Thanks for the new review, and i'm happy that you saw not just the big but also small changes that were made, a lot of fine details were completed and i can see it was all important.
To focus on some comments:
The version you tested probably does not have a fix for some memory leaks and nvidia shadows gpu shader, the issue was corrected and tested by me, it also covers a few crashes that you pasted.
Car door logic was decoupled partially from actor enter / exit activities, this also covers pedestrians being interrupted or dying when doors are being handled, so random car drivers can now cancel exitting door, but they can also get out of car fast and leave the door open as nobody in panic would take time to close car door when running away
Policemen get stuck - this is the part i am trying to fix now, driving pathfinding has no logic for handling obstacles.
Without this mission scripting drivers, firemen, etc.. cannot find things properly, and function, this is being corrected.
Sometimes game will automaticly jump over objects (including weapon crates) if you happen to go into it too fast, a slower approach to box should not cause this. Objects can be also set to be not "jumpable", in that case this doesn't happen.
Weapons hud is not complete, it is useful partially, but definetly not refined. I also think that there should be weapon slots and a upper limit on how many weapons one should have, as having too many weapons is not a good idea either, then it takes ages to find what you need.
Tank turret rotation has 3 values (turn speed, acceleration factor and max acceleration) and they been moved to configuration sqlite, so in next versions you can adjust it if you wish.
Sprite animations are not currently planned (for reloading turret), but in future i will try to combine animated / skinned models and render sprites on the fly, with that, animations on vehicles could be possible, otherwise sprite frame animations would just be specific simple hacks.
Tank shell flight is actually NOT a bug, the tank shell will take movement momentum from vehicle, and apply its own acceleration. While i understand this looks retarded if firing while driving backwards, the solution is to set the "bomb" particle to have proper max_velocity_ever value and setting braking_multiplier that is > 1.0 - this would give the rocket additional fast acceleration like a proper projectile shold behave.
It would however look stupid on the handheld rocket launcher weapon, so the weapon would need to be split in 2 weapons.. one for tank and one for rocketlauncher. the game supports this for a while now, but i never got around to making this change in config - i will do this eventually.
The weapon recoil / "inertia" is implemented by design and can be set to anything for each weapon.
It is intended to be used with specific weapons - such as minigun, uber shotgun, water cannon, etc.. the weapons in game are mostly result of experimentation and not final.
I agree that a bigger map display is also needed, but minimap does serve its purpose too - it will be important for avoiding things in stealth mission and does display police vehicles, this is just initial work, it will be improved further.
Army needs a lot more changes, it needs proper vehicle and some other vehicle class handling (like only producing certain vehicles when a specific wanted level was reached) - a lot of this stuff is still missing.
Still i have a long way to go, AI fixes first, then more down the line.