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<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"><channel><docs>https://communityedition.medievalengineers.com/mantis/</docs><link>https://communityedition.medievalengineers.com/mantis/</link><description><![CDATA[Medieval Community Edition Bugs - Issues]]></description><title>Medieval Community Edition Bugs - Issues</title><image><title>Medieval Community Edition Bugs - Issues</title><url>https://communityedition.medievalengineers.com/mantis/images/game_logo.png</url><link>https://communityedition.medievalengineers.com/mantis/</link><description><![CDATA[Medieval Community Edition Bugs - Issues]]></description></image><language>en</language><category>All Projects</category><ttl>10</ttl><dc:language>en</dc:language><sy:updatePeriod>hourly</sy:updatePeriod><sy:updateFrequency>1</sy:updateFrequency><item><title>0000557: OIT treats all billboards farther than 200m the same</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=557</link><description><![CDATA[In Globals.hlsli change 200 to 2000 in float invZ = clamp(1 + linearZ / 200, 0.01, 1);
This is an important change as it fixes a problem where transparent materials like particles and billboards look very bright or dark when another transparent material is behind it further than 200m away and also changes the transparency of the material in the back.
Have not noticed any side effects of it being set to 2000.

Another shader adjustment that would be nice to have is in Clouds.hsls
These changes prevents the sun from shining through thick cloud layers when its low on the horizon and improves the interaction of the sun with the clouds when its going behind the horizon
The following 2 lines need to be replaced

float shadingMultiplier = clamp(pow(abs((1 - dot(input.normal, frame_.Light.directionalLightVec)) / 2), 2.0), 0.025, 1);
output = float4(colorSample, alphaSample) * shadingMultiplier * edgeFactor;

with:

// Planet-scale day/night from cloud shell position
float3 shellNormal = normalize(input.positionWorld.xyz - centerPosition);

// If this lights the wrong side, remove the minus sign.
float3 sunDir = -frame_.Light.directionalLightVec;

// Sun angle relative to the viewer-side horizon
float3 viewNormal = normalize(cameraPosition - centerPosition);
float viewSun = dot(viewNormal, sunDir);

// Manual smoothstep for broad global sunset fade
float globalSunFade = saturate((viewSun - (-0.45)) / (0.00 - (-0.45)));
globalSunFade = globalSunFade * globalSunFade * (3.0 - 2.0 * globalSunFade);

// Manual smoothstep for local day/night band
float localDay = saturate(dot(shellNormal, sunDir) + 0.6);
localDay = localDay * localDay * (3.0 - 2.0 * localDay);

// Local cloud detail lighting
float detailLight = saturate(dot(input.normal, sunDir));
detailLight = lerp(0.45, 1.0, detailLight * detailLight);

// Final lighting
float lighting = globalSunFade * localDay * detailLight;

float cloudAlpha = saturate(alphaSample * edgeFactor);

// Extra thickness where sunlit clouds would otherwise let the sun through
float occlusionBoost = lerp(1.5, 2.5, globalSunFade * localDay);
cloudAlpha = 1.0 - pow(1.0 - cloudAlpha, occlusionBoost);

output.rgb = colorSample * edgeFactor * lighting;
output.a = cloudAlpha;]]></description><category>Enhancement</category><pubDate>Wed, 08 Apr 2026 12:19:23 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=557</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=557#bugnotes</comments></item><item><title>0000556: RopeReleaseComponent crashes game</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=556</link><description><![CDATA[The rope release component disconnects a rope when the angle exceeds a certain value.  It does this during the constraint update process, which results in an invalid state.

