Alpha 0.9.10f2 changelog

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32444331/e31a421e70a3a2cc5d4206c02078f4349b5e27c2.png[/img] Avast! Today marks another step forward towards the release of Crooked Waters 1.0. We have merged our 1.0 project into the live project. What this means is that we don't have to work in two seperate versions of Crooked Waters anymore. All the updates and tweaks we have added to the live build are now also applied in the 1.0 project and vice versa all additions and tweaks are now added to the live project. This doesn't necessarily mean that everything will be available for you guys. But it is a step forward for us now the major hurdle of maintaining a live build while developing an update has been made a lot easier to maintain. As I said, with the merge a lot of improvements that we made in the 1.0 project have been merged as well into the live build. However, we are aware that there are a few new bugs introduced because of the merge. But in our opinion these are not significant enough to block the update. One major improvement that is worth mentioning is in the networking between the different players. We have drastically improved our network synchronization code which results in better and more accurate synchronization of objects between all players. [b][NEW][/b] Added ghost hands when interacting with fixed interactable items. [b][UPDATE][/b] Drastically improved network synchronization accuracy. [b][UPDATE][/b] Improved overall performance [b][UPDATE][/b] Improved hand pivoting when grabbing a winchhandle. [b][UPDATE][/b] Improved speed settings of solo challenge ship. [b][UPDATE][/b] Ropes are no longer realtime updated. [b][FIXED][/b] Bug in solo challenge where no more target ships would spawn. [b][FIXED][/b] Bug where the small ship's sail did not have collision with the mast.