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Steam News5 March 20265mo ago

Zeta Leporis RTS updated to v.0.5.41.2026

Zeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional!

Full notes

Full Zeta Leporis RTS update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes0 additions0 changes0 removals
  • Fixes
  • Server
fixedZeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way.
fixedChangelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account for that elimination. -Fighter turn direction is now set after the previous turn rather than prior to the next turn to facilitate multiplayer synchronization. -Added default cases to aggressiveness and difficulty switch statements in singleplayer and multiplayer game lobbies that cause players to revert to the default setting if the saved match settings are invalid. -AI now has a greatly reduced chance of trying to research battlestations before they can really afford to. -Removed unit selection dead zone caused by checking for incorrect minimap box coordinates. -Added subtle translucency to more of the HUD elements. -Mechbot build queues can now be of infinite size, instead of being limited to 10 structures. -A build queue marker is now always displayed for any new construction project until it is actively being constructed. -Pressing "Q" now only exits to the main menu if in the main in-game menu, and does so properly. -Updated save and load scripts to work with the new mechbot build queues, while maintaining backward compatibility. -Failed construction project script now exits properly after handling applicable cases. -Completing a construction project no longer cancels a mechbot's building placement. -ERF research button now properly previews class B as being the first researchable small frigate, rather than class A. -Mechbot speed no longer set to 0 every step while constructing. -Enlarged the clickable area for the lobby player type button so that clicking on either the player number or player type will change the slot occupant. -Attack icon is no longer displayed when right clicking allied units. multiplayer (work in progress) .4.112 -Client unit deselection now matches host deselection code. -Ore deposits are no longer being incorrectly included in the clients' resource draw array. -Added debug output for client asteroids. -Clients are now removed from the host's player list when they exit the match and are no longer sent data. -Clients no longer run damage calculation code (handled by host instead). .4.113 -Debug text for client asteroids should actually be visible now. -Clients no longer run mechbot code that should only be handled by the host. .5.0 -Client now checks if a unit is right clicked and includes this in the info sent to host for right click release. -Clients can now right-click for targeting and construction. -Clients no longer execute the host's/singleplayer right-click logic (other than cancelling building placement). -Host no longer plays mechbot sound when a client selects a mechbot. -Clients now properly use their own view, rather than the host's, to determine which units to select when double-clicking. -Clients now register their own double-clicks and tell this to the host. -Clients can now issue build orders to multiple selected shipyards (if everything's working correctly). -Fixed error in client unit target update code. -Enabled research progress bars for clients. -Client station and capital ship turret upgrades might be working now. -Fixed some missing buffer deletions for host packets. -Clients now tell host when GUI buttons are clicked, and host handles the logic for this. -Clients now play "nope" sound when unable to research a clicked research. -Clients now show properly updated unit stats when displaying a unit (did I miss any?) -Fixed issue causing client units to be updated with incorrect or inaccurate speeds. -Host now keeps fighters synchronized with clients, moreso. .5.1 -Fixed host crash from incorrectly checking variable names. -Added more debug output for missing asteroid issue. -Host now updates fighter state for clients (should resolve the client-side stationary fighter issue). .5.2 -Fixed client crash caused by incorrect local variable in client unit selection function. .5.3 -Attempted to address client mechbot button clicks not working. Didn't work. -Host now sends asteroid information to clients in a single packet. Also didn't work. .5.4 -Eliminated crash caused by clients deactivating their main controller object when the game is paused by the host. -Fixed asteroid packet, it should work now, really. .5.5 -Now allowing client mechbots to click their own menu buttons, while also telling the host about it. -Pressing "Q" from