In this update7
Full notes
Full Responding update
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What changed
- Performance
- Gameplay
- Fixes
- Balance
- Maps
- UI and audio
Responding changes
This update brings major improvements to vehicle AI, camera behavior, and overall stability, alongside a wide range of fixes and refinements.
Vehicle AI & Traffic (Major Improvements)
Overhauled advanced vehicle obstacle avoidance into full C++ implementation for better control and performance. Vehicles now properly consider Mass entities across all LOD states.
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.
Improved vehicle collision avoidance and movement behavior.
Fixed an issue where vehicles committing infractions could become stationary and cause traffic pileups.
Improved traffic stop path generation, vehicles now always find a valid pull-over location, even if not ideal.
Adjusted vehicle overlap resolution, now using spline-based forward/backward movement with side detection fallback.
Improved police vehicle following logic, using dynamic forward targets that interpolate to the suspect vehicle.
Adjusted sensitivity for AI detecting when their follow target vehicle is stuck.
AI Behavior & Gameplay Logic
Improved civilian AI engagement to immediately set threats as targets instead of waiting on memory updates.
Fixed a bug where AI stored threats with a memory duration of 0.
Added safeguards to prevent AI from interrupting activities or triggering animations while inside vehicles.
Improved tackle logic to only trigger when moving forward at sufficient speed (still WIP for animations).
Fixed callout scoring logic to properly account for maximum possible calls.
Player Interaction & Mechanics
Added an onboarding board in the roll call room outlining police protocols (traffic stops, weapon usage, dispatch).
Added new escort command menu variation, allowing you to release suspects without directly looking at them.
You can now place suspects into vehicles while escorting when looking at a vehicle.
Ensured player hands are cleared before certain interactions (e.g. searching, receiving ID).
Improved player ragdoll get-up detection logic.
Disabled destruction of the player body on respawn, fixing damage carry-over issues.
Camera & Animation
Fixed head becoming invisible when transitioning from ADS to holster or third-person.
Disabled ADS camera while reloading.
Reworked camera collision tracing to better handle occlusion while maintaining visibility of the target (WIP).
Removed unintended camera roll when exiting focus.
Adjusted third-person camera pivot to reduce clipping during forward lean animations.
Adjusted vehicle camera pivot and pitch limits.
Fixed camera rotation mode resetting when dropping a pistol.
Added safety check preventing view mode changes while using the DAS terminal.
Vehicles & Controls
Adjusted vehicle stopping logic to use proper braking when AI exits.
Vehicle customization default key bind reverted to E.
Fixed incorrect normal map on Chevrette Canis when using paint liveries.
Fixed customization advisor appearing incorrectly on rear deck slots.
Stability & Performance
Fixed a rare crash caused by navigation mesh generation during world streaming.
Fixed a crash from Mass vehicle AI accessing invalid entities.
Replaced hard references to threats with weak pointers to prevent crashes.
Fixed an issue with the escape button being non responsive.
Fixed A* vehicle avoidance pathfinding issues.
World & Misc.
Fixed some traffic lights not spawning.
Adjusted exit positions for AI and player to ensure proper ground alignment.
Minor improvements to small object detection for camera occlusion.
Fixed missing ground collision in several spots
Fixed a full screen issue
Source
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