October 30, 2019, 10:44 pm
v9.9.0 - Onscreen Hands, Networking Indicators & Updated UI!

A new feature in this update is Onscreen Hands! This allows you to see and play from your hand from any position. This is great for those who prefer to have their hands in a static position on screen. Now everyone can have the best seat! We also focused on figuring out where any networking issues are coming from, so we have added networking indicators next to your names on the top right, so you know exactly what’s going on. Type /debug in chat and take screenshots of your readout if any networking issues come up. Use the following networking chat commands to help make adjustments when clients are connected.

Network Commands
  • /networktickrate 20-120 (default 60) – this is how often the network will transmit data each second.
  • /networkpackets 1-5 (default 2) – how many packets per tick to send out. Higher values make it so more objects can be synchronized each tick. (Host only command)
  • /networkinterpolate 0-5 (default 1.1) – the amount of time for interpolation, increasing this value increases smoothness but also increases input lag for the clients. (Client only command)
  • /networkquality 0-2 (0=high, 1=medium, 2=low) – changes the overall quality presets.
If you are having networking issue try:
/networkquality 2

This will require 4 times less bandwidth than the default. Restarting the game will reset these commands to default.

Onscreen Hands

New feature onscreen hands that allow you to see and manipulate your hand from any location.

  • The onscreen hand functions just like it does normally.
  • Everything you do in your onscreen hand will be shown in your regular hand, so other players will still know what you’re doing.
  • This allows you to view your camera in any direction or zoomed in, yet still see your hands.
  • Objects can also go in your onscreen hand.
  • Mousing over an object in your hand will show you the full view of the object.
  • When you pull cards & objects into your onscreen hand, you will see a line indicator so you know it is there and the max size it can be.
  • If you want a larger onscreen hand, you will need to extend the size of your regular hand zone.
  • Cards will scale based on the size of the hand zone.
  • You can toggle the onscreen hand by pressing H.
Network Indicators
  • Added new network icon indicators so you can tell what is happening with the host or client.
  • Hover over the icons for more detailed info.
  • The icons will show for each person, to show what your connection is to a particular person.
  • Connecting – This shows when you are connecting to this player.
  • Connected – This shows when you are connected to this player through Steam’s relay servers. Performance is not optimal.
  • Open the following ports if you are still having connection/network issues:

UDP 3478 (Outbound) UDP 4379 (Outbound) UDP 4380 (Outbound)

Not Connected – This shows when you are disconnected from this player.

DLC – Darkest Night Improvements
  • Updated tokens that needed to have the proper green & gold backs.
  • Updated token rotations.
  • Some tooltips have been updated.
  • Some snap points have been adjusted.
  • Added camera states for quick views.
UI Improvements
  • Updated all custom content menus to match rest of UI.
  • Updated chat settings to match rest of UI.
  • Updated icons next to names to have outlines for better readability.
Scripting Improvements

createInput()/editInput() added int tab (None = 1, Select Next = 2, Indent = 3) inputs now default to tab select next.

Fixes
  • Fixed issue pressing A with a controller resetting pointer position.
  • Fixed issue with scripted movement of an object not always syncing to clients.
v9.8.0 - Revamped Networking & Fixed Voice Chat!

A major part of this update focused on rewriting and optimizing the net code for object position synchronization which makes up the majority of the game’s network traffic. You will notice a huge improvement as the client when moving objects around with reduced input lag. This data will also now pass through Steam’s P2P network backend. Slowly but surely we are going to migrate all the netcode to use the Steam P2P.We also have some additional fixes and improvements for Voice Chat that should hopefully resolve the last of the issues.

Darkest Night Update
  • Darkest Night has gotten a complete overhaul with a brand new look!
  • We have also added expansions #2-5 for free as part of this update. (#1 was already included)
  • Read the notes in the Notebook for additional info.
  • As this DLC was updated, please note that any existing save files will no longer work.
Networking Rewrite
  • Reduced bandwidth usage for moving objects by around 300%.
  • Upped tick rate to 60Hz from 30Hz.
  • Greatly reduced the input lag of moving objects around for clients with better interpolation, tick rates, and unreliable packet.
  • Less chance of the network getting backed causing everything to be massively delayed forcing a reconnect.
  • Added a smart system to dial back the send rate on objects when having to synchronize hundreds of objects per second.
  • Host no longer has to network sync other players pointer that info is now directly communicated between each player saving bandwidth.
  • Overall players should be able to host more with less connection issue with these improvements.
Voice Chat Improvements
  • Hopefully fixed up the last of the P2P errors.
  • Dynamic quality adjustments based on packet loss.
  • Improved voice quality slightly with newer Opus version.
Configuration Menu & UI Improvements
  • Updated Configuration menu to add in a Sound tab.
  • You can now adjust various volumes and choose your microphone from this menu.
  • The Game tab has been updated with some additional options like Look Speed, Invert, Field of View and Movement Speed.
  • The Pointers have been moved to the Interface tab.
  • Updated all sliders and scrollbars.
Scripting Improvements
  • Improved 3d UI Interactions.
  • Fixed editInput() bugs.
  • Fixed scripting zone bug with cameras
DLC – The Great Dinosaur Rush
  • New Model and image for the board to fix misprint.
  • New tracker cube Assetbundles.
  • The player mats have been moved down closer to the Hand Zone.
  • The hidden zones are a lot bigger now, about 2x as big, and moved above the player mats.
  • Bones and Notoriety Tokens are smaller so they all fit into the hexes on the board now.
  • “Start Game” script has been modified to adjust to board and other changes.
  • Fixed green hidden zone so it’s no longer reversed.
3D UI Interaction Improvements
  • Backside of 3d UI is no longer interactable.
  • Can now pick up object on top of 3d UI.
Improvements
  • Optimized hand performance with lots of objects.
Fixes
  • Fixed issue with Steam Authentication Failed messages.
v9.7.3 - Brand New Voice Chat!

In the last update we ran into crashing issues using Steam’s voice chat, so we temporarily turned off voice chat while we investigated. After working all weekend and implementing a brand new system, we think we have something even better! Crystal clear voice using the latest Opus codec, the gold standard of voice chat. This new voice chat should sound better and perform better than Steam Voice or our old system. Currently, Team Voice Chat icons do not show for other players.

Thanks for your patience during this time. Hopefully the new voice chat works well for you all. If you have any feedback, please post on our forums.

Voice Chat Commands
  • /mics (will return a list of available mics with a number.)
  • /setmic # (to assign your new mic as default.)
  • This will be moved into the configuration menu in the future.
Other Additions
  • Scripting inputs now support BBCode.
  • Fixed movement/jitter with scripting 3d ui.
  • Fixed auto save not occurring during a table flip.
  • Fixed steam authentication issues when reconnecting to server.
Linux Troubleshooting

If you are having problems talking to others players make sure your GLIBCXX_3.4.20 is on this version. This might change in the future.

v9.7.0 - Voice Chat Revamp & Character Sheets!

We’ve been working on a lot of stuff these past few weeks to finally use Steam networking. We’ve got a great head start by converting our old voice chat over to Steam Voice, so you’ll see a great improvement! We’re still working on the full conversion, so let us know what you think thus far. So many of you have been asking for the ability to create character sheets since nearly the beginning and it hasn’t been easy to come up with something that was feasible, but now we have! Through scripting – createInput(), you can now create your own custom character sheets.

