We've released an update today for the 2.3 Beta. Below are the patch notes.
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
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
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
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
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