20130915:
[ALL] Initial TPW MODS release.

20130916:
[CIVS 1.14] Civs will not spawn when player near named exclusion objects (tpwcivexc_1 -> tpwcivexc_9).
[FOG 1.02] Foggy breath will not occur above 12 deg C, regardless of dew point.
[RAINFX 1.00] New mod, adds rain droplet effects on the ground near the player.

20130917:
[CARS 1.14] Commandeer menu item removed after car commandeered.
[FALL 1.15] Units can now be killed immediately while lying incapacitated after ragdoll fall.
[EBS 1.11] Minor explosion handling improvements.

20130918:
[FALL 1.16] Ragdolls have same clothing as parent unit. 
[HOUSELIGHTS 1.03] Fixed flaw in house selection code that spawned lights into uninhabited houses. 
[CIVS 1.15] Fixed flaw in house selection code that spawned civs into uninhabited houses. Removed worker coveralls from random clothing. Improved spawning code. 
[CARS 1.15] Cars will spawn with passengers 50% of the time. Improved commandeering - player does not automatically mount commandeered car. Removed worker coveralls from random clothing. Improved spawning code.
[BOATS 1.14] Removed worker coveralls from random clothing.

20130919:
[RADIO 1.01] Military radio not played in civilian vehicles.
[CIVS 1.16] Civs will not spawn beyond a specified maximum, regardless of density. Civs can now interact with each other.

20130922:
[RADIO 1.02] Ambient radio not played near static weapons or parachutes.
[BOATS 1.15] No boats spawned between 2000 - 0500.
[FALL 1.17] Improved parachute handling.

20130923:
[RADIO 1.03] Ambient Greek music played in habitable houses.
[FALL 1.18] Wind noises in freefall and under parachute.

20130924:
[ANIMALS 1.14] Ambient dog barking noises.
[CARS 1.16] Civilian cars are spawned with random fuel levels (<50% full). Civilian cars will use horns if near people or animals. 

20130925:
[CARS 1.17] Destroyed cars can no longer beep horns. Damaged cars and cars with no drivers can not be commandeered. Cars will be removed if too far from roads.
[AIR 1.15] Maximum aircraft in air at any given time can be specified.
[LOS 1.05] Now disabled by default.
[ANIMALS 1.15] Animals spawn further from roads. Animals will disperse from nearby vehicles.

20130927:
[CIVS 1.17] Civilian gesticulation restored (dev build 1.03.110339)
[FALL 1.19] Ragdolls have same goggles, headgear and vest as parent unit. No freefall sound in water (!) 
[ANIMALS 1.16] Cat noises at night in towns

20130928:
[FALL 1.20] Units continue to take damage while ragdolling.
[ANIMALS 1.17] Cat noises volume tweaking.
[RADIO 1.04] Radio object in houses playing radio (no other furniture yet). 

20130929:
[FALL 1.21] Bug fix.

20130930:
[ANIMALS 1.18] Goat bleating added. Louder dog barking in populated areas. Dog/cat delay between noises is now user configurable.

20131001:
[FALL 1.22] Noises for rolling prone. Switchweapon removed from initialisation.
[EBS 1.12] Switchweapon removed from initialisation.

20131004:
[FOG 1.03] Ground heat haze / mirage effect during hot weather. 

20131005:
[FOG 1.04] Removed undefined variable bug.
[EBS 1.13] Implemented randomised explosive damage in lieu of repairs to broken explosive damage calculation.
[CARS 1.18] Commercial traffic (vans) only during daytime. No civilian traffic during combat (requires TPW EBS).
[CIVS 1.18] Reduced civilians during combat (requires TPW EBS).

20131006:
[FOG 1.05] Heat haze only when prone.
[CARS 1.18] No spawning during combat now user selectable
[CIVS 1.18] No spawning during combat now user selectable
[FALL 1.23] Noises for turning prone
[EBS 1.14] Suppression now bullet-centric, not shell based.

20131008:
[FOG 1.06] Heat haze only when not overcast, not raining, and during daylight hours.
[PARK 1.00] Ambient cars parked on the side of the road outside habitable buildings.
[CIVS 1.20] Fixed sporadic waypoint error.

20131010:
[EBS 1.15] Units will only go prone if more than 10m from potential cover. 
[CIVS 1.21] Better integration with TPW EBS, fixed error if TPW EBS not running or initialised.
[PARK 1.01] Code optimisation
[FOG 1.07] Overcast must be > 0.8 to prevent heat haze. 
[CARS 1.20] Commandeer vehicle addmenu item only displayed when on foot.

20131014:
[ALL] Loop optimisation (foreach replaced with for count)
[CARS 1.21] Fixed bug with EBS integration.
[CIVS 1.21] More waypoint error fixes.
[PARK 1.02] Optimised car spawning. 
[AIR 1.16] Better handling of flybys in MP - should not spawn aircraft for every player.

20131015:
[ANIMALS 1.20, FOG 1.08, RAINFX 1.01] Red balls no longer visible in MP
[CIVS 1.22] Civilians run in the rain.
[LOS 1.07] Better debug ball display in MP

20131016:
[CARS 1.22] Fixed EBS integration bug
[CIVS 1.23] Mission failure fix when too many civ casualties
[ANIMALS 1.21] Overhauled spawning code - lighter and more intelligent animal placement.

20131017:
[ALL] TPW MODS icon - many thanks Baconator
[ANIMALS 1.22,FOG 1.09, RAINFX 1.02, LOS 1.08] Fixed bug with MP ball handling (hopefully)

20131018:
[EBS 1.17] Fix for units stuck crouched after engagement
[ANIMALS 1.23] Additional improvements to spawn code

20131019:
[ANIMALS 1.24] Fixed bug in exclusion code. Fixed dog/cat calling non existent sound.
[CARS 1.23, CIVS 1.24, BOATS 1.17] Fixed waypoint handling.
[EBS 1.18] Debugging should work in MP. 

20131020:
[BOATS 1.18] Random number of boats spawned up to specified maximum.
[CARS 1.24] Random number of cars spawned up to specified maximum.
[AIR 1.17] Increased helicopter spawn distance

20131021:
[ANIMALS 1.25] Fixed goat calling non existent sound

20131022:
[CARS 1.25] Fewer cars at night
[RADIO 1.06] Radio selectable: houses, vehicles or both. 

