NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

GENERAL GAME

CHANGED

  • General server performance optimizations

FIXED

  • Fixed a server crash exploited by users (T195100 – private)
  • Animation of taking items from the shoulder and belt could glitch (T188349T188469T188454T188536T189283T188523T191268)
  • Vehicles were missing attach/detach sounds for battery, spark plug and radiator
  • Manipulating a fire barrel could result in desync for other players
  • Indoor shots could sound silenced to the shooter
  • Chelating Tablets could cure wound infection and influenza (T194353)
  • Rain will no longer fall upwards when you run in the direction of the rain
  • Bug where items that are very wide would not scale up properly when inspected
  • Players could get teleported when exiting vehicles
  • Infected movement was stuttering at low server FPS
  • Splitting animation was not working for long wooden sticks
  • Airfield bunkers had badly placed loot spawns (T193452)
  • A ladder at the Rify ship wreck was not functional (T193170)

SERVER

  • Added: Player location to connection and disconnection logs (T176899)
  • Fixed: Freeze when starting Linux server
  • Fixed: Items in the ignore list would still spawn when they were part of cfgspawnabletypes.xml
  • Fixed: Items that were part of the ignore list would still spawn if they were in the player inventory (T190555)
  • Fixed: Some weapons had chance to spawn with incompatible attachments, resulting in errors (T192338T192311 – private)
  • Changed: Enabled multithreading support for Bullet Physics library

MODDING

  • Added: Physics functions directly on Transport to allow vehicles to sleep
  • Added: Physics: ‘Physics.GetGeomName’ to get the name of a geometry at that index
  • Added: New Inventory location type ILT_TEMP for items that are desynced, held in limbo until the server sends the correct one
  • Added: ‘Pawn.GetNextMove’ to preload data during character CommandHandler
  • Added: ‘Pawn.GetOwnerState’
  • Changed: EntityType can now be used in script per config class definition, used to cache shared variables and expensive initialization logic
  • Changed: Partial update of Animation System to Enfusion 2021
  • Changed: Physics: Filtered will no longer show collision that has no interaction layer
  • Changed: Prioritized usage of variables such as g_Game instead of function calls such as ‘GetGame()’
  • Changed: Specific optimziations to several scripted functions such as ‘Object::IsAnyInherited’
  • Changed: Physics: Inactive bodies no longer tick EOnSimulate/EOnPostSimulate
  • Changed: Vehicles: Vehicle headlights has been partially moved from script to native
  • Changed: Improved Gizmo api, moved to GizmoApi class
  • Fixed: Mod-loading order not functioning (T194126T194109)
  • Fixed: Make avoidGrassUpdate property properly transfer during binarization process
  • Fixed: Physics: Crashes with geometry element usage on skeleton component
  • Fixed: Object::IsAnyInherited should return early on 1st match (T194456)
  • Fixed: Several crashes with DebugText
  • Fixed: Physics: Crashes with geometry element usage on skeleton component
  • Fixed: Vehicles: Players could be sent to random coordinates when getting out of some vehicles with improper geometry
  • Fixed: ‘DayZPlayer.IsAuthority’ would return false in Singleplayer
  • Fixed: Ensure Inventory.CreateEntity properly passes the flip flag
  • Fixed: Gizmo rotation would be reversed in some cases
  • Fixed: Vehicles: Transport class couldn’t gather inputs
  • Fixed: Vehicles: Transport class didn’t have dynamic collision resolution (only cars did)
  • Fixed: Vehicles: Vehicles could still be controlled while in freecam while “Player move in FrCam” was disabled
  • Fixed: Assigning typename to variable wouldn’t work for base types (e.g. string, int)
  • Fixed: Some cases when assigning a quoted vector to a variable would fail
  • Removed: Unnecessary native calls that reduce poor performance

TOOLS

ANIMATION EDITOR

  • Added: Live Debug, connect via in-game diag “Animation > Enable debugger”
  • Changed: Animations now always re-import from the TXA source file when editing Events
  • Changed: Changes to animations are now saved via  “Workspace -> Save Changed Animations” instead of using the small “edit” button in the timeline
  • Fixed: Various crashes
  • Removed: “Test” button in Controls window, now automatic based on active context

TERRAIN BUILDER

  • Added: Align to ground mode in Buldozer (default keybind 7)

KNOWN ISSUES

  • Navmesh is currently not updating on Fence gates when opened or closed
  • Some weapon animations will playback broken in some cases
By Published On: October 31st, 2025 2:17 PMLast Updated: November 12th, 2025 12:48 PMCategories: PC ExperimentalViews: 2383.6 min readTags: , , , , , ,

About the Author: Malo Renaud

Malo Renaud
My name is Malo Renaud, and I've been a DayZ enthusiast for over 6 years. I'm actively involved in the survival community. On MyDayZ, I cover the latest news, analyze recent patches, offer tactical guides, and highlight must-have mods. As an experienced strategist and avid player, I also organize community sessions and share my fieldwork to help every survivor improve their experience in the unforgiving world of DayZ.

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