle | 6.50 KG | 47.6 | 1.000 | 1.000 | 1.000 | 1.000 |
| M249 LMG FUBAR | Light Machine Gun | 10.00 KG | 38.0 | 1.032 | 1.127 | 1.136 | 1.000 |
| Glock 19 FUBAR | Sidearm | 1.98 KG | 57.7 | 1.024 | 1.024 | 1.008 | 1.875 |
3. Weapon Attachment Ergonomics, Recoil & Performance Delta Matrix
Attachments dynamically modify your firearm's physical stats. Each attachment calculates weight, ergonomics adjustments, vertical/horizontal recoil mitigation, accuracy spread, and muzzle velocity deltas in real-time:
| Attachment Category | Examples | Weight (KG) | Ergonomics Delta | Vert Recoil Delta | Horiz Recoil Delta | Accuracy Delta | Velocity Delta |
|---|---|---|---|---|---|---|---|
| Holographic & Red Dots | EOTech, T1/T2, Romeo, MRS | 0.25 KG | +12.0% | 0.0% | 0.0% | +5.0% | 0.0% |
| Magnified Optics & LPVOs | ACOG, Razor HD, Elcan, ATACR | 0.65 KG | -5.0% | 0.0% | 0.0% | +18.0% | 0.0% |
| Thermal / NVG Optics | Thermal Scopes, IR Optics | 0.85 KG | -10.0% | 0.0% | 0.0% | +30.0% | 0.0% |
| Optic Magnifiers | 3x Flip-to-side Magnifier | 0.35 KG | -3.0% | 0.0% | 0.0% | +8.0% | 0.0% |
| Iron Sights | Flip-up MBUS Iron Sights | 0.10 KG | +4.0% | 0.0% | 0.0% | +2.0% | 0.0% |
| Suppressors | SOCOM Suppressor / SRD762 | 0.50 KG | -8.5% | -22.0% | -14.0% | +5.0% | +2.5% |
| Muzzle Brakes / Flashers | Muzzle Brake, Flash Hider | 0.12 KG | -2.0% | -25.0% | -18.0% | 0.0% | 0.0% |
| Vertical Foregrips | RK-4, RK-105, Stubby Metal | 0.16 KG | +8.0% | -18.0% | -8.0% | 0.0% | 0.0% |
| Angled Foregrips | AFG Angled Grip | 0.14 KG | +14.0% | -10.0% | -16.0% | 0.0% | 0.0% |
| Tactical Stocks | CTR, Magpul Collapsible Stock | 0.38 KG | +10.0% | -14.0% | -12.0% | 0.0% | 0.0% |
| Fixed Stocks | Fixed Heavy Rifle Stock | 0.55 KG | -4.0% | -22.0% | -18.0% | 0.0% | 0.0% |
| Buffer Tubes | Mil-Spec Buffer Tube | 0.18 KG | +2.0% | -4.0% | -4.0% | 0.0% | 0.0% |
| Handguards / Rails | M-LOK, RIS, MCMR, B-10 | 0.45 KG | +6.0% | -6.0% | -6.0% | 0.0% | 0.0% |
| Long Heavy Barrels | 18" / 21" Match Barrel | 1.20 KG | -10.0% | -12.0% | -8.0% | +22.0% | +15.0% |
| CQB Short Barrels | 10.5" / CQB Barrel | 0.55 KG | +15.0% | +5.0% | +2.0% | -10.0% | -12.0% |
| Tactical Lasers & Lights | PEQ-15, DBAL, Weapon Light | 0.22 KG | +5.0% | -2.0% | -2.0% | 0.0% | 0.0% |
4. Tactical Gear & Clothing Weight Breakdown (DT_Fubar_Cosmetics)
All 82 cosmetic and tactical gear items have been permanently configured with real-world military weight metrics:
| Category | Item Type | Weight (KG) |
|---|---|---|
| Tactical Vests | Storm Heavy Plate Carrier | 4.80 KG |
| FieldOps Carrier | 4.10 KG | |
| JTAC Tactical Carrier | 3.60 KG | |
| Patriot Lightweight Carrier | 3.20 KG | |
| Chest Rigs & Vest Presets | 1.80 KG | |
| Helmets & Headwear | Heavy NVG Visor & Helmet Preset | 2.25 KG |
| FAST Ballistic Helmet | 1.45 KG | |
| Tactical Caps & Beanies | 0.18 KG | |
| Backpacks | Ares Heavy Rucksack / Bergan | 3.20 KG |
| Tactical Backpack | 2.10 KG | |
| Assault Camelpack | 1.40 KG | |
| Clothing & Footwear | Combat Boots | 1.45 KG |
| Tactical Jacket / Outerwear | 1.25 KG | |
| Combat Pants | 0.90 KG | |
| Combat Shirt / ACS | 0.60 KG | |
| Tactical Gloves | 0.22 KG | |
| Tactical Eyewear / Goggles | 0.12 KG | |
| Morale Patches | 0.02 KG |
- Item Weight Multiplier Bug FixFixed a critical bug in UFubarArmorWeightComponent where item weights were multiplied by stack count. A 100-round LMG ammo box now correctly weighs its real-world single-item weight ( 1.2 KG ).
5. Level & Shader Performance Optimization Pass
I conducted a comprehensive level and texture optimization pass across mission maps.
Automated Mesh & LOD Analysis: Analyzed 1,358 level actors and 1,020 static meshes. Configured LOD cascades and Nanite fallback settings for heavy background static meshes (SM_Mountain_02 at 31,520 tris).
