* Hopefully fixed rare crash in the Detour library
* Improved bot retreat thought process
* Fixed potential bot stuck when trying to evolve
* Aliens will now also see and track enemies marked by OC / scent of fear
* Updated some nav meshes
* Fixed nav meshes for lost and machina which could get bots stuck
* Improved ladder usage, fixed edge cases where bots could get stuck
* At match start, aliens will attempt to spread chambers out if the first chamber is MC or SC, rather than clustering them all at the starting hive
* Eliminated potential freeze issues with nav mesh refreshes
* AI Commander will now attempt to place turret factories close to any existing turrets to prevent inactive turrets being left behind
* Aliens will not try to pursue enemies who have teleported away (unless they teleported close by)
* Fixed a bug where bots would not target the nearest sentry/OC to engage
* Improved how marines attack OCs, particularly how they take cover to reload
* Player-requested structures are properly integrated into the base system to prevent duplicates and better anticipate player desires
* Improved bot path finding for moving targets, hopefully they get caught less often on railings and stuff when pursuing a moving target
* When bots teleport (e.g. phase gate, but any kind of teleport), they clear their stored unstuck locations so they don't try and backtrack when attempting to get unstuck
* Fixed issue where commander would build siege turrets too far from the siege target
* Improved commander response to requests for turrets
* Nav reachabilities and paths are now regenerated after all nav mesh modifications are updated
* Commanders now think in terms of establishing and building bases rather than placing individual structures. Should help reduce duplication of structures, selling structures unnecessarily etc.
* Incomplete implementation: not currently used but will be once finished
* Commander won't get stuck trying to build base structures if using nav hints that are placed in bad spots (i.e. can't deploy structures where the nav hint is)
* Commander can now deploy prototype labs, arms labs and infantry portals on request
* The auto-fill system for bots now takes mp_limitteams into account, and will continue to add bots to one side if the team size config specifies it to
* All nav meshes now have hints to help the commander relocate in good spots and build their base inside a hive appropriately
* Updated the nav editor to hide "illusionary" surfaces from other tools where they get in the way
* Marine bots can now relocate their base to a nearby hive
* If the chance to relocate is above 0 (configurable in nsbots.ini) then the bots will relocate at the start of a match based on the percentage set, or if the current base is overrun and about to be lost
* The bot will recycle the old comm chair
* The bot will abandon the relocation attempt if unsuccessful 90 seconds into a match
* Commander no longer sends reminders once an order is issued
* Fixed an issue where marines would loiter and refuse to move on once securing a hive
* Improved wall climbing: bots handle varied wall angles better
* Aliens will now gang up to attack the marine base
* Aliens will spread out more when attacking in a group, rather than all going for the same buildings
* Potentially fixed issue causing invalid paths
* Fixed issue where gorges wouldn't heal anyone while focused on capping res node or building defensive structures
* Marines will now get close initially to a resource node they want to cap, before guarding it. This fixes the issue in Hera where bots would wait for the RT in cargo to drop but never actually open the door so the commander could drop it
* Disabled AI commander reissuing orders to players as a reminder. It was annoying for humans, and pointless for bots since they should always obey it right away anyway
* Fixed some nav meshes so Onos can navigate better, and avoid bad structure placement
* Improved bot movement when not using the nav mesh (i.e. direct movement)
* Fixed player-built structures being duplicated if a commander takes over (i.e. AI commander ignoring player-placed structures and acting like they don't exist)
* Fixed marines just loitering in enemy hives doing nothing
* Fixed gorges sometimes not fully building structures and just leaving them to slowly grow
- fixed issues with piemenu cursor code being enabled when spectating
- the cursor is now enabled when in an observer mode that locks the view.
- fixed bugs/exploits where dead players could first person spectate the enemy team or travel around in freelook if all spectatable players on the team are dead.
* Added server cvar (mp_freespectatormode) which controls when a player can enter a free spectator mode (orbit cam, or free roaming). 0 = never, 1 = only when spectator, 2 = Always
* Free roaming will now be part of the cycle when pressing the jump key
* The overlay is now toggled with the crouch button
* Strafing in free roaming no longer snaps to different players
* Fixed bug that would break spectating completely if returning to the ready room while in free roam
* You can no longer enter free roaming using the "specmode" and "spec_mode" console commands if it's disabled by the server