This update focuses on making gamepad navigation feel dependable across every panel, from inventory to room creation. Alongside that, a batch of smaller UI and camera issues have been cleared out.
NEW FEATURES
- Gamepad and mouse selection in menus and inventory now stays synced: after the mouse resets focus, the first d-pad or stick input returns to the last selected item.
- Save slot and room creation panels now select a default item automatically when opened with a gamepad.
- Critical confirmation panels, such as save deletion, now default to "Cancel" so an accidental confirm no longer triggers an irreversible action.
- Save slot deletion confirmation now uses a single reusable dialog component, fully navigable with a gamepad across all slots.
- Spectator camera orbit gains a dedicated stick sensitivity multiplier, matching the feel of mouse control.
IMPROVEMENTS
- Room creation screen now updates the player limit field and death penalty navigation dynamically based on session type (Private, Friends, Public).
- The old choice-activity-based visibility system was replaced with a simpler, direct control method.
BUG FIXES
- Inventory items no longer fired or responded while a menu or panel was open, and the panel-closing Back input no longer conflicted with item drop.
- The emote wheel no longer opened at the same time as an active UI panel.
- A missing character reference during the After Game teleport sequence no longer caused an error.
- Chest lid colliders now disabled correctly and synced across all players on the network.
- Helicopter sequence camera movement followed the correct axis regardless of scene or parent hierarchy, using local position.
- Temporary map placement during generation was fixed, so maps no longer appeared briefly in the wrong position while loading.
- Pregame skull selection kept selection and popup state synced during device switches between keyboard and gamepad, and the popup no longer stuck during quick switching between skulls.
- Vehicle screen target text now displayed correctly the first time the screen opened.
- The pause menu now exited the UI stack properly when closed.
I read through every report on this before writing the fix list, and the next update is already taking shape.
