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Update 5 (Matchmaking improvements)

Note that it's more likely than usual that there will be new bugs with this update (see below), so if you encounter any, please let me know in the forums ASAP, and I may need to release a fix.
The good news is that I think I've finally got the player count showing in the menu for each server. This was far less straightforward than you'd probably imagine, so I'm not 100% confident in the accuracy of the method. If you have any reason to believe the player count is showing incorrectly, let me know. Note that it might just be that someone has joined or left the server since you last pressed the refresh button though. In any case, from testing so far, it seems to be accurate.
Also, I was going to try and add friends only servers, but that's also proving not entirely straightforward, so I've released the patch early with the player count stuff. I'm still hoping to be able to add friends only servers shortly, but in the meantime, note that now that you can set a player limit for your server, you can just set it to the number of people you wanted to play with and have them join quickly, which is better than nothing.

Finally, for those who have read the Early Access description, you will know that I was waiting to gauge the player response before committing to finishing the game. Although the response has always been positive, I was concerned that people were only approving of the game because it was free and goofy, but not because they thought it could ever have any value as a finished game that anyone would want to put any significant length of time into. Lately, though there's been a huge increase in the number of people who acknowledge the state of the game and specifically say that they look forward to the game being more complete (or something to that effect). This taken into account, I'm just about on the verge of committing 100% to finishing the game to the best of my ability. If you don't think the game will ever be worth actual money to anyone, I'd appreciate it if you let me know now, because if I commit to finishing it, the game must be monetised one way or another, although I plan to discuss this more with players before deciding on a monetisation model.
Anyway, huge thanks to everyone who has provided feedback of any kind.

Oh, and one last thing, don't forget that you cannot play online with someone who has not got the latest update yet, if you have. You will instead be kicked to the main menu and probably have to restart the game. There's no way to tell from their server if they've got the update, but if you go and try and join a server soon after I release the update and the above happens, that's probably why.

ADDITIONS:
-The player count and player limit is visible for each server. This hopefully should also prevent an issue I believe was happening where joining a server could get you sent back to the main menu, if the server was full. This was just because previously, there was no way to check if a server was full or not. Now you will be prevented from joining full servers. I'm anticipating an issue where this could still happen if someone takes the last place on a server before you refresh the list, so if you try to join a server that's nearly full and get kicked to the main menu, that's probably what happened.

-When hosting a server, you can now set the player limit between 2 and 12.

CHANGES:
-Disabled the lens flair effect, because it reduces visibility.

-Players will now auto-join a team when joining a team game. They will be put in the team with fewer players, or blue team if equal. Note that you can still change teams however you want in between matches, so that you could do an asymmetrical game, if there is a large skill difference. This addition is in response to a report that some people don't seem to be joining teams...

-I've built the game in UE4's shipping mode, rather than development mode as in the past. This probably won't mean a lot to most of you, but here are all the noticeable implications I'm aware of:
-The in-game console is gone. Hopefully you didn't know about it anyway.
-Save files have changed location for Windows users. You will need to either re-enter your previous settings or follow the instructions here: http://steamcommunity.com/app/467820/discussions/0/359547436757024927/
also, see the same discussion for more information.
-Supposedly performance benefits. I highly doubt anyone will see a noticeable difference, but let me know if you do, because that would be nice to hear.
-Fair probability of new bugs, as there always is with any significant change.
-Log files have also moved to the same place as the save files. This is only relevant if I've already asked you to send me some log files for debugging.

-Added a frame rate limit of 144Hz. There have been various issues in the past brought on by absurdly high frame rates, so I'd like to rule any more of them out. 144Hz is just the highest monitor refresh rate I'm aware of being commonly available. If you have a 145Hz monitor and feel discriminated against, just complain below and I can easily raise the limit.

-Set the default graphics settings much lower. Since these are only available in-game it's easier for someone with a beefy PC to turn them up than it is for someone with an awful PC to turn them down while running at 2FPS.

BUGFIXES:
-Fixed an issue where the game would prevent Steam voice chat from working by "using" the microphone. (Not extensively tested, please let me know if this persists)

-I've discovered I completely broke the Homer Gun with the last update. The projectiles would just pass through the target but it's fixed now.