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Old 14-11-2014, 23:02   #41
Axios2006
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Update 01.056 – Bugfixing #3

Summary
This is the third batch of bugfixes. We have also changed the height of piston blocks from 2-blocks to 3-blocks. This way, pistons should have more stable performance. Another (less important) change that we made is the reduction of the missile range from 1000 meters to 800 meters.


Features
- changed the piston’s height from 2-blocks to 3-blocks. Pistons should be more stable now (your current creations will not be affected by this change)

Fixes
- default missile range has changed from 1000m to 800m
- fixed piston performance issues
- improved ship collision performance
- fixed rotor performance issues
- fixed player not being able to remotely control ship when locked via LG
- fixed stacked piston group toolbar issues
- fixed spotlight's light bit ahead of themselves and shine in only one direction
- fixed player not being able to exit remote control when second player enters the cockpit
- fixed placing block with tool in hand
- fixed wrong offset for flight seat camera
- fixed cannot control the ship after using and disabling thruster override
- fixed pistons shape is causing small ship rotation
- fixed unable to place sloped light armor blocks (texture crash)
- fixed ProjectileTrailColor tag preventing weapon mods from loading
- fixed crash when spawning in modded re-spawn ship
- fixed large bomb effect when detonating small and large warheads together
- fixed beacon HUD being visible without power
- fixed issues with pasting blueprints into the world
- fixed crash when exiting from game to menu
- fixed minor model viewer issues
- fixed broadcasting always switching ON after loading a world
- fixed jetpack flames getting into view in 3rd person
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- new programmers added to credits screen

EDIT 11/14/2014:
Update 01.056.013

- fixed huge slowdowns and DS/MP issues
- fixed crash when turrets on small ship were in the game
- fixed crash when merging two ships together
- fixed G-menu search terms not updating
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Old 21-11-2014, 08:14   #42
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Update 01.057– Bugfixing #4

Summary
This is the fourth update mainly focused on bugfixing. Besides this, we have also implemented sound modding for weapons and the option to attach or detach the top rotor part (this way players can build small rotor top on large rotor base)

Features
- weapon sound modding
- added rotor top part with possibility to attach/detach
- improved simulation speed in various scenarios
- improved sensor performance
- improved performance of lights
- improved floating objects performance
- improved performance for meteorite storms

Fixes
- fixed crash during remote control
- fixed marker visible in another world
- fixed camera issue no longer displaying the custom name of camera
- fixed crash when finishing assembler in survival
- fixed small ship beacon is too shiny
- fixed lights which are disconnected from grid are still shining
- fixed crash in camera control
- fixed crash when splitting grid
- fixed visibility of beacon (minor fix)
- fixed stator/rotor attraction
- fixed pressing 'Y' when in cargo ships cockpit disables movement control
- fixed remote control is disabled after connectors are disconnected
- fixed mirroring of arc furnace
- fixed message is incorrect when siting in cockpit on station
- fixed missile launcher aims incorrectly
- fixed missile launcher not shooting at each crank & missile turret shoots only from center
- fixed re-loadable rocket launcher: no "Reloading" message
- fixed a possibility to drill a ship preview during copy/paste

Important note:
Due to some recent updates, Space Engineers may ask you again to allow it in Windows firewall. In case it does not pop-up automatically and you experience connection issues, please add the firewall exception manually.
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Old 21-11-2014, 09:57   #43
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Quanta roba! spero che nel black friday vada in sconto per prenderlo al volo ( in assenza di gravità ovviamente )
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Old 21-11-2014, 10:13   #44
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Originariamente inviato da ~Blissard~ Guarda i messaggi
Quanta roba! spero che nel black friday vada in sconto per prenderlo al volo ( in assenza di gravità ovviamente )
Nelle basi e nelle navi grandi puoi assemblare un generatore di gravità. Sia lineare che sferico.
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Old 21-11-2014, 11:20   #45
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Nelle basi e nelle navi grandi puoi assemblare un generatore di gravità. Sia lineare che sferico.


ma io amo esplorare lo spazio profondo
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Old 27-11-2014, 22:09   #46
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Update 01.058 – Projector block, Bugfixing #5

Summary
Projector block has been added - players are now able to project blueprints and weld the projection. Please read the Projector Guide below for more detailed info. We are also continuing our bugfixing period. The good news is that a big amount of bugs have been already fixed, or are about to be fixed within the next days, but there are still a few more major bugs and our team is working hard on fixing them.

