0.1.1.2.1 Optimization Update

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