Rope disconnects here:
```
MyHavokConstraint&lt;HkRopeConstraintData&gt;.OnDeactivate()
MyRopeConstraint.OnDeactivate()
MyConstraint.Deactivate()
MyPhysicsConstraintGroup.OnLinkRemoved()
MyTieredComponentGroup&lt;MyPhysicsComponentBase, MyConstraintAttachmentComponent&gt;.RemoveLink()
MyScene.GroupRemoveLinkInternal&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyScene.GroupRemoveLinkSynchronized&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyScene.Unlink&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
GroupProxyExtensions.Unlink&lt;VRage.Components.Physics.MyPhysicsConstraintGroup, VRage.Components.Physics.MyConstraintAttachmentComponent&gt;()
MyConstraint.Disconnect()
MyRopeReleaseComponent.UpdateRelease()
MyRopeReleaseComponent.OnConstraintUpdate()
MyConstraint.Update()
MyBreakableConstraint&lt;HkRopeConstraintData&gt;.Update()
MyRopeConstraint.Update()
MyPhysicsConstraintGroup.Update()
```
But then immediately after disconnection, the update proceeds and the other side of the constraint attempts to update and fails because the constraint is now invalid:
```
MyLockableRopeDrumComponent.OnConstraintUpdate() // the constraint is null here, which causes a crash
MyConstraint.Update()
MyBreakableConstraint&lt;HkRopeConstraintData&gt;.Update()
MyRopeConstraint.Update()
MyPhysicsConstraintGroup.Update()
```]]></description><category>Bug</category><pubDate>Mon, 30 Mar 2026 22:09:45 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=556</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=556#bugnotes</comments></item><item><title>0000558: Don't wrap exceptions when a debugger is attached</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=558</link><description><![CDATA[Exception wrapping when the debugger is attached moves the break point around, making it much harder to debug.]]></description><category>Enhancement</category><pubDate>Mon, 30 Mar 2026 21:49:37 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=558</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=558#bugnotes</comments></item><item><title>0000555: MyInventory.CanRemoveItems only works with excess items</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=555</link><description><![CDATA[The method only returns true when a matching stack is found that doesn't need any items removed instead of terminating when no more items need to be removed.]]></description><category>Bug</category><pubDate>Tue, 03 Mar 2026 21:42:09 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=555</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=555#bugnotes</comments></item><item><title>0000554: Likely race condition in AsynchronousLoader.GetObjectImmediately</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=554</link><description><![CDATA[AsynchronousLoader.GetObjectImmediately is used from many threads, all at once, when loading XML serializers during definition deserialization (via Storage.TryGetValue, via MyXmlSerializerManager)

The intended threading here is:
1. tA acquires the tracker lock
2. tB blocks on the tracker lock
3. tA reads the current job state, marks it as Working = true
4. tA releases the tracker lock
5. tA acquires the job target lock, and starts to load the item
6. tB with the tracker lock: reads the current job state, notes that it is already working
7. tB, blocks on the job target lock
8. tA finishes loading, releases the job target lock
9. tB with the job target lock, reads the value


The implementation of this has the potential to race where tA, the that that took ownership over loading the item, didn't acquire the work lock prior to tB, the thread that didn't take ownership over loading:

1. tA acquires the tracker lock
2. tB blocks on the tracker lock
3. tA reads the current job state, marks it as Working = true
4. tA releases the tracker lock
5. tB with the tracker lock: reads the current job state, notes that it is already working
6. tB, assuming that tA has already started work, acquires the job target lock
7. tB, immediately releases the job target lock, and assumes the job is done
8. tA acquires the job target lock and loads the item]]></description><category>Bug</category><pubDate>Sun, 15 Feb 2026 16:06:17 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=554</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=554#bugnotes</comments></item><item><title>0000351: Small grid block construction doesn't respect component list</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=351</link><description><![CDATA[The mechanics of placing small grid blocks force you to use the BlockItem of the given Block as prerequisite, This makes it impossible to set any other items as requirement and makes the &lt;Component&gt; feature redundant.

In case of block grousp the situation is similar, always the first BlockItem of the Block on the list is the prerequisite for the whole group. This means that all groups wanting to use a common item, need to begin with the very same block.

It would be great to be able to set the components independently, as well as be able to potentially require InventoryItems also.

This problem has been brought up and talked about on the Medieval Industrialists discord. I'm including the link to it for context:
https://discord.com/channels/566687200742473728/567854364727705630/987122804791083028]]></description><category>Enhancement</category><pubDate>Thu, 29 Jan 2026 02:16:07 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=351</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=351#bugnotes</comments></item><item><title>0000551: Modding request for MyBillboard: add UV variables</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=551</link><description><![CDATA[I would like to be able to set UV's directly in the MyBillboard class.
I have currently added it like this to custom DLLs:

In MyBillboard:
public Vector2? UV0;
public Vector2? UV1;
public Vector2? UV2;
public Vector2? UV3;

In MyBillboardRenderer -&gt; GatherInternal:
...
myBillboardVertexData.V3.Position = (Vector3)vector3D4;
if (myBillboard.UV0 != null)
{
	myBillboardVertexData.V0.Texcoord = new HalfVector2(myBillboard.UV0.Value);
	myBillboardVertexData.V1.Texcoord = new HalfVector2(myBillboard.UV1.Value);
	myBillboardVertexData.V2.Texcoord = new HalfVector2(myBillboard.UV2.Value);
	myBillboardVertexData.V3.Texcoord = new HalfVector2(myBillboard.UV3.Value);
}
else
{
....
}
MyBillboardRenderer.m_arrayDataBillboards.Data[i] = myBillboardData;
...