http://www.youtube.com/watch?v=xr7bvjXOkac

Features
- projector block
- option to use blueprints menu (F10) and save blueprint (Ctrl+B) in survival mode
- possibility to display pivot point of the grid (Terminal -> Info -> Show grid pivot)
- turrets are not shooting armor on friendly ships; this applies to other blocks with no ownership as well

Fixes
- fixed MWM builder resetting pivot rotation and position of models
- fixed custom gatling gun shooting itself
- fixed game crash when changing ownership as block is destroyed
- fixed thruster damage not working on cargo container
- fixed wrong collision model of antenna
- fixed crash when placing sniper turret (mod)

Projector Guide
Projector block, blueprints in survival mode:
- players can select a blueprint to project in the projector control panel
- projection can be moved around (set horizontal/vertical/forward offset and set yaw/pitch/roll)
- players can see the build progress and statistics for the projected ship/station on the projector control panel
- players are able to use the blueprint's menu (F10) and save blueprints (Ctrl+B) in survival mode

Projection:
- only one grid is supported (grids behind rotor are not projected)
- grid size of the blueprint must match the grid size of the projector (you can project large ship and station blueprints only from the large projector block. Small projector block can project only small ship blueprints)
- projection has no physics and it is not triggering sensors
- projection is always attached and aligned to the projector grid and moves with it

Welding + Placing:
When starting a ship from scratch, make sure to align the hologram to the projector and start adding blocks that are next to the projector (or to blocks connected to the projector). Blocks that will be valid for construction will be highlighted. You can also check the info panel of the projector for any warnings.
- projected blocks can be placed/welded when projected block is in range of a welder
- only blocks neighboring with existing blocks can be placed
- when the projected block is colliding with anything else, it cannot be placed
- it's possible to project a blueprint on any existing ship, to repair/rebuild it

Note: The projectors do not support blueprints with rotors and pistons at the moment. In case they are used, the projector selects the larges grid and projects only that one. We will continue to work on the projector block - as usual with every new block, this is just the first iteration and work in progress. Thanks for your understanding and for your help!
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Old 03-12-2014, 19:46   #47
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Space Engineers: Exploration & Call for “player created content”

http://blog.marekrosa.org/2014/12/sp...all-for_3.html

One of the bigger features that we are going to release very soon is exploration (together with “super-large worlds” and “procedural asteroids” – more details in a future blog post).

We need your feedback and that’s why I am declassifying it prematurely :-)

Exploration

The exploration feature will add a practically infinite number of ships and stations to the game world, so there will always be something new to discover, explore, acquire and conquer. You can imagine it like this: you are traveling in some direction and there is an asteroid, so you decide to check it and see if there’s something in its tunnels, in its proximity or on its surface. Or you just fly through empty space and boom, a lost wreck shows near you. Exploration is an upgrade to how cargo ships work.

Because the game world will now contain millions of ships (of course, you will be able to observe and visit only a fraction of them), exploration had to be implemented in a CPU/RAM friendly way, so these ships will be inserted and removed to/from the game world as you get closer/further. In other words, only a fraction of all these millions of ships will be subject to physics simulation at any given moment.

This way, ships are procedurally spawned and don’t consume RAM. Only altered ships are stored persistently (e.g. damaging a ship, entering a cockpit, changing values in the terminal). You can fly for a long period of time and your RAM usage shouldn't change. Of course, if you spot a ship but don’t touch it, then fly away (it gets removed from the RAM), then fly back, exactly the same ship will get added at that location. You won’t notice any difference. For you, all ships will appear persistent.

Ships won’t have AI for now, maybe later. Some will have disabled reactors; some will be active with turrets waiting for you. Only cargo ships will be moving.

Call for “player created content”

Where to get all these ships and stations?
We could develop a procedural ship/station generator – this would require a lot of additional work and the result will never be as good as what creative humans can create
We could hire dozens of designers who could design these ships (while not working on new scenarios/missions)
We could use what the SE community has already created – more than 50,000 creations on Steam Workshop. We would browse all ships/stations/blueprints and decide which ones get included into Space Engineers

We like the third option the most and I hope you will too :-)

The Steam Subscriber Agreement allows us to include all workshop creations into our game, but since this may be a big thing for some people, we decided to ask what our community thinks. Please use this survey and help us decide. LINK

Everyone whose creation will be used in Space Engineers will get his name into the game credits.

