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Steam News9 July 20261mo ago

v0.4.6 Open Beta

Additions Added controller/gamepad support. Added Xbox controller input prompts. Added PlayStation DualSense input prompts. Added gamepad-related settings.

Full notes

Full Schedule I update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

15 fixes23 additions33 changes1 removal
  • Gameplay
  • UI and audio
  • Performance
  • Events
  • Compatibility
  • Fixes
addedAdded controller/gamepad support.
addedAdded Xbox controller input prompts.
addedAdded PlayStation DualSense input prompts.
addedAdded gamepad-related settings.
addedAdded new internal 'state system', integrated with all menus, interactions, etc.
addedAdded platform-integrated fullscreen fade. (prevents unintentional input when the Steam overlay is opened).

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.

Source

Steam News / 9 July 2026

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