the ingame menu now disconnects properly from multiplayer matches. .5.6 -Clients should now be sent to the multiplayer lobby browser when the host exits the match. -Added debug indicators for client building construction. .5.7 -Fixed a bug causing a crash when the host attempted to exit to the main menu. -Removed debug indicators added in .5.6, along with the Møøse, all of which performed beautifully and accomplished their given tasks. -Made more changes to try to get client mechbot building construction working more properly. .5.8 -Fixed a problem causing the host to fail to exit to the main menu. -Added code that should allow proper client building construction when mechbot isn't in range of the construction site, unless I'm missing a step in the process. -Added debug indicators for client deselection problems. .5.9 -Fixed a crash-causing bug in the newly added construction movement code. .5.10 -Fixed a crash caused by a code block unintentionally being allowed to run in a certain case in the mechbot construction script. -Fixed another issue in the same script causing a failed construction project to eliminate the next one in queue as well. -Fixed a crash caused by the host not knowing what the client wanted to build next. .5.11 -Pressing escape as host now unpauses clients' games only when it should; when in the main pause menu. -Clients are no longer able to unpause their instance of a game paused by the host. -Host now unpauses clients' games when clicking the "resume" button in the pause menu. -Surrendering now reactivates all object instances; it should behave the same as the stats screen at game end. -Host and clients' multiplayer controllers now remain activated while paused. -Eliminated crash when loading a game as host in multiplayer, caused by the host controller being destroyed when changing rooms. -Asteroids are now replaced properly for clients if the host loads a saved game. There are probably still other issues with doing so, though, particularly for clients. -Client mechbots now stop properly and emit building particles upon reaching the construction site. -Client mechbots no longer try to handle construction logic that should just be handled by host. -Clients no longer update the status of their own resource deposits, since this should be handled by the host. -Fixed client mechbot failing to correctly tell the host which building it is trying to construct. -Client mechbots can now stop at the job site and emit construction particles without knowing what the construction target is. -Batched ore and fuel deposit packets sent to clients at match start. -Added half-second delay to sending clients map resource data at match start. .5.12 -Re-enabled code allowing clients to tell the host to place their buildings, which was disabled in .5.11 due to an unfortunate temporary misunderstanding involving the Møøse. -Removed debug indicators. .5.13 -Re-enabled the remainder of the aforementioned code, which I had likely overlooked due to some treachery on the part of the aforementioned Møøse. -Added a one second delay to spawning clients' starting units. .5.14 -Fixed a host crash on client building creation caused by an out-of-scope local variable. -Fixed the delayed spawn of clients' starting mechbots. .5.15 -Added debug indicators and fail state cleanup (to prevent a host-side crash) to the client_build_building function, which still isn't working right. .5.16 -Fixed another out-out-of-scope local variable that was keeping client_build_building from working properly. -Client mechbots now know when they are constructing, which should solve the problem of not moving toward the construction location. -Removed debug indicators added in .5.15 .5.17 -Added debug indicators for client unit deselection and failed selection. -Fixed counting error when removing missing units from client's selected unit array. .5.18 -Shuffled around some debug indicators to learn more stuff. -Fixed runaway client building issue where client mechbots initiated a new construction project every step. .5.19 -Fixed a bug with client unit selection that caused a buffer misread if there was no displayed unit. -Added debug output for client unit selection. -Increased client resource spawn delay to 2 seconds at match start. -Host controller no longer creates a new buffer every time it receives a network packet. -Network buffers are now properly deleted when controllers are destroyed. -Sent packets now all reuse a single buffer. .5.20 -Fixed client crash caused by checking buffer size rather than packet size for an operation (these were the same size prior to .5.19). .5.21 -Fixed host crash caused by accidentally still deleting the buffer after receiving