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