The Campaign Update: Act 1
NEBULOUS: Fleet Command Patch Notes — May 29, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
There’s a new kind of battle coming to NEBULOUS: Fleet Command. For the first time, you’ll be able to take your fleet through a single player campaign, carrying your ships, ammunition, and fuel from one mission to the next as you fight your way through a connected chain of tactical scenarios. But this update goes far beyond simply adding a set of single player missions. It also includes the Campaign Editor, allowing players to build their own campaigns with connected battle maps, branching paths, cutscenes, scripted events, persistent resources, and different mission setups across difficulty levels.
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We'd love to hear your feedback and reviews of NEBULOUS, positive or negative. If you've been enjoying the game, whether in skirmish, the new campaign, co-op, or building your own missions in the Campaign Editor, leaving a Steam review is one of the best ways to help us keep working on the game and bring more Spacers into the battlespace.
Now here’s an overview of many of the new features coming in the update:
Single Player Campaign

First and foremost, this update adds the first half of a new narrative campaign which can be played solo or in co-op. Act 1 includes 16 missions, each designed as a tactical puzzle, showing off the depth and complexity of NEBULOUS’s gameplay within a story-rich setting.
Unlike a normal skirmish, your ships, fuel, damage, and ammo persist across the campaign. That means every missile fired and every ship damaged will matter later. Destroyed enemy and friendly ships can also be boarded to loot munitions, allowing you to recover useful resources from the scattered ruins.
The story of the campaign is told through fully voice acted scenes during gameplay, using in-engine cutscenes, and in hand-drawn animatics.
For All Skill Levels

The campaign of NEBULOUS is designed to have something for everyone, whether you are a brand new midshipman or a returning veteran. Each successive mission throws new and unique challenges at the player, building up their skillset as each new type of enemy ship, tactic, and mission objective is introduced. Three difficulty levels control the numbers of enemy ships and the tactics they’ll use against you.
New Ship Hulls

The newly-added Worden-class fleet carrier serves as the player’s flagship in the campaign. The Worden is the great grandmother of the Levy-class escort carrier introduced in the last update, giving the player a larger carrier hull to anchor their fleet through the campaign. You’ll also find the Mercator class fleet replenishment ship, with its unique equipment allowing it to keep your fleet stocked up with ammunition and fuel as you fight your way to your final objective.
New Battlespaces

Almost all of the missions in Act 1 take place on unique maps developed specifically for the needs of each mission. These new maps range from simple asteroid clusters to the massive space stations which serve as some of your primary objectives. The campaign also introduces many new mechanics around these stations such as boarding, docking, looting munitions and craft, and field repairs.
As part of our graphics update we’ve also introduced camera-stacked skybox rendering, adding beautiful planets and other nearby objects in the background of each map. These move in relation to the campaign overworld, giving you visual context for your position in the Bethel system as you move from mission to mission.
Co-op Campaign Play

The campaign can also be played in co-op. Co-op is locally hosted, similar to how skirmish lobbies work now, and does not use dedicated servers. Ship gifting determines which player controls which ships, and this can happen mid-mission. This means players can divide up command of the fleet between each other, hand off ships as the situation changes, and work through the campaign’s missions together.
Campaign Editor

The Campaign Editor is the other major half of this update. It allows creators to lay out a network of connected battle maps, with each node defining a different battle, encounter, cutscene, or campaign moment. Each node can also have different content depending on the difficulty level being played. Creators can mark nodes as having primary and secondary objectives, define which ships appear in a mission and which difficulties they appear on, determine whether they start damaged, set their ammo stores, and configure a wide range of other mission conditions. On top of that, the Campaign Editor includes a node-based script editor that lets you create and trigger in-engine cutscene moments, bring in reinforcements, complete objectives, define AI behavior, and control other scripted events during a mission.
The editor also includes an in-engine cutscene editor for building story moments inside your campaigns. This allows creators to control the camera, trigger dialogue, and run additional scripts during the timeline of the cutscene.
These are the exact same tools we used to create the official campaign, made available to you as part of this update. We can’t wait to see what you make with them.
AI Improvements

A singleplayer tactical experience can only be as good as its opponent, so we’ve invested a lot of time in building on the improvements to the AI from the previous major update. These include updates to mission and target prioritization, spatial understanding, tactical pathfinding, attack preparation like pre-alignment, counter-jamming, softkill behavior, and much more.
