- Reworked resegmentation in multiplayer, which should result in more consistent vehicle segments, especially for players with poor internet connections and high ping. This change has also made it so (accidental) segmentation-based lag machines will no longer work as they will only affect the player who spawned them
- Multiplayer vehicle position sync is now overall more responsive
- Beam and pulse laser range has been increased from 30 to 40m, but both lasers will now gradually start ‘falling off’ and decrease in damage as the beam gets longer
- GPS Sensors set to ‘pointer position’ will now use the minimap’s position (where the pointer would be in the game world on the minimap) when you hover over the minimap (from Discord suggestion)
- When joining a session, vehicles being spawned in that were already spawned by other players before you joined, will now be smoother and more consistent
- In a collision between 2 vehicles, the ‘rammer’ will now receive significantly more damage than 'the rammed’ (from Discord suggestion)
- Fuel and items can now be transfered through hinges and pistons (from Discord suggestion)
- Various performance improvements related to the vehicle segmentation algorithm
- Blocks from other player vehicles that were destroyed before you joined the session will no longer play a destruction animation and play sound effects upon you joining
- Kinetic weapon (cannon and rotary cannon) ammo eject animation
- If you’re banned it will now also show you the duration next to the end time (from Discord suggestion)
- Rotary cannon barrel rotate animation now plays on every (dry) shot, instead of at a fixed interval while holding the fire button
- Vehicles will no longer take collision damage (for half a second) when first spawning
- Station layouts on the minimap are slightly transparent
- Fixed CTL+C and CTRL+V triggering the editor mode keybinds on PC (from Discord suggestion)
- Fixed beam and pulse laser range not decreasing after reflecting glass
Source: Steam Community (opens in a new tab)