packets. .5.23 -Set default packet type to "reliable". .5.24 -Fixed host crash caused by newly out-of-scope buffer variable. -Text no longer displayed for the removed "resume" button in the client in-game pause menu. .5.25 -Fixed client crash caused by a copy/paste error in my debug query added in .5.19 [insert facepalm here]. .5.26 -Fixed what might be the final crash caused by the buffer changes in .5.19. Hopefully. .5.27 -Clients no longer stop registering unit selection if host is eliminated, but do stop if they are. -Clients no longer interfere with host's double-click time check. -Fixed case of client unit GUI being told to be displayed by host. -Refactored code for checking if all box-selected buildings are the same type to be more efficient. -Fixed issue causing clients' box-selected mechbots to have no GUI display. -Now clearing client's previous unit selection data on receipt of new data from the host in a ham-fisted but foolproof manner. -"Under command" status now communicated from host to client on client unit selection. -Added debug output for host's selected unit array contents sent to clients and for clients' reception of underCommand values from host. .5.28 -Removed some debug indicators and output for the client unit selection process. -Host now only sends selected unit packet to the client if more than 0 units are selected. -Refactored selected unit host to client communication to account for the engine automatically converting entries to "noone" values on json parse. -Fixed a line of mechbot code that was only allowing it to initiate building construction if it belonged to either the host or AI. -Clients can now resume the (unpaused) game from the ingame menu if it isn't paused by the host. .5.29 -Client selected unit list received from host is now converted back to instance IDs after being used for indices, as they are needed as such elsewhere in the game's code. .5.30 -Redid the .5.29 change so that the units in the list are the client units rather than the host units (oops!). .5.31 -Removed selected unit array debug output. -Added debug indicators for client construction initiation. .5.32 -Client no longer creates and destroys a building when telling the host it is initiating a construction project. -Created custom multiplayer object array to reduce bandwidth use and remove any chance of miscommunication. -Mechbot constructing status is now updated as part of scr_update_mp_unit and is no longer set by the client before telling the host to build. -Host now updates client mechbot after it checks whether to assist building, rather than before, on left mouse button release. -Updated debug indicators for client construction initiation. .5.33 -Fixed a missed step for clients getting object IDs, which caused an immediate client crash in .5.32. .5.34 -Fixed client crash caused by telling client mechbots to start constructing but not telling them where. -Removed code causing newly created client mechbots to go to a slightly incorrect location. -Fixed code setting correct targeting and movement status for a client fighter created while its squadron is engaging a target. .5.35 -Added detailed debug output for client move to build function. .5.36 -Fixed client build location error caused by incorrectly reading a signed buffer as a float buffer. -Addressed issue of client mechbot ceasing to be displayed after placing a building. -Changed all position storing buffers from f16 to s16. -Correct match stats are now sent to clients on surrender or match end. .5.37 -Trying a different approach to fixing the issue of client mechbot ceasing to be displayed after placing a building. -No longer using int64 in any situations where real is accepted, to hopefully address issues with incorrect client unit health, etc. .5.38 -Undid both attempts at maintaining client mechbot displayed status from .5.36 and .5.37, neither of which worked as intended. -Reverted changes made to client construction effect behaviors in .5.11 since the result was unsatisfactory. -Added debug output for client HP issue (which seems to have been caused by the buffer changes in .5.19). .5.39 -Added more debug output for client HP issue after discovering major issues with no immediately clear cause in .5.38. .5.40 -Now only sending HP/Shield/maxShield update packets if they aren't empty (no wonder bandwidth usage was so high!). -Fixed issue with accidentally initializing local variables multiple times when receiving these packets. -Disabled the new debug output for now (for performance). .5.41 -Disabled remaining debug output for release.
Zeta's gone0.40.5Zeta's gone increased, buff

Zeta Leporis RTS changes

fixedZeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way.
fixedChangelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account for that elimination. -Fighter turn direction is now set after the previous turn rather than prior to the next turn to facilitate multiplayer synchronization. -Added default cases to aggressiveness and difficulty switch statements in singleplayer and multiplayer game lobbies that cause players to revert to the default setting if the saved match settings are invalid. -AI now has a greatly reduced chance of trying to research battlestations before they can really afford to. -Removed unit selection dead zone caused by checking for incorrect minimap box coordinates. -Added subtle translucency to more of the HUD elements. -Mechbot build queues can now be of infinite size, instead of being limited to 10 structures. -A build queue marker is now always displayed for any new construction project until it is actively being constructed. -Pressing "Q" now only exits to the main menu if in the main in-game menu, and does so properly. -Updated save and load scripts to work with the new mechbot build queues, while maintaining backward compatibility. -Failed construction project script now exits properly after handling applicable cases. -Completing a construction project no longer cancels a mechbot's building placement. -ERF research button now properly previews class B as being the first researchable small frigate, rather than class A. -Mechbot speed no longer set to 0 every step while constructing. -Enlarged the clickable area for the lobby player type button so that clicking on either the player number or player type will change the slot occupant. -Attack icon is no longer displayed when right clicking allied units. multiplayer (work in progress) .4.112 -Client unit deselection now matches host deselection code. -Ore deposits are no longer being incorrectly included in the clients' resource draw array. -Added debug output for client asteroids. -Clients are now removed from the host's player list when they exit the match and are no longer sent data. -Clients no longer run damage calculation code (handled by host instead). .4.113 -Debug text for client asteroids should actually be visible now. -Clients no longer run mechbot code that should only be handled by the host. .5.0 -Client now checks if a unit is right clicked and includes this in the info sent to host for right click release. -Clients can now right-click for targeting and construction. -Clients no longer execute the host's/singleplayer right-click logic (other than cancelling building placement). -Host no longer plays mechbot sound when a client selects a mechbot. -Clients now properly use their own view, rather than the host's, to determine which units to select when double-clicking. -Clients now register their own double-clicks and tell this to the host. -Clients can now issue build orders to multiple selected shipyards (if everything's working correctly). -Fixed error in client unit target update code. -Enabled research progress bars for clients. -Client station and capital ship turret upgrades might be working now. -Fixed some missing buffer deletions for host packets. -Clients now tell host when GUI buttons are clicked, and host handles the logic for this. -Clients now play "nope" sound when unable to research a clicked research. -Clients now show properly updated unit stats when displaying a unit (did I miss any?) -Fixed issue causing client units to be updated with incorrect or inaccurate speeds. -Host now keeps fighters synchronized with clients, moreso. .5.1 -Fixed host crash from incorrectly checking variable names. -Added more debug output for missing asteroid issue. -Host now updates fighter state for clients (should resolve the client-side stationary fighter issue). .5.2 -Fixed client crash caused by incorrect local variable in client unit selection function. .5.3 -Attempted to address client mechbot button clicks not working. Didn't work. -Host now sends asteroid information to clients in a single packet. Also didn't work. .5.4 -Eliminated crash caused by clients deactivating their main controller object when the game is paused by the host. -Fixed asteroid packet, it should work now, really. .5.5 -Now allowing client mechbots to click their own menu buttons, while also telling the host about it. -Pressing "Q" from the ingame menu now disconnects properly from multiplayer matches. .5.6 -Clients should now be sent to the multiplayer lobby browser when the host exits the match. -Added debug indicators for client building construction. .5.7 -Fixed a bug causing a crash when the host attempted to exit to the main menu. -Removed debug indicators added in .5.6, along with the Møøse, all of which performed beautifully and accomplished their given tasks. -Made more changes to try to get client mechbot building construction working more properly. .5.8 -Fixed a problem causing the host to fail to exit to the main menu. -Added code that should allow proper client building construction when mechbot isn't in range of the construction site, unless I'm missing a step in the process. -Added debug indicators for client deselection problems. .5.9 -Fixed a crash-causing bug in the newly added construction movement code. .5.10 -Fixed a crash caused by a code block unintentionally being allowed to run in a certain case in the mechbot construction script. -Fixed another issue in the same script causing a failed construction project to eliminate the next one in queue as well. -Fixed