Matched Play Beta 4 - Update 342 Released

Changelog Tweaks / Improvements [list] [*] Added a Top Bar UI toggle to the advanced options menu. [/*] [*] The Observatory’s scanned Status Effect icon will always show for Aliens within range, regardless of HUD detail settings. (Similar to the Parasite status effect icon for Marines.) [/*] [*] Re-added the Railgun Exo’s target outline HUD effect on all Aliens and resolved the performance issues when looking at something far beyond the effect’s maximum range. (Thanks Axtel!) [/*] [*] Three additional status effect icons added: Nerve Gas, Spores and Armor Healing. [/*] [*] All status effects are now clearly marked as buffs/debuffs. [/*][/list] Matched Play Changes [list] [*] New Friends Group feature where you can invite up to 2 other friends before joining a public lobby, to end up on the same team! There is a maximum of two friend groups per public lobby, and one group per Team. [/*] [*] New Private Lobby feature where only those whom you invite can play in your match! Note that Matched Play rewards are disabled for this mode. [/*] [*] Penalties are temporarily removed until they can be administered in a more fair and accurate way in a future update. [/*] [*] You should now be able to reconnect to an in-progress match after crashing, unless steam has gone offline or the lobby no longer exists. [/*] [*] New and improved shuffle algorithm which ensures Friends Groups will stay together and evenly balance teams around them. [/*] [*] Lobbies now robustly handle users leaving and joining after the lobby has reached 12/12 players. Lobbies will correctly roll-back the lobby state as long as the lobby has not reached the Planning Phase. [/*][/list] Matched Play Fixes [list] [*] Fixed known cases where player names and avatars would not show up in the Planning Phase screen. All players on the same team should now be visible to team-members after a short delay. [/*] [*] Fixed known cases where a lobby would fail to spin up a server due to lobby authentication issues. [/*] [*] Fixed known cases of users being assigned to Team 0 and thus kicked from the match. [/*] [*] Fixed the lobby status UI (waiting for commanders) not updating properly in some scenarios. [/*] [*] Fixed some instances where a client could get into a desynchronized state with the lobby UI. [/*] [*] Fixed users who volunteered to command not being able to see their voted maps during the map voting stage. [/*] [*] Fixed users not being able to see the Map Vote button after a lobby was rolled back to Waiting for Players. [/*] [*] Fixed the volunteer to command button showing up after a map vote. [/*] [*] Fixed a case where Waiting For Commanders timer could get stuck at 0 without progressing the lobby. [/*] [*] Fixed an issue where players who left during the Map Vote stage would still appear to be in the lobby if the Map Vote screen was open when they left. [/*] [*] Fixed several issues with player names and avatars being in an incorrect state in the Lobby screen after multiple players left/joined. [/*] [*] Fixed ability to join a match that just completed using steam friends. [/*] [*] Fixed ability to join a lobby that had progressed to or beyond the Planning Phase (the user would be kicked from the server when they joined). [/*] [*] Fixed inconsistent behaviors with in game lobby invites and steam friends invites. [/*] [*] Fixed numerous script errors and other scenarios that would break a lobby. [/*] [*] Fixed multiple issues where clicking too fast on some UI elements caused script errors. [/*][/list] Mod System Changes [list] [*] Trigger reinstall of hotfix mods if they are failing consistency check. [/*] [*] When a file fails consistency check the mod it belongs to is now listed in the log when failing to connect to a server. [/*] [*] Force caching the current version of a hotfix mod if it was updated outside the game by steam to reduce chance of “mod out of date” errors connecting to a server. [/*] [*] Switch to auto updated steam runtime libraries for the dedicated server to try and fix mod download issues. [/*][/list] Fixes [list] [*] Fixed that the Marine Flashlight rate was tied to moverate. [/*] [*] Fixed Marine structures taking too long to build in some cases. They were affected by server performance or even latency. The TSF has issued a mandatory firmware update to all build tools to resolve this issue. [/*] [*] Fixed Exo Crosshairs not being included in the default consistency exclusion list.  [/*] [*] Fixed Marine tutorial not progressing when asked to open Map if binding was set to toggle instead of hold. [/*] [*] Fixed base tutorials not automatically progressing to the next tutorial after completion. [/*] [*] Fixed Ambient Occlusion graphics setting being turned off on every client restart. [/*] [*] Fixed Hallucinations not using the player skins of those they were copying. Hopefully they never learn how to copy Marines. [/*] [*] Fixed player names that used certain special characters causing the Windows error sound during server joining, chatting, or death.  [/*] [*] Fixed Atmospherics graphics setting defaulting to 1.0 even though the UI reported 0.15, the intended default.  [/*] [*] Fixed seasonal throwables (snowballs and candy) causing console errors and not being rate limited. We’ll be sad to see the infinite streams of candy go. [/*] [*] Fixed Bmacs getting hit with the Axe making flesh sounds. It creeps us all out just a little bit less now.  [/*] [*] Fixed weapons dropped upon death near an Armory still having a decay timer. (Thanks Axtel!) [/*] [*] Fixed the Revert button not working correctly when making changes in the Options menu. [/*] [*] Fixed old hooks\console commands of hot reloaded lua files not being cleared. [/*] [*] Fixed the menu sometimes being restarted from Lua errors. [/*] [*] Fixed hallucinated Drifters occasionally making Marine footstep sounds when they moved about. It was terrifyingly funny, but an unfortunate evolutionary dead-end. [/*] [*] Fixed that Nano Shield could not be used on unpiloted Exosuits.  [/*] [*] Fixed Power Nodes not playing their critical sound effects for players who have left relevancy range and returned. You have no excuse for not welding the Power Node now. [/*] [*] Fixed outdated Alien commander tutorial that required manually infesting tunnels. [/*] [*] Fixed outdated Marine commander tutorial that blocked progress due to Robotics Factory size change. [/*][/list] Maps [*]Descent (Thanks Salty!)  [/*] [list] [*] Gravity Control - Fixed death trigger.   [/*] [/list] [*]Summit (Thanks psyk!)[/*] [list] [*] Fixed death trigger issues in Crevice and Crossroad [/*][/list] Tools [list] [*] Map editor workflow improvements (Thanks Axtel!) [/*] [list] [*] Added reliable transform gizmo planar handle selection. [/*] [*] Added Ctrl-click and Alt-click to selection filter toggles. [/*] [*] Fixed multiple editor state corruptions that could result in an unusable editor. [/*] [*] Moved “select object layer” functionality to Alt-LMB with Select tool active. [/*] [*] Negative texture scales are properly preserved when using the paint tool. [/*] [*] Reduce unintended viewport freezes when manipulating objects. [/*] [/list] [*] Improvements to supporting light placements in a level file when flipping rooms or entire maps. (Thanks Axtel!) [/*][/list] SDK [list] [*] Event.RemoveHook is now an engine function instead of Lua and the table of registered hooks can now be accessed from Event.HookTable. [/*] [*] Scripts are now passed a hot reload depth as toplevel parameter if it's being hot reloaded otherwise it’s nil. [/*][/list] Known Issues [list] [*] The Matched Play “Team Imbalance auto-concede” feature that is triggered when too many players have left one team, does not work well with reconnecting players just yet. [/*] [*] Clicking the “Find Match” / “Cancel Searching” button in the Friends Group screen multiple times in quick succession can trigger script errors that require the group host to restart their client. [/*] [*] When entering the planning phase the First Team splash screen may sometimes  show up twice. [/*] [*] There is currently no visual indication of which players in a lobby, if any, are in a friends group. [/*] [*] Chat messages received while the Map Vote screen is open will not be visible after closing the Map Vote screen. [/*][/list]