Revision 200:
- [Escape: Park] moved useless navmesh far away to prevent Z confusion

Revision 199:
- added a sanity check for undetermined/failed destination in upcoming path

Revision 198:
- fixed a crash related to 1-step-only paths

Revision 197:
- added spanish translation by Kilowide

Revision 196:
- [Border Crossing] removed r112's patch (crash with U222)

Revision 195:
- removed a workaround from r52 (2017) that reportedly haven't aged well

Revision 194:
- added missing data that crashed r193

Revision 193:
- fixed streamlining wrongfully failing in cases where objects are partially obstructing a navdoor

Revision 192:
- fixed issues in hotpatching path of followers

Revision 191:
- slightly increased verification level of shortcut finder

Revision 190:
- [Breakfast in Tijuana] fixed 4 "swing through window" navlinks off by 2.75 meters

Revision 189:
- fixed a crash when walk action fails to initialize

Revision 188:
- fixed issues where NPC could end up stuck waiting for navlink
- reinstated direct-to-pos as it was before r136
- updated congestion estimation
- reworked load sharing of navlinks

Revision 187:
- fixed all navlinks with no use delay wrongfully marked as unavailable, leading to some pathfinding failures

Revision 186:
- added a filter to remove cover positions too far away from navmesh

Revision 185:
- added verification so that the use of a navlink follows the order of arrival

Revision 184:
- fixed a crash when trying to find an alternate route for a path having 2 consecutive navlinks
- fixed attribution of position for waiting navlink availability

Revision 183:
- improved navlink queueing (totally solves NPC overlap), see https://youtu.be/vev66ZjB9uw
- added a workaround for shields having issues on some navlinks

Revision 182:
- refined r181's checks

Revision 181:
- fixed a crash introduced in r180

Revision 180:
- [Rats D1] updated vantage point access
- improved path when following, see https://youtu.be/EG_6dhZEoYg

Revision 179:
- evaluate congestion only for characters trying to actually move

Revision 178:
- [Shadow Raid] added navigation so AI can reach docks by the outside

Revision 177:
- [Slaughterhouse] fixed 7 door blockers

Revision 176:
- [Firestarter D1] added navigation around truck in first hangar on left

Revision 175:
- updated for Keepers r211

Revision 174:
- [Mallcrasher][Holdout] like r173, with a navblocker

Revision 173:
- [Mallcrasher][Holdout] prevent cops to walk through the barrier of vase store

Revision 172:
- [Big Bank] allowed bots to access the second part of the bank in stealth after disabling horizontal lasers

Revision 171:
- [Aftershock] fixed navpatch of room near exit area
- added new entries in navlink cleaner

Revision 170:
- [Hoxton Breakout D1] added option to enable patch from r129
- [Hoxton Breakout D2] prevent bots from using skywalk
- improved handling of forbidden segments for following bots

Revision 169:
- [Breakfast in Tijuana] fixed navigation through garage door

Revision 168:
- [Big Bank][Holdout] fixed an area erroneously forbidden to friendly NPCs

Revision 167:
- moved all map performances patches in a standalone mod

Revision 166:
- [The White House] fixed an issue apparently tied to early some created instance

Revision 165:
- [Hell's Island] improved frame rate significantly

Revision 164:
- [The White House] improved frame rate significantly

Revision 163:
- [Buluc's Mansion] fixed risk of invisible helicopter for loud escape

Revision 162:
- [Buluc's Mansion] fixed bac^H^H^H front portal shapes

Revision 161:
- [Buluc's Mansion] fixed back portal shapes

Revision 160:
- [Buluc's Mansion] improved frame rate significantly
- reworked r43's "broken SO loop fixer" so it activates only when there is no error handling

Revision 159:
- [San Martin Bank] improved frame rate significantly while outside of the bank

Revision 158:
- [Escape: Street] added navigation at the closest exit from start, fixing bags stolen through ceiling
- [Transport: Harbor] prevent NPC to be stuck in the middle of the main street when there are no trucks there
- [Transport: Harbor] improved navigation around trucks on dock side
- code cleanups

Revision 157:
- [The Biker Heist D1] fixed navigation patch broken by r155

Revision 156:
- [Bank Heist: X] updated navigation data signature
- fixed a crash when processing detailed paths having only one step during stealth