Graphics Update

And finally, our artists put a lot of time and care into a total overhaul of the meshes and textures for all of the ships in the game. All of our ships have been redone with face-weighted normals, 4K texture resolution, parallax occlusion mapping, and a new set of decals adding additional detail to all of the surfaces. On the technical side, we’ve also overhauled our damage shaders to eliminate the ugly seaming artifacts that could be seen with large damage hits. Shadows and lighting have also been dramatically improved.
We hope you enjoy this update, and thank you so much for playing our game.
See you in the battlespace,
- The NEBULOUS Team
Consolidated Patch Notes
Campaign:
- NEW: Added singleplayer/co-op campaign game mode.
- NEW: Added first act of 'The Bethel Rebellion' campaign.
- NEW: Added campaign editor tool set.
- NEW: Added a node-graph scripting system.
- NEW: Added an overworld map for campaigns.
- CHG: Overhauled and re-enabled the save game system.
Ships:
- NEW: Added Worden-class fleet carrier.
- NEW: Added Mercator-class resupply ship.
- NEW: Added civilian bulk freighter and civilian faction.
- NEW: Added ability to dock ships to stations.
- NEW: Added ability to board destroyed ships in campaign only.
- NEW: Added ability to dock ships to special replenishment ships.
- NEW: Added a new model-space damage mapping system to eliminate seams in damage effects on hulls.
- NEW: Ship engines and thrusters will now receive visual damage effects from the underlying hull.
- NEW: Added ability to repair components of docked ships up to an increased percentage of their HP, varying by station.
- NEW: Added ability to salvage friendly ships that have been destroyed using another friendly ship in campaign only.
- NEW: Added ability to have neutral ships on the map in campaigns.
- NEW: Added a lazy loading mechanism for ship hull textures to reduce idle graphics memory consumption.
- CHG: Updated all ship hull meshes with face-weighted normals.
- CHG: Updated all ship hull textures with 4K resolution, parallax occlusion mapping, and new decals.
- CHG: Updated ship engine and maneuvering thruster particles.
- CHG: Ships on FLANK speed will now alter their engine effects with a subtle blue glow.
- CHG: Updated the Mk61 Cannon and VLS-2 module with and experimental system to receive damage decals matching the hull, with more to come later.
- CHG: The ship departure countdown will now be paused if the ship has been issued a move order heading back into the map.
- FIX: Ships beginning their withdraw animation are now automatically deselected.
- FIX: Fixed being able to select ships which had left the map.
- FIX: Fixed resizing and packing issues with ship nameplate texture generator.
- FIX: The Assume Lead order will no longer cause a formation to hold position, the new guide will continue to the next waypoint of the old guide.
- FIX: Fixed escorts at flight quarters accelerating ahead of the guide.
- FIX: Fixed being able to set FQ throttle on ships which don't carry craft by setting the throttle for the whole formation with a carrier selected.
- FIX: Fixed carriers being able to launch craft without power.
- FIX: Fixed radar jamming LOBs not being visible when selecting a ship which was comms jammed.
- FIX: Fixed bulk magazine contents not being loaded correctly if the available space was less than the peak quantity of the ammo type.
- FIX: Fixed Journeyman structure hitbox not covering front hangar area.
- FIX: Fixed Superstructure 1 overhanging the mounting area on Marauder Bow A.
Spacecraft:
- NEW: Craft launch pads now impart the ship's velocity onto craft upon release, preventing them from getting stuck on the hull if they initially fall behind.
- NEW: Added an "RTB All" button to the flight ops board.
- NEW: Added numbers showing total craft aboard and craft in preflight/postflight in the flight ops board craft list.
- NEW: Added ability to search wrecks with skiffs.
- NEW: Added a new craft RANGE posture setting "GUN" which overrides new loiter-and-lob behavior to close and dogfight.
- NEW: Issuing an attack order against a ship will now force craft out of the evasion state so they can engage immediately.
- NEW: Pressing Shift+Z a second time after starting a manual craft evasion will cause all members of the group to drop countermeasures immediately.
- CHG: Updated craft base thrust, turn speed, and evasion values.
- CHG: Refactored evasion behaviors to be more modular for easier expansion.
- CHG: Modified some evasion behaviors related to craft gun threats.
- CHG: Craft which are out of ammo or have all weapons de-authed will now form back up with the lead craft instead of orbiting the target.
- CHG: All craft JUKE maneuverability has been decreased by 85%.