Voice Chat Revamp
  • We are now using Steam Voice Chat and p2p.
  • Better quality and less bandwidth used.
  • No strain on the host’s bandwidth with true p2p.
  • Client players can mute other players. Host will mute/unmute for everyone.
  • Volume input/output can be controlled in the Steam voice chat settings as shown above.
  • You might hear a few pops here and there, so we’re still working out the kinks.
  • Please leave us any feedback you encounter with the new voice chat. Thanks!
Scripting Improvements

´´´ Player: Updated getHandObjects(int index = 1).

Events: onChat(string message, Player). Added onUpdate() deprecated update(). Added onFixedUpdate() deprecated fixedUpdate().

Object: setValue() and getValue() works with hidden zones now. putObject() works with infinite bags.

UI: Added tooltip variable to createButton(). Added createInput(), getInputs(), editInput(), removeInput(), clearInputs(). ´´´

Improvements:
  • Optimized lua events calls if not being used.
  • Save and play doesn’t update thumbnail.
  • Improved the global starter script.
  • Character Sheets can now be created with scripting createInput()
  • You can now change colors in Hotseat mode.
  • Increased camera render distance by double for large games.
  • Auto save will no longer clutter chat
  • Cloud Manager will now automatically preview .obj and assetbundle files.
  • Reduced the input lag of moving objects around for clients.
  • Improved colliders on deal color wheel.
  • D6 now has consistent dot orientation to match the rest.
  • Improved lighting for UI 3D objects in menus.
Steam Improvements
  • Added better error handling for Steam api calls.
  • More verbose Workshop uploading and updating in chat.
  • Fixed a potential achievement issue losing progress.
Camera Mouse Control Improvements
  • Frame rate independent (No more slow down or speed up based on FPS).
  • No smoothing and more responsive.
Fixes
  • Scripting menu is now properly disabled for promoted players.
  • Fixed double enter on text tool.
  • Fixed decals not being uploaded to cloud with the upload all button.
  • Fixed issue with expanding a save or mod after searching causing it to go back to the Games menu.
  • Fixed issue with being able to exploit names on player list.
  • Fixed issue with name getting stuck on the table & UI when disconnecting.
  • Fixed issue with player names containing “:” messing up name coloring in chat.
  • Fixed sideways piecepack dice rotation values.
  • Fixed d4s rolling behavior.
  • Fixed UI layering order with 3D objects so they don’t have to be disabled anymore.
v9.6.0 - Hands Overhaul, & Custom Rotation Values!

Another week is upon us and with that, a new patch! We have an exciting update to Hands, where you can now bring objects into them! Your hands aren’t just for cards any more! And not just that, but you can now draw and deal from loot bags, infinite bags and stacks! We also have a new tool for you in the side menu – Rotation Values! What does this mean? You can now create custom tooltips for your dice or anything else that needs a tooltip that changes depending on the rotation of the object. Names or numbers are allowed!

Read on for the full details!

Hand Improvements
  • Hands can now work with any object if enabled in the toggles menu.
  • Deal and draw works on individual objects like a singular card.
  • You can now deal and draw from bags, infinite bags, and stacks.
  • Works with arbitrary rotation and sideways cards.
  • Improved spacing with hands to work better and on dynamic sized objects.
  • Improved hands reacting to manipulation with the gizmo tools better.
  • Optimized performance of hands.
  • Improved lift height when grabbing something from a hand.
  • Fixed issue when dealing / drawing that the wrong hand could grab the object.
  • Fixed clipping issues when flipping / rotating cards in your hand.
  • Fixed object stacking together when they were in a hand.
Set Rotation Value on Object Tooltip
  • This allows you many options like custom dice tooltips or custom tiles with different tooltips depending on what side its laying on.
  • Number or name values are both allowed.
  • You can mouse over any object with rotation values and press a number to make it change to that. Or use the contextual menu and Rotation Value to the number.
  • It will try to add up totals on the same objects just like the built in dice do.
Scripting Improvements
Object:
Added bool use_hands
Added deal(int number, string color = “Seated”, int index = 1)
Added setRotationValues(Table), getRotationValues()
Player:

Added getHandCount()
Updated getHandTransform(int index = 1)
Updated setHandTransform(Transform, int index = 1)
Three Kingdoms Redux DLC Improvements
  • Adjusted the initial number of dealt cards.
  • Fixed issue with the deck labels for the Generals.
  • Fixed scripting issue with cards being dealt sideways.
Khronos Hunter DLC Improvements
  • Three marked spaces have been added with snap-points.
  • An extra rescaled version of the square-marker bag has been added to each player area so level-ups can be marked on these extra cards.
  • The mana-coin bags in each player area have been moved to make room for these spaces.
UI Improvements
  • You can now use BB Code colors on black text. Ex, works in Notebook now.
  • Black text is more readable in chat.
  • Fixed being able to move a file / folder to the same location it already is at.
Improvements
  • First loading scene is now async and has a spinning loading wheel.
  • Optimized CPU usage with lots of objects by 10-20% reduction.
  • Uncapped FPS will no longer cap to 144 but unlimited.
  • Quarter now has heads or tails tooltip.
Fixes
  • Fixed auto raise so that you can’t pick up an object over and over again to make it fly upwards.
  • Fixed issue with Sticky toggle not working properly on bowls.
  • Fixed flickering with 2D pointer when using tools.
v9.5.0 - Oculus Touch Support & Engine Upgrade with Better Performance!

This is a big update in that we updated our engine to a new version of Unity. This gives us better cpu multi-threading utilization for better performance in scenes with lots of objects. The game should overall be on a better foundation than ever before. And for our VR users, rejoice! Oculus Touch support is now officially here! VR performance in general should also be improved up to 30% faster. Check it out and let us know how it is. Of course, there’s still more to come as well! And lastly, our tutorial series is currently undergoing a revamp since we’ve changed so much and added new features. Here is the first episode in the new 2017 Tutorial Series – Basic Controls.

