Responding

Responding 0.852

Version
0.852
Version Date
April 6, 2026
Links

Patch Notes

Early Access Update 0.852 is now live

[p]This update brings major improvements to vehicle AI, camera behavior, and overall stability, alongside a wide range of fixes and refinements.
[/p]

Vehicle AI & Traffic (Major Improvements)
  • [p]Overhauled advanced vehicle obstacle avoidance into full C++ implementation for better control and performance. Vehicles now properly consider Mass entities across all LOD states.[/p]
  • [p]Developed a new method for vehicle AI traffic detection using transform-based calculations instead of collision tracing, improving performance and ensuring that emergency or fleeing vehicles have limited overlap with mass AI entities.[/p]
  • [p]Improved vehicle collision avoidance and movement behavior.[/p]
  • [p]Fixed an issue where vehicles committing infractions could become stationary and cause traffic pileups.[/p]
  • [p]Improved traffic stop path generation, vehicles now always find a valid pull-over location, even if not ideal.[/p]
  • [p]Adjusted vehicle overlap resolution, now using spline-based forward/backward movement with side detection fallback.[/p]
  • [p]Improved police vehicle following logic, using dynamic forward targets that interpolate to the suspect vehicle.[/p]
  • [p]Adjusted sensitivity for AI detecting when their follow target vehicle is stuck.[/p][p][/p]

[p][/p]
AI Behavior & Gameplay Logic
  • [p]Improved civilian AI engagement to immediately set threats as targets instead of waiting on memory updates.[/p]
  • [p]Fixed a bug where AI stored threats with a memory duration of 0.[/p]
  • [p]Added safeguards to prevent AI from interrupting activities or triggering animations while inside vehicles.[/p]
  • [p]Improved tackle logic to only trigger when moving forward at sufficient speed (still WIP for animations).[/p]
  • [p]Fixed callout scoring logic to properly account for maximum possible calls.[/p]

Player Interaction & Mechanics
  • [p]Added an onboarding board in the roll call room outlining police protocols (traffic stops, weapon usage, dispatch).[/p]
  • [p]Added new escort command menu variation, allowing you to release suspects without directly looking at them.[/p]
  • [p]You can now place suspects into vehicles while escorting when looking at a vehicle.[/p]
  • [p]Ensured player hands are cleared before certain interactions (e.g. searching, receiving ID).[/p]
  • [p]Improved player ragdoll get-up detection logic.[/p]
  • [p]Disabled destruction of the player body on respawn, fixing damage carry-over issues.[/p][p][/p]

Camera & Animation
  • [p]Fixed head becoming invisible when transitioning from ADS to holster or third-person.[/p]
  • [p]Disabled ADS camera while reloading.[/p]
  • [p]Reworked camera collision tracing to better handle occlusion while maintaining visibility of the target (WIP).[/p]
  • [p]Removed unintended camera roll when exiting focus.[/p]
  • [p]Adjusted third-person camera pivot to reduce clipping during forward lean animations.[/p]
  • [p]Adjusted vehicle camera pivot and pitch limits.[/p]
  • [p]Fixed camera rotation mode resetting when dropping a pistol.[/p]
  • [p]Added safety check preventing view mode changes while using the DAS terminal.[/p][p][/p]

[p][/p]
Vehicles & Controls
  • [p]Adjusted vehicle stopping logic to use proper braking when AI exits.[/p]
  • [p]Vehicle customization default key bind reverted to E.[/p]
  • [p]Fixed incorrect normal map on Chevrette Canis when using paint liveries.[/p]
  • [p]Fixed customization advisor appearing incorrectly on rear deck slots.[/p][p][/p]

[p][/p]
Stability & Performance
  • [p]Fixed a rare crash caused by navigation mesh generation during world streaming.[/p]
  • [p]Fixed a crash from Mass vehicle AI accessing invalid entities.[/p]
  • [p]Replaced hard references to threats with weak pointers to prevent crashes.[/p]
  • [p]Fixed an issue with the escape button being non responsive.[/p]
  • [p]Fixed A* vehicle avoidance pathfinding issues.[/p][p][/p]

[p][/p]
World & Misc.
  • [p]Fixed some traffic lights not spawning.[/p]
  • [p]Adjusted exit positions for AI and player to ensure proper ground alignment.[/p]
  • [p]Minor improvements to small object detection for camera occlusion.[/p]
  • [p]Fixed missing ground collision in several spots[/p]
  • [p]Fixed a full screen issue[/p]