- AICharacter will mark their path unreachable if their path is blocked by a door they cant open (may happen if someone closes the door after calculating the path)
- fixed exception when creating a Steering component when there's no active GameSession (i.e. in the editor)
- generating "dummy locations" for the MP gamesessions (visible in sonar and mission descriptions)
- EndGame network message tells the clients if the mission was successful (because the message may arrive before the sub has reached the exit or before some character has died at the client's end)
- AICharacter, hull, structure and submarine updates from clients are ignored
- character updates from anyone else than the client controlling the character are ignored
- players can't pick/drop items from anyone else's inventory (unless the target is unconscious/stunned/cuffed)
- server has authority over reactor temperature
- controllers can effect view distance (-> longer railgun view dist)
- fixed removeitem messages not being sent when a fabricator destroys an item
- changes to depth damage logic: structures won't take damage until the pressure is above the health of the hull (i.e. weaker structures break first, subs with no windows can go deeper)
- fixed lights not being removed if the same explosion is triggered again before the previous one is finished
- fixed electrical shocks from junction boxes stunning nearby players (and not just the player using the jb)
- showing restart timer as mins + secs
- more server settings
- deth charge rotation fix
- sonar tweaking (ruin walls look slightly different from cave walls)
- connector sprite positioning fix
- repairtool is active when in use
- Ruins are visible in sonar
- Fixed ruin generation algorithm occasionally creating too narrow rooms and placing corridors so that they're blocked by corners of a room
- Fix for wall textures being misaligned for map cells with no physics body
- junction boxes, sonar monitors, navigation terminals and engines break down if they're underwater long enough
- reactor cools down if it's underwater
- job-specific gear are grouped by job in separate .xml files
- parameter for changing the output value of And/Or components when the input conditions aren't met
- or components work properly now
- a limited number of signals (100) can be queued in a delay component
- bugfixes in HumanoidAnimController.Flip()
- item/itemcomponent statuseffects are stored in a dictionary with the actiontype as a key, so the item doesn't have to iterate over all the components and all their statuseffects
- gap bubble particle tweaking
- specific skills are required to fabricate some items
- changes to medical syringes: the status effects are defined in the chemical item instead of the syringe
- enemies can spot targets from further away if they've previously spotted the target
- physics bodies are immediately moved to the correct position if they're really far (instead of lerping)
- Holdable items don't try to change the pose if hand anim is disabled (e.g. when dragging someone or using a railgun controller)
- Indicator which shows the position of the sub when spectating
- Bugfix in controller selection logic
- Saving attributes on separate lines in serversettings.xml
- Safer validation of received sub files