
PID armbands and helmet tapes
Replaced synthetic armband meshes with new authored ones, fixing the armbands clipping with clothing for easier PID
Added helmet tapes with a dedicated helmet-tape equipment slot as an additional PID marker
Character quality and performance
Fixed issue with inconsistent LODs selection for AI / Player character and gear affecting GPU performance in populated matches
Added cached virtual shadows for settled corpses
Improved performance of visible character animations
Improved GPU performance of the guns meshes and attachments, lowered VRAM consumption
Made Lumen mesh-SDF tracing follow graphics presets: enabled at Epic/Cinematic and disabled from High down, with existing-save migration and an explanatory setting hint.
Workbench and item previews
Fixed issue with bugged coarse meshes of attachments or weapons displaying in the workbench or in the item preview
Improved speed of weapon builds loading and displaying
Fixed overdark / bad lighting in the workbench and item preview
Main-menu stash character and faction selection
Added a live 3D character to the stash kit panel, wearing the actual custom kit.
Added a 3D / 2D stash character selection setting.
Removed the old stash and Workbench UA/RU switches in favor of the new one in the header.
An active Workbench assembly retains its faction until completion.
Audio, voice, and radios
Updated close-range firing sounds for AK-74 and 5.45 AK family.
Fixed radio power changes reverting to OFF on the owning client.
Re-enabled radio issue on first deployment.
Restricted persisted radio state to power, preventing old match tuning and player identities from carrying into later matches.
Optimized radio and proximity voice performance
Default comms mode preserved for Proximity chat; Radio comms switch on ",". Added control hints. Losing or switching off the radio returns field voice to Proximity automatically.
Movement, weapons and death
Fixed vaulting or mantling into blocked space, such as a table under a low ceiling, leaving the character floating or spinning.
Fixed bare-handed weapon pickups switching the empty arms into a weapon-ready pose before the draw animation.
Hardened that pickup transition against dropping, storing, or losing the weapon
Fixed left-hand shaking after pickups and hand actions.
Fixed M72 and RPG-26 becoming vertical while crawling prone.
Added dedicated bare-hand and knife prone idle, directional crawl, enter and exit animations.
Headshots now open KIA immediately, without waiting through the first-person death fall
Bots now appear on KIA as faction-appropriate Name "Callsign" Surname, instead of GTTH_AI_Controller….
Blocked weapon-slot changes while aiming down sights
Fixed leaving a vehicle during focus zoom preserving the zoomed FOV as the normal FOV
Controls and settings
Rebinding onto an occupied key now moves the key off the previous action.
Removed duplicate crouch handlers and put crouch into the input context the character actually uses.
Vehicle throttle, brake, steering, and reload now follow rebound controls.
Added a rebindable vehicle parking-brake action.
Magazine inspection now follows its rebindable action.
Hip-pose switching now has a rebindable action.
Added Toggle / Hold ADS selection. In Hold mode, holding the aim button controls ADS; tapping it toggles focus zoom.
Updated HUD hints and settings help for the new actions and aim modes.
Added independent normal ADS mouse sensitivity for iron sights and non-magnified sights.
Blocked mouse-wheel ready-pose changes during ADS. Alt + Wheel scope magnification remains available.
Inventory, stash and medical
Added an over-capacity stash warning and explicit rejection of additions.
Fixed stash magazine loading taking ammunition from a different stack, making the dragged stack appear to refill.
Added withdrawal/equip support for filled objective-stash containers.
Added loading and unloading of magazines that remain inside the objective stash.
Added partial magazine unloading through Unload amount.
Added stack splitting within stash grids.
Extended the teamkiller loot block to deaths from bleed-out, fracture, and thermal damage after friendly damage.
Added reusable medical charges:
CMS: 3 uses.
AI-2: 5 uses.
Ketanol: 3 uses.
Painkiller jar: 4 uses.
Music and other menu changes
Expanded menu music to 15 full soundtrack songs
Added shuffle rotation of the music with dedicated widget in the main menu with mute option
Operations, extraction and local PvE
Fixed Operations airstrike exfils accepting only losers while winners received evacuation instructions and were then bombed.
Airstrike-phase exfils now accept both affected teams.
Local PvE training now offers starting weather from each map’s actual rotation.
Local PvE training - added starting time within the map’s limits
Local PvE training - added 15–90 minute local match length.
Fixed infiltration and extraction points spawning outside of the playable area