fixed some major softlock stuff - turns out when you add a bunch of asynchronous paths to your formerly linear functions, things can get fucked up!
(fortunately it was pretty uncommon, but still reported enough that it had 2 get fixed ASAP)
this is an extremely gameplay focused update, so it won't be for everyone... but it has some of the wildest stuff i've done yet! posts on socials and other stuff to come
there are no new memory holes with this one btw, and it all takes place pretty much in one or two areas.
this is probably the only ADD that will go extremely hard into gameplay imo. i've found i prefer stuff like ADD1 that's exploration focused
this seems to only happen in 3D CSS areas, and only in specific spots... one was the (spoilers) beneath/parasite room where you can find the little black and yellow grid, and I think we got that one fixed
the strangest thing is that it's not like chrome's flickering bug - it's like something trips up Firefox and it just says, "OK, fuck this. I'm not using the GPU anymore." until you restart the browser process - and it's not even high GPU usage that causes it!! (we tracked it to just one weird element with an image being scaled in one case)
bugfixes and stuff - but also this lets you advance dialogue with ENTER/SPACE, as well as use the arrow keys for spatial navigation now!
more fixes - if ur scanned entities list in golem maintenance was ultra long and weird, it should be fixed if you go visit it again. also bugs associated wtih team wave actions are fixed now (i.e. final offering)