a crash caused by the host not knowing what the client wanted to build next. .5.11 -Pressing escape as host now unpauses clients' games only when it should; when in the main pause menu. -Clients are no longer able to unpause their instance of a game paused by the host. -Host now unpauses clients' games when clicking the "resume" button in the pause menu. -Surrendering now reactivates all object instances; it should behave the same as the stats screen at game end. -Host and clients' multiplayer controllers now remain activated while paused. -Eliminated crash when loading a game as host in multiplayer, caused by the host controller being destroyed when changing rooms. -Asteroids are now replaced properly for clients if the host loads a saved game. There are probably still other issues with doing so, though, particularly for clients. -Client mechbots now stop properly and emit building particles upon reaching the construction site. -Client mechbots no longer try to handle construction logic that should just be handled by host. -Clients no longer update the status of their own resource deposits, since this should be handled by the host. -Fixed client mechbot failing to correctly tell the host which building it is trying to construct. -Client mechbots can now stop at the job site and emit construction particles without knowing what the construction target is. -Batched ore and fuel deposit packets sent to clients at match start. -Added half-second delay to sending clients map resource data at match start. .5.12 -Re-enabled code allowing clients to tell the host to place their buildings, which was disabled in .5.11 due to an unfortunate temporary misunderstanding involving the Møøse. -Removed debug indicators. .5.13 -Re-enabled the remainder of the aforementioned code, which I had likely overlooked due to some treachery on the part of the aforementioned Møøse. -Added a one second delay to spawning clients' starting units. .5.14 -Fixed a host crash on client building creation caused by an out-of-scope local variable. -Fixed the delayed spawn of clients' starting mechbots. .5.15 -Added debug indicators and fail state cleanup (to prevent a host-side crash) to the client_build_building function, which still isn't working right. .5.16 -Fixed another out-out-of-scope local variable that was keeping client_build_building from working properly. -Client mechbots now know when they are constructing, which should solve the problem of not moving toward the construction location. -Removed debug indicators added in .5.15 .5.17 -Added debug indicators for client unit deselection and failed selection. -Fixed counting error when removing missing units from client's selected unit array. .5.18 -Shuffled around some debug indicators to learn more stuff. -Fixed runaway client building issue where client mechbots initiated a new construction project every step. .5.19 -Fixed a bug with client unit selection that caused a buffer misread if there was no displayed unit. -Added debug output for client unit selection. -Increased client resource spawn delay to 2 seconds at match start. -Host controller no longer creates a new buffer every time it receives a network packet. -Network buffers are now properly deleted when controllers are destroyed. -Sent packets now all reuse a single buffer. .5.20 -Fixed client crash caused by checking buffer size rather than packet size for an operation (these were the same size prior to .5.19). .5.21 -Fixed host crash caused by accidentally still deleting the buffer after receiving packets. .5.23 -Set default packet type to "reliable". .5.24 -Fixed host crash caused by newly out-of-scope buffer variable. -Text no longer displayed for the removed "resume" button in the client in-game pause menu. .5.25 -Fixed client crash caused by a copy/paste error in my debug query added in .5.19 [insert facepalm here]. .5.26 -Fixed what might be the final crash caused by the buffer changes in .5.19. Hopefully. .5.27 -Clients no longer stop registering unit selection if host is eliminated, but do stop if they are. -Clients no longer interfere with host's double-click time check. -Fixed case of client unit GUI being told to be displayed by host. -Refactored code for checking if all box-selected buildings are the same type to be more efficient. -Fixed issue causing clients' box-selected mechbots to have no GUI display. -Now clearing client's previous unit selection data on receipt of new data from the host in a ham-fisted but foolproof manner. -"Under command" status now communicated from host to client on client unit selection. -Added debug output for host's selected unit array contents sent to clients and for clients' reception of underCommand values from host. .5.28 -Removed some debug indicators and output for the client unit selection process. -Host now only sends selected unit packet to the client if more than 0 units are selected. -Refactored selected unit host to client communication to account for the engine automatically converting entries to "noone" values on json parse. -Fixed a line of mechbot code that was only allowing it to initiate building construction if it belonged to either the host or AI. -Clients can now resume the (unpaused) game from the ingame menu if it isn't paused by the host. .5.29 -Client selected unit list received from host is now converted back to instance IDs after being used for indices, as they are needed as such elsewhere in the game's code. .5.30 -Redid the .5.29 