20131024:
[CIVS 1.24] Mission failure due to civilian casualties now working properly (fixed addon init error). 

20131026:
[LOS 1.09] LOS calculations not applied for units in "safe" or "careless" behaviour modes.

20131230
[ANIMALS 1.26, FOG 1.10, RAINFX 1.03] Coloured debug balls should not appear in MP/Dedi. 

20140117
[BOATS 1.19, CARS 1.26, CIVS 1.25] Civilians do not target enemies, to save CPU (many thanks to LordPrimate)
[BOATS 1.19] Boats can have passengers
[EBS 1.19] Fixed bug where player could be stuck in a fatigued state after suppression
[ANIMALS 1.27, FOG 1.11] Debug balls removed

20140124
[ANIMALS 1.28, CIVS 1.26, HOUSELIGHTS 1.05, PARK 1.03, RADIO 1.07] Should now work for habitable Arma2 OA buildings (many thanks to Spliffz for the classnames).

20140126
[ANIMALS 1.29, CIVS 1.27, HOUSELIGHTS 1.06, PARK 1.04, RADIO 1.08] Should now work for habitable Arma2 buildings (many thanks to Reserve for the classnames). 

20140127
[ALL] Greek music (which rarely gets updated) is now in a separate PBO, to reduce bandwidth usage for various sync systems.
[PARK 1.05, RADIO 1.09] Added global enable/disable

20140129
[RADIO 1.10] Radio now working in houses again!
[CIVS 1.27] Fixed issue with civs spawning in midair on some maps.
[AIR 1.18] Disabled for FSF_Jungle - was causing crash to desktop.

20140210
[BOATS 1.20, CARS 1.27] Added delay between spawning new vehicles, prevents constant traffic past player.

20140222
[ANIMALS 1.30] Override BIS default FSM for animals so they no longer run everywhere. Dogs now bark when there is gunfire (needs TPW EBS)
[CARS 1.28] Additional code for spawn delay based on proximity to towns (Thanks Rydygier).

20140223
[ANIMALS 1.31, CIVS 1.28, PARK 1.06, RADIO 1.11] Fallujah compatibility.  

20140303
[BOATS 1.21, CARS 1.29, CIVS 1.30] Middle East and African civilians automatically spawned on appropriate maps. Requires Ohally's CAF Aggressors mod.

20140305
[AIR 1.19] Additional randomisation of aircraft speed and height.
[BLEEDOUT 1.07] Units can be prevented from bleeding to death using setvariable ["tpw_bleedout_nodeath",1] in the unit's init or via script.
[BOATS 1.22, CARS 1.30, CIVS 1.31] CAF Aggressors Middle East civs spawned on Sangin.

20140307
[AIR 1.20] Aircraft no longer spawn immediately when mod starts
[BOATS 1.23, CARS 1.31, CIVS 1.32] Fixes to region switching, uniform selection
[FOG 1.07] Total overhaul: automatically selects region appropriate climate data; improved foggy breath calculation; ground fog; snow (huge thanks to NeoArmageddon and Meatball for snow particle parameters).

20140310
[RAINFX 1.04] Water droplet fx on vehicle windscreens.

20140311
[RAINFX 1.05] Droplet fx on cars (no other vehicles) and goggles in 1st person view only.

20140313
[FOG 1.13] Added Bystrica and Bukovina to climate list. Ground fog parameters tweaked.
[RAINFX 1.06] Droplet fx on goggles only if not looking down, or running. Car droplets size correlates with rain intensity. 

20140318
[FOG 1.14] Ground fog only when temperature < 13degC. Breath fog, ground fog, rain fog, heat haze and snow all individually configurable on/off
[AIR 1.21] Includes the new aircraft classes introduced in dev build 1.15.116103
[CARS 1.32] Cars slow down in towns. Cars only beep horn at units actually on the road.

20140322
[BLEEDOUT 1.08] Player will no longer stand up after being healed.
[AIR 1.22] Will use additional aircraft mods if you have them installed: Peral A10C; Randomslap/Desktop C17; Theebu C130J; Chortles F20B; John Spartan/Saul Fa18 and Su20; Aplion A2 helicopter port; ADF Uncut Blackhawk  

20140324
[CARS 1.33] Bug fix - cars should now spawn again!
[AIR 1.23] Support for: Gnat Cessna 185; Dezkit Yak42 and Beechcraft T6A 
[STREETLIGHTS 1.00] Streetlights at night on A2/OA maps

20140326
[RADIO 1.12] Car radio messages will not play while music tracks are playing. Removed spawning of radio objects
[PARK 1.07] Reduced CPU hit when spawning. Reduced (but unfortunately still not zero) incidence of spawned cars exploding

20140405
[BLEEDOUT 1.09] More efficient eventhandler based healing detection. Properly handle configuration values for crouching, prone and incapacitation.
[HUD 1.00] HUD when player is wearing tactical goggles.

20140406
[BLEEDOUT 1.10] Player will no longer automatically stand after healing
[HUD 1.01] HUD will initialise if TPW FOG not active. No HUD in 3rd person or on map.

20140407
[HUD 1.02] All HUD elements can be individually sized and placed. HUD can be scaled and offset. Enemies correctly coloured if playing as OPFOR. Compass points on AZT display.

20140408
[ALL] All TPW MODS now work when resuming save games
[HUD 1.03] HUD will work during team switching. HUD no longer interferes with other scripts using oneachframe.
[AIR 1.24] Bug fix - will not try to spawn helicopters that aren't in the config.

20140410
[ALL] Moduload expempt.

20140412
[AIR 1.25] Will spawn any aircraft, regardless of mods (thanks to Larrow for class based aircraft detection code).
[HUD 1.04] Structured text in HUD elements for improved aesthetics. HUD displays un-named map placed markers.

20140413
[FOG 1.15] User defined fog settings are respected if ground fog and rain fog are disabled.
[HUD 1.05] HUD displays map placed markers whose description begins with "!!" (no quotes). HUD correctly positioned after team switching.