- CHG: All craft EVADE maneuverability has been decreased by 90%.
- CHG: Hi-Coherence chaff now has a modifier to only trigger proximity fuzes 33% of the time.
- CHG: Decreased the max command guidance channels of the base Tanto, Barracuda, and Pike frames to 0 (was 1). Missile Control Computer is now required to use CMD missiles on fighters.
- CHG: Removed unlimited command guidance channels from Claymore and Sturgeon bombers, added a Missile Control Computer component to the support socket giving each 6 channels.
- CHG: Craft movement style is now set to DIRECT by default.
- CHG: Craft will now check for automatic weapon RTB when returning to a defend order after completing an attack.
- CHG: Updated flight ops board pad colors to distinguish when a pad was destroyed vs missing a resource.
- CHG: Flight ops board pad tooltips now show the craft that currently has them reserved and what work is being done.
- CHG: AI craft will now respond to being attacked by player craft even if they have another attack mission.
- CHG: Improved craft obstacle avoidance.
- CHG: Decreased visual range of all craft to 3 cells (was 5, identical to ships).
- CHG: Decreased Sturgeon bomber cruise fuel burn rate so its cruise range is roughly equal to the Claymore's.
- CHG: Fighters will now aggressively pursue missile targets instead of cycling attack runs, which allowed the missile to escape while opening distance for the next run.
- CHG: Removed "Boosted Missile/S2" munition tag from Tanto S2 Bay and Barracuda S2 Pylons.
- CHG: Craft gun weapons now fire in short burst instead of a continuous stream.
- CHG: Craft gun weapons have had their ammo counts significantly reduced.
- All 20mm guns have been reduced to 300 rounds (previously 1000).
- All 35mm guns, except the Halberd's, have been reduced to 250 rounds (previously 500).
- CHG: Reworked fighter craft behavior when targeting other craft:
- Applies for all craft launched with missiles, craft launched only with guns will follow old behavior.
- Craft ordered to attack other craft will now loiter near their missiles' maximum range, or the range they were at when ordered to attack, and fire missiles at the enemy group.
- Craft will not automatically close with the enemy group to use guns, even when out of missiles.
- Craft will only dogfight with guns if the enemy has approached to within gun range, or they were already in gun range when the attack order was issued.
- CHG: Increased Claymore and Sturgeon bombers max off-angle look to 45 degrees (was 25).
- CHG: Increased submunition launch spacing for CBU-40 to 0.1 seconds (was 0).
- CHG: Decreased unguided weapon lineup time to 0 seconds (was 3), as maneuver nerfs make up for time to get velocity vector aligned.
- FIX: Fixed Sundial having no grouped icon.
- FIX: Fixed craft targeting burnthrough tracks unless specifically ordered to.
- FIX: Updated craft engine trails to so they no longer kink.
- FIX: Fixed craft fuel transfers being calculated incorrectly.
- FIX: Fixed warnings from SplineNetworkTransform.ForceSendSnapshot when a craft landed.
- FIX: Fixed friendly craft group HUD icons not updating when their hotkey number was changed.
- FIX: Fixed craft avoidance colliders being active while sitting on a pad, causing the carrier to drop to a low speed.
- FIX: Fixed spacecraft groups which were transferred to a new owner being maintained in the old owner's group pool.
- FIX: Fixed spacecraft groups in flight not being transferred to a new player along with their carrier.
- FIX: Fixed spacecraft group icons not updating their IFF color when transferred to another player.
- FIX: Fixed craft weapon auto-auth being exploitable for identifying decoy containers.
- FIX: Fixed spacecraft groups not highlighting their own sensor and weapon tac view circles when selected.
- FIX: Fixed an unarmed lead craft preventing other group members from engaging targets with guns.
- FIX: Fixed craft being able to HBRN for evasion when at bingo fuel.
- FIX: Fixed furball tracker flickering when craft at right at the edge of their engagement range.
- FIX: Fixed track quality affecting unguided bomb aiming.
Weapons:
- NEW: Added new SSM-1 Remise missile body, an S1 dual seeker slot missile with a 50% cost discount that can only be carried on craft.
- CHG: Beam weapons with BSHRT will continue to fire when inside the bounding radius of the target and will no longer turn on and off when shifting aim points inside a large hull like an LN.
- CHG: Removed "Boosted Missile" munition tag from the VLS-2 launcher.
- CHG: Locked SDM-2 missile body to OSP, as it can now only be fired from arm launchers.
