The rewrite of the dice rolling code has now left Beta and will be making your sessions a little more stable.
Among the code changes we have the following:
The data sent over the internet to keep the dice in sync has been halved. Often it can drop to a third of the previous rate
The code that handles updating the dice update takes a tenth of the time for large rolls
There used to be cases where clearing large numbers of dice would crash the game. These bugs are fixed.
There were also bugs when the mouse cursor was over certain kinds of dice that were being deleted.
If you have two copies of the game open, you can now pick up your own rolls from both clients.
Rolls don’t despawn if the person who rolled them leaves the board (for example, if they lost connection)
If a symbiote creates a dice roll, and that symbiote has an interop-id, clicking on the roll in history will focus the symbiote
On the art side of things, we also have:
Added a 1x2 floor to the sci-fi “Chamber” set
Small reorganization of tiles in the “Chamber” set, and props in the “Construct” set.
Small texture tweaks on Interstellar door, column, and solar panels.
Added two new props to complement a column in the Interstellar set.
Fixed a collision issue on two lights, which made building tricky.
Lastly, a small new feature. We have added a roll icon to every dice result in the history. This allows you to add it to the dice tray with a left-click. GMs can also add the roll to their inventory by right-clicking and dragging it to the inventory bar. This will become available to players when we add player inventories in the future.

A big shout-out to those who helped us track down bugs during the Beta (you know who you are!). A couple of those were very tricksy and we truly appreciate all the help.
And now, onward to the next release!
