Difference between revisions of "Update v0.2.4936.22393"
From Unofficial Stationeers Wiki
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== Changelog == | == Changelog == | ||
| − | < | + | *<span style="color:#267F00;font-weight:bold">[Added]</span> SuitBase class. |
| − | + | *<span style="color:#267F00;font-weight:bold">[Added]</span> first pass on new suit prefabs. | |
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets). | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> first pass of runtime game profiler tool. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> concurrency setting for pipeAnalysers. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> ability to upgrade an inline tank to its insulated variant. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> new meshes for Insulated InLine tanks and their associated kits. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> recipe for Insulated Pipe Utility to PipeBender. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> error in console when attempting to load a spawn with an invalid ID. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Adhesive Insulation item. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Thing tooltip now updates each frame. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> first pass of Logic Sorter powered by a "Stack" for IC instructions. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> more information about internal stack to the Stationpedia (access mode, memory size, instructions). | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> third pass on LogicSorter — mode affects how stack is processed. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> FilterQuantityCompare instruction to LogicSorter. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Serialization to LogicStack for save/load persistence. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> FilterSlotTypeCompare instruction to LogicSorter. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> LimitNextExecutionByCount instruction to LogicSorter. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> CLR instruction to clear stack memory for writable devices. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> IO indicator to CircuitHousing (green for read, yellow for write). | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Internal Memory to RocketCelestialTracker for celestial coordinates. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> new logic type, BestContactFilter, to SatelliteDish for selecting trader IDs as best signal. | ||
| + | |||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> second pass to Logic Sorter — five basic instructions for stack processing. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> FilterQuantityCompare to LogicSorter (OpCode, ComparisonOperator, Quantity). | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Serialization for LogicStack at Thing level for all devices/items implementing it. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> FilterSlotTypeCompare to LogicSorter for slot-based filtering. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> LimitNextExecutionByCount to LogicSorter with USHORT payload. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> CLR instruction for writable internal memory devices. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> IO indicator to CircuitHousing (green = read, yellow = write). | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> Internal Memory to RocketCelestialTracker for celestial coordinates. | ||
| + | *<span style="color:#267F00;font-weight:bold">[Added]</span> new logic type BestContactFilter to SatelliteDish to allow logical selection of trader IDs. | ||
| + | |||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> space maps to clamp traders towards the upper sky until devices are updated for any rotation on space maps. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> Pipe Analyser Operating sound to be quieter and less high pitched. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> ore scanner tablet cartridges to work without the GPR; refactored to remove coroutines and unused code. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> stationpedia formatting of Logic Stack Instructions for clarity. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> SignalID logic on the dish to return -1 instead of 0 when no contact found. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> BestContactFilter must be cleared to -1 for dish to auto-select signals again. | ||
| + | *<span style="color:#E57125;font-weight:bold">[Changed]</span> PortableComposter buttons to use prefab buttons. | ||
| + | |||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> medium shelf not being deconstructable when built against a frame. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> large tank throwing errors when using autorotate. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> cancel keybind closing the window even if the filter field was populated — keypress now clears field before closing. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> close all button not showing correctly when exiting a sleeper. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> undocked inventory windows staying visible when falling asleep in a sleeper. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Eggs laid by chickens not usable in microwave or automated oven. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Stationpedia opening while rebinding keys. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> 'Save as' not assigning unique ID, causing inventory window positions to mimic parent save. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> inventory window positions not being saved to playercookie in some cases. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> closing Stationpedia while pause menu is open unpausing the game. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> helmet overlay settings not being respected on load. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> multiple issues with audio concurrency system preventing correct behavior. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> runtime game profiler tool now displays memory usage. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> looping sounds disabled by concurrency not resuming later when they should. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> bug where inventory windows not clearing correctly when exiting game or respawning. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> white indicator box around open inventory items not showing. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> ordering of display mode materials for station batteries. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> issue where liquid canister and water bottle spawned empty in the lander. