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The Orville - Interactive Fan Experience News

v1.0.12 Release Patch Notes

It's been quite some time since the last game update, and during all this time, many have talked to us or merely posted under the community forums, implying that this project was dead because of the lack of posts on Steam announcements and game updates. But here we are, releasing our first major game update. We do take more time to get things up and running than other developers, but never forget that we are a group of not many developers which are working on their free time to bring everyone a free game.

NOTE: Due to issues regarding Mac and Unreal Engine, the Mac release of v1.0.12 was delayed. Hang on tight since we are working on a way to solve the issues we are currently experiencing and an update should go live soon.

Now, time for the patch notes! Since there have been an ENORMOUS amount of changes between the two versions (v1.0.11 and the new v1.0.12), here's a list of all important new game features:

[h2]Play in Virtual Reality[/h2]

Step into the body of your favorite character! The project now supports Virtual Reality via both the Oculus SDK and SteamVR. Currently only single-player is available, but full cross-platform multiplayer support is in-progress.

[h2]NPCs[/h2]

Walking around an empty starship can feel a little lonely sometimes, so we’ve added a first iteration of our NPC crew. They’re a work-in-progress, and will be expanded over time.

[h2]New Rooms[/h2]

Several new rooms have been added to the project, including the ships Armory (on Decks A and E), 3 Brigs (on Deck G), the Chief of Security Office, with working security cameras, and an expansion to Main Engineering.

[h2]Flyable Shuttles[/h2]

What use is a shuttlebay without some flyable shuttles? Go for a joyride in local space in one of the ships shuttles, but be careful when re-entering the bay, you don’t want to scratch the paint! The shuttles fully support multiplayer so if dogfights are your jam, have at it!

[h2]Shuttlebay Redesign[/h2]

The shuttlebay itself has been completely overhauled and should be far more accurate to the show, with the Upper-level control room now available so you can sit back and watch the madness taking place in the bay below.

[h2]New Playable Characters[/h2]

You can now play as a Krill and bring glory to Avis! Or suit up in the Planetary Union EVA suit, which in future updates will be required for some Extra-vehicular antics!

[h2]New Original Music[/h2]
Many new unique musical pieces are in the project and are triggered based on various events, composed by the talented Patrick Phillips for the project.

[h2]More Space Locations[/h2]

Several new space locations are available to start your adventure in, including several Solar System planets and even an interstellar black hole! Many more to come.

[h2]General UI Redesigns[/h2]

General UI improvements all over the board! Most of the UIs in-game have been completely redesigned to be more straightforward and match the aesthetic of The Orville!

[h2]Quick Session Options[/h2]

The all-new session options will allow you to carry out quick actions in Single Player, and also if you’re hosting a multiplayer session. Is there an unruly player replicating too many bananas? Teleport them to the brig so they can think about what they’ve done.

All of this and many more bug fixes and small updates and features should be released soon for everyone!

Finally, a Merry Christmas and a Happy New Year from everyone at Messy Desk Interactive!

Patch 1.0.11 Changelog



Well, it's been 23 days since our last public patch, but believe me, we haven't just been sitting around playing Latchcomb!
We put out regular updates on our 'pre-release' branch here on Steam, and when the updates are as stable as we can get them, they'll make their way to the live branch, which is around the same time you see these updates!

If you want to get on some of that pre-release action, please join our Discord here and jump on the bug-splatting bandwagon!

Anyway, without further ado, here's... well... it's a super long changelog, enjoy it, in all its glory :-

