Server crash fix for unsupported feature

AI no longer try to use non-existant nameplates

Prevent a crash if a mission loses some of its data

Initialise the anonymous avatar data way earlier than previously, to avoid issues where avatars are requested before the owner is Activated

Fix for crash when trying to save the ship's generated ID

Fixed a soft lock on entering CQC, in which the non-authority on a destructible environment object never receives the replication that sets its kinematic item

When saving a ship that is alive, don't allow it to have zero health as this causes hiccups on loading, instead round up to 1/1000000 of it's full health

Speculative fix to prevent a crash on Mac builds, due to being unable to load some Horizons-only resources

Allow VFX Hosting to abandon creating particle effects if the containing location is trying to shutdown

Fix avatar assert when loading into a second CQC deathmatch

Fix an assert when flying in multiplayer in supercruise

Fix a crash in the free camera if a remote client deployed an SRV

Fix crashes in high resolution screen captures when using supersampling settings <1.0 and/or borderless modes with resolutions lower than the desktop resolution

Fixed a softlock that happened after dismissing an error dialog in CQC

Various System Map stability improvements (with force close of the map on exceptional circumstances, instead of crashing)

DX11: Remove deferred context usage in runtime compression

Fixed a problem introduced during 2.2, where you were no longer able to hold UP/DOWN to scroll information continuously within a common UI

Correctly handle '<' in text chat

Fixed the 'bind dialog' on the controls screen - it's 'back' 'confirm' and 'always confirm' buttons were being displayed when they shouldn't

Fixed long names getting truncated on the target panel when they could be expanded into the space reserved to show ship name

Rank requirement should no longer show up when not needed. Truncated text in shipyard list should now wrap

When player drops out of supercruise at a wing beacon within a ring, adjust start position for safety

Headlook should activate panels by default when looked at

Ships are not duplicated in system map each time you open it anymore

Completed a pass over the comms panel popup options, adding icons

Audio: Fix broken hyperspace jumps

Audio: Added in new audio options for ship voice lines from 2.2 and 2.3. These include muting NPC orders, Passengers, Fighters, Multicrew, Neutron star jet cones and unknown objects voice lines

Audio: Changed conversion setting on galnet focus sfx to stop seek table errors

Audio: Tamed the neutron star pulse ambience a wee bit

Audio: Volume sliders only play sound when decreasing the volume fixed

Audio: No music plays when docking with the Docking Computer fixed

Various text fixes

Particle effects lodding and optimisations

VFX lighting optimisations

OSX: Fix some odd character substitutions

Xbox One: Accept a CQC invite with only the launch chunk installed

Potential fix for mission inbox messages not appearing properly

Changes to chain missions: Piracy Heat, Piracy Contract, Clearing the Path and Safe Travelling - these should now spawn easier

Fixed Piracy Deal not giving you the correct target type to kill in the second mission

Rampant Leadership should now be giving the correct template

Updated the military career progression numbers to speed up progression a bit

Increase super power reputation gains by 25% when gaining faction reputation

Remove bookmarks and relevant inbox message from welcome mission template

Automatically return passengers to their homes if their mission is no longer active and they're still in ship cabins

Make sure ship names are displayed properly for locally stored ships and remote ships in the shipyard UI (accessible from station services)

We now let the server know when we generate a ship-id for a ship that we won't be able to generate consistently

Fix nameplate colours on OSX/OGL

Set restricted range of characters for input fields used when creating a commander and naming a ship (outfitting and New Commander Screen UI)

Fixed inconsistencies in the way we display the ship name in several pieces of UI when there's no custom name defined

Ship naming in Livery now accepts a fixed width rather than a character limit

Ship name in internal panel (functions tab) is now properly updated when changed from livery

No default controls for Undo or Redo when using "Classic Context" or "Default Context" default bindings

Use the hanger bounding box to try and workout of a vanity camera is clipping with the hangar

Stopped the dof toggle been pressed should a user not have dof enabled

Should a player be in vanity camera when doing an hyperspace jump force them back into the cockpit view

Disable motion lines when in world fixed camera

Fixed UI not scaling correctly when fov is changed

Do not show the breathing mask when we are in a 3rd person view (vanity / gunner camera)

All bindings now display for elevation. Added UI support to hide DOF while inside the vanity cam

