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Patch v0.1.131.10

General

  • 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

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