  • New: The Matter Synthesizers now have a working menu system which will engage as you approach them. You can now choose from an expanded variety of items instead of being at the mercy of random numbers.
  • New: Matter Synthesizers will now detect an item placed within them, offering the player the option to de-sythesize that item.
  • New: Added a selection of new pick-uppable items.
  • New: Completely new ship-movement system, which now supports realtime collision and physics!
  • New: Added cigarettes as a pick-upable object.
  • New: Ship should now leave noticable damage on the Dockyard when it collides with it. We'll improve this over time.
  • New: You can now pick up the bottles behind the bar, and they have working physics for the delicious liquid within. The same bottles are now also available in the synthesizer.
  • New: Added a fun little physics toy in the classroom, which should lead to some interesting meta gameplay.
  • New: First push of numerous VR improvements ahead of the first VR release! Sooooon.
  • New: In-game voice chat now provided by the Vivox service.
  • New: Added a whole bunch of prerequisite code for Flyable Shuttles and Quantum Drive travel! The complete system isn't quite ready yet, but we're 80% there.
  • New: Rumour has it there have been reports of an intruder on the Orville.
  • New: Added a new and much improved version of Earth. Lack of clouds is known, it's a WIP.
  • New: Added the Moon, now watching over Earth from a distance all creepy like.
  • New: Added the groundwork for an NPC crew. Coming in a future build.
  • Fix: Characters should now properly spawn with the correct customisation options.
  • Fix: Fixed some issues where panels wouldn't respond due to trace response conflicts
  • Fix: Stopped various trigger volumes around the ship from blocking player names.
  • Fix: The Matter Synthesizers should now properly work in Multiplayer.
  • Fix: Character now properly lowers the camera when crouching in no-headbob mode.
  • Fix: Made change that should prevent the ESC key from failing to work. P is also available as an alternative.
  • Fix: Fixed some holes in Main Engineering that could only be found in Kaylon Head mode.
  • Fix: Fixed exploit that allowed players to escape out of the ship when in Kaylon Head mode near the front window.
  • Fix: Fixed issue where 'right stick sensitivity' in the input menu would show as 1000% by default.
  • Fix: Fixed issue where 'music' volume would not be retained between play sessions
  • Fix: Fixed what looked like a hole in the windows at the side of the Bridge when looking in from the outside of the ship
  • Fix: Fixed issue where FOV settings in menu would be lost after zooming in
  • Fix: Pistol should now work as expected when sprinting
  • Fix: Reticle Modification widget and chat box should no longer conflict, it's one or the other, a duel of the fates.
  • Fix: Crouched players now can't see through walls like superman.
  • Fix: Player can now correctly use scope mode on weapons when sprinting.
  • Fix: Fixed a mesh with no collision in the shuttle bay.
  • Fix: You can no longer lock players outside of the Shuttle Bay, or any other location lacking a door control panel.
  • Fix: You can no longer sit with your weapon out (fnar). It will auto holster.
  • Fix: You can no longer carry an object and un-holster your weapon at the same time.
  • Fix: You can no longer sit in a chair while crouching, it will make you stand up automatically.
  • Fix: One of the pick-upable objects is no longer haunted, and has ceased floating around all creepy like.
  • Fix: Trimmed the number of objects in the medical storage room to prevent shadow conflicts.
  • Fix: The Lift doors should now be properly in sync, with the ghost door being only a distant memory.
  • Fix: Players can now correctly set FOV during play session again
  • Fix: Mess Hall tall chairs now pull out far enough to prevent clipping
  • Fix: Interactive Props should now correctly be in the exact same location for every player.
  • Fix: The captains desk mascot has promised to stop ribbiting around when you walk in the room now. He'll stay put.
  • Fix: Patched up some holes in Main Engineering. The ship is now less leaky than before.
  • Fix: Fixed a menu glitch on the matter synthesizer in Ed's Office.
  • Fix: Fixed a bug where the weapon red dot sight would disappear in certain places
  • Fix: Matter Synthesizers should now properly de-synthesize any number of objects crammed into their orifice, and continue to work as expected.
  • Fix: The doors should now auto-fix themselves when opening and closing if they lose sync due to network lag or level hitching. Any further improvements to the Door AI could lead to a singularity event and bring about the destruction of mankind, so we'll try and leave them alone now.