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Battery-powered Wall Lights remaining powered after cable cut. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> tables not rotatable by the player. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> config cartridge text overlapping for long values. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> text overflowing edge of config cartridge. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> possible NRE when chicken food target is null on load. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> pickaxe playing effects when mining with another tool while held in off-hand. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> plants staying invisible when built outside occlusion range. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> clothing slot hotkey hint area width incorrect when empty. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> pipes in walls or on side of frames being invulnerable. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> tooltips showing empty. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> Reagent Processor recipes not linking requirements in Stationpedia. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> destroyed landing pad pieces losing material and turning bright pink. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> atmospherics pressure damage evaluation throwing collection modified exceptions. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> issue where splitting stackable item into world while looking downwards damaged player. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> AdvancedSuit (hardsuit) not bound to IMemory interfaces despite implementing required signature. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> IC DEFINE instruction not accepting constants — now supports inbuilt constants like Equals. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> players taking damage from splitting stacks while looking downwards. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> ItemBiomass Blueprint having incorrect size with precision placement. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> PortableComposter button colliders incorrect size. | ||
| + | *<span style="color:#E5BF00;font-weight:bold">[Fixed]</span> small hangar door close animation starting at incorrect position. | ||
| + | |||
| + | *<span style="color:#E50000;font-weight:bold">[Removed]</span> inaccurate stationpedia descriptions for canisters. | ||
| + | *<span style="color:#E50000;font-weight:bold">[Removed]</span> bad id test case from last commit. | ||
| + | *<span style="color:#E50000;font-weight:bold">[Removed]</span> duplicate constructable from table kit. | ||
| + | *<span style="color:#E50000;font-weight:bold">[Removed]</span> the GPR. | ||
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=== Future Content === | === Future Content === | ||
If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs. | If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs. | ||
| Line 168: | Line 166: | ||
* When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player. | * When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player. | ||
* Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits. | * Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits. | ||
| − | |||
== References == | == References == | ||
# [https://steamdb.info/patchnotes/14152738/ Update on SteamDB] | # [https://steamdb.info/patchnotes/14152738/ Update on SteamDB] | ||
Latest revision as of 14:20, 10 August 2025
| v0.2.4936.22393 | |
|---|---|
| Type | Big Update |
| Release | 24.04.2024 (Wed) 02:51 UTC |
| Hyperlink | SteamDB |
| Adjacent Updates | |
| Subsequent | Hotfix (v0.2.4945.22425) |
| Previous | Hotfix (v0.2.4902.22241) |
| Back to overview of all updates | |
Contents
Stack Instructions and Logic Sorter[edit]
There exists a data storage paradigm in Stationeers known as the "stack". On IC10 chips it exists as an addressable memory space to store data. On the new Logic Sorter, and moving forward on other 'complex' devices, we'll be adding machine instructions that can pass advanced information and configurations to machines. Unlike the static logic types most devices use, and players are largely accustomed to, these instructions are dynamically configured and written to.
What these instructions are very similar to CPU instructions and how to write them can be found on the Stationpedia of a given device. The logic sorter for example can use combine SorterInstruction.FilterPrefabhashEquals, and a prefab hash shifted 8 bits, to write a single instruction to whitelist an item on the sorter. Instructions can pass arbitrary information to the sorter though.
SorterInstruction.LimitNextExecutionByCount, can be used to modify the evaluation of a the next instruction, and will actually modify its own count payload, as it passes items through, allowing a player to read that instruction from the stack, and figure out what the sorter is doing even if it has a ton of custom instructions.
This approach to advanced device operation lets us as developers keep the operations of machines as very simplistic, and straight forward. As an example, instead of circuit boards containing tons of custom code that only we developers can see and modify, players could see an airlock circuit board having clear instructions on its stack, turning on and off vents, and conducting evaluation operations on sensors.
Insulation[edit]
We've added new insulated inline tanks for both gasses and liquids, and changed the pipe insulation upgrade process slightly. Last update we added the ability to upgrade pipes to insulated pipes using a wrench and some insulated pipes. Based on feedback from the community, combined with us adding these new inline insulated tanks, we've changed the upgrade process to use a new adhesive insulation item that you print separately.
Ore Tablet[edit]
Previously the ore tablet required the use of the Ground Penetrating Radar, and was very annoying to use. The GPR has been removed and the tablet now functions by itself. Just throw it in a tablet and you're good to go.
Starting Conditions[edit]
This update includes some changes to the starting conditions data and paves the way for making much more dynamic starting conditions. When starting a new game you'll be provided with the familiar starting gear, however when another player joins, they will bring with them a smaller set of gear to reduce the stresses that each new player adds to a game. When respawning it will remain largely unchanged. All of these are defined in XML for easy modding.
Suits[edit]
A range of new suits are still in heavy development so we can't give too many details, but you should expect a range of suits that are suited for different situations rather than there being the "bad suit" and the "good suit". In the same vein we'll be reworking jetpacks with a set of jetpacks that are useful in different situations.
