Core System
• Moved mall generation to level streaming.
• Added AI director for monster spawning.
• Added scanner to stop monsters spawning near players.
• Added monster caps for floors.
• Moved blood and NPC spawning to GameMode.
• Changed flavor spawners to server-side anchors.
• Added multiplayer floor transition save/wipe system.
• Optimization tweaks.
• Added new Cafe room.
• Added new endwalls.
Objectives and Environment
• Moved generator room objective and clues to the new streaming system.
• Added random spawning for blood splatters and dead NPCs.
• Added spawner for blood messages.
• Added 2 new shop rooms to generation.
• Added working, sealable doors to cleaning closets.
• Added new mall posters.
• Added space background, black hole, and moon.
Player Mechanics and AI
• Rebuilt player characters.
• Smoothed sprint animations to reduce camera sway.
• Added player revive system.
• Added revive effects.
• Added spawner for neutral NPCs.
• Rebuilt weapon locker logic with random drops.
• Added new drinkable chemicals.
• new interaction system from new character for all buttons, hiding, keycard, security pin, and future items.
• Adjusted weapon aim to center of screen.
• Added base sanity system.
• Added BobaTea drink to refill sanity.
• Added Hotdog for use in reviving dead players.
• Added Demon Kill animation with GripSocket and Spotlight.
• Added BobaFiend Kill animation with GripSocket and Spotlight.
• New MonsterNBC logic chain to communicate capture and kill of player by special monsters.
• Added age check on Monster Perception (sight/hearing) to fix forgetfulness.
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Audio
• Added footstep audio based on surface type.
Bug Fixes
• Fixed bullet decals on enemies.
• Fixed combat state tags for NPCs and player deaths.
• Fixed hallway light network desync.
• Fixed double-door locker logic.
• Fixed password clue networking bug.
• Fixed crash in item spawning.
A few issues that I'm aware of and needed to push to Steam in order to fix as testing locally is not helping: