News & Patch Notes

v0.4.6 Open Beta

Schedule I
v0.4.6 Open Beta

Additions

  • Added controller/gamepad support.
  • Added Xbox controller input prompts.
  • Added PlayStation DualSense input prompts.
  • Added gamepad-related settings.
  • Added new internal 'state system', integrated with all menus, interactions, etc.
  • Added platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).
  • Added virtual cursor for gamepad.
  • Added virtual cursor 'friction' system to make it easier to grab stuff.
  • Added virtual cursor 'lure' system to make click-heavy tasks less tedious on gamepad.
  • Added new client-side code to interface with the new in-game feedback system backend.
  • Added fancy new tree 'billboard' shader that closely matches the tree mesh.
  • Added 'quit' command.
  • Implemented new light source culling solution.
  • Added new shadow optimization tool that reduces/culls shadows at a certain distance.
  • Your organisation name is now displayed in the pause menu.
  • Combined and optimized several buildings.
  • Property contents culling is now staggered over several frames to minimize stuttering when approaching/leaving a property.
  • Tweaked the LOD distances of several buildings, props, etc, to reduce pop-in.
  • Created new, higher quality LODs for several buildings and props.
  • Property light sources now culled when distant.
  • Added new player 'visibility points' at the neck and hips to prevent cheesing NPC vision.
  • Added 'stop arrow' button to the pickpocket interaction.
  • Added some more grime to the police station.
  • Added an option to automatically pause the game when focus is lost.
  • Added 'restore defaults' button for input bindings.

Tweaks/Improvements

  • The game can now be paused in any state (in vehicle, phone open, active dialogue, etc) instead of requiring everything to be 'closed' before pausing.
  • Rewrote the tree shader to be way more efficient.
  • Police patrols, sentries, checkpoints now assign 1-2 officers instead of 2 all the time.
  • NPC data (name, appearance, voice, etc) is now all centralized to a single data container instead of spread across lots of separate components.
  • Tweaked shop UI.
  • Cleaned up, modularised the UI for all stations.
  • Rebuilt the input prompt system to support gamepad buttons.
  • Improved the audio blending algorithm for going inside/outside when its raining.
  • 'Inventory empty' displayed when trying to pickpocket an NPC with nothing in their inventory.
  • Improved movement animations when moving slowly or diagonally.
  • Display settings now apply automatically instead of needing to press 'apply',
  • Made some visual tweaks to the phone home screen.
  • Optimized interaction physics checks.
  • Tweaked UI alignment in the deal screen.
  • Tweaked counteroffer UI.
  • Optimized lots of shadow-casting lights.
  • Turned off baked occlusion culling (its calculations were actually more expensive than just rendering everything).
  • Adjusted the compression format of lots of audio files to minimize CPU spikes due to decompression at runtime.
  • Separated out lobby logic from interface.
  • Rewrote the platform integration code (achievements, lobbies, invites, etc) to be platform-agnostic.
  • Increased max UI scaling to 1.5.
  • Turned off shadow casting for lots of tiny meshes.
  • Cleaned up weather code, moved several weather components to the core DLL.
  • Removed legacy sky system.
  • FOV now has a lower limit of 20.
  • Converted NPC deal behaviour from schedule event -> behaviour.
  • Increased how much trees/bushes obscure NPC vision.
  • Pressing 'I'm stuck' will now teleport your vehicle back to safety if you are driving.
  • Rebuilt the barbershop and tattoo parlour UI.
  • Rebuilt the 'new mix discovered' interface.
  • Stripped lots of shader variants to minimize memory use.
  • Reduced the resolution of several unnecessarily massive textures.
  • Optimized some UI layout calculations.
  • Rebuilt the vehicle repaint interface.
  • Optimized compass UI rendering.
  • The management clipboard object selector mode now multi-selects by default - no need to hold 'shift' anymore.
  • Rewrote a bunch of miscellaneous code to minimize GC allocation.
  • Police vehicles now pooled instead of spawned/destroyed.
  • Scripts using repeating checks now stagger their logic instead of running everything in a single frame.
  • Implemented Linux-compatible region check (for choosing default metric/imperial).
  • Optimized several distance checks to use square distance.
  • Tweaked texture streaming settings to minimize excessively low-res textures for certain buildings.

Bug fixes

  • Fixed suppliers not looking at the player.
  • Fixed suppliers not returning to their meeting location after being interrupted.
  • Fixed police sometimes not 'sharing' their player line-of-sight with other officers.
  • Fixed bushes not obscuring players properly.
  • Fixed cartel influence popup overlapping with compass warning labels.
  • Fixed quest UI too close to top of screen on high interface scales.
  • Fixed jerky vehicle movement when in 'kinematic mode' (optimization used for distant vehicles).
  • Fixed baggies getting caught on the packaging station hopper lid.
  • Changed some Windows-specific file path code to work for other OSes.
  • Fixed z-fighting when building objects.
  • Fixed weird lighting on environmental graffiti and grime.
  • Fixed weird shadow pop-in for trees at sunset/sunrise.
  • Fixed volumetric light beam flickering.
  • Fixed environmental text causing stuttering when enabled/disabled.
  • Fixed lens flare excessive CPU usage.
  • Fixed CPU/memory spike due to audio sources subscribing to an event on enable/disable.