Unity 5.6.2 Update
  • Improved CPU Multi-threaded rendering (up to 50% performance increase when there are lots of objects).
  • Improved physics calculations at high speed.
  • Greatly improved camera collision code to reduce jitter and clipping. (This will also stop cheating by trying to clip under the table to look at cards)
  • Chat colors have changed due to the update (are a bit darker).
  • Custom AssetBundle project has been updated to the new Unity version as well.
  • TTSAssetBundleEffects adds animator support.
  • Assetbundles with custom shaders might be pink (Either don’t use custom shaders or re-export your Assetbundles with the updated project).
VR Improvements
  • Added support for Oculus Touch.
  • VR performance improvement up to 30% faster.
  • Controllers now animate to match your controller in real life.
  • You can toggle UI mode to have a floating UI that can be dragged into position.
  • Alt Zoom works a lot better now on everything.
  • Hover tooltip text now works with description.
  • Fixed resizing game view breaking the UI interaction.
Scripting Improvements
Event:
onObjectTriggerEffect(Object, int index)
onObjectLoopingEffect(Object, int index)
onObjectRandomize(Object, string player_color)
Player.getSelectedObjects()
Player.getHoldingObjects()
Physics.cast():
  • Added bool debug to cast() to visualize the cast.
  • Fixed size parameter in cast() being double in size than it should all script must be updated.
  • Increased the number of hits from 100 possible to 1000.
Lighting Improvements
  • LUTs (look-up textures) have been added to the lighting menu.
  • This gives you a wider variety of lighting and color choices from one extreme to the other.
  • You can choose from over 100 different LUTs or import your own (256x16).
  • You can read more about LUTs here.
Cloud Improvements
  • Added “Upload all loaded files” button on the Cloud menu.
  • This takes all the files in the mod and uploads them directly to your Steam Cloud.
  • This is useful when a mod has a broken file and there’s no other way to fix it.
  • This is also great for transferring your local files automatically to the Cloud when you’re ready to play your game in multiplayer.
  • Custom files must be cached to your disk in order to work, so make sure to search any bags to force a cache.
  • Keep in mind that it will upload ALL files to the Cloud. There’s no way to pick and choose individual files.
UI Improvements
  • Tooltip text is now aligned left instead of center.
  • All menus in the Options folder, as well as the Workshop Upload menu have been slightly updated to match.
  • Updated Teams menu.
DLC Improvements
  • Scythe – Updated lighting for better presentation.
  • Warfighter – Updated lighting for better presentation.
  • Warfighter – Fixed issue with tokens not turned the correct way.
  • Updated Tiny Epic Western and In the Name of Odin DLCs so there are no longer any pink elements for Mac & Linux users.
General Improvements
  • Added support for 5 teams – welcome, Team Jokers!
  • Replaced tablet with a new one that is thinner with smaller bezels.
Fixes
  • Fixed assetbundle name conflict when reloading an object.
v9.4.0 - Revamped Turns

We made some great improvements to the Turns Menu. You can customize your turn orders, disable interactions and enable players to pass turns to another!

Turns Improvements
  • Updated the menu to match the rest of the UI.
  • You can now create custom turn orders.
  • You can now Disable Interactions for players when it’s not their turn.
  • Moved end turn button higher up, so it doesn’t block broadcast messages.
  • Pass turns from the player names (if box is checked).
  • Player names are ordered the same way as turn order on the top right.
  • You can change the turn order by moving the color circles in the menu after choosing Custom.
Scripting Improvements
  • Documentation on github: https://github.com/Knils/Tabletop-Simulator-Lua-Documentation
  • Feel free to make pull requests to improve the documentation.
  • Cast now returns the table as a hit object.
  • Player class: Added getSpectators()
  • BBCode now works on creatButton().
  • Fixed getBoundsNormalized() center being wrong.
UI Improvements
  • SAVE & EXIT removed from Grid, Lighting & Hands Menus as it will now automatically save each setting.
  • Updated Hands menu to match the rest of the UI.
  • Reset button added to Grid, Lighting & Hands menu.
  • Smooshed thumbnail images instead of cutting them off in the Games Menu.
  • Lots of miscellaneous improvements throughout.
Improvements
  • Improved player contextual options to match what is available.
  • Alt Zoom doesn’t clip super wide objects offscreen.
Fixes
  • Fixed issue with not being able to see Rotation Snap points when placed.
  • Fixed issue with custom infinite bags spawning objects with the wrong rotation.
v9.3.0 - Lighting Menu, & Scripting Improvements!

An exciting new feature that a lot of you have asked for is the ability to adjust the lighting! You no longer have to rely on the 8 different backgrounds for the only light source. You can customize your own and combining that with Assetbundles, you can create some pretty nifty things. We can’t wait to see what you come up with! Thanks to all of your feedback, we made a lot of improvements as well as additions to scripting and we’ve added the much requested hotkeys to scripting (so keybinds had to be reset – sorry!).

Lighting Menu
  • You can now adjust the lighting by going to Options -> Lighting.
  • You can adjust the intensity of the light shining from above.
  • The color of the light shining from above can be changed with the color picker.
  • Choose between ambient light from the default backgrounds or gradient with 3 colors.
  • Choose how strong you want reflections on shiny objects to be.
  • You can load lighting from a save file by expanding it.
  • You can read all about Lighting in our Knowledge Base.
Scripting Improvements
Documentation:

Added type Color and Vector to documentation to cleanup all duplicate documentation.

Event:
fixedUpdate()

Player:
Transform getHandTransform()
bool setHandTransform(Transform)

Object:
BoundsTable getBounds()
BoundsTable getBoundsNormalized()
Vector(Direction) getTransformForward()
Vector(Direction) getTransformRight()
Vector(Direction) getTransformUp()
Vector positionToLocal(Vector)
Vector positionToWorld(Vector)
onScriptingButtonDown(int index, string player_color)
onScriptingButtonUp(int index, string player_color)

Bounds Table:
Vector center
Vector size
Vector offset (transform offset from bounds)

New Class Lighting:
float light_intensity
Table getLightColor()
setLightColor(Color)
float ambient_intensity
int ambient_type
Color getAmbientSkyColor()
setAmbientSkyColor(Color)
Color getAmbientEquatorColor()
setAmbientEquatorColor(Color)
Color getAmbientGroundColor()
setAmbientGroundColor(Color)
float reflection_intensity
apply()

New Class Physics:
HitTable cast(Table Cast)
Vector getGravity()
setGravity(Vector)

Cast Table:
Vector origin
Vector direction
Vector size (Box and Sphere)
Vector orientation (Only Box)
float max_distance
int type (1 Ray, 2 Sphere, 3 Box)

Hit Table:
Vector point
Vector normal
float distance
Object hit_object
Fixed:
  • Improved erroring when trying to Json.Encode() a table with string and number keys.
  • Editing a button not changing its color.
Cloud Manager Improvements
  • Revamped cloud manager menu to match the rest of the UI.
  • You can now see previews of your cloud images.
  • To see previews of the OBJ files, click the triple dot icon and choose “preview”.
  • Clicking on the file will copy the URL to the clipboard.
Blocked Menu Improvements
  • Updated the block menu to match rest of the UI.
  • Added ability to block people manually with a name and steam id.
  • You can find the Steam ID in Steam by going to View -> Players -> Recent.
UI Improvements
  • Scrolling the games menu with your middle mouse now properly scrolls on the background/dot icon not just on the buttons.
  • Fixed misc blurry parts of the UI.
  • Fixed some click colliders to be more accurate.
  • Fixed some UI glitches on high resolution screens.
  • Fixed jittering when removing blindfold.
  • DPI works in non auto scaling mode.
  • Added help and knowledge base articles to missing menus, as well as updating old ones.
Improvements
  • Chip stack alt zoom will always look down from the top.
  • Saved object will no longer be automatically unlocked when spawned.
  • Moving objects around should feel much more smooth.
  • Grouping cards while holding them will now hold the deck created from that grouping.
  • DLC – Indonesia: Set the point tokens to not be sticky for easier player movement.
  • Fixed table & objects disappearing when using gizmo tool & top down camera.
Fixes
  • Fixed AssetBundles or obj files in bags having colliders.
  • Fixed Rotation in bags being bugged.
  • Fixed assetbundles that are loaded in hidden zones not being hidden.
  • Fixed issue with Hand Zone creating card copies when grouping them.
  • Fixed Custom Token collider issues.
  • Fixed issue with clients getting stuck loading when rewinding.
v9.2.0 - Updated Grid & New 2D Pointers!

