Consolidated Patch Notes v0.2.2066.9437

We've got a few new things coming to the beta branch in the near future that could be disruptive, so this is just a small update to get the stable the latest batch of fixes and improvements.
What's Coming to Beta?
The main thing is the implementation of the zero-point shifting we started investigating ages ago. This will allow us to start to push the game futher away from your start point without the risk of bugs caused by dealing with large numbers in object positions.
In addition, we're going to start experimenting with content for the Incident system - which initially will be small challenge events you can invoke via the communications computer. Depending on how these go, we could look at introducing them as part of a random event system to make the standard survival game a bit more interesting, such as short periods of drastic outdoor temperature changes, meteor strikes etc.
As always, keep an eye on the #beta-changelog channel in Discord!
Version 0.2.2066.9437
Added World type (mars, moon etc) to the load game info pane.
Added save world delay of 5 seconds to prevent saving world multiple times when repeatedly pushing the button.
Added Multiplayer and dedicated server support to Trading, however a limit has been put in so only one landing pad used or trader be contacted by one player at a time.
Added Stylized loading screens, with a few options for each base world type chosen at random.
Changed minimum Clearallinterval to 60 sec on dedicated server. Can still be disabled with 0 or -1.
Fixed an issue where a trader would be locked if the person interacting with them were to die.
Fixed an issue where a trader ship would depart when another player tried interacting with a locked trader.
Fixed an issue related to when a player left game while contacting a trader, it would be locked indefinitely - the contact will now be reset.
Fixed "Cartridge wasn't destroyed properly" message on client when server shut down.
Fixed issue where load world screen would not correctly select the first world in the list automatically.
Fixed wrong overwrite popup and workshop file name on save world panel.
Fixed player name in chatting panel. It couldn't get player's name before spawning player.
Fixed save world having a small chance of not properly saving the world settings.
Fixed issue where loading a world that was missing the world settings file would result in an exception error.
Fixed issue where the SatelliteDish was providing incorrect logic values.
Fixed a null sent to clients when the server interacts with landing pad.
Fixed traders de-spawning when still being interacted with (Thanks Clever)
Fixed filters and foods quantities are now the correct value displayed in the trading interface.
Fixed stackable item merging issue on client. It was trying to merge stackable item without authority.
Fixed missing spawn prompt when human is already dead or unconscious. Toggled spawn prompt by ESC key.
Fixed possible null spam and permanent lockout when interacting with a trader. (Thank you Clever!)
Fixed Trading currency not being synced correctly, also the cost of an item is now correctly removed from a credit card.
Fixed Index out of range error caused by the incorrect contact index being passed through. (Trading) Thank you Atom Heart!
Fixed an issue on vending machine where index started from the wrong point. (Thanks Risu)
Fixed Mars scenario gravity, reset it back to -3.7.
Fixed lag spiking when placing landing pad.
Fixed Colliders for each seat in the rover are now sized and positioned around the door handles rather than the door themselves, so they no longer obscure vision when looking out the side windows.
Fixed Issue spawning multiple Rovers in multiplayer upon completion of the structure version, due to a missing server check. This meant that each client in the game at the time also sent a message to the server, telling it to spawn a Rover.
Fixed world setting sync issue and missing planet prefab in saved world. Local world setting wasn't loaded property once joined another server.
Fixed NetworkAnalyser issues when too many cables are connected. It couldn't output data and broke game logic when disconnected a network cable while holding NetworkAnalyser on the other hand.