What workshop works are we going to put into Space Engineers?
  • Small and large ships, asteroid outposts, hidden stations, mining operations, semi-automated drones, etc.
  • Only performance friendly works
  • Only ships that are not using mods
  • No third-party intellectual property (e.g. no Star Wars ships)

The exploration feature will be highly moddable and you will be able to add your own ships, even those using mods (e.g. new blocks). This will work in multi-player as well.

---
Thanks for helping us!
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Old 04-12-2014, 07:34   #48
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Spettacolo l'esplorazione! lo aspetto al varco per i saldi natalizi
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Old 04-12-2014, 16:29   #49
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Update 01.059 – Projector & Assembler Improvements, Bugfixing #6

Summary
In this week’s update, we have made improvements on projector and assembler blocks. We have also added the option to disassemble a single item for assembler. Moreover, the bugfixing still continues.

Features
- projector improvements
- assembler improvements
- mwm viewer improvements
- added the single item disassemble option for assembler
- projector now remembers last projected blueprint when turned OFF and ON again*
*Important Note: projector will not remember ON/OFF action on already projected blueprints, you will have to project them again and it will work without problems

Fixes
- mwm viewer fixes
- fixed issue with landing gears being ripped off
- fixed confusing disassemble for assembler - assembler now disassembles only items in its own inventory
- fixed issue when assembler icon was red even when there is enough material in conveyor system to assemble the item
- fixed assembler showing blocks for disassemble instead of components
- fixed inventory filter is not closing when pressing 'X'
- fixed projected block does not keep options
- fixed projected blueprints don't keep groups
- fixed projector projecting when it’s off

Warning: Avast and possibly other anti-virus software could mark file SpaceEngineersDedicated.exe as a malware containing "Win32:Evo-gen" infection. This may happen during Steam download of this new update. This is just a false-positive, please mark this file as an exception to continue the update.
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Old 12-12-2014, 08:57   #50
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Update 01.060 – Sound block, New skybox, Bugfixing #7

Summary
The sound block has been added - it can reproduce predefined sounds such as alarm, siren for announcements, etc. Also, we have replaced the old Skybox with a brand new one! This change has been made as a part of the preparations for the future updates that Marek has mentioned on his latest blog post about exploration and super large worlds.

http://www.youtube.com/watch?v=N-4jWS8kscM

Modding Guide for sound block: http://steamcommunity.com/sharedfile.../?id=354444565

Features
- sound block
- new skybox

Fixes
- fixed projector loses orientation after power loss
- fixed issue with cooperating assemblers resetting build progress on master assembler
- fixed issue with antennas that were set OFF were working after loading
- fixed timers, cockpits and other blocks which could not be welded in projection
- fixed crash caused by same object being added twice
- fixed crash when saving in remote control or camera and reloading the game

Update 01.060.018
- fixed issues with missing asteroids when staring new game

Update 01.060.019
- fixed issues with invisible asteroids for clients
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Old 15-12-2014, 20:03   #51
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SE in sconto del 50% su Steam per 48h

18,99€ -> 9,49€
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Old 18-12-2014, 19:50   #52
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Update 01.061 – Netgraph, Bugfixing #8

Summary
Netgraph has been added. This will help players to check their connection status with the server. It can also be used by non-dedicated servers to check the amount of used bandwidth. Another addition that we did is the option to disable block deformation and destruction (in world settings).

Warning: Players will experience long loading times when loading a world that was created before update 01.060. This happens only for the first time (save a map and the loading time should be back to normal for that map next time). We already fixed long loading times in cases of creating a new world, but there are still some issues with asteroids and their size - we are working on improving this as well.

https://www.youtube.com/watch?v=w7l5z6XPA2Y

Netgraph Guide: http://steamcommunity.com/sharedfile.../?id=357872062

Features:
- net graph (CTRL+H)
- destructible blocks option in world settings (Enables/disables blocks deformation and destruction for the map. If disabled, no blocks can be damaged or destroyed)

Fixes
- fixed ore detector detecting ore when there was none*
- fixed freeze when grinding
- fixed no message when character crosses the limit world
- fixed piston missing in assembler
- fixed crash in Havok constraints (aka random crash)
- fixed crash in render
- fixed HUD overlapping when in ship
- fixed issue when player could not create new large/small ship grid
- fixed issue with arrow keys not working properly with sliders
- fixed issue with sound of working assembler still running when assembler was not working