We’ve made a huge improvement to the Grid system with a lot more options for you to choose from. Try it out and let us know what you think! We are also investigating various networking solutions to improve the netcode. Some of the improvements would be network stability, connection issues, voice chat, bandwidth reduction, security, and server browser issues. If we find a good solution, this would be a major change to the game and will take a lot of time to develop and beta test to ensure stability.

Grid Improvements
  • The grid now projects onto the surface on objects instead of being static (Great for uneven terrain)
  • Grid projection needs to be turned on via toggles for individual objects, but will always project onto the tables.
  • Updated the grid ui to include a lot more options and improved visual look.
  • In addition to the old horizontal hex grid, you now can use a vertical hex grid.
  • You can now change the color & opacity of the grid.
  • You can now choose between a thin or thick grid line.
  • Line snapping has been added to the hex grid.
  • Fixed hex snapping issue with offsets.
  • Fixed box snapping issue when dropping object in same spot.
New 2D Pointers
  • Added new 2D pointers for the Gizmo, Snap Points, Decals, Vector Paint, & Zones.
  • Updated 2D pointers for Joints and Rulers.
  • Removed the mini fog icon when in the Zones mode since there is a new pointer (2D pointer only).
  • You can now differentiate between the Vector Paint and the Pixel Paint tools.
  • We plan on updating the 3D pointers as well in the near future.
Infinite Bag Improvements
  • Custom Infinite Bags will no longer load the infinite object into memory.
  • Reduced network bandwidth of infinite objects.
  • Fixed issue with infinite object positioned in the wrong spot for clients
Decals Improvements
  • Added ‘delete all’ to Decals.
  • Fixed issue with decals on infinite objects breaking.
  • Fixed decals not hiding in the hand.
Scripting Improvements
  • Timers are much more optimized.
  • Added color and font_color to ui buttons.
  • Added alpha to color table values accessed with either “a” or 4 entry.
  • Added grid_projection object member variable.
  • Fixed issue with timer not cleaning up correctly and other bugs.
Chat Improvements
  • Increased history log of chat window to 400 messages.
  • Eliminated lag when changing tabs that have lots of chat entries.
  • Updated JSON Reader
  • Faster.
  • Less bugs.
  • Less memory issues.
  • Revamped Company Video at Launch
  • This change should prevent those who would sometimes crash at launch with the old intro video.
  • Less annoying sound and more minimal fade in and out.
Improvements
  • Made it easier to update your workshop mods by adding an easy way to get your ID in the Update Workshop section.
  • Mousing over 3D buttons will not show an icon like it does for bags, Assetbundles, etc.
  • Reduced stuttering caused by Gizmo tool.
  • Added DirectX11 launch option (beta).
  • Updated Warfighter so that the tokens in the two boxes are now facing the player names.
Fixes
  • Fixed skip empty hand in Turns.
  • Fixed bb code name exploit.
  • Fixed issue when saving a hidden object, it would reveal its name in the input field.
v9.1.0 - Decals and Improvements!

Our newest feature is Decals! With Decals you can now stamp or stick images to any object. Need stickers for cards and have them stick on when shuffling? Now you can do that. Creating a western theme and want to add bullet decals to your scene? Now you can! Have fun with it!

New Feature – Decals
  • You can now place decals on any object.
  • Access the Decal tool in the side menu.
  • Decals are saved per game.
  • When a save is loaded, everyone will have access to the decals in that save.
  • Click the plus sign to create new decals.
  • The decal you select with have a “Selected” text on it.
  • You will see a ghost of your decal so you know how it will look when you place it down.
  • The placement will be affected by your camera position.
  • Decals will stick to cards and can be shuffled in the deck.
  • Decals can be placed on any surface, vertical, horizontal and angled.
  • Click a decal to delete it.
  • You can rotate decals by using Q and E.
  • You can scale decals with the + and – keys.
  • When ALT Zooming, you’ll be able to see the decal on the object.
  • To disable decals in permissions, it is under the Paint section (just for now).
Debugging
  • Added new launch commands to help debug issues and figure out what’s going on.
  • If you are having any type of crashing or problem with something, then using these launch options will help us track down issues that we cannot reproduce on our own.
  • Input these in Properties, General and click the SET LAUNCH OPTIONS button.
  • You can input multiple launch options by putting a space in between them. Remove the quotes before entering them in.
  • “-nothreading” – Disables loading system in the backload.
  • “-nosteam” – Disables all the steamworks related stuff.
  • “-notablet” – Disables the tablet.
  • “-nosubscription” – Stops steam from checking your workshop subscription.
Improvements
  • Added an empty table option called None so you can place your own custom tables (or anything) in its place.
  • Scaling object will scale all of its states as well.
  • Updated link in the Notebook for Scythe DLC to ensure the latest rules are available.
  • Optimized C# calls to Lua that don’t have parameters.
Fixes
  • Fixed crashing issue with tablet (if still occurs, use -notablet launch option for now).
  • Fixed issue with Steam avatar portraits being mirrored.
v9.0.0 - 64-bit, Engine Upgrade, & New Tablet Browser!

This update we’ve added in one of the most requested improvements to Tabletop Simulator, 64-bit! If you are unfamiliar with what this means for the game: more stability thanks to being able to use all system memory, faster mod loading, and support for larger & crazier mods. We mentioned in the last update that we would have to drop support for Windows 32-bit (0.8% of our players), but we have good news! We were able to create both 32-bit and 64-bit Windows builds of the game and Steam should provide you with the proper version of the game. But, if you are having any trouble playing the game after the update try reinstalling the game to force it grab the correct version. Overall this patch was all updating all the old and much needed items of repair to make the game overall more stable, smooth, and perform better.

64-bit Support
  • 64-bit support added for Windows, Mac, and Linux.
  • Window 32-bit will still exist, while Mac and Linux will be 64-bit only.
  • Better game stability due to being to able to use all system RAM.
  • Create larger and more detailed mods due to the ~3 gb limit being removed.
  • Faster loading time for mods with larger images.
  • Less stutters when loading images.
Unity Engine Upgrade to 5.3.8
  • Overall improved fps.
  • Better game stability due to fixes on Unity’s end.
  • Fixed https ssl loading issue for Mac and Linux.
  • Host of other small improvement and fixes.
New Tablet Browser
  • Migrated from Awesomium to Embedded Browser.
  • More update to date browser will cause less issue loading websites.
  • Perform better compared to the old implementation.
New Steamworks Wrapper
  • Migrated from Ludosity to Steamworks.net.
  • More update-to-date feature set.
  • Ability to add new Steam related features in the future.
  • Better Steam related stability.
Fixes
  • Fixed searching a deck and cards weren’t being scaled correctly to match the deck.
  • Fixed scrolling or opening a folder the triple dots wouldn’t appear on menu buttons.
November 2, 2019, 11:07 pm
v8.9.0 - Lots of Improvements!

This update focused on a lot of behind the scenes stuff that will really help the way we test and release patches in the future. We’re also looking into getting Tabletop Simulator upgraded to 64 bit as only .8% of our player base is on 32 bit. We will not be offering both, so once we upgrade to 64 bit, we will phase out 32 bit support. So if you are on a 32 bit OS we recommend looking to upgrade. There is still a lot of work to getting Tabletop Simulator 64 bit, but the advantages of using more than ~3 gigs of ram will greatly improve the game’s stability and allow you guys to be more creative with your mods.