change so that the units in the list are the client units rather than the host units (oops!). .5.31 -Removed selected unit array debug output. -Added debug indicators for client construction initiation. .5.32 -Client no longer creates and destroys a building when telling the host it is initiating a construction project. -Created custom multiplayer object array to reduce bandwidth use and remove any chance of miscommunication. -Mechbot constructing status is now updated as part of scr_update_mp_unit and is no longer set by the client before telling the host to build. -Host now updates client mechbot after it checks whether to assist building, rather than before, on left mouse button release. -Updated debug indicators for client construction initiation. .5.33 -Fixed a missed step for clients getting object IDs, which caused an immediate client crash in .5.32. .5.34 -Fixed client crash caused by telling client mechbots to start constructing but not telling them where. -Removed code causing newly created client mechbots to go to a slightly incorrect location. -Fixed code setting correct targeting and movement status for a client fighter created while its squadron is engaging a target. .5.35 -Added detailed debug output for client move to build function. .5.36 -Fixed client build location error caused by incorrectly reading a signed buffer as a float buffer. -Addressed issue of client mechbot ceasing to be displayed after placing a building. -Changed all position storing buffers from f16 to s16. -Correct match stats are now sent to clients on surrender or match end. .5.37 -Trying a different approach to fixing the issue of client mechbot ceasing to be displayed after placing a building. -No longer using int64 in any situations where real is accepted, to hopefully address issues with incorrect client unit health, etc. .5.38 -Undid both attempts at maintaining client mechbot displayed status from .5.36 and .5.37, neither of which worked as intended. -Reverted changes made to client construction effect behaviors in .5.11 since the result was unsatisfactory. -Added debug output for client HP issue (which seems to have been caused by the buffer changes in .5.19). .5.39 -Added more debug output for client HP issue after discovering major issues with no immediately clear cause in .5.38. .5.40 -Now only sending HP/Shield/maxShield update packets if they aren't empty (no wonder bandwidth usage was so high!). -Fixed issue with accidentally initializing local variables multiple times when receiving these packets. -Disabled the new debug output for now (for performance). .5.41 -Disabled remaining debug output for release.

Zeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way.

Changelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account for that elimination. -Fighter turn direction is now set after the previous turn rather than prior to the next turn to facilitate multiplayer synchronization. -Added default cases to aggressiveness and difficulty switch statements in singleplayer and multiplayer game lobbies that cause players to revert to the default setting if the saved match settings are invalid. -AI now has a greatly reduced chance of trying to research battlestations before they can really afford to. -Removed unit selection dead zone caused by checking for incorrect minimap box coordinates. -Added subtle translucency to more of the HUD elements. -Mechbot build queues can now be of infinite size, instead of being limited to 10 structures. -A build queue marker is now always displayed for any new construction project until it is actively being constructed. -Pressing "Q" now only exits to the main menu if in the main in-game menu, and does so properly. -Updated save and load scripts to work with the new mechbot build queues, while maintaining backward compatibility. -Failed construction project script now exits properly after handling applicable cases. -Completing a construction project no longer cancels a mechbot's building placement. -ERF research button now properly previews class B as being the first researchable small frigate, rather than class A. -Mechbot speed no longer set to 0 every step while constructing. -Enlarged the clickable area for the lobby player type button so that clicking on either the player number or player type will change the slot occupant. -Attack icon is no longer displayed when right clicking allied units. multiplayer (work in progress).4.112 -Client unit deselection now matches host deselection code. -Ore deposits are no longer being incorrectly included in the clients' resource draw array. -Added debug output for client asteroids. -Clients are now removed from the host's player list when they exit the match and are no longer sent data. -Clients no longer run damage calculation code (handled by host instead). .4.113 -Debug text for client asteroids should actually be visible now. -Clients no longer run mechbot code that should only be handled by the host. .5.0 -Client now checks if a unit is right clicked and includes this in the info sent to host for right click release. -Clients can now right-click for targeting and construction. -Clients no longer execute the host's/singleplayer right-click logic (other than cancelling building placement). -Host no longer plays mechbot sound when a client selects a mechbot. -Clients now properly use their own view, rather than the host's, to determine which units to select when double-clicking. -Clients now register their own