Also this code ( MyTransparentMaterials.GetMaterial(myBillboard.Material) ) is used a lot of times and not very performance friendly. Being able to set a material reference directly rather than a string would be good]]></description><category>Enhancement</category><pubDate>Thu, 29 Jan 2026 02:15:43 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=551</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=551#bugnotes</comments></item><item><title>0000553: XML serializers aren't pregenerated for many game types</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=553</link><description><![CDATA[The game pregenerates a lot of XML serializers, however many of these have incorrect annotations or locations to allow this to actually work.
Fixing these and adding tests would be useful, and might fix some of the issues with running ME:CE on Linux using Wine, which typically fails during game serializer generation.]]></description><category>Bug</category><pubDate>Thu, 29 Jan 2026 02:15:22 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=553</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=553#bugnotes</comments></item><item><title>0000549: Camera matrix used at rendering time doesn't match matrix used when computing crosshair</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=549</link><description><![CDATA[It seems like the 3D crosshair gets computed against a one tick in the future (or in the past) camera matrix, causing it to jitter around the center of the screen during camera motion when yawed.]]></description><category>Bug</category><pubDate>Tue, 23 Dec 2025 06:04:19 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=549</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=549#bugnotes</comments></item><item><title>0000199: Jittery crosshair dot after tabbing out or enabling free-look</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=199</link><description><![CDATA[The crosshair dot tends to not stay in the middle of the screen and float around/follow camera motions with a delay after returning from being tabbed-out of the game, or after looking around sideways, using the `Alt` key (both in chairs and not).

This may be an issue directly connected to the free-looking feature being unlocked by [Water Core](https://steamcommunity.com/sharedfiles/filedetails/?id=2247222283), but i remember this happening even before Peaceman added that, when tabbing-out.]]></description><category>Bug</category><pubDate>Tue, 23 Dec 2025 06:04:19 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=199</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=199#bugnotes</comments></item><item><title>0000548: Dedicated server fails to download recently updated mods</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=548</link><description><![CDATA[Recently updated mods use zstd depot compression, and the steamworks.net version used with ME doesn't seem to support this.

Upgrading steamworks.net and the steam client binaries seems to resolve this issue.]]></description><category>Bug</category><pubDate>Sat, 02 Aug 2025 22:02:03 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=548</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=548#bugnotes</comments></item><item><title>0000266: Grids occasionally vanish when loading chunks</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=266</link><description><![CDATA[When loading chunks the grids contained within them can sometimes vanish from the world.  This appears to mainly happen when a single grid in a group fails to load because it has already been loaded, and the rest of the group is then discarded.

For people experiencing this issue please leave a the following here in a private note:
- a world download from a backup prior to discovering the vanished grid OR the server name, admin name, and a timestamp+timezones of discovering the vanished grid
- a kingdom, region, and area ID of where the vanished grid was
- what direction you approached the vanished grid from.  If you logged in and it was missing state that.]]></description><category>Bug</category><pubDate>Sat, 02 Aug 2025 21:53:18 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=266</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=266#bugnotes</comments></item><item><title>0000546: RPC flag enum serialization is incorrect</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=546</link><description><![CDATA[If an enum has only one or two defined values then it will always serialize using a compact zero or one bit representation.
For `[Flags]` enums this isn't correct because values that aren't listed in the enum are permitted.]]></description><category>Bug</category><pubDate>Sat, 02 Aug 2025 21:53:10 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=546</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=546#bugnotes</comments></item><item><title>0000418: Cache compiled script assemblies</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=418</link><description><![CDATA[On the larger mod packs compiling script assemblies takes a fairly long time.  #309 will be introducing a persistent caching framework, that we could extend to be used when compiling mod scripts.  As long as we declare all the inputs in the cache key hash function it should work well.]]></description><category>Enhancement</category><pubDate>Sat, 02 Aug 2025 21:52:53 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=418</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=418#bugnotes</comments></item><item><title>0000547: Modding support for search book</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=547</link><description><![CDATA[The ability to browse all items and blocks through the search function is very useful, however it is not moddable without illegal hacks -- adding true modding support would be great.]]></description><category>Enhancement</category><pubDate>Sat, 02 Aug 2025 21:52:40 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=547</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=547#bugnotes</comments></item><item><title>0000543: Poor Performance on High end Gaming Rig, see description</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=543</link><description><![CDATA[This January i've upgraded my gaming rig since 10 years ago. Now I'm moving forward with Windows 11 64bit. Physical Ram is 32gb as a standard now. Graphics Card supplies 16gb VRam and now i have ME on a internal SSD with 4tb in size and it has it's own heatsink. So it's a pretty solid machine which should technially run this game fine however I've hit 10 to 15 fps max whilst making the game's graphics settings &quot;decent&quot; and having the textures clear and trees visible properly in the distance. That really hit the performance. I've just came across ME community edition, seems like Keen House handed it over to the community for some reason and they won't bring it forward, so i guess we'll have to make it work.]]></description><category>Bug</category><pubDate>Fri, 13 Jun 2025 13:30:21 -0700</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=543</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=543#bugnotes</comments></item><item><title>0000542: (Linux) Latest community release hard crashes when creating a new world.</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=542</link><description><![CDATA[- game hard crashes when creating a new world running on linux
- crash happens when world loading reaches 45%

