Experimental_UE5 0.1.16723
Additions
- [p]Faction register feature managed via Faction tab in the Control Center (usable as global parameters in behaviors)[/p][/*]
- [p]Added an event system for behaviors, currently with 2 events "Parameter Event" and "Radio Event" (usable with faction registers) to to jump code when a value changes[/p][/*]
- [p]Welcome screen for the behavior editor, with interface explanation and updated templates. Shown the first time when opening a behavior and also accessible with the help button in the top right[/p][/*]
- [p]Added Sequence behavior instruction for code grouping[/p][/*]
- [p]Added more examples to the help box of various instructions[/p][/*]
- [p]Added Path Blocked connection pins to Move Unit, Pick Up Items and Drop Off Items instructions[/p][/*]
- [p]Added button to remove old submissions from the feedback list[/p][/*]
- [p]Added clickable links in codex (to other codex entries)[/p][/*]
- [p]Added new alien reforming tech[/p][/*]
- [p]Added Get Offset and Move Offset instructions (and deprecated directional move instructions)[/p][/*]
- [p]Add deployment site user interface with "Pause" and "Cancel" options[/p][/*]
- [p]Center the new game map preview around the start location of the first player faction and also display its starter units[/p][/*]
- [p]Large amounts of Codex and Tutorial updates, added collapsible sections to some Codex pages[/p][/*]
Changes
- [p]Automatically prompt for a name when opening up a new unnamed behavior[/p][/*]
- [p]Create new button for Scenarios on main menu which combines the old Challenges button and the scenario selection from the New Game screen[/p][/*]
- [p]Updated Behavior Templates[/p][/*]
- [p]Updated Load Game interface to show secondary buttons smaller and updated Save Game interface to remove some buttons[/p][/*]
- [p]When deconstructing the Human Command HQ, drop a one-time-use Deployer component like when deconstructing the robot Command Center[/p][/*]
- [p]Upon destruction of a Deployer based deployment site drop a one-time-use Deployer component[/p][/*]
- [p]Remove the powerdown state for virus so people can actually finish research[/p][/*]
- [p]In the behavior editor, swap the row with name/description and the row with registers/parameters so the name is at the top of the screen[/p][/*]
- [p]Changed Cancel Orders button to not clear recurring orders[/p][/*]
- [p]Changed Datakey items to Research category[/p][/*]
- [p]Rename "Building 1x1 (L)" to "Building 1x1 (1L)" to match naming of other buildings[/p][/*]
- [p]Change description of Robot Factory from "A fixed component" to "An integrated component"[/p][/*]
- [p]In the tech tree, show a warning if an ingredient of one tech has yet to be unlocked via another tech[/p][/*]
- [p]In the tech tree, prevent queueing up a tech that won't be available even if everything else in the queue finishes research[/p][/*]
- [p]In tooltip, show always 2 stat lines and offer holding of shift to show everything only when really applicable[/p][/*]
- [p]In tooltip, don't include own faction boost in stats when looking at units of other factions[/p][/*]
- [p]Improve behavior editor to show custom node UIs while inserting/pasting/ctrl-dragging new nodes[/p][/*]
- [p]Reduced bug silica drops[/p][/*]
- [p]Adjusted construction recipes and foundation speeds[/p][/*]
- [p]Blight power now requires blight gas[/p][/*]
- [p]Show items per minute in the production selection when amount is set to infinite[/p][/*]
- [p]Production times in tooltips viewed via the production selection popup now include component overclocking[/p][/*]
- [p]For tooltips not coming from a production component, still include the global overclocking boost in the production/build/uplink time if available[/p][/*]
- [p]For tooltips of buildings, show the build time with global overclocking boost if available[/p][/*]
- [p]For tooltips of bots, show production time in seconds instead of items per minute[/p][/*]
- [p]Set the 'Path Blocked' state icon on a unit that tried to move to a position where that and every surrounding tile was blocked[/p][/*]
- [p]Also show a yellow outline on read-only registers indicating the value is a reference to a unit[/p][/*]
- [p]Enable Enter and Esc keys to confirm/cancel dialog popups on the frontend[/p][/*]
- [p]Enable pressing enter while typing the name for a new save to confirm saving[/p][/*]
- [p]Enable pressing enter while typing the password to connect to server IP to initiate connection[/p][/*]
- [p]Remove second icon in "Last Copied" section of build menu because Ctrl+Click should be used to customize construction sites[/p][/*]
Fixes
- [p]Avoid behavior editor moving nodes around unexpectedly or creating new connections at program end points when deleting or disconnecting nodes in a complex behavior[/p][/*]
- [p]Fix behavior editor incorrectly failing with "Cannot create connection which leaves the loop" when connecting "Done" to a previous node[/p][/*]
- [p]Fix copy/pasting of call behavior nodes not copying its argument values[/p][/*]
- [p]Refresh behavior call node when the name of the sub-behavior or the name of a parameter changes[/p][/*]
- [p]Fix drag selection in behavior editor not working when ending the selection on top of a drop-down combobox UI element[/p][/*]
- [p]Fix for line artifacts shown in blight areas on the minimap[/p][/*]
- [p]Fix hovering the mouse over a deployment site to automatically show the progress bar once the deployment process starts[/p][/*]
- [p]Fix destruction of Command Center deployment site to place the Command Center bot on the map again[/p][/*]
- [p]Fix Deployer component to disallow setting the deployment target to a cliff tile were deployment then doesn't work in the end[/p][/*]
- [p]Fix editing a unit running a recursive behavior wrongfully showing a "Add Blueprint to Library" popup[/p][/*]
- [p]Fix copy/pasting a building with recursion asking to import items which already exist in the library[/p][/*]
- [p]Fix upgrading a unit with an integrated behavior controller equipped to a different frame making an upgrade construction site that never finishes (waiting for an integrated behavior controller to be delivered)[/p][/*]
- [p]Fix unit upgrade/blueprint editor to not warn about losing an integrated behavior controller when changing frame[/p][/*]
- [p]Fix Lua error when hovering over map settings on challenge scenarios[/p][/*]
- [p]Fix Lua error getting logged when opening an explorable which requires scanning[/p][/*]
- [p]Fix "Solve Explorable" instruction leaving an explorable in a broken state if at the very last moment an order or another behavior takes out the required item[/p][/*]
- [p]Fix customizing unit before construction (with Ctrl+click placement) or production (with Unit Editor button) losing references to library items (behaviors and blueprints)[/p][/*]
- [p]Fix multi-blueprint name not showing on 'Place Construction' behavior instruction node[/p][/*]
Modding
- [p]Allow mods to overwrite/extend Action, Delay and Chat listener functions by calling [c]org = Listener:Unbind("Name")[/c] to unbind and receive the original function then binding it again with [c]function Listener.Name(...)[/c][/p][/*]
- [p]Disallow array style initializers for noise params (elevation_params, etc.) as done in some package:setup_scenario functions because it breaks code that accesses fields by name (frequency, scale, etc.)[/p][/*]
- [p]Make Lua API function component:RequestStateMove return if movement is needed but the entity is in path-blocked state after having tried the exact same movement request[/p][/*]
- [p]Fix a rare crash on Lua code hot reloading[/p][/*]
- [p]Add support for specifying a color attribute in
rich text tags[/p][/*]
[p][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/613179230182703221"][/dynamiclink][/p][p][/p]
