Update v0.3.0-beta.8 | Available on Experimental
[p]Hello everyone
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
[/p][h3]How to opt into experimental:[/h3]
Let me know below or on our Discord server: https://discord.gg/vectorio[/p][p][/p][h2]Patch Notes[/h2][p][/p][p]The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.[/p][p][/p][h3]BUG FIXES:[/h3]
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
[/p][h3]How to opt into experimental:[/h3]
- [p]Locate Vectorio in your Steam library[/p]
- [p]Right click and go to "properties"[/p]
- [p]Find the "betas" branch[/p]
- [p]Using the dropdown, select "Experimental"[/p]
- [p]Testing Cycle: ~1 day[/p]
- [p]Experimental Saves: Disabled[/p]
- [p]Backwards Compatible: Up to v0.3.0-beta.5[/p]
- [p]Update Type: Experimental Patch[/p]
- [p]Contains Spoilers: Yes[/p][p][/p]
Let me know below or on our Discord server: https://discord.gg/vectorio[/p][p][/p][h2]Patch Notes[/h2][p][/p][p]The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.[/p][p][/p][h3]BUG FIXES:[/h3]
- [p]Fixed a bug with crafter's where they wouldn't show the full list of unlocked recipes, causing a permanent stagnation in progression[/p]
- [p]Fixed an array size issue with the cyberspace shader controller that would stop newly claimed areas of cyberspace from properly clearing[/p]
- [p]Fixed an object pooling issue with Decryptor's where they could potentially be deleted after being re-used. This was due to a missing flag issue inside the modules spawn method.[/p]
- [p]Fixed a race condition with the Decryptor animator, where it sometimes wouldn't show the model of the unlockable that was inside the Decryptor[/p]
- [p]Fixed a major issue with the route configuration controller, that could cause the wrong ID to be used during configuration, leading to the route being applied to a different port [/p]
- [p]Fixed an issue with the route configuration controller that would stop you from selecting clusters if they had been previously selected by that same port[/p]
- [p]Cleaned up the resource extension for drones with proper event disconnection; while not confirmed this could have been a potential cause of incorrect route configuration for drones[/p]
- [p]Fixed incorrect scaling being applied to the resource icons on node reactors; this was due to an earlier change with how scaling is calculated for world models[/p]
- [p]Added a null safety check to the model rendering system to try and stop compounding shader issues; unsure if this will actually fix the root cause however[/p]
- [p]Made a slight adjustment to how the cyberspace shader is calculated, properly using camera frustum culling to reduce chunk iterations; this should be an improvement but will require testing on varying hardware to ensure [/p]