(I'm unable to reproduce this crash on the last stable build released by keen)

error log below:

See the end of this message for details on invoking \njust-in-time (JIT) debugging instead of this dialog box.\n\n************** Exception Text **************\nSystem.ComponentModel.Win32Exception (0x80004005): Bad EXE format for %1.

  at System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) [0x00102] in &lt;a41fc085da03498090cffb64b31110a5&gt;:0 
  at System.Diagnostics.Process.Start () [0x00032] in &lt;a41fc085da03498090cffb64b31110a5&gt;:0 
  at (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
  at System.Diagnostics.Process.Start (System.Diagnostics.ProcessStartInfo startInfo) [0x0001b] in &lt;a41fc085da03498090cffb64b31110a5&gt;:0 
  at System.Diagnostics.Process.Start (System.String fileName) [0x00006] in &lt;a41fc085da03498090cffb64b31110a5&gt;:0 
  at Sandbox.MyMessageBoxCrashForm.linklblLog_LinkClicked (System.Object sender, System.Windows.Forms.LinkLabelLinkClickedEventArgs e) [0x00010] in &lt;c30459a74d8142e7b3ff99b02060439f&gt;:0 
  at System.Windows.Forms.LinkLabel.OnLinkClicked (System.Windows.Forms.LinkLabelLinkClickedEventArgs e) [0x00020] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.LinkLabel.OnMouseUp (System.Windows.Forms.MouseEventArgs e) [0x000fb] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.Control.WmMouseUp (System.Windows.Forms.Message&amp; m, System.Windows.Forms.MouseButtons button, System.Int32 clicks) [0x001c3] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message&amp; m) [0x005a0] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.Label.WndProc (System.Windows.Forms.Message&amp; m) [0x0005d] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.LinkLabel.WndProc (System.Windows.Forms.Message&amp; msg) [0x0001b] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.Control+ControlNativeWindow.OnMessage (System.Windows.Forms.Message&amp; m) [0x00001] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message&amp; m) [0x000b3] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 
  at System.Windows.Forms.NativeWindow.Callback (System.Windows.Forms.Message&amp; m) [0x00025] in &lt;675fde255dd74577a7e2492386d6578e&gt;:0 

