Character can now sprint with their weapon raised Character can now carry two long rifles/shotguns on their back Reworked slope limitation system allows sprinting up most hills and stairs Reworked 3pp camera system, you can pivot the camera from shoulder to shoulder with Q and E Fixed: object interactions (wells, trees etc) New air vehicles: Cessna C185 Plane, MH-6 Little Bird (and color variants), UH-1H Huey (and color variants) Trader, safezone WIP (traders disabled currently) Air vehicles now spawn in the world (max 10 per restart) Land vehicles now spawn in the world (max 10 per restart) New server events backend system (no event spawns yet) Tent and world object saving system (backend functionality is present, but disabled for now) Pistols and long rifles spawn with a set of random attachments Move to 0.60 loot table (may have some issues still) Countless other optimizations and bug fixes Fixed attachTo support (used for shooting out of helicopters, cars etc) Prevent zombies from entering buildings (pathfinding hotfix) Support for zombie "roaming" and "searching" states ShadowBuffer/projShadow improved shadow system Experimental DirectX 11 support (binaries supplied, NOT recommended for use currently.) Experimental 圆4 support (binaries supplied, NOT recommended for use currently.)
Add support for Community Memory Allocator and Large Memory Pages Massively improved experience in all vehicles imgui integration for the server management panel Deprecate most unused middleware (Steam, GameSpy, CD-key, distribution, leftover ARMA code) Tightened script execution restrictions Helix Anti-Cheat Framework (currently only monitoring, WIP) To summarize, here are some changes made within Doc's DayZ Legacy engine: I have been utilizing this forum as well as several archived and defunct websites to get what little information is available about the source code and I'm glad to say that the client has matured enough to warrant a public testing release. I have been working for the past year to create a version of DayZ using the 0.44 engine source code and PBO contents from up to version 0.59-.60, and have had quite a bit of success thus far. While this build of the engine is a lot more open in terms of scripting extensibility, it is unusable without source code. I was a participant in the multiplayer stress tests with Dean Hall and Matt Lightfoot in June-August 2013 before the game launched on Steam and possess some unique builds of the game, when the engine was much more similar to Arma 2's. I worked on DankDayZ servers around the time of 0.45-0.48 with the owners, Dank and CraniX on several scripts and recently was looking through the archived content I have.