Revision 155:
- [The Biker Heist D1] added navigation around the bar counter

Revision 154:
- [Golden Grin Casino] fixed r151's navdata patch

Revision 153:
- allowed team AI to take more aggressive shortcuts during stealth or a rescue operation

Revision 152:
- fixed a crash when path streamlining fails

Revision 151:
- [Golden Grin Casino] allowed NPCs to enter vault's 3rd money room
- fixed r148 not handling disabled segments correctly

Revision 150:
- fixed crash when option "Improve NPC pathing" is disabled

Revision 149:
- fixed crash on maps where on_nav_seg_neighbours_state() is used

Revision 148:
- [Counterfeit] shortened Mitchell's path
- optimized coarse path computing

Revision 147:
- fixed intermediary position used to enter last segment that had unforeseen consequences
- use more direct-to-pos in stealth

Revision 146:
- [Hotline Miami D1] removed 17 unusable navlinks
- [Hotline Miami D1] reduced size of added navcells

Revision 145:
- [Reservoir Dogs D1] reverted changed z of characters at start as it was an issue with FSS

Revision 144:
- added signature checks on maps having navdata patches to prevent loading outdated stuff

Revision 143:
- [Car Shop] allowed NPCs to enter building during stealth
- [First World Bank] allowed NPCs to enter vault during stealth

Revision 142:
- fixed a crash when evaluating navlink queue when FSS is present

Revision 141:
- reverted some not so useful stuff added in r139

Revision 140:
- fixed a crash when navlink interval is not defined

Revision 139:
- improved congestion around navlinks to fix issues in FSS' improved tactics

Revision 138:
- [Reservoir Dogs D1] fixed z of characters at start
- [The Biker Heist D1] fixed z of van and car
- path cache takes verification into account

Revision 137:
- changed a bunch of navlink intervals so they are defined and not too long

Revision 136:
- refined direct-to-pos
- removed a leftover component from coarse distance estimation (which led to prefer 2nd shortest path instead of 1st)

Revision 135:
- give more penalty to z differences (think stairs of Big Bank)

Revision 134:
- compatibility with Crew Ability Spotter

Revision 133:
- added accessibility check in path simplification of following NPCs

Revision 132:
- [Diamond Heist] changed previous "misplaced glass fix" to "delete useless misplaced glass because it's been fixed by adding a new one at the right place" #goodjobOVK
- added chinese translation by LR_Daring
- removed map changes descriptions from translation files (incomplete, out of date, etc)
- added some missing map entries in option menu

Revision 131:
- added a temporary cache for coarse paths
- fixed a base game issue where some NPCs would get blocked by their own objective settings (example in Panic Room with thugs not following gang)

Revision 130:
- [Diamond Heist] removed old portal definitions (current ones seem to perform much better)

Revision 129:
- [The Biker Heist D1] fixed mechanic failing to collect special parts
- [Hoxton Breakout D1] prevent bots from using blocked roads
- fixed direct-to-pos feature conflicting with navlink congestion management
- added further improvements to coarse graph search
- reverted one dumb change from r122

Revision 128:
- improved coarse graph search
- improved path streamlining when there are nav obstacles

Revision 127:
- fixed navlink cleaner being too cautious

Revision 126:
- added a generic navlink cleaner
- removed manual navlink overrides

Revision 125:
- [Diamond Heist] fixed access to North East Security Room
- [Diamond Heist] fixed a dozen of navlinks

Revision 124:
- fixed a crash while loading Hotline Miami D1

Revision 123:
- fixed a detail regarding r122's choke points finding

Revision 122:
- improved choke points finding => better paths between navsegs
- fixed FSS' improved chase not correctly loaded

Revision 121:
- [The White House] fixed navigation to enter the oval office from outside
- [First World Bank] fixed insider going through the ground

Revision 120:
- changed update system to Simple Mod Updater

Revision 119:
- fixed several issues when loaded as a client

Revision 118:
- [Hotline Miami D1] updated navmesh patches

Revision 117:
- [Boiling Point] remade old fix of r1 properly
- [Hotline Miami D1] remade old fix of r1 properly
- added workarounds for several jiggly physics issues

Revision 116:
- [The White House] reworked fix of r111

Revision 115:
- [Big Bank] fixed jiggly bus escape

Revision 114:
- [Border Crossing] fixed navigation issues leading to guards stuck at Culebras building in Mexico
- [Border Crossing] disabled killzone of first part after a while

