Grey Block Major Update Part 1

[h1]Grey Block Version 2.0.0[/h1] [h2]Features:[/h2] [list] [*] [b]Overhauled the player camera system[/b] [*] Improved camera positioning in walk, stealth, targeting positions [*] Player/Ally mesh collisions with camera [*] Smooth transitions between camera states [*] Improved transitions between gameplay and cutscenes [*] [b]Updated shaders for all characters[/b] [*] [b]Refactored opening cinematics[/b] [*] Improved lighting [*] New character shaders provide better detail [*] Theo escort scene has been redone to provide additional time to read screen text [*] Greatly improved rendered video quality, fewer compression artifacts [*] [b]Refactored gameplay cinematics[/b] [*] Staircase pre-lockpick scene [*] Improved lighting [*] New animations [*] Staircase post-lockpick scene [*] Fully reworked, improved and smoothed camera positioning [*] Improved scene performance reducing frame-rate drops [*] New animations, improved choreography [*] Additional dialogue [*] Cafeteria Refrigerator scene [*] Fully reworked, improved and smoothed camera positioning [*] New animations, improved choreography [*] Improved lighting [*] All other cinematics received lighting improvements [*] [b]Improved Listening/Focus mode[/b] [*] Reduced blurring effect [*] Need to be in listening mode for at least 2 seconds to expand listening radius for maximum effect [*] Added audio effect [*] Resolved bugs listed below [*] [b]Improved Player Locomotion[/b] [*] Improved player movement when jogging/accelerating [*] Eliminated strafing during jogging [*] Improved blending between animations [*] Sneak/Crouch transitions are smoother [*] [b]Audio[/b] [*] Improved game audio mix [*] Reverb effects are now present in all game areas [*] Doors locked with keypads can now be accessed by interacting with the door, instead of just the keypad [*] [b]New timed hint system for some obstacles[/b] [*] Opening area [*] Main fusebox challenge [*] [b]Performance tweaks[/b] [*] Improved LODs in troublesome areas [*] Reduced post-processing load in troublesome areas [*] Improved rendering pass by optimizing unnecessary shadows [*][b] Resolved damaged light flickering in destroyed CIPR environment[/b] [*] [b]Reduced walk distance in ending scenes[/b] [*][b] Save system update phase 1[/b] [*] Added save file version field to save files [*] Added save file updater to update older save files (hopefully) without corrupting existing ones [*] Backend encapsulation improvements [h2]Fixes:[/h2] [*] Resolved camera collision with player mesh [*] Resolved camera collision with ally mesh [*] Resolved camera getting stuck in crouch position when colliding with object [*] Resolved background music stopping in ending scenes [*] Resolved issue where listening mode would show highlighted items after exiting [*] Resolved issue where listening mode key could be feathered and show highlighted items [*] Resolved bug introduced in V 1.2.1 where non-quittable locks were quittable [*] Resolved bug introduced in V 1.2.1 where failing lockpick in 4th floor hallway resulted in strange scenario post-load [*] Resolved bug where starting a New Game would not clear player’s inventory [*] Resolved bug where starting a New Game would not clear player’s score [*] Resolved bug where starting a New Game would not clear player’s objectives [*] Resolved fridge sequence bug where Theo wouldn’t be in camera frame if crouching [*] [/list]