20140414
[HUD 1.06] HUD will not display units/markers closer than a user specified distance. 

20140415
[HUD 1.07] Velocity displayed in knots when in aircraft. HUD icons rotate according to unit stance. HUD icons displayed over approximate centre-of-mass of each unit.

20140416
[HUD 1.08] Fixed sporadic HUD flickering issues.

20140417
[HUD 1.09] HUD element structured text may now be edited in the TPW_MODS.hpp. Ctrl-H resets HUD functions while adjusting brightness, and can be used to remove icon glitches which can appear after certain loading of save game conditions.
[STREETLIGHTS 1.01] Changes to streetlight colour selection.
[FOG 1.16] Lowered maximum temperature for ground/breath fog
[RADIO 1.13] Uses addmusicevenhandler, should cause fewer conflicts with other jukebox scripts. 

20140418
[ANIMALS 1.32, BOATS 1.24, CARS 1.34, CIVS 1.33, HOUSELIGHTS 1.07, PARK 1.08, RADIO 1.14, STREETLIGHTS 1.01] Redundant civilian, house and sun angle code moved out to TPW CORE, for reduced code size and improved efficiency and ease of updating. 
[CORE 1.00] See above.
[HUD 1.10] Unit scanning effectiveness reduced at longer range.
[FOG 1.17] Lower temperature if overcast.

20140418-2
[HUD 1.11] Unit scanning effectiveness reduced at longer range is now configurable on/off. Fixed some structured text bugs.

20140419
[LOS 1.10, BLEEDOUT 1.11, EBS 1.20, FALL 1.26] Functions shifted to TPW CORE 1.01
[CORE 1.01] See above
[HUD 1.12] Code optimisations.  

20140420
[HUD 1.13] Significant code optimisations - removed all flickering, reduced CPU usage. Simulated performance of HUD affected by distance, stance, day/night, rain and fog.  
[PARK 1.09] Staggered parked car spawning to reduce CPU spikes.

20140421
[HUD 1.14] Detects manned air/land vehicles and manned static weapons.

20140421-2
[ALL] TPW_settings.jar, a Java graphic utility to edit TPW_MODS.hpp, is now included in userconfig. Many many thanks to Gliptal for developing this.
[HUD 1.15] Killed drivers/gunners no longer displayed. Gunner displayed only if no driver.

20140422
[HUD 1.16] Workaround for sporadic HUD freezing glitches that some people report when playing save games. Any UAVs controlled by player's squad members will also contribute to the HUD unit information display. Switched from 64x64 to 32x32 HUD icons. Hidden units now display both distance and time since last observation.

20140423
[HUD 1.17] HUD will briefly glitch if player is hit. Additional code optimisations.

20140426
[HUD 1.18] Predictive targetting. HUD will display the unit's icon as well as a targetting icon showing where the unit will be in the time it takes your projectile (muzzle velocity determined by HUD) to reach it. 

20140427
[HUD 1.19] New HUD element PRX displays a count of squad, friendly/civ and enemies currently being tracked by the HUD.

20140428
[HUD 1.20] Full colour night vision, toggled with Ctrl+Alt+N. HUD brightness now cycles with Ctrl+Alt+H.

20140430
[HUD 1.21] Fixed a few undeclared variable bugs. Optional HUD in 3rd person. Optional automatic assignment of TAC glasses to player's uniform. Ctrl-H for HUD brightness. Ctrl-Alt-H for HUD NV.

20140501
[HUD 1.22] Improved NV switching code, fully 3rd person compatible.  

20140503
[FALL 1.27] AI delay in regaining feet after being hit is proportional to health (damage). 
[BLEEDOUT 1.12] Stance changes don't apply when unit is on ground from a fall.
[HUD 1.23] Removed call to non existent function - no RPT spam. 

20140517
[HUD 1.24] Configurable icons for units, vehicles, predictive targetting and markers. Predictive targetting will not display directly over the unit's icon. Fixed more undefined variable errors. Removed icon rotation. 

20140518
[HUD 1.25] Playable units will receive tactical glasses by default when team switching. Predictive targetting unchanged when throwing grenades.

20140519
[HUD 1.26] Fixed sporadic HUD icon flickering in 3rd person view (many thanks to Rydygier for helping track this one down).

20140520
[HUD 1.27] Icons for enemy units and enemy vehicles are separately configurable from non enemies. Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units). 

20140522
[HUD 1.28] Individually configurable colours for HUD, civilians, friendlies, enemies and player's squad.

20140525
[SKIRMISH 1.00] Ambient infantry combat.

20140527
[HUD 1.29] Bug fixes, a few less PRT errors.
[AIR 1.26] Civilian aircraft may be optionally excluded. Flying heights are user configurable.
[FALL 1.29] Player fall configurable on/off.

20140529
[HUD 1.30] Beeping when enemies nearby. Bug fixes.
[LOS 1.11] Removed redundant function call.
[AIR 1.27] Military aircraft may be optionally excluded.

20140601
[SKIRMISH 1.01] Added support for TheEvanCat's CSAT Modification Project alternative CSAT forces. Improved heli CAS behaviour. Time between squad/vehicle spawning is now configurable.

20140603
[SKIRMISH 1.02] Unarmed units will not be spawned. Support markers will show on player's HUD if using TPW HUD. AI can call UAV support. Incoming shell noises for artillery support. 

20140605
[SKIRMISH 1.03] Heli CAS will not linger for so long. Reduced CPU usage when spawned units are killed and other squads move towards them.
[HUD 1.31] Reduced (I hesitate to say eliminated) zero divisor errors.

20140608
[SKIRMISH 1.04] Squads will use radio when under fire. Removed bugs from squad movement calls. Removed bugs from support routines. 
[BOATS 1.25, CARS 1.20, CIVS 1.34] Forceadduniform to prevent the occasional civ spawning in their underwear. 

20140612
[AIR 1.28] Massive code optimisation. Reworked and more efficient flyby code, reduced "zombie" aircraft loitering indefinitely.
[SKIRMISH 1.05] Squads reduced to only 1 unit are consolidated into the nearest available squad. Reduced incidence of passengers running behind spawned vehicles.

