Patch v0.1.131.10

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