Revision 113:
- [Border Crossing] (most probably) fixed explosives for tunnel entrance disarmed with no one around

Revision 112:
- [Border Crossing] fixed navigation with some stairs in plane hangars
- [Shadow Raid] updated navigation changes
- [The Biker Heist D2] removed obsolete fixes

Revision 111:
- [The White House] fixed guard near landpad that can be killed by physics hiccups
- updated reader of FSS's settings

Revision 110:
- [White Xmas] fixed sandwich loot drop areas not disabled when helicopter leaves

Revision 109:
- fixed guards stuck because of unreachable/cancelled noise alerts

Revision 108:
- [Slaughterhouse] fixed accessibility to the top of a container

Revision 107:
- fixed more cases of stuck guards (than done in r99)

Revision 106:
- [Transport: Train Heist] fixed half-baked fix
- reworked fix for _optimize_path()
- reworked _chk_shortcut_pos_to_pos()
- added a tool to compute long paths in one shot (and give a chance to streamline the whole thing, used by Keepers & co)

Revision 105:
- [Transport: Train Heist] updated r1's navigation patches
- [Transport: Train Heist] fixed access to vaults opened during stealth
- added swedish translation by TheBreakingBenny

Revision 104:
- [Alaskan Deal] removed r63's fix for boat access
- added an extended _chk_shortcut_pos_to_pos(), see https://youtu.be/gD9MXBdA29g

Revision 103:
- [Car Shop] removed r89's fix for ECM

Revision 102:
- [Shadow Raid] removed r15's fix for collision with a ladder (fixed in U180)
- [Shadow Raid] updated navigation patches to U180

Revision 101:
- fixed CivilianLogicTravel._optimize_path() so hostages don't walk through floors (prevent some cases of flying too), see https://youtu.be/FMhbwqYkUDE

Revision 100:
- changed priority for a compatibility issue with Please Go There

Revision 99:
- fixed some cases of stuck guards

Revision 98:
- updated to U176

Revision 97:
- improved detection of choke points

Revision 96:
- [The Biker Heist D2] fixed another blocked path, again

Revision 95:
- [Big Bank] fixed guards stuck in inner area

Revision 94:
- added compatibility stuff for FSS

Revision 93:
- finetuned proxy finding threshold

Revision 92:
- [Aftershock] let civilians reach flee points
- fixed a rare crash involving navlinks having negative delays (can be found at least on Aftershock)

Revision 91:
- [Firestarter D3] made sure that AI can always enter the vault
- [Jewelry Store] added navigation between a cop car and a parked car
- [The Biker Heist D2] fixed another blocked path

Revision 90:
- fixed/improved path streamlining (changes visible mainly in stealth)

Revision 89:
- [Car Shop] fixed computer bricked by ECM

Revision 88:
- [Bank Heist: X] made sure that AI can always enter the vault

Revision 87:
- [Safe House Raid] fixed spawn of civilian heister after a player has left

Revision 86:
- added thai translation by NewPJzuza

Revision 85:
- added code to prevent asking again and again blocked/impossible coarse paths

Revision 84:
- added code to improve cop movement (it's a gameplay change so this can only be enabled through FSS's option menu)

Revision 83:
- [Reservoir Dogs D1] fixed navigation when a fence locker is shot open

Revision 82:
- fixed a crash when a bot follows a player who's instantly sent in jail

Revision 81:
- added a generic workaround for navlinks not properly erased (meaning no more cops going through planked windows on Reservoir Dogs and a few other funny things)

Revision 80:
- [Brooklyn Bank] fixed navigation in the sewers entrance

Revision 79:
- [Diamond Store] fixed door between security room and store when opened by AI

Revision 78:
- [Big Oil D2] fixed AI access to computer room of 1st floor if opened with a drill or a keycard

Revision 77:
- [Green Bridge] forced truck to contain only types of loot able to trigger drop zones
from http://steamcommunity.com/app/218620/discussions/14/135514287302619401#c135514507318007216

Revision 76:
- [Beneath The Mountain] fixed a wrong room id from r71 update

Revision 75:
- [Big Bank] fixed positioning after entering the vault through thermite hole (and before fence door is opened)

Revision 74:
- [Diamond Heist] unnoticeable polish

Revision 73:
- [Diamond Heist] restored portal definitions that were removed in a recent game update, which disabled all Iter's optimizations

