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Updated loading logic to make it more clear what the game is doing
Updated bot packet logic, should reduce the amount of bots standing in place "moonwalking"
Incorrect inventory operations are now disposed of and logged rather than throwing an exception
Inventory operations are now rejected by the host properly, meaning you if you get a desynced world state you can no longer cause a chain reaction of errors. Keep in mind that most of these errors are from mods, it's very rare for the base game to get desynced to this point. If you have errors or operations getting rejected, check your mods that alter inventories. An example would be if you move an item from a rig and the host cannot find that item because of desync that you have caused, you can no longer move it and it gets put back where you dragged it from. This is a near (if not even complete) 1:1 replica of live behavior.
The game will now try to resync operation Ids after getting a mismatch
Tweaked game logic on the dedicated client, fixing a problem where bots could not hit players due to transforms not moving with the animation due to a UnityEngine parameter