double-clicks and tell this to the host. -Clients can now issue build orders to multiple selected shipyards (if everything's working correctly). -Fixed error in client unit target update code. -Enabled research progress bars for clients. -Client station and capital ship turret upgrades might be working now. -Fixed some missing buffer deletions for host packets. -Clients now tell host when GUI buttons are clicked, and host handles the logic for this. -Clients now play "nope" sound when unable to research a clicked research. -Clients now show properly updated unit stats when displaying a unit (did I miss any?) -Fixed issue causing client units to be updated with incorrect or inaccurate speeds. -Host now keeps fighters synchronized with clients, moreso. .5.1 -Fixed host crash from incorrectly checking variable names. -Added more debug output for missing asteroid issue. -Host now updates fighter state for clients (should resolve the client-side stationary fighter issue). .5.2 -Fixed client crash caused by incorrect local variable in client unit selection function. .5.3 -Attempted to address client mechbot button clicks not working. Didn't work. -Host now sends asteroid information to clients in a single packet. Also didn't work. .5.4 -Eliminated crash caused by clients deactivating their main controller object when the game is paused by the host. -Fixed asteroid packet, it should work now, really. .5.5 -Now allowing client mechbots to click their own menu buttons, while also telling the host about it. -Pressing "Q" from the ingame menu now disconnects properly from multiplayer matches. .5.6 -Clients should now be sent to the multiplayer lobby browser when the host exits the match. -Added debug indicators for client building construction. .5.7 -Fixed a bug causing a crash when the host attempted to exit to the main menu. -Removed debug indicators added in .5.6, along with the Møøse, all of which performed beautifully and accomplished their given tasks. -Made more changes to try to get client mechbot building construction working more properly. .5.8 -Fixed a problem causing the host to fail to exit to the main menu. -Added code that should allow proper client building construction when mechbot isn't in range of the construction site, unless I'm missing a step in the process. -Added debug indicators for client deselection problems. .5.9 -Fixed a crash-causing bug in the newly added construction movement code. .5.10 -Fixed a crash caused by a code block unintentionally being allowed to run in a certain case in the mechbot construction script. -Fixed another issue in the same script causing a failed construction project to eliminate the next one in queue as well. -Fixed a crash caused by the host not knowing what the client wanted to build next. .5.11 -Pressing escape as host now unpauses clients' games only when it should; when in the main pause menu. -Clients are no longer able to unpause their instance of a game paused by the host. -Host now unpauses clients' games when clicking the "resume" button in the pause menu. -Surrendering now reactivates all object instances; it should behave the same as the stats screen at game end. -Host and clients' multiplayer controllers now remain activated while paused. -Eliminated crash when loading a game as host in multiplayer, caused by the host controller being destroyed when changing rooms. -Asteroids are now replaced properly for clients if the host loads a saved game. There are probably still other issues with doing so, though, particularly for clients. -Client mechbots now stop properly and emit building particles upon reaching the construction site. -Client mechbots no longer try to handle construction logic that should just be handled by host. -Clients no longer update the status of their own resource deposits, since this should be handled by the host. -Fixed client mechbot failing to correctly tell the host which building it is trying to construct. -Client mechbots can now stop at the job site and emit construction particles without knowing what the construction target is. -Batched ore and fuel deposit packets sent to clients at match start. -Added half-second delay to sending clients map resource data at match start. .5.12 -Re-enabled code allowing clients to tell the host to place their buildings, which was disabled in .5.11 due to an unfortunate temporary misunderstanding involving the Møøse. -Removed debug indicators. .5.13 -Re-enabled the remainder of the aforementioned code, which I had likely overlooked due to some treachery on the part of the aforementioned Møøse. -Added a one second delay to spawning clients' starting units. .5.14 -Fixed a host crash on client building creation caused by an out-of-scope local variable. -Fixed the delayed spawn of clients' starting mechbots. .5.15 -Added debug indicators and fail state cleanup (to prevent a host-side crash) to the client_build_building function, which still isn't working right. .5.16 -Fixed another out-out-of-scope local variable that was keeping client_build_building from working properly. -Client mechbots now know when they are constructing, which should solve the problem of not moving toward the construction location. -Removed debug indicators added in .5.15 .5.17 -Added debug indicators for client unit deselection and failed selection. -Fixed counting error when removing missing units from client's selected unit array. .5.18 -Shuffled around some debug indicators to learn more stuff. -Fixed