Added LOBBY and RUST scenarios
SCAR-H - New fully automatic rifle, added as an optional feature to COMPOUND TRAINING and VERTIGO, as well as LOBBY and RUST
2 new scenarios VERTIGO and PENTHOUSE
Reliability - Mantle was failing to activate in some cases where the players collider had gotten pushed into walls, this is now much less likely to occur.
Polish - Mantle should now look a lot smoother, velocity is eased off when entering a mantle and the player begins to unduck quicker at the end of a mantle. A viewmodel animation and camera nudge has also been added.
Early exit - Letting go of the sprint key or the movement keys will now reduce the length of the slide.
Earlier exit - Inputting in the opposite direction of the slide will exit the slide almost instantly.
Text decals now render with anisotropic filtering, so that they remain sharp at glancing angles.
Fixed a number of oversights related to npc talker, in support of a rather lengthy line contained in one of the new scenarios.
Weapon firing sounds from npcs now use the correct falloff distance.
Players can now select any scenario to start the game from using the "MANUAL SELECT" option in the startup sequence. The "AUTOMATIC RUN" is recommended for new players.
Additionally, after playing through the game at least once hold the L key (rebindable) to enter a scenario selection screen.
The leaderboard is no longer displayed until after the player has completed at least one full run of the game.
There is no longer a short period of time after firing in which reload inputs are ignored. The reload key should now always work.
Music - Sounds are played on proper mixer channels, music volume can now be adjusted via the platform settings menu.
LTC Light and startup video noise - Some shaders were using stale `g_flTime` constants from the previous frame, which worked inconsistently. The current time is now passed in manually.
Basic leaderboard system, will be more advanced/usable in time.
Added ROOM
Added PIT
Clipping on stairs in COMPOUND
Assorted fixes for slide mechanic
Some AMD cards were not correctly rendering the alpha channel for the interface, causing a white square to slowly take over the screen.