-----------------------------------------
--------- KNOWN ISSUES - 0.14.1 ---------
-----------------------------------------

------ GAMEPLAY -------

- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
- Air LBX does not collide with mechlegs
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
- BA hardmount MG is not yet textured. 
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. 
- Bpod hit detection remains buggy
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
- BA will show up as both air and surface targets

---- GAME SYSTEMS -----

- Crashes can happen. Workarounds are available in the Troubleshooting guide.
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.

------- AUDIO ---------

- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.

-------- MAPS ---------

- TC_Palisades: Both ASF factories will only build one ASF at a time.
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
- TC_Scorched on low settings may cause blinding issues in the water

-------- HUD ----------

- Certain HUD elements might overlap other UI elements.
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
- There is a hang up in frames when you switch targets when using the tank HUD.

------ CONTROLS -------

- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup

-----------------------------------------
------------- VERSION 0.14.1 ------------
-----------------------------------------

------ BUG FIXES ------

- Fix for Blacklanner missing a barrel helper on the right arm causing the barrel to be missing on some variants and the hitbox for the right arm bugging out onto the entire chassis on all variants.

------ VISUAL -------

- Halved the size of light AC muzzle flash effects so it is less blinding on some vehicles.
- Removed first person spent shell effects from all weapons.
	
------- AUDIO ---------

- Distancing first person weapons sound events from impacts further because it seems that firing sounds still get stolen by impacts although they should not

-------- MAPS ---------

- TC_Enkeladus

	- Disabled aurora effects in the sky to test if it helps with client crashes.
	
------ CONTROLS -------

- Removed shared key binds of legacy and new targeting functions in the default actionmaps, this caused unintended behavior as the two functions conflicted.
	The idea was to allow players to choose the legacy controls via an opt out while preserving old custom keybinds. Unfortunately it did not work out as intended.
	New Default binds are as follows: 
	- E key uses new target nearest/next ground function
	- T key uses original cycle all targets function
	- G uses new target nearest next air function
	- All friendly functions remain legacy 
	Anyone who chooses to retain their old bindings manually, please remember to clear any leftover conflicts in they keybinds for targeting.

	Description how the next / nearest controls work:
	- press once = target nearest enemy
	- keep pressing after that = cycling through target list (next nearest -> furthest away)
	- after the time window for the next press (1.5 seconds) has expired the first press will target the nearest enemy again

- Removed obsolete presets in actionmapper. 