Revision 72:
- [The Diamond] added opening by explosion case for front door
- [The Diamond] removed r53's fix for glitched hiding place in war room (fixed in U167)
- [Watchdogs D1] removed r19's fix for broken bridge (fixed in U167)

Revision 71:
- [Beneath The Mountain] fixed AI access to 2 entrance control rooms
- [Golden Grin Casino] make vault accessible to bots in stealth
- [The Diamond] fixed blocker and kick script of the front door

Revision 70:
- [Watchdogs D1] forgot to update 2 doors between modified segments causing streamliner to crash

Revision 69:
- [Transport: Train Heist] fixed navigation when warehouse's doors are open with c4 or a saw
- [Transport: Train Heist] decreased use interval for a lot of navlinks

Revision 68:
- [Watchdogs D1] fixed navigation around (random) police car right in front of truck (spawn)
- removed an obsolete mechanism (r41's stuff not needed since r51)

Revision 67:
- [Diamond Heist] fixed crash when relocating a glass object while playing as a client

Revision 66:
- [Diamond Heist] cleaned up plenty of things, grabbed a few more fps

Revision 65:
- [Diamond Heist] more additions to portals

Revision 64:
- [Diamond Heist] optimized (gained around 15 fps)

Revision 63:
- [Alaskan Deal] fixed AI navigation for boat access (prow side)

Revision 62:
- [Safe House Raid] a collision element was wrongly removed in stairs leading to armory

Revision 61:
- fixed another issue with non-modded hosts

Revision 60:
- changed how Iter's specific data are sent to clients to prevent compatibility issues with non-modded clients

Revision 59:
- fix of r58 was quite bad, redone properly

Revision 58:
- fixed some crashes when host doesn't use Iter

Revision 57:
- improved use of alternative path when a navlink is congested
- [The Biker Heist D2] fixed several blocked paths, also decreased interval for navlink use

Revision 56:
- [Safe House Raid] optimized (removed +3000 useless units, gained 30 fps)

Revision 55:
- levels having a night version would not get their specific modifications applied in night mode

Revision 54:
- [Escape: Garage] fixed navigation when some doors are opened with a saw

Revision 53:
- [Art Gallery] extended friendly AI navigation so they can enter/exit entrance hall when front doors are closed
- [Go Bank] fixed a glitched hiding place in Jimbo's
- [The Diamond] fixed a glitched hiding place in war room

Revision 52:
- added a generic workaround for a vanilla bug leading to a crash when trying to spawn an effect without a position

Revision 51:
- improved further algorithm for coarse paths

Revision 50:
- [Hotline Miami D1] removed ability to evade from cops by going to specific (and numerous) hiding places in motel rooms, now cops will ALWAYS find you

Revision 49:
- added code to prevent multiple mod loading

Revision 48:
- [Birth of Sky] fixed access to roof of gas station

Revision 47:
- [Rats D2] AI can now use the wooden bridge between buildings

Revision 46:
- even more absolutely essential BLT2 integration

Revision 45:
- more absolutely essential BLT2 integration

Revision 44:
- BLT2

Revision 43:
- added code so pathfinding failures don't break special objectives loop (meaning for example no stuck guards on Murky Station's underground level)

Revision 42:
- increased change in altitude thresholds

Revision 41:
- prefer paths with no change in altitude

Revision 40:
- fixed a crash when no coarse path exists

Revision 39:
- fix of r38 properly done

Revision 38:
- fixed a crash occuring when trying to read a simplified path that is too short

Revision 37:
- fixed a crash related to walk actions not having a simplified path
- fixed path cancellation when coarse path is modified on the fly
- fixed final orientation (objective's specification could be ignored)

Revision 36:
- added new feature for bots and jokers: they won't stop moving when changing navigation segment
	before: https://youtu.be/nd1S1b8FgrI
	after: https://youtu.be/Qzk9Lm2FPqY

Revision 35:
- [Goat Simulator D1] fixed navigation so AI can enter the truck (when it's under a bridge)

Revision 34:
- [The Biker Heist D1] fixed navigation around the bunker entrance
- granted jokers the right to "path ahead"
- reworked the follow system so new data is appended to coarse path
- follower's path is reevaluated: cut in and outs off, look at segments' neighbours for shortcuts
	before: https://youtu.be/8IAOXzo3IoA
	after: https://youtu.be/GdmicEU58Ko

