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LoadoutManager
Pick and spawn your purchased items from the truck's monitor - no more auto-scattered inventory. Supports favorites (auto-spawn every run) and a hide list.
CHANGELOG
Changelog
0.1.5
- Critical multiplayer fix: the actual root cause of "spawning does nothing in multiplayer" - including for the host. The spawn RPC looked up the requested item in the game's item dictionary using its display name (e.g. "C.A.R.T."), but that dictionary is keyed by the internal asset name (e.g. "Item Cart Medium") instead. The lookup never matched anything, so every multiplayer spawn request was silently treated as an unknown item and dropped, for host and clients alike. This RPC path had never been tested in a real multiplayer session before now. Fixed the lookup to match on the display name property instead of using it as a dictionary key.
0.1.4
- Critical multiplayer fix: clients could press Enter to spawn a purchased item and nothing would happen. Caused by the host's favorites auto-spawn step consuming stock only in its own local list, never syncing that consumption to clients - so clients saw stock that no longer existed on the host, and their spawn requests were silently rejected. Stock consumption from favorites is now broadcast to every client.
0.1.3
- New icon: a small mockup of the actual monitor UI (tabs + a highlighted list row) instead of a generic screen graphic.
- Removed the outdated "equipment slots may not carry over into Run" known issue note - confirmed fixed.
0.1.2
- Added a support/donation link to the README.
0.1.1
EnableDebugDumpsandEnableDebugHotkeysnow default tofalse. They're developer-only tools (the hotkeys let you skip between Shop/Prepare/Run), not meant to be on by default for normal play.- Added screenshots to the README.
0.1.0
- Initial release.