Patch v0.1.232.16 (Christmas Update)

Note: Expect an increased game file size due to the new HDR lightmaps. [b]General[/b] [list] [*] Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models [*] Added inspect animation to light gem ring [*] The canesword can now be unsheathed and charged up with a single input hold [*] Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way [*] Improved shop restock and inventory handling [*] Added a Reset to Defaults button in the settings menu [*] Added Anisotropic Filtering in video settings [*] Improved antialiasing for point-filtered cutout surfaces [*] Added action log message for placing the inventory in an invalid position [*] Added action log message for trying to add an item to a full inventory [*] Tweaked sound propagation so outdoor sounds travel a bit further [/list] [b]Seasonal[/b] [list] [*] Added outdoor falling snow and ground snowfall [*] Added weapon 'Snowball' which douses fire and blinds impacted enemies [*] Added Santa Hats to Huntsmen and Batbarbers [*] Added Krampus skin for the Goatman [*] Added Reindeer costume for the Fishdogs [*] Added tiny Santa Hat for Bubert the Rat [/list] [b]Area: Coast Fishery[/b] [list] [*] The locked watchtower is now accessible with a key [*] The carriage basement garage is now accessible [/list] [b]Area: Coast Cliffside[/b] [list] [*] Added new kitchen and hammock area to the lighthouse [/list] [b]Area: City Market[/b] [list] [*] Added entrance to the future Underport district [*] Added Lord Kar manor entrance hall [*] Added some additional enemies to Lord Kar's manor [*] Reworked some of the structures outside the front of the barbershop [*] The chest reward for the hidden switch has been replaced with a new unique treasure [*] Stocked the kitchens and various dining rooms with new food items [*] Tweaked some of the ammunition and treasure balance [*] Made the jewlery box in the pharmacy shop openable [*] Improved some detailing and texture trims [*] Fixed dumbwaiter not dealing crush damage [/list] [b]Area: Market Shop[/b] [list] [*] Added attic area [/list] [b]Area: ???[/b] [list] [*] The mirror beckons you... [/list] [b]Bug Fixes[/b] [list] [*] Wax cylinders should no longer appear in the shop on difficulties that don't require them [*] Fixed issue where AI would sometimes not react to suspicious objects like allied corpses [*] Fixed issue where AI could rotate past their IK limits [*] Fixed issue where AI could not break doors correctly [*] Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate [*] Fixed various issues with AI pathfinding not taking the correct navmesh links [*] Fixed market gunshop clerk room door not being properly locked [*] Fixed Batbarbers not facing the correct direction after a lunge attack [*] Fixed issue where repeatedly examining an item would gradually offset it in the examine window [*] Fixed several issues with fire propagation and contact fire checking [*] Fixed bullet trails not correctly pooling and restoring [*] Fixed issue where projectiles would not correctly play their loop sounds after pooling [*] Fixed physics issue where players would be killed while crouched while riding an elevator [*] Fixed various geometry and occlusion issues [*] Fixed various description typo issues [*] Fixed an async error when switching monitors in settings [*] Fixed an issue where empty save slots could be deleted [*] Fixed issue where pause menu would override input while in load game menu [*] Fixed null reference with model dynamic attachments [/list]