20140615
[CORE 1.02] Added civilians support to Daryah map. Map specific mod disabling - no civilian cars on maps without roads.
[SKIRMISH 1.06] Added CAF Aggressors to Daryah map. Cars will now be spawned and assigned waypoints when there are no roads. ISIS style insurgents (random CAF Aggressors plus Shemags).
[FOG 1.19] Added Daryah map to desert climate list.

20140619
[BOATS 1.26, CARS 1.36, CIVS 1.20] Further reduced incidence of CAF Aggressor civs spawning in their underwear.
[BLEEDOUT 1.12, HOUSELIGHTS 1.08, STREETLIGHTS 1.02, RADIO 1.15] Preliminary MP client support (not tested in MP, but doesn't break SP!). Code optimisations.
[FOG 1.20] Removed redundant code.
[SKIRMISH 1.07] Flare artillery working correctly.

20140623
[CORE 1.03, FOG 1.21] Support for Kalu Khan
[FALL 1.30] Reaction to bullet hits can be optionally disabled.
[SKIRMISH 1.08] Ability to call custom friendly and enemy units based on common strings in classnames.

20140624
[SKIRMISH 1.09] Changed the order of unit types in the hpp for easier integration into TPW SETTINGS.

20140627
[SKIRMISH 1.10] Bug fixes: ISIS shemags equipped properly. Support working properly again.

20140630
[HUD] Fixed config.hpp error.
[SKIRMISH 1.11] Added ISIS 2020 faction. These are basically CSAT units wearing CAF Aggressors clothing and shemags. Fixed squad movement towards fallen colleagues from other squads.
[ANIMALS 1.33] Ambient animal noises also disabled by tpw_animal_enable=false.
[BOATS 1.27] Optimised boat waypoint code.

20140701
[CIVS 1.36] Civs move at slower pace (setfatigue 1).
[SKIRMISH 1.12] VR units, divers and pilots are excluded from spawning. If CAF Aggressors not present ISIS and ISIS 2020 faction will use CSAT units in FIA gear and FIA offroads.

20140703
[HUD 1.32] More zero divisor errors squashed.
[EBS 1.21] Will disable itself if bDetect is running. Optimised/simplified find cover routine.

20140704
[FALL 1.31] Massive code overhaul and optimisation. PhysX based ragdolling for player and units closer than 100m to the player. Huge thanks to Das Attorney for this code. 

20140710
[CARS 1.37, CIVS 1.37] Reduced CPU spikes when adding waypoints to spawned units. 
[SKIRMISH 1.13] Reworked ISIS uniform code. Reduced CPU spiking when spawning patrols.
[FALL 1.32] Additional optimisations.
[HUD 1.33] Full colour NV correctly disabled when player unequips goggles. 

20140719
[HUD 1.34] HUD enabled for VR goggles. HUD disabled when underwater.

20140720
[CORE 1.04] Reduced CPU spiking when scanning for habitable houses. 
[EBS 1.22] Reduced severity of player suppression - no slow motion movement when suppressed. 
[SKIRMISH 1.14] Reduced CPU spiking when spawning groups.

20140813
[CORE 1.05, SKIRMISH 1.15] Initial prespawning of units so that textures are cached to reduce stuttering.
[EBS 1.23] Fixed bugs in player suppression. User may select between bullet centric and suppression shell based suppression.
[FALL 1.33] Fixed handling of units in vehicles. Fixed potential problem with freefall noises interfering with music when player is not freefalling.
[HUD 1.20] Displays heartrate (bpm) related to fatigue and degree of injury, with health as the minor indicator. 

20140814
[HUD 1.36] Maximum heartrate lowered to 3 x resting heartrate.
[SKIRMISH 1.16] Removed NV goggles from CAF Aggressor and ISIS vehicle occupants. Improved close heli support code.
[FALL 1.34] Fixed bug which prevented units from subsequently falling after an initial fall of less than 1m.

20140822
[NEW] Animation speed of unarmed walk, rifle down walk, rifle raised walk, roll left and roll right are now configurable.
[CIVS 1.38] Civs will use the defined walk speed rather than being slowed down using fatigue. 
[STREETLIGHTS 1.03] Fixed errors related to initialising of sun angle checking.
[FALL 1.20] Fixed units yelling while in water.
[HUD 1.36] Yet more zero divisor errors squashed.

20140823
[ANIM SPEED] Reduced head bobbing for lowered rifle walk. 
[FOG 1.22, HOUSELIGHTS 1.09, HUD 1.37, LOS 1.12] Fixed errors related to initialising of sun angle checking.
[FALL 1.36] Fixed noises for turning prone.

20140829
[HUD 1.38] Adjustable full colour night vision brightness - cycle through them with Ctrl+Alt+B. Still more zero divisor errors squashed.

20140830
[ANIM SPEED] Tactical jog speed adjustable, reduced head bobbing for rifle run.
[HUD 1.39] HUD NV brightness keys only active when NV is active.
[SKIRMISH 1.17] Camera shake from distant explosions called by skirmishing squads.
[CARS 1.38, PARK 1.10] Added support for RDS Civilian vehicles.
[BOATS 1.28, CARS 1.38, CIVS 1.39, CORE 1.06] Added support for RDS civilians - if user has RDS civ pack installed then they will be used on European maps.

20140904
[HUD 1.40] Still more zero divisor errors fixed.
[CIVS 1.40] Reduced annoying "chimp walking" civs who run around crouched after viewing dead body.
[FOG 1.23] Reduced breath synchrony. Increased effect of fatigue on shortened breath. 
[FALL 1.37] 10% chance of bullet hit not causing a fall.  

20140911
[CORE 1.09] Removed sleep from tpw_core_fnc_houses: civs should spawn reliably now.
[BLEEDOUT 1.14] Increased heartrate (bpm) will cause slight viewpoint jitter. 
[CARS 1.39] Drivers correctly leave vehicles when commandeered.
[HUD 1.41] Further errors squashed. Tactical goggles will automatically be worn by the player if mission starts in vehicle.
[FALL 1.38] No freefall noise when using GetTactical view.
[EBS 1.24, FALL 1.38, FOG 1.24, LOS 1.13, RAINFX 1.07, STREETLIGHTS 1.04] Replaced getposatl (broken in dev build 127101) with getpos.

