Restructured the scripts for engineering structure units.
MD: Started the Seraphim abomination class experimental.
Fixed UEF ACU and SACU drones causing a script error when a parent Iyadesu dies.
Created icons for several unselectable and placeholder units.
Updated the distance models and icon for the Abyss Crawler.
Caffe Corretto: Fixed the smoothing groups on the UEF T2&3 AAPDs and T3 PD, and replaced the icons.
R&D: Finished the appearance of the Cybran T3.5 Gunship.
Spawn Menu: Fixed a minor spacing issue when exactly 6n-1 mods were enabled.
Finished the Seraphim Experimental Sniper Bot.
Finished the model for the new Seraphim Experimental Sniper Bot.
Crate Drop: Will now reroll if Unit:AddKills() isn't a function.
R&D: Added the Seraphim Pentration Fighter.
Spawn Menu: Renamed the Mod tab to Source, and added a 'Core Game' initial option.
Spawn Menu: Fixed an error if BrewLAN isn't enabled.
Spawn Menu: Added code for wrapping the mod name buttons and expanding the text area.
Spawn Menu: Added code for truncating long mod names semi-intelligently.
Spawn Menu: Removed the Product category.
Spawn Menu: Gave it the ability to dynamically categorise by mod.
Mostly for the lobby strings move from SCD.
Crate Drop: Lobby options will now break the lobby options of the other two on FAF, for no good reason I can identify.
TeaD: Lobby options will now loaded by FAF.
Renamed some of the variables for clarity.
Crystal Hill: Lobby options now loaded by FAF.
R&D: Removed the adjacency definitions for the old size of Gantry.
Fixed the strategic icon of the Aeon engineering station.
Rebalanced the Aeon engineering station, moved it from Paragon Game to BrewLAN, and recreated the appearance.
Fixed the shading groups on the Cybran T2 mass storage.
Added a break in the a to prevent duplicate categories.
Changed tarmac calls happening before the parent OnCreate class, which now breaks FAF, because they rejected my fix for the timing issue they added in that function.
Adjusted the turn circle and other movement characteristics of the Abyss Crawler to work better with the walk animation.
Altered the leg animation of the Abyss Crawler to be 8 phase rather than 2 phase.
Started rework of Abyss Crawler to have legs instead.
|0.8.9.1ĭebug tools: Prevented the DPS test units from trying to rename projectiles. All changes by Sean Wheeldon (Balthazar) unless otherwise stated.