Experimental_UE5 0.1.15844
[p][/p]Building Relocation
[p]Buildings can now easily be moved to a new location. To do so, select one or more buildings, right-click on one of the selected buildings, and click "Relocate". This will place the selected building(s) under the mouse cursor so you can choose a new location (pressing R will rotate the placement). Once relocation is confirmed, carrier bots will move the packaged building along with any items it contained. When the relocation process is finished, all settings, relations, and unit references will be fixed up for you so no further action is needed. If relocation is aborted (by the player or due to an enemy attack), you can use the relocation deployer dropped on the floor to rebuild the building manually.[/p][p][/p]Integrated Behavior
[p]All robot units (bots and buildings) can now load an integrated behavior without the need to equip an actual Behavior Controller. To use it, either right-click the unit or press the ≡ menu button next to the unit name, then press "Add Integrated Behavior".[/p][p][/p]Behavior Instruction Explanations
[p]When selecting a node in the behavior editor, you can now open an explanation panel by pressing the ? button at the bottom. Most instructions now contain further explanations or details, and some even have a small code example that can easily be copied into your behavior.[/p][p][/p]Multiple Store Targets
[p]The Store target is no longer limited to a single unit. When multiple targets are specified, items are delivered to all units as long as there is free space and in the order of the listed targets. For example, a production building can be set to store its goods into multiple storage buildings, removing the need to connect the storage buildings. This also helps with visualizing the flow of resources by more clearly showing where things go from where. To set an additional Store target, click the Store register to get a list with a + button. Right-clicking on an entry will remove it. Holding Ctrl while right-clicking on a unit sets or overwrites the Store. Additionally, holding Shift will add the selected unit to the list of stores.[/p][p][/p]Additions
- [p]Building relocation feature[/p][/*]
- [p]Integrated behavior on robot units[/p][/*]
- [p]Multiple store targets[/p][/*]
- [p]Behavior instruction explanations[/p][/*]
- [p]Add journey time when launching a satellite (now takes time to launch and come back)[/p][/*]
- [p]Added "Memory Length" instruction to get the length of a memory array[/p][/*]
- [p]Enable "Create New Behavior" button in the behavior editor when selecting a subroutine on the "Call" instruction node[/p][/*]
Changes
- [p]Always show all registers of the Re-Simulator Core component in the Link Editor (were already shown in the Blueprint/Unit Editor)[/p][/*]
- [p]Show up to 5 registers per row in Link Editor and Blueprint/Unit Editor[/p][/*]
- [p]Change rules for eligible units that can be acquired with the Deployer component to match unit deconstruction (disallow damaged or infected units)[/p][/*]
- [p]Pass the number part in the target parameter of the "Attack Move" instruction to the weapon componentЃfs target register[/p][/*]
Fixes
- [p]Fix behavior breakpoints on the next instruction after a wait or sleep, on label instructions and on the first instruction of a for-loop[/p][/*]
- [p]Undock any docked unit with movement on component destruction instead of destroying them[/p][/*]
- [p]When upgrading an AMAC building containing docked satellites, store the satellite in its package form instead of placing an invisible satellite units onto the map[/p][/*]
- [p]When upgrading a building with storage components, keep all items instead of dropping anything outside the base unit inventory[/p][/*]
- [p]When upgrading/editing a building with docked units, make them dock back into it once finished[/p][/*]
- [p]Fixed control group icon to update correctly for construction sites and across unit editing/upgrading [/p][/*]
- [p]In behavior editor, show variable and parameter icons when dragging or pasting nodes[/p][/*]
Modding
- [p]Add new optional argument to entity:Undock to undock without placing on map[/p][/*]
- [p]Add support for register queues and Lua API for manipulation of them (currently only used by the game only for multiple Stores)[/p][/*]
- [p]Add input validation code for CreateProductionRecipe/CreateMiningRecipe/CreateUplinkRecipe/CreateConstructionRecipe utility functions to avoid mods being released with mistakes[/p][/*]
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