- Client and server now group projectiles based on time proximity
- Made chat message transmission more efficient
- Reduced client side overhead of all net-code function calls
- Added client side stats and data transmission validation
- Fixed a bug where it wouldn't display ping in the inventory
- Fixed a bug where the client would have to be restarted after a networking time-out
- News and updates
- FOG - Fear Of Going
- Net Code Performance Improvements
Source: Steam Community (opens in a new tab)
