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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 and sync_ignore_slot in favor of new sync_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

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 to true.

v1.0.0

Initial release.