More Stack Instructions[edit]
The sorter was a obvious example of a complex machine that needed a better programmatic way of configuring. Manufacturing, and Trading both have multiple complex machines that we are looking at as examples of both simplifying the machines operations, and creating the opportunities for players to control core systems in their base without being overly complex(to stationeers standards). We also will be adding specific large memory servers, so players can store large and complex data structures of their own.
Changelog[edit]
- [Added] SuitBase class.
- [Added] first pass on new suit prefabs.
- [Added] new prefabs for Insulated In-Line Tanks and Insulated Pipe Utilities (WIP waiting on new art assets).
- [Added] first pass of runtime game profiler tool.
- [Added] concurrency setting for pipeAnalysers.
- [Added] ability to upgrade an inline tank to its insulated variant.
- [Added] new meshes for Insulated InLine tanks and their associated kits.
- [Added] recipe for Insulated Pipe Utility to PipeBender.
- [Added] further null checking to suit LeakEffects to stop an NRE that can occur in specific scenarios.
- [Added] error in console when attempting to load a spawn with an invalid ID.
- [Added] Adhesive Insulation item.
- [Added] Thing tooltip now updates each frame.
- [Added] first pass of Logic Sorter powered by a "Stack" for IC instructions.
- [Added] more information about internal stack to the Stationpedia (access mode, memory size, instructions).
- [Added] third pass on LogicSorter — mode affects how stack is processed.
- [Added] FilterQuantityCompare instruction to LogicSorter.
- [Added] Serialization to LogicStack for save/load persistence.
- [Added] FilterSlotTypeCompare instruction to LogicSorter.
- [Added] LimitNextExecutionByCount instruction to LogicSorter.
- [Added] CLR instruction to clear stack memory for writable devices.
- [Added] IO indicator to CircuitHousing (green for read, yellow for write).
- [Added] Internal Memory to RocketCelestialTracker for celestial coordinates.
- [Added] new logic type, BestContactFilter, to SatelliteDish for selecting trader IDs as best signal.
- [Added] second pass to Logic Sorter — five basic instructions for stack processing.
- [Added] FilterQuantityCompare to LogicSorter (OpCode, ComparisonOperator, Quantity).
- [Added] Serialization for LogicStack at Thing level for all devices/items implementing it.
- [Added] FilterSlotTypeCompare to LogicSorter for slot-based filtering.
- [Added] LimitNextExecutionByCount to LogicSorter with USHORT payload.
- [Added] CLR instruction for writable internal memory devices.
- [Added] IO indicator to CircuitHousing (green = read, yellow = write).
- [Added] Internal Memory to RocketCelestialTracker for celestial coordinates.
- [Added] new logic type BestContactFilter to SatelliteDish to allow logical selection of trader IDs.
- [Changed] space maps to clamp traders towards the upper sky until devices are updated for any rotation on space maps.
- [Changed] Pipe Analyser Operating sound to be quieter and less high pitched.
- [Changed] ore scanner tablet cartridges to work without the GPR; refactored to remove coroutines and unused code.
- [Changed] stationpedia formatting of Logic Stack Instructions for clarity.
- [Changed] SignalID logic on the dish to return -1 instead of 0 when no contact found.
- [Changed] BestContactFilter must be cleared to -1 for dish to auto-select signals again.
- [Changed] PortableComposter buttons to use prefab buttons.
- [Fixed] medium shelf not being deconstructable when built against a frame.
- [Fixed] large tank throwing errors when using autorotate.
- [Fixed] cancel keybind closing the window even if the filter field was populated — keypress now clears field before closing.
- [Fixed] close all button not showing correctly when exiting a sleeper.
- [Fixed] undocked inventory windows staying visible when falling asleep in a sleeper.
- [Fixed] Eggs laid by chickens not usable in microwave or automated oven.
- [Fixed] Stationpedia opening while rebinding keys.
- [Fixed] 'Save as' not assigning unique ID, causing inventory window positions to mimic parent save.
- [Fixed] inventory window positions not being saved to playercookie in some cases.
- [Fixed] closing Stationpedia while pause menu is open unpausing the game.
- [Fixed] helmet overlay settings not being respected on load.
- [Fixed] multiple issues with audio concurrency system preventing correct behavior.
- [Fixed] runtime game profiler tool now displays memory usage.
- [Fixed] looping sounds disabled by concurrency not resuming later when they should.