DLC – Warfighter Improvements
  • Reset card with the sideways setting back to normal.
  • Removed the Infinite Bag type from the Warfighter main rulebook cover.
  • Main board is now locked in place.
  • Returned XP and SUPP tokens to their original Chip setting.
  • Tooltip added to the Designator Board to aid clarity.
  • Warfighter includes expansions #1-9.
Workshop, Saves and Saved Objects Improvements
  • Improved name sorting of folders in saves, workshop, and saved objects.
  • Preview games menu now includes save/workshop files that are in folders.
  • When searching in Workshop, Saves, and Saved Objects it will search all files in your folder or below.
Steam Cloud Improvements
  • Major increase from 1 gig to 100 gigs in the Steam Cloud.
  • This should fix issues people had when they reached the 1gig limit.
  • 1,000 file limit to 10,000 file limit.
  • No need to use external web hosts if you don’t want to.
  • Steam Cloud now syncs thumbnail images.
Gizmo Improvements
  • The Gizmo Tool now works for Promoted Players.
  • When an object is selected with the gizmo tool it will also be highlighted by the player’s color.
  • Gizmo Tool swapped hotkey with Snap Points to now be F9.
Mac & Linux Improvements
  • Fixed Tabletop Simulator documents location for Mac and Linux.
  • Should automatically move files.
  • Mac: ~/My Games/Tabletop Simulator to ~/Library/Tabletop Simulator
  • Linux: ~/My Games/Tabletop Simulator to ~/.local/share/Tabletop Simulator
Improvements
  • Saves folder can now have save files with any format name – they no longer have to be TSSave#.
  • Added delay for download progress appearing onscreen.
  • When searching the new menus, thumbnails should flicker less.
  • Added scale property to createButton() and editButton()
Fixes
  • Fixed duplication exploit.
  • Fixed some potential issues with TTSAssetBundleEffects with null references.
  • Fixed Saved Objects not loading for some people.
  • Fixed grid hex setting being lost when opening the grid menu.
v8.8.0 - New Saved Objects Menu & Folder Creation!

We have some great improvements this week with the addition of creating folders in the Games Menu for Workshop and Saved Games! The Saved Objects Menu got a much needed overhaul with improvements to the entire folder system. Keep reading on for full details!

Workshop & Saves Folder Creation
  • You can now create folders and sub-folders in both Workshop and Saved Games.
  • Folders and Save Files can be moved from the root directory to any folders in the respective category.
  • Use the Options menu (Triple dots icon) to move files.
  • Folders will always default to show on top, except on the main Games Menu.
  • Saved Objects Create Folders
Saved Objects Menu
  • Revamped the Saved Objects menu to reflect the updated UI.
  • You can now create sub-folders in the Saved Objects menu, as well as move objects around.
  • There are now thumbnail preview images.
  • A warning pops up when you try to overwrite an object with the same name.
  • A warning pops up when you try to move an object into a folder with the same name.
  • You can sort the objects by name, updated, loaded and random.
UI Improvements
  • Updated checkboxes and radio buttons throughout the UI.
  • Thumbnails for Saves and Workshop items have been moved out of the thumbnails folder and into the same folder as the Save and Workshop files.
  • Image quality of Workshop/Saves thumbnail is less shimmery.
  • Added icons for custom table and custom background expand saves.
  • Added tooltips to the Server browser Country section.
Text Tool Improvements
  • You can now move the text with the Gizmo Tool.
  • Updated color picker now used with the Text Tool.
  • Updated the UI.
  • Fixed up flickering background.
  • Fixed late joining players breaking the Text Tool.
Gizmo Tool Improvements
  • You can now use the Gizmo Tool with the Text Tool.
  • You can now move the Hand Zones with the Gizmo Tool
  • You can now use the box select tool to select multiple objects to use the Gizmo Tool.
Box Select Improvements
  • Improved visuals of the rectangle Box Selection.
  • It no longer scales based on distance to camera.
  • It has a sharper look with the fill color.
  • Removed misleading hover highlighting.
Improvements
  • Improved text selection to highlight all for certain input fields.
  • Thumbnails will be removed when deleting files.
  • Cleaned up project files by deleting old files and rearranging other files.
Fixes
  • Fixed issue with Hotseat not working properly.
  • Fixed thumbnail not updating correctly when overriding save.
  • Fixed camera colliding with invisible bounds.
v8.7.0 - New Gizmo Tools, Hidden Zones Improvements!

We’re excited that we’ve got some great new tools and improvements with the Gizmo Tool and Hidden Zones! You can now modify zones and objects to a whole new level – even inputting exact values that you want. We have also updated the Chest (now Components) menu to match the rest of the UI and it’s setup very similar to the Games menu.

New Gizmo Tools
  • The Gizmo tools have been overhauled to be more easy to use and give you more flexibility and control.
  • The Gizmo will always be the same size on screen.
  • The Gizmo tool can move non-interactable items.
  • It works on all objects including zones (excluding Hand Zones).
  • You can now use the Gizmo tool on multiple objects.
  • CTRL + Click to multi select objects.
Move Tool:

Use to move an object in space. Snap move. Screen space translation.

Rotate:

Use to rotate an object. Snap rotate.

Scale (NEW):

Use to scale an object. Snap scaling. Uniform scale.

Volume Scale (NEW):

Use to scale an object by stretching its sides. Snap scaling. Scale from center.

Transform Space (NEW):

Local: Gizmos are in selected object’s rotation. Global: Gizmos are in global rotation.

Pivot Point:

Center: Gizmos placed at the center of the selection. Pivot: Gizmos placed at selected object’s pivot point.

Transform Menu
  • Added Transform menu to Gizmo tool.
  • When using the Gizmo Tool, click an object and a menu pops up so you can input the values for the X, Y & Z axis.
  • This will let you place, move, rotate or size objects to your exact specifications.
  • Drag the x, y, or z label for each component to increase or decrease the value.
  • Easy to select and copy (for pasting into Lua scripts) or click to copy it all to clipboard.
Hidden Zones Improvements
  • With the improvements to the Gizmo Tool, comes improvements to the Hidden Zones.
  • You can now use the Gizmo tools to have precise control of the zones.
  • Create your Zones, then switch to the Gizmo Tool (you can use any of them).
  • Use Volume Scale to really get the precise size and placement that you want.
  • You can also input exact values into the Transform menu if you know the sizes you need.
  • Zones no longer have a larger invisible collider (new zones will be default taller).
Revamped Chest Menu.
  • Renamed Chest to Components.
  • Updated the Components menu to match the rest of the UI.
  • Larger buttons for bigger previews.
  • Improved drag & drop spawning positioning.
  • Updated category menu icons.
Scythe DLC Improvements
  • All doubled separator dash lines have been removed from Tool Tip texts.
  • The “Innovative” and “Militant” Mat running order has been switched to match the numbers on the Selection cards.
  • Fixed issue with snap points on the Mechanical game mat.
  • Fixed typo for ‘Innovative’ in Mat tooltip.
  • Fixed minor scripting issues.
Tiny Epic Western DLC Improvements
  • Made the Influence and Industry tokens not sticky, so that manipulating them is easier when trying to move stacks.
  • Fixed Colored zones for Red/Green being mixed up.
  • Fixed rotation snap points for the porch slots of the player mats so the cards face the correct way.
Scripting Improvements
  • getStateId()
  • onObjectLeaveContainer(Object Container, Object LeaveObject)
Improvements
  • Fixed Superfight DLC so table and backgrounds can’t be clicked on and accidentally deleted.
  • Camera reset position for colors that don’t have hands is now calculated based on the positions of the hands on the table.
  • You can now ALT zoom objects in the UI menus.
  • Improved rotation on objects in the UI to match ALT zoom (Sideways cards, figurines, tools, etc).
  • Loading local assetbundle that is already in the caching location will use the shorthand version.
Fixes
  • Fixed issue with ALT RMB dropping both cards when the deck gets down the last two.
  • Fixed copying Text Tool guid to clipboard.
  • Fixed issue with drop sound for Assetbundles not working.
  • Fixed issue with Assetbundle point filter texture being weird.
  • Fixed issue with Workshop search tooltips being messed up.
  • Fixed issue with loading assetbundles from your local disk.
  • Fixed issue with saving in VR.
  • Fixed bizarre camera spinning when pressing the spacebar to reset the camera.
v8.6.0 - Scripting & Loading Improvements & More!