runaway client building issue where client mechbots initiated a new construction project every step. .5.19 -Fixed a bug with client unit selection that caused a buffer misread if there was no displayed unit. -Added debug output for client unit selection. -Increased client resource spawn delay to 2 seconds at match start. -Host controller no longer creates a new buffer every time it receives a network packet. -Network buffers are now properly deleted when controllers are destroyed. -Sent packets now all reuse a single buffer. .5.20 -Fixed client crash caused by checking buffer size rather than packet size for an operation (these were the same size prior to .5.19). .5.21 -Fixed host crash caused by accidentally still deleting the buffer after receiving packets. .5.23 -Set default packet type to "reliable". .5.24 -Fixed host crash caused by newly out-of-scope buffer variable. -Text no longer displayed for the removed "resume" button in the client in-game pause menu. .5.25 -Fixed client crash caused by a copy/paste error in my debug query added in .5.19 [insert facepalm here]. .5.26 -Fixed what might be the final crash caused by the buffer changes in .5.19. Hopefully. .5.27 -Clients no longer stop registering unit selection if host is eliminated, but do stop if they are. -Clients no longer interfere with host's double-click time check. -Fixed case of client unit GUI being told to be displayed by host. -Refactored code for checking if all box-selected buildings are the same type to be more efficient. -Fixed issue causing clients' box-selected mechbots to have no GUI display. -Now clearing client's previous unit selection data on receipt of new data from the host in a ham-fisted but foolproof manner. -"Under command" status now communicated from host to client on client unit selection. -Added debug output for host's selected unit array contents sent to clients and for clients' reception of underCommand values from host. .5.28 -Removed some debug indicators and output for the client unit selection process. -Host now only sends selected unit packet to the client if more than 0 units are selected. -Refactored selected unit host to client communication to account for the engine automatically converting entries to "noone" values on json parse. -Fixed a line of mechbot code that was only allowing it to initiate building construction if it belonged to either the host or AI. -Clients can now resume the (unpaused) game from the ingame menu if it isn't paused by the host. .5.29 -Client selected unit list received from host is now converted back to instance IDs after being used for indices, as they are needed as such elsewhere in the game's code. .5.30 -Redid the .5.29 change so that the units in the list are the client units rather than the host units (oops!). .5.31 -Removed selected unit array debug output. -Added debug indicators for client construction initiation. .5.32 -Client no longer creates and destroys a building when telling the host it is initiating a construction project. -Created custom multiplayer object array to reduce bandwidth use and remove any chance of miscommunication. -Mechbot constructing status is now updated as part of scr_update_mp_unit and is no longer set by the client before telling the host to build. -Host now updates client mechbot after it checks whether to assist building, rather than before, on left mouse button release. -Updated debug indicators for client construction initiation. .5.33 -Fixed a missed step for clients getting object IDs, which caused an immediate client crash in .5.32. .5.34 -Fixed client crash caused by telling client mechbots to start constructing but not telling them where. -Removed code causing newly created client mechbots to go to a slightly incorrect location. -Fixed code setting correct targeting and movement status for a client fighter created while its squadron is engaging a target. .5.35 -Added detailed debug output for client move to build function. .5.36 -Fixed client build location error caused by incorrectly reading a signed buffer as a float buffer. -Addressed issue of client mechbot ceasing to be displayed after placing a building. -Changed all position storing buffers from f16 to s16. -Correct match stats are now sent to clients on surrender or match end. .5.37 -Trying a different approach to fixing the issue of client mechbot ceasing to be displayed after placing a building. -No longer using int64 in any situations where real is accepted, to hopefully address issues with incorrect client unit health, etc. .5.38 -Undid both attempts at maintaining client mechbot displayed status from .5.36 and .5.37, neither of which worked as intended. -Reverted changes made to client construction effect behaviors in .5.11 since the result was unsatisfactory. -Added debug output for client HP issue (which seems to have been caused by the buffer changes in .5.19). .5.39 -Added more debug output for client HP issue after discovering major issues with no immediately clear cause in .5.38. .5.40 -Now only sending HP/Shield/maxShield update packets if they aren't empty (no wonder bandwidth usage was so high!). -Fixed issue with accidentally initializing local variables multiple times when receiving these packets. -Disabled the new debug output for now (for performance). .5.41 -Disabled remaining debug output for release.

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Steam News / 5 March 2026

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