If the vanity camera is active, make sure background stars and directional lighting are not disabled

Audio: Stopped ascending whine of ship charging FSD being audible on player in external vanity cam

Audio: Fixed fuel scoop bug where the fuel scoop sound re triggers entering and exiting vanity cam

Avatars: fixed short beards so that they change colour properly; updated avatar presets to incorporate this change

Fixed pock marks decal so it doesn't erase detail off the base normal map

Allow for editable features to become aware of their availability to the player, so that randomise can select from only those options that are available for the player to equip

Avatars: Skin tone specular values balanced to new lighting

Re-add pilot to chair in holome during VR, but ensure that the head isn't visible

Updating male and female suit icons for Holo-Me

Removed Goth-y eye shadow from Male Preset 03 - he's one of our "Default 5" so should look more conventional

Male and female "Short" hairstyles were suffering from ghostly semi-transparent areas - now fixed

Organised scars prior to splitting off cleft chins into their own category

Fix for avatar head not being rendering correctly in cockpit after exiting Holo-me

Added labels for decal colours

Fixes for joint popping on male outfit animations

Updated eye icons

Hide Holo-me controls on non-Horizons platforms

Avatar texture baking recipes now include a flag to specify if baked output compression is allowed. Disabled baking output compression for avatars in the editor

Panel names are now data driven. Fixed bug where suit category name would not appear in the category panel

Made characters' nostrils properly dark

Add parent title to panel data name in holo-me. This should also fix the null text string in the suits section

Added game resources for female cornrows hairstyle

Avatar helmet now correctly deploys when emergency life support is enabled

Don't override a player's decision to apply a helmet in the editor

Removed the dev presets from the editor

Improved poly construction for the full beard

Improved transition to Holo-me to black out completely before making the camera transition. This should improve VR experience in particular to be less jarring

Put avatars in all cockpits when it's contextually relevant (try and avoid cameras inside heads)

Ensure that releasing the skinning bone buffer when we suddenly have no bones to process also unlocks the buffer and clears the lock. Also added some extra paranoid checks when releasing the bone buffer lock

Audio: Fixed audio to better follow slight timing and visual changes in Holo-Me

Allow Combat Bond Community Goals to be linked together, allowing one to fail if the other succeeds before the time runs out. A CG that ends early still honours any reward tiers reached

Change the exponent of the curve used for shield resistance from power distributor pips to make it less harsh. 0 and 4 pips are unchanged, middle values now have a higher damage resistance. Specifically changed from 2->0.85, which means that 2 pip has an increased damage resistance from 15%->33% (0 pip stays at 0%, 4 pip stays at 60%). This change means that the TTL (Time To Live) increase of each additional half-pip is approximately the same, rather than almost nothing to start and spiking up towards the end, hopefully allowing players to use setups other than 4-SYS with less penalty. Does not affect CQC ships

Fix a muddling of grades on module reinforcements that made them a bit of a newbie trap if you didn't dig deeper - the Es were better than the Ds as they were probably ranked on the wrong primary stat. Increase the health of D class module reinforcements to be the same as what Es currently are (about +140%), and give Es a 10% buff to offset their higher mass

Incremental Railgun buffs: increase hardness piercing to match plasma accelerators so they do a better job of punching up against large ships. Reduce firing heat by approximately 15% (and round off to comfortable numbers)

Audio: Weapon impacts now respect whether or not the player is in internal / external cams

Audio: Fix missing weapon sounds

Audio: Fix missing events for ECM

Audio: Fix silent lod1 chaff launcher

Audio: Fixed silent shield cell audio

Audio: Tweak to the attenuation range of railguns chargeup

Added reference module data for Sensors, Surface Scanners and Stellar Body Scanners

Audio: Fixes for various engineer bases bugs

Audio: Renamed external point of no return event to make it audible on npc ships

Fixed Imperial Cutter vanity camera orientations

Fixed Federal Corvette vanity camera orientations

Audio: Fix for "Frameshift charge detected" voice line that triggers when the ship the player is targeting begins jumping

Audio: Fixed broken ship dust

Audio: Fixed broken cargo bay ambience

Audio: Fixed broken FSD "point of no return sound on non-player ships

Re-enabled audio ECM code which was turned off by accident

Audio: Fix for "Rotational Correction Enabled" triggering each time you switch back to the helm from a fighter/SRV