  • Fix: Fixed an issue when trying to shoot at the bar in the Mess Hall, YEEHAW!
  • Fix: Small physics items will either never fall through the floor at all, or they sometimes might, or the fix is broken, and they still will. Only one way to find out!
  • Fix: Fixed multiple issues where name tags were getting blocked from view in multiplayer.
  • Fix: Adjusted the name tag display distance from 8m to 30m. That's approximately from the Bridge to the Classroom.
  • Fix: Prevented the player from crouching when seated, which makes him crouch the moment he gets out of the chair, which has all sorts of scary side effects.
  • Fix: Just to be on the safe side, also prevented the character from responding to the jump command while seated. He wouldn't jump anyway, but it might have been causing other bugs. Safety first people!
  • Fix: Fixed a bug where weapons would become increasingly less accurate the further you were away from the Bridge.
  • Fix: Pull-outable chairs should now correctly be in their open state when a player joins the server
  • Fix: Game should no longer pause for clients when multiplayer host goes into the menu.
  • Fix: The third person camera should no longer go through the lift wall.
  • Fix: Players should no longer experience significant graphical 'hitching' when new areas are loading.
  • Fix: Mouse movement speed is no longer tied to game FPS.
  • Fix: The lift music now plays more reliably in 3D.
  • Fix: Added an extra collision plane to the lift floor to stop people falling through sometimes.
  • Fix: The Kaylon have returned to the Character Customization screen. They were busy plotting the demise of all biologicals.
  • Fix: May have fixed a bug where weapons stick around after the user has left the session or died.
  • Fix: Possibly fixed an issue where ship movement would randomly break for clients in multiplayer
  • Fix: If a player falls out of the ship while ragdolling, they will now re-spawn correctly.
  • Fix: There is no longer a crazy hole in the floor in Sickbay. No more sickbay golf, sorry :(
  • Fix: Fixed issue where pressing interact really quickly on chairs when getting into and out of chairs would cause space madness.
  • Fix: Fixed camera collision on the door meshes. Door meshes should now block everything, because that's what doors are for.
  • Fix: Fixed the replicator wall mesh in Ed's Office as it wasn't blocking the third person camera. It's now behaving like a wall should.
  • Fix: Set the doors to fully hide dynamic objects in rooms upon closing, to stop the horrible black hole bug.
  • Fix: Added a fix to the chairs, so that pull-outable ones with dynamic shadows don't flash a big black shadow upon spawning.
  • Fix: Added a fix to the pickuppable objects, so that they won't flash a big black shadow upon spawning.
  • Fix: Audio occlusion should now work without letting the player camera see through doors.
  • Fix: Kaylon mode can now trigger music changes
  • Fix: Potentially fixed the sun showing up in MP for a laugh.
  • Fix: Removed the LOD from the Engineering ceiling meshes to stop them from vanishing. Temp fix.
  • Fix: Sorted out the physics on the tiny little round things in Isaac's lab.
  • Fix: Changed the door label on one of the Engineering level bulkhead doors because it said "Coming Soon" in error.
  • Fix: Fixed more issues where weapons can hang around after player death/disconnect/despawn.
  • Fix: Disabled Quantum Drive button on helm, as it's not currently usable.
  • Fix: Fixed some issues with nametags disappearing, but not all issues
  • Fix: Fixed Player List and Voice Chat not showing proper player images
  • Fix: Adjusted the external ship cameras so that the internal rooms can't been seen poking through the hull anymore. Can't do anything about the plants. #potplantsinspace
  • Fix: Adjusted the Bridge beeps and blips audio sphere so it only covers the Bridge.
  • Fix: Adjusted the small screen in the Mess Hall so that its beeps and blips can only be heard when you are near it.
  • Fix: Added missing smoke detector to the Bridge.
  • Fix: Removed collision from the spring arm on the external ship cam. Stops the random space corridor weirdness.
  • Fix: The lights on the main stairwell stairs are now alert-aware.
  • Fix: You can no longer mash 0 repeatedly to duplicate yourself. How was that ever a thing?!
  • Fix: A number of start-up errors have been resolved.
  • Fix: You can now pick up objects when you've got a weapon holstered.
  • Fix: Stopped the player from being able to zoom their 3rd person camera out of the shuttlebay past the forcefield.
  • Fix: Gun now won't fire if equipped whilst scrolling for cigarettes at the synthesizer in Bortus's quarters. This game is so weird sometimes.
  • Fix: Ship will now correctly cast shadows on the Station and other space objects.
  • Fix: Softened the shadows on some distance field props to not make them do crazy things. It's an ongoing battle.