20140919
[HUD 1.42] Proximity element may now be hidden correctly. Fixed incorrect assignment of goggles.
[PARK 1.12] Parked cars may be destroyed when distant from player.

20141102
[CORE 1.10] Will not spawn pilot civs. Added Bornholm, Aliabad, Takistan Mountains, Chernarus Summer, Sahrani, Tunba to civilian region list.
[FOG 1.25] Added Bornholm, Aliabad, Takistan Mountains, Chernarus Summer, Sahrani, Tunba to climate list.
[STREETLIGHTS 1.05] Will be disabled if running All in Arma Terrain Pack, which enables active streetlights at config level.
[FALL 1.39] Fixed bug causing player to yell when falling from insignificant height.

20141106
[FOG 1.26] Massively overhauled and simplified foggy breath functions. Foggy breath now synchronises with a unit's breath as fatigue increases (thanks to Rydygier for the tip).
[BLEEDOUT 1.16] Heartbeat shake visuals can be configured off.

20141107
Fixed stupid init error causing TPW BLEEDOUT to fail.

20141112
[RADIO 1.16] In vehicle radio calls now use playsound instead of playmusic so will never interfere with music. Fixed bug causing radio to be too quiet near closed vehicles. Added support for RHS Russians - Russian radio will play near/in Russian vehicles. 
[BOATS 1.29, CARS 1.40, CIVS 1.42] Improved civ spawning.
[PARK 1.12, CARS 1.40] Improved car spawning.

20141113
[RADIO 1.17] Fixed occasional "sound not found" errors when using RHS vehicles.
[RAINFX 1.08] Raindrops properly visible inside larger vehicles such as the HEMTT.
6
20141123
[BLEEDOUT 1.17] No writhing fx if units are in vehicles.
[RADIO 1.18] Fixed Russian radio protocol in US helicopters when using RHS Russians.

20150124
[TPW SETTINGS 2.0] Improved settings manager - thanks Gliptal
[FOG 1.27] Added Helvantis to climate list.
[CORE 1.11] Added Helvantis to civilian region list.
[SKIRMISH 1.19] Layered in default BIS explosion noises so that when using DragonFyre closer explosions are more percussive and less muffled.
[HUD 1.43] Zero divisor errors squashed.

20150213
[RAINFX 1.09] Ground raindrops now use refract particles similar to the goggles/windscreen fx.
[CORE 1.12] Will spawn Middle Eastern civilians using Leight's Opfor pack if present

20150222
[HUD 1.44] Reduced incidence of goggle checking to improve efficiency. HUD will also be displayed if wearing CSAT tactical helmets - but not in Farsi...
[TPW FALL] Replaced missing pbo necessary for ragdolling.

20150319
[FOG 1.28] Added Lost Island(Winter) to climate list.
[RADIO 1.19] Percentage of houses which play radio may now be configured.

20150406
[HUD 1.45] HUD for CSAT defender helmet hex.
[BLEEDOUT 1.17] AI units will attempt to stem their own bleeding if they possess a first aid kit. They will not recover health, just stop bleeding to prevent further deterioration.

20150408
[CORE 1.13] Added JBAD buildings to houses list. Added Kunduz to civilian region list.
[FOG 1.29] Added Kunduz to Central Asian climate list. 
[ANIMSPEED] Updated based on Marksmen DLC config.

20150410
[ANIMSPEED] Refactored config, only changes selected animation entries rather than overwriting entire anim config. Reduced the speed of stance change animations: prone/stand, prone/kneel, stand/kneel for rifle/pistol/launcher/binocs/no weapons. An alternative pbo is provided for those who do not wish to change these speeds.  
[HUD 1.46] Units and markers outside the player's field of view will display an arrow on the edge of the screen for improved peripheral awareness. "Virtual tracers" of nearby projectiles are now displayed, and may be toggled using Ctrl + Alt + T. Many many thanks to Hypnomatic for the bullet tracing functions used for this.

20150412
[HUD 1.47] "Virtual tracers" are off by default. Ctrl + Alt + T toggles between off / trace grenades only / trace all projectiles. Proximity beep only occurs once for each detected enemy rather than continuously.

20150413
[HUD 1.48] Longer tracer lifetime on thrown and launched grenades. Changed HUD font and default layout slightly, to look more "HUD-like".

20151017
[CORE 1.14, BLEEDOUT 1.18, FALL 1.40, FOG 1.30, HUD 1.49] If using dev build 1.53.132922 or greater will use stamina rather than the deprecated fatigue. Please be aware that stamina depletes/regenerates significantly faster than fatigue so changes to pulse and breathing rate in BLEEDOUT and FOG will be accelerated. Many thanks to Ceeeb for elucidating the relationship between stamina and player load.     

20151020
[FALL 1.41] Bug fix with player immobilisation after hit.
[CORE 1.15] Fixed bug in game version checking for stamina calculations, HUD was not showing up in 1.52 release build. Added TPW MODS version to startup hint, delayed hint by a few seconds so it should now show all initialised mods. Added Mogadishu and Waziristan to civilian list.
[FOG 1.31] Added Mogadishu and Waziristan to climate list

20151021
[CORE 1.16] Should now correctly use stamina if on latest dev builds, otherwise default to fatigue.

20151103
[BLEEDOUT 1.19, CORE 1.17, FALL 1.42, FOG 1.32, HUD 1.50] Removed fatigue/stamina translation calls since this is now handled by the engine. 

20151230
[HUD 1.51] Changed key bindings for HUD actions: CTRL-ALT-N = full colour night vision; CTRL-ALT-B = night vision gain; CTRL-ALT-T = tracers off/projectiles/projectiles+grenades; CTRL-ALT-H = HUD brightness

20160221
[AIR 1.29] Delete pilots when despawning aircraft (thanks alky_lee!).
[HUD 1.52] HUD detection range increased when looking through optics (but only in the direction of the optics). Units detected through optics will display on the HUD at their last known position for 30 seconds if the optics are lowered.
[SKIRMISH 1.20] Orange artillery smoke to replace broken 120mm smoke shells. 