\n************** Loaded Assemblies **************\nmscorlib\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/4.5/mscorlib.dll\n----------------------------------------\nMedievalEngineers\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/MedievalEngineers.exe\n----------------------------------------\nSandbox.Game\n    Assembly Version: 0.1.9102.23225\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/Sandbox.Game.dll\n----------------------------------------\nVRage\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/VRage.dll\n----------------------------------------\nMedievalEngineers.Game\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/MedievalEngineers.Game.dll\n----------------------------------------\nVRage.Library\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/VRage.Library.dll\n----------------------------------------\nSystem\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/System/4.0.0.0__b77a5c561934e089/System.dll\n----------------------------------------\nVRage.Render\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/VRage.Render.dll\n----------------------------------------\nVRage.Math\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/VRage.Math.dll\n----------------------------------------\nVRage.Game\n    Assembly Version: 1.0.0.0\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/VRage.Game.dll\n----------------------------------------\nSystem.Core\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/System.Core/4.0.0.0__b77a5c561934e089/System.Core.dll\n----------------------------------------\nSandbox.Graphics\n    Assembly Version: 0.1.9102.23221\n    Win32 Version: 1.0.0.0\n    CodeBase: file:///Z:/home/fantasypvp/.local/share/Steam/steamapps/common/MedievalEngineers/Bin64/Sandbox.Graphics.dll\n----------------------------------------\nSystem.Windows.Forms\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/System.Windows.Forms/4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll\n----------------------------------------\nSystem.Drawing\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/System.Drawing/4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll\n----------------------------------------\nAccessibility\n    Assembly Version: 4.0.0.0\n    Win32 Version: \n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/Accessibility/4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll\n----------------------------------------\nSystem.Configuration\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.6.57.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/System.Configuration/4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll\n----------------------------------------\nWineMono.I18N\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.0.0.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/WineMono.I18N/4.0.0.0__0738eb9f132ed756/WineMono.I18N.dll\n----------------------------------------\nWineMono.I18N.West\n    Assembly Version: 4.0.0.0\n    Win32 Version: 4.0.0.0\n    CodeBase: file:///Z:/run/host/usr/share/steam/compatibilitytools.d/proton-ge-custom/files/share/wine/mono/wine-mono-9.3.0/lib/mono/gac/WineMono.I18N.West/4.0.0.0__0738eb9f132ed756/WineMono.I18N.West.dll\n----------------------------------------\n\n************** JIT Debugging **************\n]]></description><category>Bug</category><pubDate>Fri, 07 Feb 2025 21:13:02 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=542</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=542#bugnotes</comments></item><item><title>0000541: Workshop Upload Failure: System.UnauthorizedAccessException</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=541</link><description><![CDATA[It's impossible to upload any file to the workshop. Last successful upload was at December 12. The only folder that was modified by me is Mods in AppData/Roaming/....
Following steps were made (and nothing worked):
* Removal of &quot;Read Only&quot; attribute on the whole &quot;temp&quot; folder.
* Typing &quot;echo %TMP%&quot; in cmd prompt. The right path to &quot;temp&quot; folder was returned.
* Rolling back to non-CE and previous version.
* Checking if &quot;access excepted&quot; file ever exists. It does.]]></description><category>Bug</category><pubDate>Sat, 04 Jan 2025 01:00:37 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=541</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=541#bugnotes</comments></item><item><title>0000540: Threading issue when reading ApplicationErrors</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=540</link><description><![CDATA[```
System Medieval.MyMedievalGame experienced a non-fatal initialization failure. The system is critical. Aborting application: System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at System.Collections.Generic.List`1.Add(T item)
   at VRage.Game.MyApplicationErrors.Add(MyObjectBuilder_DefinitionBase context, String message, LogSeverity severity)
   at VRage.Game.MyApplicationErrors.ShouldLog(NamedLogger&amp; source, LogSeverity severity, Object message)
```]]></description><category>Bug</category><pubDate>Fri, 03 Jan 2025 18:23:17 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=540</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=540#bugnotes</comments></item><item><title>0000539: Rare concurrency issue when reading from cache</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=539</link><description><![CDATA[```
Exception occurred: VRage.MyUpdateSchedulerException: Failed to execute Void RunSingleFrame() on Medieval.MyMedievalGame
 ---&gt; System.NullReferenceException: Object reference not set to an instance of an object.
   at VRage.Collections.Cache.ConcurrentClockCache`2.TryGetInternal(TK&amp; key, TV&amp; value, Boolean quietly)
   at VRage.Collections.Cache.ConcurrentClockCache`2.TryRead(TK&amp; key, TV&amp; value, Boolean quietly)
   at Medieval.Entities.Components.Grid.MountPointTester.DoBlockMountPointsConnectWithCache(MountPointTestCacheKey&amp; key, BoundingBox&amp; intersectionBox)
   at Medieval.Entities.Components.Grid.MountPointTester.DoBlockMountPointsConnectWithCache(MyGridDataComponent gridData, MyBlock block1, MyBlock block2, BoundingBox&amp; intersectionBox)
   at Medieval.Entities.Components.Grid.MountPointTester.DoBlockMountPointsConnect(MyBlock block1, MyGridDataComponent block1GridData, MyBlock block2, MyGridDataComponent block2GridData, BoundingBox&amp; outConnectionBBox, Nullable`1 volumeCriteria)
   at Medieval.Entities.Components.Grid.MyGridBuildingComponent.ResolveAdjacency(MyBlock block1, MyBlock block2, BoundingBox&amp; outConnectionBBox)
```