  • Fix: Players can no longer activate Kaylon Head mode when dead.
  • Fix: HUD should be removed and auto-regenerate when switching characters during play.
  • Improvement: Signifcant overhall of gun aiming system. This is a work in progress and is still being optimised.
  • Improvement: All of the chairs on the ship can now be sat in, including the All-Improved Pull-Outable Chairs(tm)
  • Improvement: Adjusted sit position for all chairs so it looks correct
  • Improvement: Lowered the overall number of chairs in the Mess Hall to allow for better player movement.
  • Improvement: All of the items in the medical storage room can now be picked up.
  • Improvement: Door code and logic has been condensed and optimised.
  • Improvement: The no-headbob mode has been adjusted to work more like a classic FPS game.
  • Improvement: Removed a number of redundant scripts which were just hanging around making the place look untidy.
  • Improvement: Many small tweaks too numerous to mention.
  • Improvement: The Matter Sythnesis FX have been improved.
  • Improvement: Double the maximum Pitch/Roll/Yaw speeds for the Orville. Hugging the donkey has never been easier!
  • Improvement: When piloting the ship and viewing in external mode, the camera can no longer go through the ship.
  • Improvement: Some minor performance tweaks for the Shuttle Bay.
  • Improvement: Pick-upable items should now be where you left them when you leave and return to a room. Yes, you can now fill a room with bananas.
  • Improvement: The external ship camera now has several new modes, which you can cycle with the 'Home' key.
  • Improvement: Matter Sythnesizers are now location specific, so for example you can only synthesize Food & Drink in the Mess Hall and Tobacco products are limited to Bortus's quarters only.
  • Improvement: Voice chat has been re-enabled and should now be working properly.
  • Improvement: A number of further code optimisations.
  • Improvement: Accuracy - All ship display panels will now be blue when in 'emergency lighting' mode. They will only be red during Red Alert, as per the show.
  • Improvement: Players now can't steal things out of each others hands and run away like a sneaky Klyden.
  • Improvement: Implemented an improved method of syncing objects in multiplayer, to improve performance and reliability.
  • Improvement: When flying the ship, both Keyboard and Control Panel inputs now share a common interface, which makes the whole system less prone to issues.
  • Improvement: Helm console will now show total velocity and angular velocity regardless of orientation.
  • Improvement: The ship engine sounds should now work better. In Flight Assist mode, it'll respond to the speed of the ship. In Newtonian mode, it'll only respond to new inputs into the movement of the ship.
  • Improvement: Big clean-up and general optimisation of the character system, which should result in smoother visuals and more accurate gun aiming.
  • Improvement: Red dot on the guns removed, we don't need it any more now that weapons are aiming where they should! This will have the happy side effect of fixing the reticle disappearing/appearing at the wrong times.
  • Improvement: Weapon no longer locks to head in 'no head bob' mode, because again, it's not needed any more.
  • Improvement: Doors should now remember their state for the duration of a play session.
  • Improvement: Chairs and some other objects now have more detailed collision to allow for better interaction with physics objects.
  • Improvement: All music will now pick up where it left off when it fades between tracks.
  • Improvement: Occlusion attenuation added to doors, various console sounds, weapons and player footstep and voice sounds. This should prevent you hearing stuff you can't see.
  • Improvement: Optimised some logic in the helm system to try and prevent sporadic issues where multiplayer clients can't control ship. Any failures in this system will output error messages that we can diagnose.
  • Improvement: HUD will now disappear completely when in exterior view mode
  • Improvement: Double Super Jump should no longer be possible. We're all a bit sad, but it's for the best.
  • Improvement: Restored full-auto fire on the Rifle and set the Pistol to single shot.
  • Improvement: Set the Pistol to an average 3-shot kill depending on RNG, and 5 shots for the Rifle because it's full auto.
  • Improvement: Added a distance culling volume to reduce GPU load when occluding objects on the ship.
  • Improvement: A fair number of blueprint optimisations.
  • Improvement: Added Distance Culling to all world objects to improve GPU performance.
  • Improvement: All non-quarters doors now default to auto-open.
  • Workaround: Disabled door persistance temporarily because it was causing doors to freak out in Multiplayer