Audio: Fixed missing Orca external sounds

Audio: Fixes for ships hardpoint doors event errors and landing gear errors

Audio: Made Orca boosting sound slightly less aggressive and added a fade when the ship is stationary to prevent loud flyby boost sound when switching cams

Fixed a dependency for the SRV turret guns being nulltex whilst the player is in Vanity Camera mode

Audio: Fixed swapping turret view audio hanging

Audio: Fixed GUI panel sound getting stuck on when entering turret

Audio: Fixed broken wavescanner elements

Audio: Proper fix for "Scan Detected" voice line looping when sat in your srv next to your mothership and an unknown artefact

Audio: Added missing emitter group to scarab which was causing asserts and missing audio

Audio: Fix for fighter launch SFX always coming from player ship

Audio: Set up improved voice management and attenuations for various explosion related things

Audio: Code fix for hardpoint scanning sounds being re triggered when switching between turret and normal view

Added LODs for girders near entrance for asteroid bases

Fixed a small hole near the entrance on Asteroid base exterior

Audio: Fix missing station and outpost ambiences

Audio: Fixed flight controller clicks

Audio: Industrial station elements duck when inside outfitting fixed

Audio: Some tweaks to outpost elements to compression artefacts

Audio: Added a new audio emitter for the defense turrets at planetary bases, and changing their firing behavior so that firing sounds match the visuals

Audio: Corrected event names on advert drones so that we can hear them again

Audio: Fixed defence turrets being out of sync with the firing

Audio: Fix for very loud and clipped sound inside station docks

Ancient sites should not longer change layout (but all layouts will permanently change)

Correct the fallback logic for UA2's not in Merope

Fixed offset geometry on the dredger maw

Audio: Fix some missing SFX from capital ships

Audio: Fix for NavBeacon missing impact sounds

Fixed missing hitcheck on the Thomas Class Bulk Cargo Ship

Fixed missing hitcheck on the Henry Class Bulk Cargo Ship

Fixed some LOD popping on the cargo megaships

Fixes to stretched and zero map area UV's on some megaships

Audio: Fixed errors on installations/CQC

Audio: Audio logs positioned and duck music/ambiences correctly

Audio: Set capital ships to correct compression settings

Audio: Fixed some missing installation ambiences

Audio: Fix for missing sounds in Installation_SensorArray_002

Audio: Fixes for abandoned settlements missing events

AUdio: Setting up generic holoscreen events for missing holoscreen sounds

Fix asteroid fog sometimes disappearing in DX11

Speculative fix for galactic background cubemaps ending up with messed up half-faces

Make effects switch to emitting when the emissionTimer is greater than or equal to the delay. This fixes continuous effects not emitting

Improve performance and reduce stalls when destroying surface rocks

Use the correct vertex layout for milky way dust instances in the galaxy map and skybox captures

Don't add milky way dust instances if we're not in an envmap view and we haven't finished updating the dust states

Improve the speed for morphing

Set the correct DOF values for consoles

OSX: DOF should appear off apart from on High and Ultra presets, which mirrors the x64 set up

Make GPU skinning precompute the result from the various morph frames

Make compression requests check the hardware capabilities first to determine if we can actually do anything

Unhide bindable controls categories on console - the only category still hidden is the mouse bindings

Added in the Dualshock 4 to the control bindings, includes a normal and "with yaw" flavour

Fix various transaction server disconnections when resurrecting, buying exploration data, refining mining chunks, unloading passengers and outfitting ships

If we disconnect from the internet entirely (on PS4 and XB1 where we have an existing method of detecting that) then display a slightly more useful message on the main menus

When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4

Improved error handling (RE: When the game first connects to a server, if the game has a dual-stack connection, test the MTU over both IPv6 and IPv4)

Show the path where log files are saved on the network settings screen

Changed Core Sys Sector XU-P a5-0 system to the recently announced Trappist-1 discoveries

Exoplanet in Kepler-20 renamed to Rob's Place

Moved Castellan station further away from its parent body

when docked at a planetary surface station, the "StationType" should show "SurfaceStation" not a blank string

The Docked event will now also include the distance from the star

Greetings commanders! We've released an update today for the 2.3 Beta. Below are the patch notes.Please note that this update will not be enabling multicrew, as our QA team has identified a few issues on the build with it. Our apologies on this.