[previewyoutube=LZ8SQwgGOJQ;full][/previewyoutube] Howdy folks! Just a small patch this week. Mostly bug fixes and infrastructure for future work. Cheers, Anton [h3]Full Changelog - Update 102 - e3[/h3] [b]Additions:[/b] [list] [*] Added a Destructobin to the Grillhouse map [/list] [b]Changes:[/b] [list] [*] Changed internal Navmesh Area handling to support future work (such as Sosig-specific types of navigation). [*] Doors Off Mesh links split into a ‘going in’ link and a ‘going out’ link, allowing them to be parsed by pathfinding differently based upon the Sosig’s current equipment and state. [*] Tweaked Sosig Grenade Throwing logic and aiming [*] Rebuilt some of the old Sosig impactFX particle effects to make them more visually consistent with the Sosigs [*] Rebuilt a bunch of door handling logic and off mesh links related to door to aid prioritization of opening [*] Built System for a door recognizing that it is ‘obstructed’ for any reason (physics glitch, player using panels), etc. [/list] [b]Fixes:[/b] [list] [*] Fixed Massive performance issues in some scenes (including Grillhouse) caused by broken material on mesh particles effects without collision. [/list] [b]Removed:[/b] [list] [*] Reduced Total Internal Door Key Count from 12 to 8 (to save area layers) [/list]