Patch 1.0.9 Changelog



11 days from the first public release, and 9 patches in!
We're still working very hard on stability and bug fixing for the Orville Fan Experience here at Messy Desk. We've just pushed version 1.0.9 to Steam, and below is the changelog, for all you folks that like that kinda thing.

New: Added a new feature that you may or may not spot in random multiplayer games. Ribbit.
New: There is now a 5% chance of being visited when going into the Bridge. Keep your eyes peeled though, because once you leave the room, the visitor will scamper off.
New: Added the Main Stairwell on B Deck. None of the exit doors go anywhere yet, but you can have fun hurling yourself from the top ;)
New: Implemented a lot of the background infrastructure needed for the upcoming VR release!

Improvement: Our internal tools can now define custom corridor light sequences.
Improvement: More blueprints are now nativized, improving performance slightly.
Improvement: The Orville will now decelerate more rapidy when using Flight Assist.
Improvement: The Orville should fly a bit better now. Let us know how it feels.
Improvement: Removed the large door next to E-Sim 3 because it was breaking the laws of physics.
Improvement: You can no longer close the door at the bottom of the bridge staircase. It was locking people out.
Improvement: The Bridge now has better visual ambience during Red Alert and Emergency Lighting
Improvement: Ship Movement should be a little smoother in multiplayer now. Still not perfect, it's a work in progress.
Improvement: Player can no longer go into Kayon Head Mode when ragdolled, to prevent strange ghost mode issues.
Improvement: Lowered overall polycount in mess hall. Shouldn't be noticable, but GPUs everywhere will be pleased
Improvement: Split B Deck Corridors into Fore and Midship to help with loading hitches.
Improvement: Made some quality changes to the Voice Chat feature. Needs more testing.
Improvement: Player name tags should display more reliably now.
Improvement: Increased texture streaming pool due to lightmap issues

Fix: Voice chat should no longer auto-enable when joining a server.
Fix: Removed a few unwanted door panels around the ship.
Fix: Resolved an issue where the ship going to Quantum Speed in the menu would leave the bridge behind. Oopsie!
Fix: Chairs on Mac builds sometimes had no collision and you couldn't interact with them. Additional fixes may still be needed.
Fix: You should now be able to leave the global voice chat.
Fix: Added a collision plane under the Bar in the Mess Hall top stop players falling through the floor.
Fix: Extended the music area in the Mess Hall to cover the Bar area.
Fix: Earth now rotates correctly west to east.
Fix: The default character before customistion is an Ensign in Security, with correct badge and rank indicators.
Fix: Main Menu looping sequence no longer stops at the end, it loops smoothly.
Fix: The external hull no longer intrudes upon the ship after using the external ship camera.
Fix: The weapons in Multiplayer now fire slightly more accurately. Still working on this.
Fix: The helm control music is now playing correctly when you sit at the helm.
Fix: Newtonian mode on the helm console should now work correctly. Only the thrust and rotation applied over time will be retained, no further acceleration will apply until further inputs are entered.
Fix: Player can now use zoom when setting at the helm in first person.
Fix: A few tiny bugs here and there.
Fix: Hopefully found a workaround for Chat Command crashes on Mac builds.
Fix: Hull shadowing outside of the Bridge is now correct.
Fix: The ESim door is no longer black on the inside and shouldn't sometimes disappear
Fix: Reversed screens in Science Lab 1 and Mess Hall now correct.
Fix: Lift music should now not bleed through to adjucent rooms
Fix: Three tiny little holes at the front of the Bridge floor have been plugged, all the air was leaking out into space
Fix: You now can't reload your gun when piloting the ship. I don't know why people would want to, but now you can't, so...
Fix: Sunlight was sneaking into the mess hall and lighting up the doors from the inside. we used an anti sunlight ray to make it go away.
Fix: Forced the E-Sim Arch to use a different UV map so it lights properly.
Fix: Fixed issue where certain rooms were loading very slowly due to a get reference bug

Update 1.0.5!



So we're coming up to a week since the release of the project, and on behalf of the entire team, I'd like to say thanks so much for the interest in our little homage to one of the best Sci-F shows going!

One thing that we did notice after go-live was that there were a metric ton of bugs that we hadn't picked up on, so we've spent the last 6 days trying to knock out some of the worst offenders, and *we hope* get the experience a little more solid for everyone!

As you'll see, we've incremented 5 versions since release. If you're interested in joining our testing branch on Steam, jump on our Discord at https://discord.gg/messydesk and hop into our pre-release-testing channel to find out more!

So, without further ado, here's what's changed :-

* New: Voice chat added for multiplayer!
* New: Added tags for Developer's names in Player List and Chat. Now you know who to shoot at ;)
* New: 2 new rooms magically appeared on B Deck.
* New: DirectX10 support added for older systems.

