Finishing out this week's flurry of activity, this build should work a lot better in strategic multiplayer.
Downloads:
Testing Executable and Symbols
Updated Assets (updated 2011-09-01)
What's New:
* Joystick dialog clears the background area again
- It's a little thing but neatness counts...
* IMPORTANT: Fixed compression in TempStateSendAll failing in optimized builds
- It would end up with an uncompressed data packet too large to send
- This was causing all kinds of problems in strategy games
- This should fix the "breakdancing units" glitch
* Uproot deployed TurretTanks and set their death timer when destroyed
- They now get tossed into the air and knocked back like other craft
* Removed weapon convergence from TurretTank
- It wasn't necessary and could throw off the aim of Howitzers firing on a high arc
- Fixed producers not deploying at a geyser when loaded from a save game
- This was caused by uninitialized values in its GotoTask
* Fixed recycling units and retreating pilots and soldiers not arriving
- They now compensate for the target building's square footprint
* Adjusted UnitTask GotoForce so units normally use full throttle when driving
- It now applies velocity damping only when going to the last point on the path
* Fixed up the vehicle path in the opening cinematic of "Red Arrival"
- I adjusted the path to clear obstacles and removed the path hack in the mission script