Patch v0.1.303

Merry Christmas and Happy Holidays! We have an update for all your festive needs (and bug fixes). [b]General[/b] [list] [*] Winter event has been extended to January 10th [*] Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies [*] Added new Winter ambience for outdoor and indoor spaces [*] Added Winter icicle props to some statues [*] Crowkings and crowbabies are no longer marked as spoiler tagged entities [*] Adjusted various sounds and the AI reaction to them [*] Added player landing sound for glass shards material [*] Slightly increased AI sight range on Full and Blood Moon [*] Slightly increased AI non-alert dark vision range [*] Adjusted several AI attack states to allow flinch/headshots to interrupt them [*] Increased brightness of iron key pickups to be more visible in the dark [*] Increased size of shader variant collection that are prewarmed on startup [/list] [b]Coast Fishery[/b] [list] [*] Added some pickup bricks to Mr. Croup's office [*] Added interactive crank recepticle and gate to power generator room [*] Improved the geometry of the well cavern beneath the cabin [/list] [b]Coast Cliffside[/b] [list] [*] Fixed drawbridge shortcut collider not correctly being set when raised [*] Fixed some geometry issues with the barnhouse [*] Fixed fort gate not raising to the correct height [*] Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly [*] Fixed some issues with the main city gate collision [/list] [b]Coast Tavern[/b] [list] [*] Added some decal indicators to show the elevator needs power and some additional guiding lights [/list] [b]City Market[/b] [list] [*] Added additional snowball piles to area [*] Fixed several doors not correctly applying their lock state [*] Tweak light culling distance for some lights around the barbershop [/list] [b]City Underport[/b] [list] [*] Added snowball piles to area [*] Fixed exploration music not triggering when entering the area [*] Improved geometry and texturing in some areas [*] Fixed water volume in sewer that was not activating correctly [*] Added metal crates to crowmen sewer section to aid with the door timer [*] Improved navigation in power station basement to allow humanoids to enter the flooded area [*] Removed key in tram station that had no purpose [/list] [b]City Underport Hive[/b] [list] [*] Fixed the shotgun pickup in the supervisor station locker disappearing on load [*] Fixed some navigation jump links not being correctly usable by crowmen [*] Added empty valve recepticle on the other side of the waste treatment gate door [*] Improved geometry and texture work of engineering area [*] Added additional signage and hints of goal around engineering area [*] Oil drums around the finale area now correctly change state on the harder difficulties [*] Sealed the area beneath the elevator platform more thoroughly for the finale sequence [*] Flagged several nearby stalagtites as non-mantle-able near the finale elevator [*] Added buttons to the top of the finale elevator to call or lower the elevator [*] Fixed incorrect sound and weather room configuration in some spots [*] Fixed some sound emitters not working correctly [/list] [b]Bug Fixes[/b] [list] [*] Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats [*] Fixed issue where snow would appear in several indoor areas [*] Fixed issue where snowballs would not correctly apply the blind state duration [*] Fixed issue where chests would collide with world geometry and not open [*] Fixed active music not loading correctly after saving the game via the save slot menu [*] Fixed vent doors not being interactive after opening [*] Fixed AI not updating their search state to new contact detection events [*] Fixed AI not correctly applying their sense proficiency overrides [*] Fixed some instances of AI not correctly checking for door states or applying their door block status [*] Fixed issue where the canesword would not detect the correct body material of dead huntsmen props [*] Fixed crowking not fleeing when on fire [*] Fixed fire sources not correctly loading their save state [*] Fixed physics objects duplicating after parrying a throw projectile [*] Fixed several issues with chokebomb/chokebolt saving and loading [*] Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered [*] Flagged pickup harpoons as not mantle-able to prevent physics issues [*] Fixed some issues where pickups would have the incorrect stack size on spawn [*] Fixed various instances where ladders would have the incorrect material sounds [*] Fixed various issues when multiple valves are linked to a single sliding door [*] Fixed issues with water flow values not being applied correctly [*] Fixed issue with 'spawn item' command when spawning unloaded weapons [*] Fixed some sound portal and propagation issues [/list]