* Improvement: Adjusted the way the overlap trigger works on interactive items, doesn't perform bool check any more, checks whether actor is overlapping at interact time.
* Improvement: On game load, view will no longer fade up until both bedrooms (spawning points) are fully loaded for the client.
* Improvement: Huge optimisations to shuttle in shuttlebay which should help prevent level loading hitches, and reduce project filesize.
* Improvement: You can now change the input button for Head Bobbing on the Key bindings menu.
* Improvement: Added Join/Leave Session System Message to chat.
* Improvement: System messages in chat now have a unique chat color.
* Improvement: Player List is now scrollable
* Improvement: Added Steam Profile Picture to Player List
* Improvement: A more sensible fade distance for character jump sounds/voices
* Improvement: KevinCam is now able to use the lift buttons!
* Improvement: Nativized a signifcant number of assets for performance.
* Improvement: Ship Movement keys can now be separated from character movement in the options. By default, the keys are the same.
* Improvement: Ship movement system partially rebuilt. Now all players in multiplayer games can control the ship. The non-movement related helm buttons are disabled temporarily!
* Improvement: Optimised the ship movement system to remove unnecesary network packets.
* Improvement: Renamed the locked Sickbay door to "False Door" because it was causing confusion. It is indeed a false door on the studio set.
* Improvement: We now have a completely new Exterior model for The Orville. Behold the glory of the ECV-197!

* Workaround: For people having the horrible 'level not loading' bug, they should now be able to get back to the main menu so they can try again.
* Workaround: SteamVR and OculusVR plugins disabled until we're ready for VR (Soon!). This was causing unwanted VR app launches.

* Fixed: There is now ZERO chance of the player falling through space when they first spawn...
* Fixed: There was a bug where getting into a chair from noheadbob mode would give you a headless body. Spooky.
* Fixed: Sitting players would occasionally be seen by others as standing, and vice versa. So long sitty slidey people! We barely knew ya!
* Fixed: Accidental duplication of space location when going from single player to multiplayer (you'd end up with things like the dockyard orbiting the sun).
* Fixed: Typo in the asteroid space location description
* Fixed: You now can't fly The Orville into the Sun or the Earth, you'll bounce off. I'm sure someone, somewhere, will find a way to do it though :-P
* Fixed: Interacting whilst in air/falling, which will prevent the spinny chair bug.
* Fixed: There was an upside down console in Main Engineering. Now rotated correctly.
* Fixed: A bug where the ship wouldn't seem to disappear at the end of the quantum jump sequence in the menu.
* Fixed: Two bugs concerning activating KevinCam whilst sitting in a chair, you now don't float above the chair, and can't slide around when you take your character back.
* Fixed: A weird bug where the main engineering light panels would vanish at a distance, so you could see out into space.
* Fixed: Replicator should now work correctly in multiplayer for all players.
* Fixed: Game should no longer let you join multiplayer sessions that are on a different version of the game.
* Fixed: The player list will now correctly remove players when they leave a multiplayer session.
* Fixed: Music changes on the ship should now only affect players in the correct locations in multiplayer.
* Fixed: A whole bunch of really silly bugs.

Image courtesy of JackCarter/Falk, made using Nvidia Ansel directly from the game.

Alpha 6.3!

Patch Notes for Alpha 6.3


A hard weekend of testing, patching and spinning in chairs brings you this, our next Alpha patch!



  • New - The player can now choose to start in one of four space locations, including 'The Void' for lower spec computers
  • New - The E-Sim room now exists on Deck F near Main Engineering. This room is not yet interactive

  • Change - Animated computer screens are disabled by default for performance reasons. These can be enabled via a checkbox when starting a new game
  • Change - Renamed 'Torso Length' to 'Torso Depth' in Character Customisation screen
  • Change - Ambient Music now starts at 60% volume by default

  • Fix - Alert Mode and Party Mode buttons now working on the Bridge again
  • Fix - Minor visual tweaks outside Classroom to stop light leakage
  • Fix - FPS Cap/Uncap settings in Main Menu should now work
  • Fix - When orbiting the camera around the ship when piloting The Orville in exterior view, we now don't spin frantically when hitting the bounds of the 'pitch' axis
  • Fix - Fixed hole in mesh when viewing the Mess Hall from the B Deck Hallway
  • Fix - Player can't shoot through shuttle window, nor press the buttom from the outside
  • Fix - Removed door panel from outside Main Engineering as this isn't visible on the show, nor is it required as these doors are automatic
  • Fix - Ambient music should now fade back after moving to a new deck in the Elevator
  • Fix - The Elevator shouldn't fade the player view to black when entering
  • Fix - Reflections causing issues with the exterior hull are now disabled when in exterior view mode
  • Fix - Weapons are now despawned when the owning player leaves the server
  • Fix - Crazy ghost door on Deck E has been recombobulated