Update v8.6 focuses on improvements galore! We’ve improved some of the UI based on feedback, improved loading quite a bit and even VR got some love! We also made some additions and improvements to scripting.

UI Improvements
  • Added text to the main Top Menu for ease of use.
  • Added date to delay tooltip for Games menu – Workshop and saves
  • Added tooltips to main menu selections.
  • Cleaned up various areas of the UI so they are all matching.
  • Games menu can now sort by the last “Loaded”.
  • Auto save can now be deleted and expanded like other save files.
  • Improved spacing of tooltip when adding a delay tooltip like description.
  • Renamed Custom Tile type ‘Mat’ to ‘Rounded’.
  • Renamed Saves/Chest folder to Saves/Saved Objects and moved all files over.
Sripting Improvements
  • Greatly cleaned up overall code base for faster iteration times in the future.
  • Clicking copied to guid to clipboard closes the contextual menu.
  • print() goes in all chat tabs now.
  • Optimized an empty global script from being executed
  • Fixed some bugs with auto play scripts
Event:

All past tense events made present tense (ie, onPickedUp() renamed to onPickUp()) deprecated old calls onObjectSpawn()

Object:

setVelocity(table velocityVector) setAngularVelocity(table angularVelocityVector) resting (set) getStates() name, guid, id reload() randomize() putObject()

Loading Improvements
  • More reliable without getting stuck loading.
  • Unified all loading under one system for better maintainability.
  • Loading progress more accurate to how many unique assets are having to be loaded.
  • Fixed issues when changing from one game to another while loading.
  • Normal maps load much faster.
  • Objects that fail to load will no longer fall through the table but will be locked in the correct position.
  • Loading progress will inform you if mod caching is turned off.
  • Added a better DLC loading progress indicator.
  • Almost eliminated massive lag right when DLC finishes loading.
VR Improvements
  • VR players can peek when zooming an object by turning their hand. This will no longer hide the object and the peek symbol will show on the item so others are aware.
  • VR Alt zoom now works on assetbundles.
  • Search and Peek icons show up correctly in VR.
  • Fixed VR so it can interact with 3D UI elements just like regular mode.
Improvements
  • Updated most DLCs with links to rulebooks in the Notebook.
  • Turn order is now based on the position of the hands on the table instead of a preset list.
  • Shaking a stated object will no longer shuffle it.
  • Improved sharpness of Assetbundle textures by adding negative mipmap bias to main texture.
  • Increased states and effects selection menu from 50 to 99 cap.
  • Added better error handling and reporting for Workshop downloading.
  • Added broadcast message when copying something to your clipboard.
  • Updated Help Menu with Top Down camera info.
Fixes
  • Fixed DLCs with Tablets not loading Rulebooks.
  • Fixed issue with returning to main menu with a DLC loaded breaking that DLC in future loads.
  • Fixed some selected drop shadow issues with overlapping windows.
  • Fixed issue with ‘End Turn’ getting stuck on screen / broken turns.
  • Fixed issue with Camera bouncing off non locked objects.
  • Fixed issue with Alt zoom on jigsaw puzzle box being upside down at default position.
  • Fixed potential memory leak from spotlight.
  • Fixed issue with users choosing game master when not the host.
  • FIxed issue with Tooltip word wrap not ignoring bbcode and causing weird spacing.
  • Fixed issue with Table getting destroyed by falling through the world and breaking the game.
  • Fixed issue with 3D objects clipping and overlapping 2D menus.
  • Fixed issue with Custom boards not resizing correctly.
  • Fixed issue with Korean characters not working correctly in the chat.
  • Fixed promoted player spawning custom table / background from expanding a save.
  • Fixed loading .cjc error with corrupt custom decks.
v8.5.0 - Top Down Camera, Revamped ALT Zoom

Happy 2017! Here’s to another great year of gaming! To celebrate the new year, we’re having a giveaway for Tabletop Simulator and its DLCs, so be sure to check that out here. This update focuses a lot on cleaning up the UI and existing functions as we really want TTS to look nice and clean. If you come across any funny looking bugs be sure to post them on our forums.

New Camera Mode – Top Down
  • You can now use the new Orthographic camera.
  • This keeps the camera locked in top down 2D view.
  • This is great for games that require more of a top down view or for placing down and aligning objects perfectly.
  • Press P to toggle between the camera modes or right click on a non-object to bring up the Global Contextual Menu.
ALT Zoom Revamp
  • Orthographic camera so everything is perfectly flat and readable at any angle.
  • Improved object clipping prevention.
  • You can now see objects as they are supposed to be.
  • It will use the entire screen if it’s supposed to.
  • This now works on animated objects and the 3D UI.
UI Improvements
  • Added Spotlight section on the Main Menu for any relevant news, updates & community spotlights.
  • Updated the Main Menu and Multiplayer sections to fit with new UI.
  • Improved sharpness of sprites throughout the UI.
  • There are a still a lot more updates that need to be done.
Scripting Improvements
  • setPositionSmooth() / setRotationSmooth() works on locked objects and they stay locked
  • Added isSmoothMoving()
  • Added getLock() and setLock(bool)
  • Added highlightOn(table color, float duration (Optional)) and highlightOff()
  • Fixed issue with cards in new decks not being given a unique GUID.
  • Fixed scripting exploit to spawn objects when they are destroyed.
  • Fixed not cleaning up Lua coroutines properly.
Sorting & Saving Improvements
  • Sorting in the Games menu will now save between sessions.
  • Games Menu will not forget search term when reloading the UI after expanding mods & saves.
Loading Screen Improvements
  • Fixed issue when resizing the game wouldn’t update video / loading image size.
  • Fixed load screen for 21:9 aspect ratio.
Improvements
  • Improved all 3D object previews.
  • Optimized physics sleep settings for better performance.
  • Optimized stutters.
  • Objects are now highlighted the player color when they do any functions – scaling, rolling, color tinting, under, locking, etc. This will allow you to see who are doing things when they aren’t supposed to.
  • You can now load custom tables when expanding a mod.
  • You can now expand and load custom backgrounds from the Workshop.
  • Improved protection against corrupt player prefs.
  • Added safe guard for objects falling forever if colliders are lost.
  • Better error handling when saving long name URLs to disk.
  • Added mouse scrolling to the Games Menu so you can use your scroll wheel to quickly scroll through the pages, as well as on the front menu with the categories.
  • Moved Saved Slot number to the top left of thumbnail instead of in the name to give more space for the text.
  • Saved objects added to Objects menu in the top bar, so you no longer need to go to the Chest to access it.
  • Added confirmation button when loading a save to prevent accidental missclicks.
  • Added a /debug command to highlight objects red that are moving. Great for tracking down objects that are causing network and physics overhead.
Fixes
  • Fixed UI issues with the mp3 player.
  • Found lost card (Solar Engineering) inside the table and added it to the Research deck for Darkrock Ventures DLC.
  • Fixed issue with building cards locking into place upside-down in Tiny Epic Western.
  • Fixed issue with the possibility of DLCs breaking when changing from one DLC to another.
  • Fixed having to exit to main menu when having a DLC breaking loading.
  • Fixed custom token not resizing correctly with more than one in save expand or bag search.
  • Fixed expand save / bags not working correctly on old cjc files.
  • Fixed issue with closing a custom model menu that hasn’t loaded correctly not being properly deleted.
  • Fixed issue with Tooltips being behind elements.
  • Fixed issue where the camera spins like crazy when pressing space when at 0.
  • Fixed spectator error message when they try to move a piece.
  • Fixed issue with Ellipse … text not wrapping correctly.
  • Fixed deck override sideways property on card.
  • Fixed locked object in deck / bag.
  • Fixed issue with Games Menu not refreshing correctly when you save as Promoted.
  • Fixed pixel paint drawing not loading between saves.
  • Fixed create folder and saved objects appearing behind the UI.
  • Fixed tooltip getting stuck on the tools menu.
v8.4.0 - UI Overhaul, In-Game Screenshots & More!

