LobbyControl Experimental
A collection of Patches for Lethal Company with Quality of life changes for the Host.
CHANGELOG
v2.4.9
- fix players being unable to join on rehost
v2.4.6
- rewrite LateJoin system to prevent joining while loading a moon
- slightly change command handling to ( hopefully ) allow spaces in the
rename
sub-command
v2.4.5
- make some patches future-proof
- try use MonoMod to prevent Pulling the lever if a player is in queue
v2.4.4
- add extra checks to prevent joining while ship is landed
v2.4.3.5
- handle Cruiser save/load
v2.4.3.4
- use Cecil instead of ReversePatches
v2.4.3.3
- use MonoMod to prevent round Start
- fix use of KillPlayer for InvisiblePlayerPatch
- get killPlayer and RevivePlayer rpc id at runtime
v2.4.3.2
- Prevent landing if there are players connecting to the lobby
v2.4.3
- compatibility with v55
v2.4.2
- error from previous version
v2.4.1
- Rewritten Limit Patcher
v2.4.0
- Rewritten Transparent Player Fix thanks to Zeekers adding a better way to handle it
- Added config toggle for RadarName Patch
- Removed log patch for MoreCompany as now it is fixed
- remove packet size limit for scrap value sync
!! From this point LobbyControl will only be compatible with v50+
v2.3.6
- fix spaces in
lobby rename
- fix wrong radar names on late joining ( hopefully )
v2.3.5
- soft integration with new AsyncLoggers API
v2.3.4
- maybe fix disconnected players from remaining in the lobby
- fix minor bug with LobbyCompatibility SoftDependency
v2.3.3
- fix small error in LimitPatcher
v2.3.2
- added native compatibility with ReservedSlotCore
- removed
sync_ignore_battery
andsync_ignore_slot
in favor of newsync_ignore_name
- added new LogSpam fix for audio spatializer
- added LobbyCompatibility soft dependency
v2.3.1
- added config option to whitelist "desync" slots (compatibility with reserved slots)
v2.3.0
- added LogSpam fixes (CalculatePolygonPath)
- renamed GhostItems to ItemSync
- added patch to fix shotguns disappearing if client has de-synced inventory
- added patch to allow clients to pick up items that already belong to them
- fix scrap not having value/wrong state after hotload
- Yeet dependencies :D
SPLIT POINT
- moved non-host related features to Matty's Fixes
v2.2.6
- fix crash with InvisibleManFix ( rpc handlers are static! )
v2.2.5
- make the mod actually work (move harmony back to Awake)
v2.2.4
- Fixes to InvisibleMan to avoid crashes
- Improvements to ItemClippingFix ( now all offsets are dynamically calculated based on the model affecting also modded items)
- Fixes to Late Joining ( prevent a 5th player from connecting while the 4th is still being processed)
- Added OutOfBounds patch to fix items glitching below the ship
- Improved CupBoard fixes to now track each shelf separately and snap items to them
- Added config entry to automatically re-open the lobby once in Orbit
- Actually remove the scrap limits ( previously was setting them to intMax )
v2.2.3
- Use the correct LethalAPI dependency
v2.2.2
- Added Config File
v2.2.1
- Fully working lobby HotLoad
- Added Fixes for CupBoard ( storage closet ) items
- Improvements to invisible Player fix
- Removed item save limit, and scrap sync limits
v2.2.0
- Added Experimental HotLoad of the lobby
- Added Fixes for various Radar Bugs
- Added Fix for invisible Players
v2.1.1
- Full support of lobby status
- Addition to ste AutoSaving status and manual save command
- Integration of ItemClippingFix and expansion for host item rotation
v2.0.0
- Fork Point and first rewrite with terminal commands
OLD ShipLobby Changelog:
v1.0.2
- Fixes the ship lever getting stuck if someone joins before the post-mission stats screen has finished displaying.
- Fixes the
Invite Friends
button working during a mission.
v1.0.1
- Fixes an issue where the game would hang after attempting to leave the planet
if BepInEx's
HideManagerGameObject
was not set totrue
.
v1.0.0
Initial release.