- CHG: Decreased C53 Cannon reload time to 50s (was 70).
- CHG: Added fragment splash damage to 500mm Fracturing Block. When hitting a target it will cast damage fragments at nearby ships that are visible from the impact point.
- CHG: Decreased 600mm Bomb Shell fuze advance to -0.35s (was -0.5s) and fuze error margin to 0.2s (was 0.33).
- CHG: Added ability to lock a missile socket to a set of whitelisted warheads.
- CHG: SDM-1 and SDM-2 missile bodies no longer have a fixed warhead socket and have the BF and BF EL warheads whitelisted.
- CHG: Decreased SGM-H-2 body point cost to 3 (was 4).
- CHG: Decreased HEKP warhead base cost to 1.75 points (was 2).
- CHG: Decreased Mk29 Stonewall PDT point cost to 30 (was 40).
- CHG: Decreased CM-4 warhead weight multiplier to 2x (was 4x).
- CHG: Increased Submunition Dispenser capacity-per-tick to 2.66 (was 1.33), net zero change with CM-4 warhead weight change.
- CHG: Decreased LN Decoy Container range to 10km (was 15.6).
- CHG: Decreased Shuttle Decoy Container range to 12.5km (was 21.6).
- CHG: CBU-40 cluster bomb now locks in tracks to target submunitions on immediately upon launch, while tracks are still held by the launching bomber.
- CHG: 100mm Grape shells are now tagged as dual-purpose.
- CHG: Removed 100mm Flak shells.
- CHG: Added 250mm Ballistic/Chemical/Timed munition tag to C53, C56, and Mk65 Cannons.
- CHG: Added 250mm Bomb Shell.
- CHG: Increased AOE explosion damage chance against craft/missiles to 15% for 600mm bomb shells (was 5%).
- CHG: Added dual-purpose flag to Mk65 Cannon.
- CHG: Added fratricide damage to RBU-15 (the CBU-40 submunition bomb).
- CHG: Removed 50% cost discount for the CM-4 warhead socket.
- CHG: Removed Mine missile type from Submunition Dispenser warhead.
- CHG: Converted ML-9 mine launcher into a 5-cell burst-fire VLS.
- FIX: LightweightClusterShell munitions (e.g. sandshot) which hit a piece of level geometry will now do a sphere overlap around themselves to ensure they don't miss a damageable object.
- FIX: Fixed dual-purpose weapons which are out of the defensive ammo type firing whatever their current ammo type is at PD targets.
- FIX: Fixed legacy missiles not reporting their seeker masks, causing ships to launch decoys for unguided rockets.
- FIX: Fixed the Sarissa have a randomly deviated reload and recycle time.
- FIX: Fixed decoy containers not displaying a heading indicator.
- FIX: Fixed weapon order unmasking/facing priority not being updated when the destroyed state of a component changed.
- FIX: Fixed continuous weapons immediately aborting their cooldown when switching targets with battleshort on.
- FIX: Fixed RPF damage rays being focused towards the center of large ships instead of the point of detection.
- FIX: Fixed proximity fuzed rounds teleporting to the point of detection after triggering.
- FIX: Fixed CBU-40 releasing submunitions through the target when directly impacting a ship.
- FIX: Fixed CBU-40 being able to launch submunitions backwards.
- FIX: Fixed CBU submunitions being fired at ELINT LOBs.
- FIX: Fixed missiles sometimes impacting ships and causing no damage ("clonking").
- FIX: Fixed SALS/TALS launchers with defensive missiles being read as out of ammo by the PD Controller if the first launcher in the pool was destroyed.
AI:
- NEW: Added ability to rotate navigation octrees.
- NEW: Added in-game AI scripting.
- NEW: Added new AI goals to hold areas on the map and engage enemy units from those areas.
- NEW: Some AI ship roles will now use always use flank speed when attacking and approaching to attack.
- NEW: Added new Fast Attack Ship AI captain class for ships like rocket shuttles.
- NEW: Added new Air Defense AI captain class which will actively fire ACMs at nearby craft groups without relying on the PD controller.
- NEW: Added a SpotFor AI mission, and corresponding goal and mission nodes, to allow ships with directable sensors to spot targets for other AI units.
- NEW: AI ships can now pre-roll and pre-face when preparing to engage a target.
- NEW: AI ships will now jam by position instead of track on medium or hard difficulty.
