Changed duration until wanted level lost from 120 sec per wanted level to 80 sec.
Fixed glitch where player was able to spend more money than they have at the gun wall, resulting in negative balance
Fixed glitch where some enemy AI were freezing in some situations
Fixed issue where some of the cars had the wrong size wheels set up for physics
Removed dozens of unused variables across all files
Removed 100s of hard dependencies in dozens of files
Cleaned up code in use and deleted unused code and files
Adjusted left hand grip location on AR 4
Fixed issues with destroyed buildings sounds and visual effects
Fixed issues with player in car being able to interact with player only interactions
Fixed dozens of packaging warnings (mostly just refreshing files saved in older versions of unreal) making packaging quicker
Fixed camera lag issues on player and cars, was causing stuttering
Fixed issue where player was stuck in seated position when exiting vehicle with broken driver side door
Fixed issue where car would keep accelerating if player exited with broken driver side door while accelerating
Fixed attack Heli not chasing player
Increased high end volume clamp on upgraded vehicle engine sound
Lengthened despawn distance for enemy AI, logic had prevented enemies reaching certain map areas, and reducing respawn for performance and playability (enemy AI respawning too soon makes loosing a wanted level much harder and less realistic)
Enabled async physics on vehicles
Changed optimization settings in vehicle and road files
Changed foliage setting to evaluate world position false enable density scaling true and enable cull distance true fixing foliage scalability
Changed sheetrock and glass destroyed master files to not reference any effects, async load when needed then pool and relocate effects
Changed all projectiles to async physics and enabled optimization settings
Removed static mesh from master inventory item file reducing overhead
Reset all shelving positions to restore items after inventory item alteration
Set all remaining geometry collection files (destructible meshes) to use async physics
Optimized main NPC file
Optimized pedestrian enemy AI and main character animation blueprints
Optimized pedestrian and enemy AI's Artificial Intelligence Controllers
Fixed descriptions on pistols and smg 11s
Removed animations and mesh from master gun item
Fixed guardrail anchor glitch
Fixed Heli Enter glitch and explode glitch
Fixed Cop car reversing at stop
Created vehicle swapping system for low memory vehicles to be default
Reduced shadow complexity on broken components
Fixed glitches in inventory to do with dropping and destroying consumables and Hud display updates
Reduced shadow complexity on inventory items
Added random delay to inventory items becoming visible after spawn (reduces hitching)
Fixed glitches with elevator
Made physics push double doors in hospital work better
Changed stationary items mobility to static when not simulating physics
Changed how enemy AI is aware of player's location and wanted level
Changed how info about communications being down between enemy AI is transferred
Tuned destructible buildings for better performance and look
Fixed pause menu issues
Turned on pooling for all emitters
Made new Niagara effect for destructible buildings
Changed how buildings destroy glass and lights when destroyed
Fixed materials on billboard signs
New intro screen Niagara cash effect instead of meshes falling allowing for 4x the frame rate and at least 10x cash bundles