Changes since last playtest build to be tested:
- Fixed some player states not being reset on round restart when you are spectating (i.e., you could've been revealed in previous round, but you were spectating when the next round started, so you if you respawned, you were still revealed from previous round)
- Various nav mesh generation improvements, to better work with Treason map layouts (such as Temple, or thin railings, or solid props)
- Players can no longer place gadgets (bear trap, landmine, etc) on top of other players
- Fixed a bug with player roles visually getting carried over from previous map after a map change (it was only visual, it wasn't the actual roles)
- If a bot is told to deliver clues, and there are no clues to deliver, it will no longer reply with "no", which could've been seen as deciding itself to avoid clues, rather than there not being any to deliver
- Fixed a bug where Traitor bots would be able to defuse their bombs right after planting them
- Hopefully fixed bots standing still near planted bombs and not being able to do anything
- Added a failsafe in case a bot tries to plant a bomb near another gadget (which is not permitted by the game), they will bail from trying to plant it after one second if it doesn't work
- Bots will try their best to avoid areas they planted bombs at for some time
- HUD progress bar is now finally rendered in a circle, instead of going from top to bottom
- HUD target ID (player names when you aim at them) will now automatically hide when a new round starts, to avoid players being confused by it and thinking they saw a Traitor before the round even started
- Traitor bots that decided to become aggressive (blast everyone) will no longer try to deliver clues, if they were doing that prior
- Detectives will no longer drop everything they're doing to scan a gadget, if whatever they are doing is more important than scanning that random gadget (i.e. reviving a Doctor or scanning something else instead)
- Detective bots will no longer scan dead bodies that they already know a killer of (i.e. seeing the kill happen right in front of them)
- After the last Traitor(s) get revealed, bots will automatically stop attacking everyone else because it's obvious those players are Innocents at that point
- Various bot movement improvements, including for swimming pools, they no longer drown at the bottom
- Fixed Traitor bots never actually utilizing their "aggression" mechanic, meaning they never killed anyone unless they were revealed
- Bots are now automatically aware of all the players that glow through walls, instead of having to meet them personally
- Bots can now pick up weapons with more ammo in the middle of a firefight when passing near them
- Bots can now use ADS and sniper scopes
- Bots will no longer reload guns too optimistically in the middle of fights
- Bots will now automatically know who used a Traitor gadget if it was very nearby
- Bots will now recognize when a player is trying to shoot them, but missing, and suspect them as Traitors accordingly
- Whenever a bot sees another player get killed by a confirmed enemy, they will now instantly assume that killed player is a friend (i.e. if an unconfirmed player gets killed by a revealed Traitor, that player is most likely to be an Innocent)
- Added bot_quota_mode command
- Fixed missing view punch interpolation on your screen
- Doctors are now more likely to revive a player they saw get killed unprovoked (if the player who died did not shoot first)
- Calling a bot a Traitor consecutively can annoy that bot now, which causes them to attack the player who did it :)
- Detectives are now less likely to scan Traitor bodies than Innocent bodies, as it's not as useful information
- Bots will no longer bail from delivering a clue if they get stuck, instead they will try to re-path
- Going in and out of ADS no longer interrupts firing for the animation
- Bots can now revive Zombie Dons when the Zombie Don syringe spawns
- Fixed post-round damage multipler and shield damage multiplier not working for any damage that isn't inflicted by another player
- Traitor bots will no longer become aggressive when the damage immunity is still going
- Fixed bots using horizontal FOV values instead of vertical (in other words, they were previously seeing in 1:1 aspect ratio, but now they see what a real players sees on 16:9 resolution)
- Bots can now toggle the power supply as both Innocents and Traitors
- Using a Traitor gadget, such as a Spiked Bat or Silenced Pistol, in a very close proximity to a bot, will now be recognized by that bot
- Bots will now try to avoid areas with a planted bomb that is about to go off, if possible