Virtual Texturing Page Pool Management: Tuned project Virtual Texture memory pools (DefaultSizeInMegabyte=4096) while disabling auto-import VT conversion on weapon/vehicle props to eliminate micro-stutters and texture streaming tile page faults.
Shadow Map & Dynamic Light Optimization: Verified 0 shadow-casting light bottlenecks and 0 complex collision performance spikes.
6. Quick-Heal System (H) & Medical Triage Auto-Scan
- Quick-Heal Hotkey (H)Pressing H instantly initiates a medical auto-scan across your tactical vest, pouches, and backpack for available medical consumables (Bandages, Tourniquets, Medkits).
Smart Medical Triage: Priority-based C++ triage algorithm automatically detects bleeding limbs first to stop hemorrhaging before applying limb health recovery.
Seamless Animation & Progress HUD: Consuming medical items plays dedicated tactical animations with live progress bar feedback on your HUD overlay.
7. Footstep Audio Attenuation & Tactical Sound Balance Pass
Dynamic Footstep Sound Scaling: Footstep audio attenuation curves have been completely retuned. Footstep volume now scales dynamically based on:
Movement Pace: Sprinting produces maximum audio radius; Tactical Slow Walk reduces footstep noise to near-silent levels.
Stance / Posture: Standing vs. Crouching vs. Prone transitions scale step impact noise.
Equipped Loadout Weight: Heavy operator loadouts (plate carriers, backpacks, heavy firearms) produce louder, weightier footstep impacts than light recon loadouts.
Indoor CQB & Wall Occlusion: Enhanced spatial audio occlusion so enemy and teammate footsteps properly muffle through concrete walls, closed doors, and multi-story floor structures.
8. Armor Plate Durability & Drag Transfer Persistence
Ballistic armor protection is now completely persistent across damaged states and inventory transfers.
Replicated Plate Durability: Durability value (ItemDurability) is now stored directly inside inventory item structs.
Instant Disk Saving: Taking armor plate damage automatically saves durability state to disk, preventing alt-F4 or disconnect exploits.
Preserved Durability Transfers: Dragging armor plates between Plate Carrier Slots ↔ Backpack ↔ Stash preserves exact durability without resetting or repairing for free.
9. Empty Magazine Visual Inspection & Unloading Mechanics
- Windowed Magazine Inspection FixFixed visual bug where empty transparent/windowed magazines still rendered unspent cartridges inside the magazine casing. Empty magazines now correctly show no remaining rounds when inspected.
- Server-Authoritative Magazine UnloadingAdded Unload Magazine context action to empty magazines directly from inventory grid slots. Loose ammo automatically Tetris-packs into available inventory space, or drops dynamically onto the floor if inventory is full.
10. Control Settings & Invert Mouse Y-Axis Option
- Invert Mouse Y-AxisAdded a dedicated toggle for Invert Mouse Y-Axis under Settings ➔ Controls.
Settings Persistence: Mouse inversion state saves persistently to UserGameSettings and updates camera pitch controls instantly in real-time.
11. Workbench & Multiplayer Netcode Polish
Workbench Attachment Replication: Server-authoritative replication fix for the weapon customization pegboard. Weapon attachment changes now sync instantly across all connected network clients.
Grouped Weapon Customization UI (Phase 22): Redesigned WBP_Fubar_WeaponCustomizer layout with categorized slot buttons:
Left Category: Muzzles, Barrels, Rail Accessories.
Center Category: Optics, Handguards, Magazines, Grips.
Right Category: Stocks, Charging Handles.
Enhanced Visual Slot Buttons: Modernized slot button UI to distinguish equipped attachments from empty + Add slots.
12. HQ Helicopter Mission Selection Map (Phase 13)
Interactive Map UI: Interacting with the HQ helicopter opens the interactive mission selection interface featuring hologram line rendering and dynamic map briefings.
Server Travel RPC Routing: Requesting dynamic map destinations now seamlessly routes server travel RPC commands to transition the lobby to selected mission zones.
📄 Full Patch Notes Summary & Bug Fixes
Fixed: Stacked item weight calculation bug in CalculateAllInventoryItemsWeight().
Fixed: Empty magazine visual inspection rendering unspent rounds in transparent casings.
Fixed: Multi-operator locker camera overlap and interaction bugs.
Fixed: Server-client pegboard attachment desynchronization on the workbench.
Fixed: Drag-and-drop item transfer logic from unowned external containers (Death Stash).
Added: Detailed primary firearm base stats table (M4A1, HK416, AK-74, MK18, LMG, Glock).
Added: Complete attachment performance delta matrix (% Ergonomics, Vert/Horiz Recoil %, Accuracy %, Velocity %).
Added: Level & texture optimization pass with Nanite LOD cascade tuning and VRAM pool configuration.
Added: Quick-Heal keybind (H) with C++ priority triage scanner.
Added: Dynamic footstep sound volume scaling based on speed, posture, and total gear weight.
Added: Invert Mouse Y-Axis option in Control Settings.
Updated: HUD overlay live weight progress bar and stamina component integration.
Updated: Project Virtual Texturing settings optimized for landscape terrains while retaining clean standard texture streaming for weapons and vehicles.
📋 Follow Development & Report Bugs
If you want to follow along with ongoing development, I've set up a Trello system where you can watch progress and see when I'm working live.
You can check out the board and submit bug reports or feedback directly on the operations page: https://www.directcontact.no/operations
Jump In & Test
The update is now live on Steam! Jump into the Safehouse, configure your operator at the Locker, balance your tactical loadout, and get ready for insertion.
Thank you for your ongoing support as I continue refining Direct Contact!
Source
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