20160224
[BLEEDOUT 1.20] Units can be excluded from TPW BLEEDOUT by adding to their init: this setvariable ["tpw_bleedout_ignore",1].
[HUD 1.53] Fixed issue with optics identified units being counted multiple times.

20160301
[HUD 1.54] User may specify 3rd party goggles and headgear for HUD to work with.

20160512
[FOG 1.33, CORE 1.13] Diyala added to climate and civilian lists respectively.
[ANIMS] Config adjustments to prevent interference with limping.  
[RADIO 1.20] Added Azan (call to prayer) to nearby Mosques at appropriate times of day. Code optimisations.
[BLEEDOUT 1.21] Units will begin to limp as damage increases from bleeding out.

20160515
[CORE 1.16] Additional mosque classes added for TPW RADIO.
[FALL 1.43] Falls no longer impact on unit skill.
[RADIO 1.21] Reduced incidence of simultaneous Azan calls. 
[SOAP 1.00] Sonic ambience program. Adds middle eastern environmental ambience (voices, traffic, radio and loudspeakers), based on number of nearby habitable houses, for a significant boost in immersion. Will optionally also play the  user's music/sounds, if they are converted to ogg format and placed in @TPW_MODS\music (this feature is switched off my default). Works most convincingly on middle eastern and central asian themed maps, but also works surprisingly well on other maps (though may not if you are an Arabic speaker!). ENORMOUS DEBT OF THANKS TO AUTIGERGRAD FOR KIND PERMISSION TO USE HIS ASTONISHING QUALITY SOUNDS FROM HIS REGIONAL AMBIENCE PACK.

20160516
[SOAP 1.01] Added separate support for up to 20 user defined music tracks (max 3 minutes per song) and 20 user defined sounds (max 30 sec per sound). Ambient noise is spawned at reduced volume for a minute or two after any deaths. Ambient noise and music volumes are independently modulated over the course of the day. Music can be configured off (environmental sounds only) by setting TPW_SOAP_VOLUME to a negative value. Additional Arabic music added. 
[RADIO 1.22] Better integration with SOAP - no simultaneous ambient musc and radio in the same house. Reduced Azan volume.

20160517
[CORE 1.17] Added habitable Greek shops.
[SOAP 1.02] Increased the number of samples for increased variety, and optimised them for size vs quality. Greek sounds will now be used on Altis or Stratis by default, but sounds may be forced to Mideast/Greek for any map. Sounds and music will not spawn in a house currently occupied by the player. Hard limit of 12 or so simultaneous ambient sound/music samples at a given time. Code optimisations.  
[RADIO 1.23] Azan samples optimised. Azan occurs regardless of house radio settings. Prayer will be heard in the nearest building in response. House radios have been superseded by TPW SOAP and are disabled by default.

20160518
[RADIO 1.24] House radio functionality removed - tpw_music.pbo no longer required. Azan functionality moved to TPW SOAP.
[SOAP 1.03] Refactored and optimised house scanning, more seamless transition between sounds from houses and better adherence to maximum sample limit. Fixed bug where a house could play 2 simultaneous samples. House scanning and sound spawning suspended when in vehicles.

20160520
[FOG 1.34] Snow fx disabled underwater...
[SKIRMISH 1.21] Modified explosion behaviour for less audio distortion.
[SOAP 1.04] In-house ambient sounds: creaking doors and floors, with additional wind whistle and window rattling if windy. 

20160525
[ALL] tpw_settings.py, a small python program for quickly editing TPW_MODS.hpp
[HOUSELIGHTS 1.10] Improved colour of lights, less orange hue.
[FALL 1.44] Fix for animation bug causing unarmed units to briefly swim in the air instead of falling down when hit.
[CORE 1.18] Optimised house scanning code.
[SOAP 1.05] Nearby gunfire will elicit screaming, babies crying and dogs barking, from houses near the player. Volumes for ambient sounds, music, azan, house fx and screaming are now all independently configurable in the config and at any time in game using triggers etc.
[SKIRMISH 1.22] Properly delete aircrew when deleting spawned aircraft.

20160527
[FOG 1.35] Added dust storm function: tpw_fog_fnc_duststorm, which uses setfog, viewdistance and particles to simulate the reduced visibility and atmospheric colour changes of dust/smoke. 
[BLEEDOUT 1.22] Badly injured units will now stay writhing until healed.
[SKIRMISH 1.23] Haze effects after HE, CAS and UAV bombardments. Bomb craters will glow slightly at night to simulate embers.
[FALL 1.45] Accomodates changes to hit eventhandler array format in dev build 136354 and greater

20160528
[FALL 1.46] Accomodates changes to reverted hit eventhandler array format in dev build 136391.

20150604
[HUD 1.55] Added electrochromic goggle tinting - press ctrl + alt + a to cycle through progressive darkening.
[SOAP 1.06] Compatibility with non standard building behaviour on Kidal.
[HOUSELIGHTS 1.11]  Modified light attenuation to provide better illumination with the changed night lighting configs with A3 1.60.
[SKIRMISH 1.23] Optimisations - less FPS hit when spawning new combatants.
[FOG 1.36] Added Gunkizli, Song Bin Tanh, Al Rayak and Kidal to climate list.  
[CORE 1.19] Added Gunkizli,Song Bin Tanh, Al Rayak and Kidal to civilian list. Totally refactored civilian selection code. Map specific European, Greek, African and Asian civilians will be now chosen without need for external civ packs, with Greek civs chosen for Middle Eastern maps. Map specific civs will still be used from CAF Aggressors, Leight's Opfor and RDS civilians addons if present. Ethnically diverse civs will be spawned on unknown maps.

20160609
[CARS 1.42] Spawned cars can no longer kill people (collision disabled).
[CORE 1.20, FOG 1.37] Added Tanoa to civilian, houses and climate list. Improved worldname matching (case independent).
[RAINFX 1.10] Refactoring and code optimisation - massive decrease in CPU usage.
[PUDDLE 1.00] Puddles (small pond objects) spawned around player during and after rain. 

