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BodycamEventsBodycam PATCH NOTES · V0.8 #4
Community

Bodycam PATCH NOTES · V0.8 #4

Bodycam · published 11 Sep 2026, 16:07 UTC

All eventsPlayers around this dateRead on Steam

PATCH NOTES #4

Input & Keybindings

  • Reworked keybinding conflict handling to make input rebinding more reliable.

  • Split perk inputs and character inputs into clearer dedicated keybinds.

  • Fixed several incorrect keybinding conflicts.

  • Cleared outdated saved keybinding data to prevent stale input issues after the input changes.

Note: Some modified keys may need to be rebound.

Match Flow & Game Modes

  • Improved team balancing at match start.

  • Improved rehosted match behavior so previous host party settings are preserved until the next travel.

  • Fixed a Wingman client-side defuse issue.

  • Fixed an issue that could allow unintended object spawning.

Loadout & Customization

  • Improved barrel pivots and socket setup.

  • Adjusted M4 barrel sockets.

  • Fixed F88 optic aimpoint alignment.

  • Fixed EOTech optic socket setup.

  • Improved grip sizing and corrected JAWS barrel grip pose.

  • Fixed Pyramid upper barrel rotation.

  • Improved RC Car texture setup.

  • Fixed loadout camera presentation for antenna-related items.

  • Corrected Deagle White Liquid item presentation.

Weapons & Animations

  • Reworked the SCAR model to correct its scale and proportions.

Note: The previous SCAR model was approximately 24% smaller than intended, making it feel visually undersized in-game.

Maps

  • Removed duplicate foliage instances on Trenches.

  • Removed duplicate actors in CQB.

  • Improved Lobby map cleanup.

  • Fixed and reworked decal materials across multiple maps.

  • Fixed several decal and material issues affecting Asylum, Hospital, Trenches (underground tunnels), Public Pool, and other environments.

Stability & Fixes

  • Fixed a memory issue affecting inventory / equipment handling.

  • Improved stability around match flow, rehosting, and team state.

  • Fixed several visual issues caused by broken meshes, decals, materials, and distance field data.

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