[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]