[p]This small patch focuses on improving vehicle AI behavior, stability, and overall gameplay consistency, along with a set of fixes and visual improvements. The main focus has been a rework of the vehicle AI avoidance framework. While it’s already performing better, the system is still very much a work in progress.[/p][p][/p]
Vehicle AI & Traffic (Major Changes)
- [p]Overhauled AI vehicle follow logic, improving consistency across both simulated and non-simulated states. Includes support for more aggressive (ram-capable) following.[/p]
- [p]Overhauled vehicle avoidance logic. Vehicles now commit to avoidance paths and only merge back when space is available (WIP but more stable).[/p]
- [p]Temporarily disabled the traffic infractions processor to isolate and resolve traffic instability issues.[/p]
- [p]Vehicles commanded to pull over no longer consider traffic vehicles as obstacles.[/p]
- [p]Improved AI spawning at callouts, ensuring vehicles and characters spawn in valid, non-conflicting locations.
[/p]
AI Behavior & Gameplay Logic
- [p]Fixed a bug where AI shared engagement data, breaking the Can Engage logic.[/p]
- [p]Improved police engagement behavior to prioritize taking cover instead of moving toward unclear last known locations.[/p]
- [p]Added shuffle to dispatch scenarios for better variation and replay ability. [/p]
Player & Interaction
- [p]Added vehicle seatbelts for the player (default toggle: "Z").[/p]
- [p]Fixed camera roll issue when exiting a vehicle.
[/p]
Vehicles & Handling
- [p]Adjusted ambulance suspension and steering speed.[/p]
- [p]Fixed normal maps for all Chevrette Canis paint options.
[/p]
World, Visuals & Performance
- [p]Replaced elevated subway rail mesh with HISM to improve performance and fix visual issues.[/p]
- [p]Increased flashlight and spotlight intensity.[/p]
- [p]Increased medic gurney floor trace distance.
[/p]
Settings, Localization & Misc.
- [p]Fixed scalability settings not saving correctly.[/p]
- [p]Enabled Italian translation.
[/p]