Since there's a well maintained, broadly used library for caching in dotnet now (https://github.com/bitfaster/BitFaster.Caching/) it's probably worth removing the custom implementation.]]></description><category>Bug</category><pubDate>Fri, 03 Jan 2025 18:22:52 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=539</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=539#bugnotes</comments></item><item><title>0000310: Improve mass properties calculation for havok shapes</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=310</link><description><![CDATA[The mass properties of physical models are calculated from their Havok shape, but it uses a very simplified model where each sub-shape is considered as an axis aligned box.  This should be improved to consider transform shapes, spheres, capsules, and cylinders.]]></description><category>Enhancement</category><pubDate>Tue, 31 Dec 2024 20:29:31 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=310</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=310#bugnotes</comments></item><item><title>0000534: Game hangs when downloading workshop items when less than 5 worker threads are assigned</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=534</link><description><![CDATA[When the CPU has less than 5 logical cores the game will only assign 1 thread to the logic worker group.
There is a bug where the logic worker group gets deadlocked when loading mods with a single thread.


Workaround:
1. Open the game to the Main Menu
2. Go to Options -&gt; Game -&gt; Worker Threads
3. If you're having the mod downloading issue I would expect this value to be 4 or lower.  If it is not 4 or lower then please let me know and don't keep following these instructions.
4. If the worker thread slider goes up to 5 (or more)
    a. Set the slider to 5
    b. Press okay and restart the game
    c. Try to load a modded world.
    d. If you still get stuck on loading mods or checking for mod updates, let me know
    e. Stop following these instructions.

5. Otherwise, if the worker thread slider doesn't go up to 5....
    a. Set the worker thread slider to something different than the current value.
    b. Exit out of the game
    c. Press Win+R, write `%AppData%\MedievalEngineers\`, then hit enter
    d. Open `MedievalEngineers.cfg` using Notepad (or your text editor of choice)
    e. Find the part that looks like `&lt;item&gt; &lt;Key xsi:type=&quot;xsd:string&quot;&gt;WorkerThreads&lt;/Key&gt; &lt;Value xsi:type=&quot;xsd:string&quot;&gt;NUMBER&lt;/Value&gt; &lt;/item&gt;`
    f. Edit the `NUMBER` to be `5`
    g. Open the game and try to load a modded world.
    h. If you still get stuck on loading mods or checking for mod updates, let me know.
    i. If you open the game options again after making these changes it will likely revert to a non-working value and you'll have to follow these steps again.]]></description><category>Bug</category><pubDate>Mon, 16 Dec 2024 17:53:07 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=534</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=534#bugnotes</comments></item><item><title>0000537: Geometry texture arrays only support 256 unique textures of the same layout</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=537</link><description><![CDATA[The geometry texture arrays system uses bytes for texture indices, which limits the number of usable indices to 256.
Since there's one texture array per (usage, format, resolution) if mods add enough textures to exceed this the additional texture will still be uploaded to the GPU, but will never get used.

To resolve this additional file array textures with the same layout should be allocated when the existing one gets filled up.]]></description><category>Bug</category><pubDate>Sat, 14 Dec 2024 01:53:11 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=537</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=537#bugnotes</comments></item><item><title>0000533: MyModelDestructionData.LoadDestruction does not load destruction</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=533</link><description><![CDATA[Destruction loading only works if the model was already in the process of async loading]]></description><category>Bug</category><pubDate>Sat, 14 Dec 2024 01:52:27 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=533</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=533#bugnotes</comments></item><item><title>0000419: Rare deadlock when ExecuteOrWait is used</title><author></author><link>https://communityedition.medievalengineers.com/mantis/view.php?id=419</link><description><![CDATA[When a worker dequeues work, but hasn't started it, it is possible for another thread to execute the work in response to an WorkHandle.ExecuteOrWait call.
When this happens the completion for that task will never run, leading to a deadlock.]]></description><category>Bug</category><pubDate>Fri, 13 Dec 2024 20:11:58 -0800</pubDate><guid>https://communityedition.medievalengineers.com/mantis/view.php?id=419</guid><comments>https://communityedition.medievalengineers.com/mantis/view.php?id=419#bugnotes</comments></item></channel></rss>