Revision 33:
- prevent Winters and his minions to go out of formation

Revision 32:
- reworked AI conditions to stop advancing when they follow

Revision 31:
- added generic workaround to pass specific broken cases
	original: https://youtu.be/YhIIAGrfAfc
	modded: https://youtu.be/7exv-K6bUGg

Revision 30:
- [Shadow Raid] fixed stuck guards in the warehouse (different issue than the one fixed by r15)

Revision 29:
- [First World Bank] fixed inaccessible destination for the insider when opening the left gate

Revision 28:
- added a check to prevent a crash when no doors/links are available

Revision 27:
- fixed issues leading to bots standing on the same position
- reworked proxy finder (=> better streamlining)

Revision 26:
- [Panic Room] fixed multiple navigation problems due to door blockers 5 cm too high

Revision 25:
- [Alesso] fixed 12 navlinks (11 in the main hall)
- [Stealing Xmas] fixed 4 navlinks
- improved path streamlining with choke point proxies
- reworked contiguity check code

Revision 24:
- fixed JSON errors

Revision 23:
- [Aftershock] added a navlink so AI can directly go out of the rail car facing the exit way
	original: https://youtu.be/34LFau8oUeU and https://youtu.be/sKPB_l2VHko
	modded: https://youtu.be/0X95vCgrgds
- [Aftershock] replaced 2 navlinks by a navmesh extension to reach a room near the exit point

Revision 22:
- [Firestarter D1] added navigation fix of segment 24 when there is no wall
- [Firestarter D1] added navigation fix of segment 108/109 when padlock is shot
- fixed a potential cover reservation not released

Revision 21:
- fixed a too restrictive check (introduced in r20)

Revision 20:
- enhanced streamlining for some very specific cases
- fixed cover position when waiting availability of a congested navlink

Revision 19:
- [Cook Off] fixed a crash when joining a game whose host hasn't the roof extension enabled
- [Watchdogs D1] fixed an issue with AI unable to jump the bridge in both ways

Revision 18:
- fixed a bug to determine the best aligned door between 2 segments

Revision 17:
- [Alesso] removed 2 useless area triggers
- [Panic Room] fixed second toothbrush drop area
- [Panic Room] better performance

Revision 16:
- [Stealing Xmas] updated navfix to U130

Revision 15:
- [Shadow Raid] fixed stuck guards in the warehouse
- [Shadow Raid] fixed a collision with a ladder near the docks

Revision 14:
- [Santa's Workshop] fixed stairs (r1's claim was wrong)

Revision 13:
- improved slightly the path streamliner

Revision 12:
- [Scarface Mansion] fixed navigation issues involving the crashed cadillac

Revision 11:
- more tuning to give priority to paths without navlinks

Revision 10:
- [Goat Simulator D1] fixed an issue where the presence of a white truck was preventing AI to pass
- reworked how AIs are waiting their turn for a busy navlink (ladders, etc)

Revision 9:
- fixed an oversight that disabled a part of the streamliner
- fine tuned some thresholds related to congestion

Revision 8:
- fixed a major issue that broke civilians, Keepers, MIC & PGT

Revision 7:
- added load sharing for navlinks

Revision 6:
- added description to options menu's items

Revision 5:
- introduced a new way of handling congestion for navlinks

Revision 4:
- [Stealing Xmas] fixed addition that handled segment neighbours wrongly
- improved some parts of the path calculation
- disabled congestion handling

Revision 3:
- fixed mod.txt

Revision 2:
- make an AI wait for a bit before letting it use an alternate path when all navlinks are busy

Revision 1:
- [Aftershock] added access to the 4 ladders leading to the bridge
- [Boiling Point] fixed issue with blown up wall on the left
- [Cook Off] added roof access to the bots
- [Hotline Miami D1] fixed multiple issues with segments going underground
- [Rats D1] added roof access to the bots
- [Santa's Workshop] fixed issue with some stairs (edit: nope, it was not)
- [Stealing Xmas] added access to the backroom of the shoe store
- [Transport: Train Heist] fixed accessibility in the entrance of TF-WAGON 1 which is close to TF-WAGON 2
- replaced the vanilla optimistic coarse pathing by a flood approach
- added path streamliner