20160613
[ALL] All PBOs updated to use author string instead of author array.
[CARS 1.43] Cars no longer forcibly slowed in towns or near AI, due to pathfinding improvements introduced in 136741.
[CIVS 1.43] Fixed bug where civilians occasionally did not despawn/respawn if player used teleport scripts. Civs will react to gunfire near player by running away. Civs will no longer stop to interact with each other if it's raining water or bullets. 
[CORE 1.21] Will select African civs for Tanoa until BIS releases Fijian units.
[FOG 1.38] Fog values adjusted for Tanoa. Heavy optimisations to dewpoint and fog code.
[PARK 1.13] Fixed sporadic parking errors on Tanoan dead end dirt roads. 
[RADIO 1.24] Random radio messages can be heard whilst on foot.
[RAINFX 1.11] Code optimisations.
[SKIRMISH 1.24] Artillery flares (only those called by AI) modified to actually cast light.

20160614
[CIVS 1.44] Civs will only spawn wearing shorts if temperature is above 20 degrees. Requires TPW FOG
[CARS 1.43] Further collision wrangling code to reduce carnage to people and the environment. Not 100% perfect.
[RADIO 1.25] Footbound ambient radio messages may be toggled with Ctrl+Alt+R.
[SOAP 1.07] Fijian music and ambience on Tanoa.

20160620
[ALL] Complete overhaul and optimisation of spawn position and waypoint assignment code, for a significant decrease in microstuttering and CPU load spiking. 
[BOATS 1.30, CORE 1.22, CARS 1.44, CIVS 1.45, PARK 1.15] Tanoan civilians, clothing, cars, and boats will be used as appropriate. Superseded exclusion object code removed. Tanoan sheds removed from habitable buildings list. 
[HOUSELIGHTS 1.12] Further adjustments to light intensity and attenuation.

20160625
[AIR 1.30] Improved spawning code - no more carnage at [0,0,0]!
[BOATS 1.31, CARS 1.45] Improved code for removal of vehicles.
[SKIRMISH 1.26] Complete code overhaul: optimisation of spawn, waypoint and removal code for infantry and vehicles -> massive decrease in microstuttering. Multiple factions for each side may now be specified -> you many now have NATA and FIA simultaneously slugging it out against CSAT and AAF for instance. Custom support helicopter and aircraft can be specified. 

20160701
[ALL] Randomised movement speeds of all spawned AI.
[CROWD 1.00] *NEW* - Large CPU friendly civilian crowds.
[HUD 1.56] Civilian scanning and display may be toggled using Ctrl + Alt + C.
[SKIRMISH 1.27] Scanning disabled when player in fast moving vehicle. Dead units deleted afer 5 minutes if greater than 100 m from player. Squads will choose random formation types. Cars will stop to allow crew back in.

20160708
[CARS 1.45] Nearby cars stop driving and no new cars are spawned if there is gunfire near the player
[CORE 1.25] Civilians whose classnames contain strings as defined in tpw_civ_blacklist will now be excluded from all ambient roles (civs, crowd, cars, boats). 
[CROWD 1.01] Further optimisations of crowd visibilty/animation/dispersal/despawning scanning code.
[FALL 1.46] TPW CROWD civs are ignored. Builds > 137290 will now use setunconscious to ragdoll hit units instead of physx kludges or animations. Animations are only used for falls from height. 
[RADIO 1.26] Uses custom radio sounds instead of the built in A3 radio sounds. No more reports of a bike accident!
[SKIRMISH 1.28] Fixed squad consolidation and vehicle removal code.

20160711
[BLEEDOUT 1.23] Bleedout functions not applied to crowd civs. 
[CIVS 1.46, CROWD 1.02] Optimised rain and gunfire dispersal code for significant decrease in CPU usage. Civs no longer call out (thanks nms). 
[FALL 1.47] User selectable ragdolling. Those using builds > 137290 can use setunconscious ragdolling (default), physx & unit replacement kludge ragdolling, or no ragdolling. Those using builds < 137290 can choose physx & unit replacement kludge ragdolling, or no ragdolling. Units will use animated falls for low damage hits and falls from height. Increased yelling volume when hit.

20160714
[ALL] Slightly randomised loop sleep times to alleviate synchronised resource hogging.
[AIR 1.31] A random subset of available aircraft are used. These are prespawned to cache them and reduce the microstuttering in game.
[FOG 1.39] Added dewpoint based ground mist fx for tropical/jungle and cold winter environments. Improved foggy breath relationship to stamina.
[CARS 1.46, PARK 1.15] User specified car classname strings can be used to add additional car types.

20160718
[CIVS 1.47] Hardcoded limit of 100 civs.  
[FALL 1.48] Fixed bug causing player to react to bullet hits regardless of settings.
[FOG 1.40] Proper cleanup up of mist logics.
[SKIRMISH 1.29] Can now use BLUFOR, OPFOR and INDFOR units and vehicles. All sides can now call in support (only NATO has it enabled by default). Multiple vehicles for close air, heli and UAV support can be specifed. Huge thanks to dakaodo for retooling TPW SKIRMISH to enable these features.

20160729
[CORE 1.26] Updated civilian classname selection for Leight's Opfor (many thanks to arma131 for the heads up and classnames).
[FALL 1.49] Units should no longer be invincible during kludged PhysX falls. Revive is temporarily disabled for the duration of a fall. Units should use appropriate animations if hit whilst crouching/kneeling (many thanks Sam Fisher).

20160812
[BLEEDOUT 1.24] Incapacitated units are set setcaptive true, so will not be fired upon.
[FALL 1.50] Low damage impacts should call correct animated fall. Reduced anomalous collateral damage from PhysX kludge falls. Units who have not fully stood upright from a fall should better use crouch fall animations.
[FOG 1.41] Adjusted ground mist particle size to reduce visual anomalies.