*Warning: in order to see this change you will have to create a new world and save it, also precision of ore detector is still work-in-progress
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Old 19-12-2014, 11:28   #53
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Ho notato che Space Engineers ha da poco un grande concorrente per il genere.... Starmade! Dicono che sul loro sito si possa avere anche gratis per ora... (early access ricordo..)
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Old 25-12-2014, 18:53   #54
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Update 01.062 - Super-large worlds, Procedural asteroids and Exploration



Summary
This is the last update for this year so we decided to make it more special. It includes three very important new features: super-large worlds, procedural asteroids and exploration! With super-large worlds we have increased the size of the world to 1,000,000,000 km in diameter; this means that practically there are no boundaries and you can travel as far as you want without experiencing shaky movements and rotations. The “procedural asteroids” feature adds an infinite number of asteroids to the game world - all these asteroids are fully destructible and don’t consume RAM/memory. The exploration feature adds a practically infinite number of ships and stations to the game world, so there will always be something to discover, explore, acquire and conquer.
For more details about the new features, please read Marek's blog post: http://blog.marekrosa.org/2014/12/sp...worlds_17.html

Finally, we would like to send our best wishes to everyone and we hope that your Holidays will be more fun after these additions [smile]

https://www.youtube.com/watch?v=ZF9Wnyss69k

Features
- super-large worlds – increased the size of the world to 1,000,000,000 km in diameter (equals to 6.6 AU)
- procedural asteroids - adds an infinite number of asteroids to the game world (dedicated servers settings: value for asteroid field density should be between 0 and 1)
- exploration - adds an infinite number of ships and stations to the game world; discover, explore, acquire and conquer!

Fixes
- fixed exploration tag not working
- fixed issue with WriteBinaryFileInLocalStorage
- fixed holes in asteroids when generated too close to the edge of the storage
- fixed interior lights color problem

Ultima modifica di Axios2006 : 25-12-2014 alle 19:32.
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Old 01-01-2015, 18:03   #55
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Update 01.063 – Programmable block

Summary
Happy New Year Space Engineers! Our first update of this year includes a very special and highly anticipated feature. Programmable block (aka “in-game programming”) has been added! The block is fully programmable within the game’s environment and world. Programming is now an integral part of the gameplay (this is not modding – that has been added a few months earlier). Programmable block can access other blocks in a grid or through antennas, open and close doors, lit on the lights, and more. Ownership determines what can be accessed. This is a first prototype, just to get it to your hands and get real feedback from you. More options and improvements will be implemented in the future.

You can read more info about in-game programming on Marek’s blog post: http://blog.marekrosa.org/2014/06/pr...gineers_4.html

https://www.youtube.com/watch?v=vYxiJUFRg_E

In-game programming guide: http://steamcommunity.com/sharedfile.../?id=360966557

Features
- programmable block
- workshop support for programmable block (sharing scripts)
- added little more deposits to generated asteroids

Fixes
- fixed spawning in distant locations
- fixed rendering issues with asteroids in distance (no more shrinking)
- fixed terracing artifacts (stairs) on torus asteroids
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Old 08-01-2015, 23:43   #56
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Update 01.064 – Sensor ownership recognition, View distance settings

Summary
Sensors can now detect ownership and distinguish friends from enemies. Also, we added the option to set the view distance in the worlds - this will help players to improve the game’s performance. Additionally, the max speed of ships can also be modified. Lastly, we have made some improvements for the Programmable block; from now on, it respects ownership settings and requires electricity in order to function.

https://www.youtube.com/watch?v=VDdBDfmxMsI

Features
- sensor ownership recognition (distinguishes friends from enemies)
- new world setting: view distance (this will help players to improve the game’s performance)
- added splash screen which indicates that the game is starting
- moddable max speed for ships

Modding guide for ship speed: http://steamcommunity.com/sharedfile.../?id=371554858

Fixes
- fixed issues with asteroid mining creating tiny pieces of asteroids near surface
- fixed amount of uranium in default respawn ships so that they are able to work in infinite worlds
- fixed drilling memory leaks
- fixed blueprints menu issues
- fixed issue with clients not able to see the changes in the script
- fixed particle effect for meteors
- fixed advanced world settings menu layout for supported resolutions
- fixed handler executes even after the script has already ended
- fixed ore detector detecting ores better
- fixed asteroids getting smaller in distance