- NEW: AI ships will now jam incoming missiles.
- NEW: AI ships will now enable BSHRT whenever the PD Controller is actively engaging targets.
- NEW: Added multi-parameter optimization for AI movement candidate selection based on target range, proximity to other friendly ships, and other factors.
- NEW: Added ability for specific AI captain types to express target preference.
- NEW: AI ships can now receive a mission to fire offboard deceptive decoys into an area.
- NEW: AI craft will now prefer to take routes to their targets which avoid enemy sensor coverage.
- NEW: Added AI missions to attack in support of another unit.
- CHG: Reworked AI missile salvo size calculation to allow salvos greater than the natural salvo size for missiles without programming times.
- CHG: Improved several AI missile and carrier behaviors.
- CHG: Improved AI behavior when performing an AttackFromArea mission.
- CHG: Updated PD Controller jammer logic to only automatically assign jammers which are effective against the target, and to avoid using jammers that will draw ARAD seekers.
- CHG: Fast attack ships like rocket shuttles will now prefer to stay on their current target if they are in range and have LOS.
- CHG: Pathfinding queries now run fully parallel on multiple threads, preventing long queries from bottlenecking other queries and delaying the AI from taking action.
- FIX: Fixed AI ships not attacking if they only had a visual track.
- FIX: Fixed general purpose frontline AI ships sometimes running directly into player groups if they happened to pick a destination during combat and the player moved into it.
- FIX: Fixed AI rounding salvo count down to 0 when trying to do a half salvo fired at a position
- FIX: Fixed inactive ships trying to start cruise missile salvo coroutines.
- FIX: Fixed craft missions not always being sorted correctly by priority.
- FIX: Fixed AI ships with FCRs having their pre-roll orders overridden by the PD controller directing the FCR at a nearby craft track.
- FIX: Fixed AI backline spotter ships not moving to acquire targets.
- FIX: Fixed AI ships having their weapon unmasking being negated by pre-roll orders when translating up and down.
- FIX: Fixed missions not being correctly assigned to a unit if the unit already had a HoldInArea mission with the same priority as the new mission.
- FIX: Fixed InvalidOperationException in AI TargetedFireSupportMission if the both compared mission units had no available salvos.
- FIX; Fixed NRE in InterceptEnemyFlights craft mission node if a group was destroyed between when knowledge was collected and missions generated.
- FIX: Fixed an inconsistent AttackGroupMission comparison when both the unit and target for the two missions was different.
- FIX: Fixed AI craft not initiating an attack against their target ship until one command cycle after they had arrived within range of it.
- FIX: Fixed octree linecast queries returning true when the line segment was coplanar with a face of the cell.
Graphics:
- NEW: Added camera-stacked skybox rendering.
- NEW: Added planetary bodies for skyboxes.
- NEW: Added improved lighting for all campaign maps.
- CHG: Updated how shadowcasting directional lights are prioritized, allowing arbitrary directional lights to be placed as entities and only the highest priority will cast shadows.
- CHG: Reduced Very Low graphics settings texture resolution to 1/8th.
- FIX: Fixed craft and missile trail particles not having their HDR glow values.
- FIX: Fixed shadows only being visible when the camera was extremely close to the object receiving the shadow.
UI:
- NEW: Added localization in 12 languages.
- NEW: Added time acceleration controls to the top right of the skirmish UI when playing campaign mode.
- NEW: Added popup alert when a campaign objective is completed.
- NEW: Added intel-based danger marker on sensor tracks which have active reactor overloads.
- NEW: Added a menu to transfer ammunition, craft, fuel, and restores between ships and the entity they are docked to.
- NEW: Added menu to control ownership of player fleet ships, visible in co-op games.
- NEW: Added a "DEPART" button to the action menu move commands when a ship is over the withdraw line.
- NEW: Added tooltips to missile weapons and ammo selection buttons in the action menu weapon list.
- NEW: Ctrl+clicking a weapon's ammo type in the action menu will quickly switch the ammo type without issuing a new attack order.
- NEW: Action menu weapon items will now show a yellow "Ineffective Against Target" warning if the damage type is incompatible with the target (e.g. Blast Frag vs a Ship).
- NEW: Added in-skirmish craft loadout editing.
- NEW: Context menu foldouts which present a selection of options now highlight the currently selected value.
- NEW: The FQ polar plot now shows a "DOCKED" warning when the ship is docked and can't do deck operations.