20160826
[BLEEDOUT 1.25] Increased length of time before units will self heal.
[CARS 1.47] Cars will use the new forcefollowroad command if using build 137962 or greater. Cars have collision disabled with nearby AI/players.
[CIVS 1.48] Civs should now properly acknowledge gunfire or rain and not stop to chat if either are happening.
[CORE 1.27] Iron Front maps will use European civilians.
[FALL 1.51] Units will use appropriate dive to ground animation if taking low damage hit whilst running. Improved randomisation of immobilisation time when on ground after taking a low damage bullet hit. Improved disabling of rotation when on ground. Randomisation of low/high damage threshold for different fall types. Setunconscious ragdolling of player has been replaced with physx ragdolling for the time being owing to problems with scripts running setunconscious for the player.  
[FOG 1.42] Fixed ground fog error. Reduced the effect of overcast on temperature.
[HUD 1.57] Adjusted icon position for units with undefined stance (especially TPW CROWD civilians).  
[SKIRMISH 1.30] Vehicles friendly to the player will stop if closer than 10 m. Vehicles will use the new forcefollowroad command if using build 137962 or greater. Vehicles have collision disabled with nearby AI/players.

20160827
[HPP update required]
[CARS 1.48] forcefollowroad deactivated for the time being.
[FALL 1.52] Damage threshold for ragdoll falls may now be user specified using the tpw_fall_bullet variable.
[FOG 1.43] Rain dependent fog working again. Decreased mist sensitivity to wind. Mist activated by default.
[SKIRMISH 1.31] Randomised skill levels for spawned infantry.

20160910
[BLEEDOUT 1.26] Reduced incidence of writhing units rotating to face targets (not 100% perfect, there's something dodgy going on at engine level).
[FALL 1.53] Units who have taken a big hit will have their subsequent movement speed decreased slightly.
[FOG 1.44] More ground mist wind sensitivity adjustments. 
[HUD 1.58] Positional audio ping of nearest enemy (may be toggled with Ctrl-Alt-P). Beep volume dependent on distance to enemy, beep pitch dependent on whether enemy is in front of or behind player.

20160924
[HPP update required]
[BLEEDOUT 1.27] Removed force crouch since injured units now use limping animation. Removed force prone since writhing animations are more realistic. Improved interaction with TPW FALL for less anomalies. Significant reduction in animation glitches when entering or leaving prone state. AI speed and skill is (optionally) progressively reduced by bloodloss. 
[BOATS 1.32] Boat waypoints are further apart so boats should do less aimless zigzagging 
[CARS 1.49] Cars won't use waypoints on jungle tracks.
[CIVS 1.49] Civs won't spawn if it's raining.
[FALL 1.54] Sprinting units with a rifle will use correct dive to ground animation when taking a low damage hit. Units will not use animated fall if within 2m of walls etc, so should not clip through them when falling. Units will not be immobilised in crouching or standing positions. Setunconscious ragdolled units should no longer occasionally use incorrect launcher animation when regaining their feet.
[SKIRMISH 1.32] Adjustments to AI skill and accuracy for less aimbot behaviours.
[SOAP 1.08] Workaround for ambient sounds not playing on Tanoa with latest dev builds.

20160930
[BLEEDOUT 1.28] Fixed bug where AI would self heal even if tpw_bleedout_selfheal was set to 0.
[HUD 1.59] Injured (damage > 0.25) squadmates will display red icons.
[SKIRMISH 1.33] Improved cleanup of dead units, and "orphaned" units from vehicles. Dynamic vehicle waypoints, recalculated every minute or so, to prevent vehicles loitering around an area.

20161001
[ALL] PBOs are now binarised, to prevent bin\config.bin/CfgModels.default errors with CUP Terrains. Thanks to Domokun for pointing this error out. 
[SKIRMISH 1.34] Fixed init and script errors which resulted in incorrect assignment of units under certain circumstances. Many thanks to Valken for picking these up.

20161008
[HPP update required]
[FIREFLIES 1.00] New mod, adds glowing animated fireflies on warm evenings for some extra nighttime ambience.

20161118
[FALL 1.55] Fixed player movement bugs after ragdolling. 
[FIRELIES 1.01] Fireflies won't appear until at least 1/2 hour after dusk (you'd never see them anyway).
[SKIRMISH 1.35] CAS will strafe targets in addition to dropping bombs on them (thanks CB65).

20170101
[CIVS 1.50, CROWD 1.03, CORE 1.28] Maxjoiner's female civilians will be used (only on Greek and European maps at present), if the mod is active. Approx 50% fewer civs will wear headgear.
[FIREFLIES 1.01] Fixed to display firefly lightpoints correctly when running the 64 bit exe.
[PUDDLE 1.01] Fixed issues with CUP Terrains and no entry 'bin\config.bin/cfgmodels.default' messages. Previous workarounds involving binarisation caused bad texture and RVMat issues.  
[SOAP 1.09] Improved relationship between wind strength and shutter rattling in houses

20170105
[HPP UPDATE REQUIRED]
[CORE 1.29, FOG 1.45] Xcam_Taunus added to region and climate lists. 
[FURNITURE 1.00] *NEW* Ambient furniture in enterable Tanoan houses and buildings. Stratis/Altis coming soon.

20170107
[CORE 1.30] Additional Tanoan buildings added to habitable building list
[FURNITURE 1.01] Furniture added to Altis/Stratis buildings. Fixed a few dodgy Tanoan object placement issues.

20170111
[AIR 1.32, ANIMALS 1.36,  BOATS 1.33, CARS 1.50, CIVS 1.51, CROWD 1.04, SKIRMISH 1.36] Improved despawning of units to prevent glitches related to the updated createunit command in build 1.67. Reduced incidence of close crowd civs despawning in front of the player.
[FURNITURE 1.02] Improved furniture despawning.
[RAINFX 1.12] Fixed bug where rain droplet fx occasionally persisted after rain stopped / player under cover. Ground raindrop fx now use miniature reflective puddle objects rather than refractive particles.  

20170120
[FOG 1.46] Rain induced fog will clear properly when rain stops. Complete overhaul of snow functionality: snow will not fall through cover (buildings, trees etc) but continue falling outside it; snow goggle fx; snow fx in vehicles. 
[HUD 1.60] HUD will no longer display icons for units/vehicles hidden by hideobject.
[RAINFX 1.13] Optimised ground droplet code.

20170127
[FOG 1.47] Code optimisations.
[RAINFX 1.14] Particle based raindrop splashes on most exposed surfaces, not just ground. Optimised goggle drop fx. Optimised vehicle windscreen raindrop fx, should work in a wider range of vehicles, not just cars. 