This is the probably the longest we’ve gone without an update, so thanks for your patience! We’re all set in our new little studio in Austin, TX and while we’re not completely situated, we’re happy to be in one place! We’re still looking for programmers, so if you’re in the area (must live in Austin already!), then please send us your info. We have made some major changes to our Games menu which now houses the default “Classic” games, DLCs, Workshop mods and Saves. You can now easily find all your games in one spot with thumbnails! We can finally get rid of those old ugly Workshop and Save menus! We have also updated the Top menu and ESC menu with more changes to come! This will be our last update of 2016 as we go home for the holidays. We wish you all a very happy holiday and we look forward to seeing you next year. Lots more great things to come in 2017, including updates to VR and getting Oculus Touch users up and running.

Games Menu Overhaul
  • Updated the Games menu to be more user friendly.
  • New Games menu showcases the base “Classic” games, the DLCs, your Workshop mods you’ve subscribed to and your Saved games.
  • Each section highlights the first games on each respective list.
  • When you click on one of the categories, you will see your games listed in a grid style in default order.
  • Workshop and Saved games are now shown with a thumbnail.
  • Old save files will not have a thumbnail until resaved.
  • Pages have been implemented so you can easily scroll through the different pages without having one continuous scroll.
  • Unowned DLCs will have a lock icon.
  • Depending on the game category, you can sort by Name, Random, Date Released, Recently updated games, the Slot number, and the Date created.
  • This is still a work in progress as we add more features to the menu, like creating folders and favorites. If you have suggestions, please post them below.
  • Hover over a game for different options:
WORKSHOP
  • Info – Opens up workshop page in overlay .
  • Expand – Lets you open up and see what is in each mod.
  • Delete – Will both unsubscribe to the mod and delete the files from your computer.
SAVES
  • Overwrite – Will overwrite the existing saved game.
  • Expand – Lets you open up and see what is in each save.
  • Delete – Deletes the saved game.
  • To create a new save, click on GAMES, SAVES and then press the CREATE button.
  • When you save a game, an image will be taken based on where your camera is facing and this will become your thumbnail image.
Top Bar and ESC menu Overhaul

Updated Top Bar menu & icons to give it a cleaner and more streamlined look. Each icon represents a category and either a window will pop up or you will get a drop down menu with options. This helps keep everything more organized and quicker to find what you’re looking for. ESC menu has also been updated to reflect the new UI changes. You can bring up the menu by pressing the ESC key or pressing the menu icon on the Top Bar. To change your color and team, you can now find this by clicking on your name in the top right.

UI Improvements
  • Fixed some UI elements not being as sharp as they should have been (especially noticeable on text).
  • Improved the sharpness of the hover tooltip.
  • Color picker: Fixed drop shadow, added tooltips, adjusted placement.
  • Search Menu: Fixed clipping.
  • Fixed and cleaned up miscellaneous UI elements.
High Quality Screenshots
  • You can now take high quality screenshots of your games at twice resolution and x8 msaa.
  • The UI is ignored, so you don’t need to worry about turning it off.
  • Press SHIFT + F11 to take the pictures.
  • Screenshots are located in your Documents/My Games/Tabletop Simulator/Screenshots folder.
Darkrock Ventures Improvements
  • Fixed scaling on Research Deck.
  • Changed grey pips to black on the mining dice for easier readability.
  • Reference Card is now able to be Alt Zoomed.
Spirits of the Rice Paddy Improvements
  • The Water Tokens custom bag is now a normal bag, not an Infinite one, and contains the correct limited number of Water Tokens for a legal game.
  • Various pieces have been drawn from their bags to form piles beside the main board for the convenience of players when a game begins.
  • Each player’s starting Laborer, Gate, Wall and Rock Tokens have been added to their areas to reduce set-up time.
  • The player-color-marked pieces set before each of the four Spirit-Card slopes at the back of the table have been moved forward to reduce interference with cards.
  • The tray for the Rice Token-bags has been moved forward to be more convenient to reach.
  • The bags for Laborer, Growth and Livestock Tokens, and for Achievement Tiles, have been moved forward to be more convenient to reach.
  • The offering-bowl object containing the Water Tokens bag has been moved to the other side of the table for convenience.
  • The reflective setting on the Round Marker piece has been altered slightly to make it appear more authentically wooden and less shiny.
  • The scale of the Water Tokens has been reduced slightly to make them more manageable on the player-boards.
DLC Improvements
  • Added information to the Notebook’s Key Points about the corridors in the Wizard’s Academy DLC.
  • Fixed typo for the “Acolyte” character sheet in the Darkest Night DLC.
  • Fixed spacing in the tooltip for the “Anna & Wojtek” figurine in the Scythe DLC.
Improvements
  • Added a tooltip in the chat settings to include a link to the global chat rules.
  • In global chat your name is highlighted purple when someone mentions you.
  • Added Peek option under Modifiers in the Help Menu.
Fixes
  • Fixed issue when searching objects would add random snap points.
  • Fixed zombie search icon getting stuck on object.
  • Fixed issue where blindfolded users were able to see peek and card search indicators.
  • Fixed issue with Tutorial being stuck on ? mark stage because ESC Help Menu didn’t work.
  • Fixed issue with loading a new save not clearing out any drawings from the previous save or game.
  • Fixed search clipping on different aspect ratios.
  • Fixed search lighting being too bright.
  • Fixed issue with Tooltip getting stuck on pointer.
  • Fixed issue when searching a bag that contains a custom infinite bag.
v8.3.0 - Future UI Sneak Peek!

Our next focus will be on overhauling the weaker parts of our UI. Here’s a sneak peek of what’s to come. This isn’t complete yet, but you’ll have a menu just like this for your Workshop Mods and Saves as well. And the game you are hovering over will stand out a bit more, like in the gif below. Let us know what you think!