- NEW: Ship hotkey numbers now appear next to the name of the ship on the HUD.
- NEW: Added ammo detail tooltips to craft weapon items.
- NEW: Added system to indicate positions in world space during gameplay dialog.
- NEW: Context menu foldouts now have a maximum number of 25 items before they create an additional foldout for the overflow.
- NEW: Added a badge to track icons which have been looted or otherwise inspected.
- NEW: Once a destroyed enemy ship has been boarded/searched its inventory contents will display to the right of the action menu when right-clicking its track.
- CHG: Reorganized the main menu to split skirmish and campaign.
- CHG: Added black outlines to all HUD icons.
- CHG: Updated action menu weapon UI with new ammo icons, allowing single-click ammo change and fire order issuing.
- CHG: Overhauled skirmish objectives UI.
- CHG: Optimized how tracks on the HUD are updated when sensor contexts are switched and when tracks are gained or lost.
- FIX: Fixed HUD markers which were behind the camera stacking up in the corners of the screen instead of staying on the horizontal level.
- FIX: Fixed ship icons not turning grey when eliminated until they are hovered over.
- FIX: Fixed ships maintaining records of magazines for ammo types that have been removed or depleted after undocking, leaving the ammo status icon always orange.
- FIX: Fixed tooltips opening when they shouldn't if the triggering object was deactivated before the open delay timer elapsed.
- FIX: Fixed AAR fate strings with times over 60 minutes rolling around to 0.
- FIX: Fixed ship selection UI remaining visible when a selected ship was fully deactivated (e.g. vaporized, left map).
- FIX: Fixed an NRE when the context menu tried to populate a foldout with no items.
- FIX: Fixed incorrect time format in AAR for ships with no offensive ability.
- FIX: Fixed ship tacview lollipops not changing color when IFF changed.
- FIX: Fixed being able to select other ships while the roll widget was active.
- FIX: Fixed the fill bar of a long-hold button filling up when clicked even if the button was not interactable.
- FIX: Fixed missile and spacecraft nicknames being able to exceed the 40 character limit.
- FIX: Fixed craft Stopped Hit DR stat reading incorrectly.
- FIX: Fixed craft gun weapon fire rate missing RPM unit.
- FIX: Fixed direction arrow not appearing when ordering an orbit.
- FIX: Fixed missile path length displayed on the widget being incorrect by the length from the ship to the first waypoint after removing any waypoint after the first.
- FIX: Fixed ship signature tooltip not updating unless the ship was re-selected.
Other:
- NEW: Added general framework for saving coroutines mid-execution.
- NEW: Added music override layers to provide smoother music transitions between cutscenes and gameplay.
- NEW: Servers will now force a time dilation sync every 5 seconds in case a tidi packet was missed by the clients.
- CHG: Updated tutorial 1-2 for new weapons UI.
- CHG: Significantly decreased game startup time while loading stock assets.
- CHG: Decreased intel report generation time by 50%.
- CHG: Updated how magazine quantity monitors are managed.
- CHG: Firing orders against a taboo track are now automatically cancelled.
- CHG: Updated the way missiles and craft are keyed in save files so they can be renamed without breaking references.
- CHG: Rebuilt caltrop octree with higher resolution.
- CHG: Updated all starter fleets.
- FIX: Fixed enemy ships remaining visible after visibility matrix override is disabled.
- FIX: Fixed sensor contexts for despawned ships not getting deleted on clients.
- FIX: Fixed the Routine achievement being earnable in campaign or singleplayer.
- FIX: Fixed Blindsided and Steal Strike achievements being unlockable due to a withdraw or evacuation.
- FIX: Fixed movement stuttering on clients under time acceleration.
- FIX: Fixed NetworkTransform and SplineNetworkTransform accumulating but not executing changes when time is paused, resulting in freezes on clients proportional to the amount of time paused.
- FIX: Fixed the settings shadow resolution dropdown changing the screen resolution instead.
- FIX: Fixed a disconnect if a visual sensor tried to acquire a null object.
- FIX: Fixed camera movement limits not being set when the deployment selection game state is never hit.
- FIX: Fixed being unable to see HDG and ROL pointers on the selection circle of enemy ships when dbgEnableEnemyControl is enabled.
- FIX: Fixed SegmentedMusicTrack causing an exception when multiple tracks were started in rapid succession.
- FIX: Fixed an NRE when exiting the fleet editor in a lobby with a new, unsaved fleet.