v0.4.6 Open Beta
Additions
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Added controller/gamepad support.
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Added Xbox controller input prompts.
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Added PlayStation DualSense input prompts.
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Added gamepad-related settings.
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Added new internal 'state system', integrated with all menus, interactions, etc.
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Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).
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Added virtual cursor for gamepad.
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Added virtual cursor 'friction' system to make it easier to grab stuff.
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Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.
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Added new client-side code to interface with the new in-game feedback system backend.
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Added fancy new tree 'billboard' shader that closely matches the tree mesh.
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Added 'quit' command.
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Implemented new light source culling solution.
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Added new shadow optimization tool that reduces/culls shadows at a certain distance.
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Your organisation name is now displayed in the pause menu.
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Combined and optimized several buildings.
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Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.
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Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.
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Created new, higher quality LODs for several buildings and props.
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Property light sources now culled when distant.
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Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.
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Added 'stop arrow' button to the pickpocket interaction.
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Added some more grime to the police station.
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Added an option to automatically pause the game when focus is lost.
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Added 'restore defaults' button for input bindings.
Tweaks/Improvements
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The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.
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Rewrote the tree shader to be way more efficient.
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Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.
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NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.
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Tweaked shop UI.
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Cleaned up, modularised the UI for all stations.
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Rebuilt the input prompt system to support gamepad buttons.
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Improved the audio blending algorithm for going inside/outside when its raining.
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'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.
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Improved movement animations when moving slowly or diagonally.
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Display settings now apply automatically instead of needing to press 'apply',
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Made some visual tweaks to the phone home screen.
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Optimized interaction physics checks.
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Tweaked UI alignment in the deal screen.
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Tweaked counteroffer UI.
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Optimized lots of shadow-casting lights.
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Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).
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Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.
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Separated out lobby logic from interface.
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Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.
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Increased max UI scaling to 1.5.
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Turned off shadow casting for lots of tiny meshes.
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Cleaned up weather code, moved several weather components to the core DLL.
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Removed legacy sky system.
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FOV now has a lower limit of 20.
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Converted NPC deal behaviour from schedule event -> behaviour.
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Increased how much trees/bushes obscure NPC vision.
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Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.
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Rebuilt the barbershop and tattoo parlour UI.
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Rebuilt the 'new mix discovered' interface.
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Stripped lots of shader variants to minimize memory use.
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Reduced the resolution of several unnecessarily massive textures.
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Optimized some UI layout calculations.
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Rebuilt the vehicle repaint interface.
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Optimized compass UI rendering.
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The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.
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Rewrote a bunch of miscellaneous code to minimize GC allocation.
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Police vehicles now pooled instead of spawned/destroyed.
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Scripts using repeating checks now stagger their logic instead of running everything in a single frame.
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Implemented Linux-compatible region check (for choosing default metric/imperial).
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Optimized several distance checks to use square distance.
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Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.
Bug fixes
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Fixed suppliers not looking at the player.
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Fixed suppliers not returning to their meeting location after being interrupted.
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Fixed police sometimes not 'sharing' their player line-of-sight with other officers.
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Fixed bushes not obscuring players properly.
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Fixed cartel influence popup overlapping with compass warning labels.
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Fixed quest UI too close to top of screen on high interface scales.
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Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).
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Fixed baggies getting caught on the packaging station hopper lid.
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Changed some Windows-specific file path code to work for other OSes.
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Fixed z-fighting when building objects.
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Fixed weird lighting on environmental graffiti and grime.
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Fixed weird shadow pop-in for trees at sunset/sunrise.
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Fixed volumetric light beam flickering.
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Fixed environmental text causing stuttering when enabled/disabled.
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Fixed lens flare excessive CPU usage.
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Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.
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