Wizard’s Academy Improvements
  • Added names to cards that didn’t have them.
  • Fixed spelling errors in tool tips.
  • Fixed some punctuation in the Notebook.
Viticulture Improvements
  • Added link to the rulebook in the Notebook.
  • Unlocked white starting pieces.
UI Improvements
  • Improved draggable windows look and clarity.
  • Drop shadow added on focused window.
  • Improved window focus recognition.
  • Swapped out all background menus for an improved look.
  • Improved look of close buttons.
Fixes
  • Fixed issue with drawing on interactable = false objects not working.
  • Fixed pointer position on interactable = false objects not being aligned properly.
  • Fixed custom model and custom tile sharing an image together having messed up aspect ratios.
  • Fixed issue with tabs influencing other windows
v8.2.0 - Global Chat & Scripting Improvements

Here’s a quick patch as we’ll be heading to Seattle next week for Steam Dev Days. We have also added some improvements to both global chat and scripting. We’re always listening to your feedback, so be sure to always post your suggestions on our official forums or in the pinned thread in our sub-reddit.

Global Chat Improvements
  • Developer and Moderator tags added to Global Chat [DEV] & [MOD].
  • Developers now show up as red and Moderators are now orange.
  • The bot Berserk will show up as red but without any tags.
  • Fixed Global Chat mods/devs coloring not working consistently.
Scripting Improvements
  • Added setCustomObject() getCustomObject() assetbundle, image_secondary.
  • Added AssetBundle trigger and looping effects.
  • Improved the look of smaller scripting buttons to allow smaller sizes and reduced pixelations at further away zooming.
  • Fixed issue with scripting button at zero size not hiding for clients.
Improvements
  • Peek now works in searching, so you can see the front and backs of objects.
  • Improved icon indicators for Peek and Search for better tracking.
  • More hover over icons have been added to dice, RPG figurines, the clock and effects for AssetBundles.
Fixes
  • Fixed issue with Broadcast messages getting stuck on screen if disabling the UI with F11.
  • Fixed issue with Viticulture DLC colors of textures being off.
  • Fixed text in tooltip for Automa cards in Viticulture DLC.
  • Fixed issue with AssetBundle physics material setting not working.
  • Fixed issue with Particle effects not triggering with TTSAssetBundleEffects.
  • Fixed issue with custom model flying up when removed from bags.
  • Fixed issue with Vector and Paint tool being seen in solid hidden zones at certain camera angles.
v8.1.0 - Peek Cards, AssetBundle Improvements & Lots of Fixes!

We have added a new Peek feature, where you can look at the backside of cards and other objects! Thanks the great community feedback, we were able to correct mistakes that came up in our Viticulture DLC. Remember to let us know if you encounter any issues as we’ll never know unless you tell us! One last thing – It’s very important to update your AssetBundle projects because any AssetsBundles you create will not work on other platforms, so before doing anything else, update your project and make sure to update all your AssetBundles!

DLC – Viticulture Improvements
  • Added snap points to the mats for worker placement.
  • Fixed sizing to make the board more proportional to the table.
  • Fixed Mama & Papa cards to be in the proper orientation and placement.
  • Fixed coloring of all textures.
Peek Cards/Objects
  • You can now view the backside of a card or object with Peek.
  • In conjunction with ALT Zoom, hold shift while alt zooming to see the backside.
  • Similar to the Search, players will be notified when someone is peeking an object with an eye icon over the object.
  • Eye icon will disappear after 3 seconds when the player done peeking.
  • Also works with custom figurines to see the other side of the image.
  • Spectators will not able to peek objects to avoid information being passed along to other players.
AssetBundle Project Improvements
  • Updated alert script to check github to see if there is a new version.
  • Confirms you have the correct version of Unity installed.
  • Tries to verify your project install.
  • Make sure to update to the latest version.
AssetBundle Improvements
  • Bag searching now works with AssetBundles.
  • Changed AssetBundle model default to a cube.
  • Added AssetBundle URLs to multiplayer local file check.
  • Fixed duplicate AssetBundle on client breaking the download tracker.
  • Fixed pink texture bug on Mac / Linux by including shaders with build.
  • Fixed issue with AssetBundle bag numbering not working.
  • Fixed issue when importing AssetBundle with looping effects and no trigger effects.
Improvements
  • Control Scheme updated with Peek info & updated Tips section.
  • Added a hyperlink to the blue helper question marks on certain menus that goes to the Knowledge Base, appropriate for that menu.
  • Improved depth sorting of snap points.
Fixes
  • Fixed Custom Tile image messing up.
  • Fixed issue with Custom tile ‘Mat’ as stackable not working properly.
  • Fixed issue with custom tiles stacking and changing the image when they have different back images.
  • Fixed issue with custom models stacking incorrectly.
  • Fixed custom model color tint applying to all sub models.
  • Fixed custom model searching not working.
  • Fixed sub-meshes in custom models being tinted incorrectly.
  • Fixed scripting related crashes that has to do with buttons.
  • Fixed issue with script button not working on custom objects.
  • Fixed script buttons causing weird physics.
  • Fixed issue with Unique backs and Back is hidden as false not working properly.
  • Fixed issue with client creating tabs in notebook getting duplicated.
  • Fixed issue with cards being too “sticky”.
  • Fixed calculator so it works again.
  • Fixed issue with Team Text Chat tab disappearing when switching teams.
  • Fixed issue with icon showing up when searching in hidden zones.
  • Fixed bag duplication exploit.
v8.0.0 - AssetBundles & more!

What makes v8.0 so special? AssetBundles! This is an advanced feature for those who want to have complete control over their custom objects. Giving you the power of the Unity game engine. Take your mods and games to a whole new level by adding animations, sounds, lights, particles and much more! You can read all about it at our Knowledge Base, full of images and examples.

Cosmic Encounter Improvements
  • Named Alien and Flare cards for ease of searching in the base game.
  • Added missing rotation snap points.
  • Fixed Tooltip for Alliance box.
  • Deleted duplicate tables which no longer make tables interactable.
AssetBundles
  • AssetBundles are an advanced feature for those who want complete control over their custom objects with the power of the Unity engine.
  • Anything that Unity engine provides besides scripting can be exported as an AssetBundle and then reimported into Tabletop Simulator.
  • This includes full shader / material support, animations, sounds, lights, particles, and much more.
  • Better image quality thanks to better image compression.
  • Custom script TTSAssetBundleEffects to creating looping and trigger effects.
  • Custom script TTSAssetBundleSounds to override the games trigger and impact sounds.
  • The Modding Project can be downloaded on GitHub.
  • You can read all about AssetBundles at our Knowledge Base.
Custom Figurine Improvements
  • Added a back image option, so you can now have a different image for both sides.
  • Improved the aspect ratio stretch to be more accurate.
  • Reduced collision issue with super wide aspect ratio images.
Improvements
  • Fixed tooltip for the Map Tiles in the Zombicide DLC.
  • Shaking object will now reset any slight rotation offset it has when picked up.
  • Copy and pasting objects are now placed more like expected, based on the object you are hovered over.
  • Optimized all of our default objects, removing unnecessary components.
Fixes
  • Fixed issue with Color Tint not applying to more than one object when copy/pasting.
  • Fixed issue with being able to stack double sided tiles that don’t share the same backside image.