- [Fixed] bug where inventory windows not clearing correctly when exiting game or respawning.
- [Fixed] white indicator box around open inventory items not showing.
- [Fixed] ordering of display mode materials for station batteries.
- [Fixed] issue where liquid canister and water bottle spawned empty in the lander.
- [Fixed] Battery-powered Wall Lights remaining powered after cable cut.
- [Fixed] tables not rotatable by the player.
- [Fixed] config cartridge text overlapping for long values.
- [Fixed] text overflowing edge of config cartridge.
- [Fixed] possible NRE when chicken food target is null on load.
- [Fixed] pickaxe playing effects when mining with another tool while held in off-hand.
- [Fixed] plants staying invisible when built outside occlusion range.
- [Fixed] clothing slot hotkey hint area width incorrect when empty.
- [Fixed] pipes in walls or on side of frames being invulnerable.
- [Fixed] tooltips showing empty.
- [Fixed] Reagent Processor recipes not linking requirements in Stationpedia.
- [Fixed] destroyed landing pad pieces losing material and turning bright pink.
- [Fixed] atmospherics pressure damage evaluation throwing collection modified exceptions.
- [Fixed] issue where splitting stackable item into world while looking downwards damaged player.
- [Fixed] AdvancedSuit (hardsuit) not bound to IMemory interfaces despite implementing required signature.
- [Fixed] IC DEFINE instruction not accepting constants — now supports inbuilt constants like Equals.
- [Fixed] players taking damage from splitting stacks while looking downwards.
- [Fixed] ItemBiomass Blueprint having incorrect size with precision placement.
- [Fixed] PortableComposter button colliders incorrect size.
- [Fixed] small hangar door close animation starting at incorrect position.
- [Removed] inaccurate stationpedia descriptions for canisters.
- [Removed] bad id test case from last commit.
- [Removed] duplicate constructable from table kit.
- [Removed] the GPR.
Future Content[edit]
If you've been following the beta patch notes, you'll be aware that we've been working on suits as well as more starting condition changes. None of these changes are active in the game yet so we've separated the changes in the bellow change logs.
* Added ic code from advanced suit to the new SuitBase * Added ability for new suits to pass brute damage through to entity as stun damage * Created ISuit interface in preparation for adding new suit functionality and make Suit and SuitBase implement it. * First pass on extracting internal air conditioner into an interface for new suit logic * Temporarily disabled thermal interaction of helmets until new suits are balanced. * Added placeholder convection values for new suits. * Added Suit Heat/Cold Convection behaviour for new suit prefabs. * Removed internal conditioner monobehaviour on new suits and replaced with static suit helper functions. * Second pass on pulling out suit atmospherics functionality into statics. * Added MovementSpeed Modifier to new suits. (spaceSuit = 125%, HardSuit and InsulatedSuit 80%, others are unchanged) * Added Movement speed modifier to stationpedia suit info panel. * Added new suit thermal values to stationpedia. * Added new Suit info panel to stationpedia for showing values relevant to the new WIP suits. * Moved default evaluate suit atmospherics code from normal suit into the SuitBase class. * Added first pass of liquid cooling for new suits. All suits can take non-cryogenic liquids, some advanced suits can take cryogenic, and some can be upgraded using an AC upgrade to take cryogenics. A status warning is provided if the current liquid tank is not suitable, or if it's missing. (these changes are not currently accessible and are for internal testing.) * Added Placeholder durability and Hygiene values to new suits. * Changed Increased volume of new suits to 100L from 10L * Reduced power of base suit AC from 2000J to 350J * Added Enlarged coolant range for AdvancedACSuit. * Changed suits now have an operating range for coolants.These values have been added to stationpedia. if the suit coolant is out of range the suit AC will be much less efficient and do less cooling for more power consumption. * Fixed null ref when new suits have no coolant tank. * First pass on adding new HARM suit. * Added a 'back' slot to one of the new suits for testing purposes. * First pass on adding 'back' slot to new suits. The back slot will be mirrored by a new slot display which will show up in the main inventory panel when a new suit is equipped. * Update new suit's back slot to have the correct name. * Made jetpacks and backpacks on new suits be visible on player. * Fixed jetpacks in new suits not being picked up by the movement controller. * When equipping one of the new suits, anything in the backpack slot will be ejected in-front of the player. * Stopped the 'hold slot key' function from moving backpacks and jetpacks into the back slot if you are wearing one of the new suits.References[edit]
