Patch v0.1.131.10
General
Area: City Market
Bug Fixes
- Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
- Added flashbombs to the merchant's shop inventory and changed restock logic
- Improved AI search handling when the AI has some visibility or cannot reach the target
- Tweaked AI senses/visibility to prevent some situations where their view angle was too large
- Tweaked AI senses/visibility to improve some situations where they should be able to see the target
- Improved particle effect for muzzleflashes
- Muzzleflashes are now factored correctly into player visibility
- Tweaked name and description for 'Undertaker' Flare Pistol
- Improved pooling for decals, ejected casings and projectiles
- Improved light visibility performance for blood splatter decals
- Improved light cell volumes for each area to improve memory handling
Area: City Market
- Tweaked soundscape propagation
- Tweaked some door angles to avoid wall clipping
- Added some additional pathing jump links
- Fixed various sound propagation issues
- Fixed various occlusion issues
- Fixed a few paintings that were hovering off the wall
Bug Fixes
- Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
- Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
- Fixed issue where incorrect prompts displayed in the Load Game Menu
- Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
- Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
- Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
- Fixed issue where AI search would incorrectly handle the exit delay state
- Fixed issue where AI would not correctly do their gib sound when gibbing
- Fixed issue where AI reaction targets would still be valid even without an assigned instigator
- Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
- Fixed an issue where AI's task handling would freeze after a navmesh jump
- Fixed an issue where AI would walk in place if stalk target was no longer detectable
- Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
- Fixed issue where weapon reload would cycle indefinitely if interrupted
- Fixed issue where items could save/load into the incorrect inventory position
- Fixed issue where muzzleflashes light sequence was timed incorrectly
- Fixed issue where blood decals would cast shadow projections
- Fixed subtitles not correctly displaying gib voicelines
- Fixed initialization order issue with RoomPortal transforms
- Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
- Fixed issue where LightSource data would persist even when disabled
- Fixed out-of-range index argument when too many light visibility requests were made
- Jack-o-lantern item can now be correctly unpacked