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.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~1 day
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0-beta.5
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns?
Let me know below or on our Discord server: https://discord.gg/vectorio
Patch Notes
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.
BUG FIXES:
Fixed a bug with crafter's where they wouldn't show the full list of unlocked recipes, causing a permanent stagnation in progression
Fixed an array size issue with the cyberspace shader controller that would stop newly claimed areas of cyberspace from properly clearing
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.
Fixed a race condition with the Decryptor animator, where it sometimes wouldn't show the model of the unlockable that was inside the Decryptor
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
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
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
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
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
OPTIMIZATIONS:
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