Programmable block changes
- added Projector to guide
- removed actions from ingame scripting
- removed adding, and deleting items in inventories, only transferTo and transferFrom is possible
- transferTo and TransferFrom respects conveyor system
- programmable block can access only shared blocks
- when ownership is changed, program needs to be recompiled
- programmable block needs power
- updated emissivity for programmable block
- added icon for run action
- removed system.Timer
- fixed issue with get block with name
- fixed crash with structs
- fixed crash with static methods and variables
- fixed critical component set wrongly for programmable block
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Old 15-01-2015, 18:58   #57
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Update 01.065 - Communications

Summary
Communication has been added. More specifically, it is player-to-player and faction-to-faction chat with history. The player should be within the antenna’s range in order to successfully broadcast/receive the messages. Offline mode is also available - send a message to players who are out of range; in this case the message will be marked as 'not delivered' and will stay “pending” until the player gets into range.
When sending messages to faction, it's enough to deliver the message to one member who will automatically forward it to the others. There's also broadcast which will immediately send a message to everybody within the antenna’s range.
Additionally, the in-game programming has been improved. It's now possible to set block properties, such as light color, rotor velocity, limits, etc. Basically anything what is slider in terminal can be set by a script directly as value (list of available properties will be published soon). Also '.bat' file for creating new script mod has been added. This '.bat' file creates new Visual Studio project with references and example script in local mod folder (AppData\SpaceEngineers\Mods\).

https://www.youtube.com/watch?v=I95MdV3IRKE

Features
- communication – chat between players and factions
- in-game programming improvements
- script mod templates
- world view distance in join screen

Script modding guide: http://steamcommunity.com/sharedfile.../?id=375363611
Programmable block guide: http://steamcommunity.com/sharedfile.../?id=360966557

Fixes
- fixed 1x1 suspension wheels on large grid
- fixed meteor wave timer values in GlobalEvents.sbc still not being read
- fixed blast door not showing in "small blocks" section
- fixed ShipMaxSpeed mods possible collision with some skybox mods
- fixed crash due to drifting ship in save file
- fixed particle effects are displaced

---------------------------------------------------------------------

Note: In case you missed our latest news, we announced our new engineering game “Medieval Engineers”. If you want, you can watch the announcement video here: https://www.youtube.com/watch?v=GJBYsv3sGAI

More info about the game: http://www.medievalengineers.com/
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Old 20-01-2015, 13:18   #58
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censimento:

quanti siamo?
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Old 22-01-2015, 22:19   #59
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Update 01.066 – GPS, Text panel, Mod sorting

Summary
GPS has been added in the game. We decided to name it GPS (Global/General/Galactic Positioning System) because it is more understandable by the majority. In terms of physics, it works very similar to the INS (Inertia Navigational System). GPS can be shown on HUD. Players can create, send, receive and manage GPS coordinates in a new screen in the terminal. They can also create coordinates manually by entering X,Y,Z parameters or store their current position as a GPS coordinate. The coordinates can also be copied and pasted into chat. Another new addition is the text panel; it serves as an information panel for players. Players can write information about location, faction, mission, etc., they can edit the text which is shown on the panel and set who can read or edit it.

https://www.youtube.com/watch?v=7pq-R3WDVbM

Features
- GPS - create, send, receive and manage GPS coordinates in the game
- text panel block
- mod sorting (filtering)

Fixes
- fixed cargo ships not despawning
- fixed API AddPlayerToFaction does not sync
- fixed Entities not InScene create a light source at origin
- fixed some existing button panels get detached
- fixed texture issues on wheel blocks
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Old 29-01-2015, 15:36   #60
Axios2006
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Update 01.067 – Voxel Hands, Terminal weapon control

Summary
Voxel hands have been added. It can be used to shape and form the asteroids and change their material (available in the creative mode only). Additionally, we have implemented the option to add weapon actions into your toolbars, including sensor and timer slots.

https://www.youtube.com/watch?v=EbKUWlKavwk

Features
- Voxel Hands (creative mode only)
- Add weapon actions to block toolbars (timers, sensors)
- Changed the key combination for exporting a model: CTRL+ALT+E
- Programmable block: improved code editor performance; code is now limited to 50.000 characters

Fixes
- fixed character instantly dying after respawn
- fixed crash in programming block when using tuples
- fixed crash with duplicate character ID
- fixed texture issues on timer block, suspension wheels
- fixed various text typos
- fixed gravity field slider showing incorrect values
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