Downloads:
Testing Executable and Symbols
Updated Assets (updated 2011-09-03)
What's New:
* Airborne units don't apply terrain avoidance forces
- They still take cliffs into account when path planning, though
- This lets pilots hopping out of a Barracks escape properly
* Pilot only goes to an empty unit if it won't overfill the category
- ...a teammate that has been abandoned or sniped (grey in the command menu)
- ...a non-teammate in a category with an available slot
* Network debug (Alt+N) shows stats for object state sent each update
- Pkts: number of packets
- Objs: number of objects
- Comp: total compressed size of the packets
- Orig: total uncompressed size of the packets
* Disabled EXIT_SIM_FAIL (Ctrl+X) in multiplayer
- EXIT_SIM_SUCCEED already worked this way
* Fixed the "breakdancing units" bug (finally!)
- When a packet got full, the next object's orientation got stomped by the send function
- Moving the next object's state into a temporary buffer like the original code solved this

* Take remaining bandwidth into account when building state packets
- It previously built a packet but discarded it if it didn't have bandwidth left
- It now sends the packet when the next object would exceed the limit
- This should even out the traffic and avoid wasting effort
* Producer checks to make sure its geyser power source is valid
- This should help with constantly deploying/undeploying producer units in multiplayer
- The producer would choose the wrong geyser before getting moved into position
* Fixed remote Gun Towers not marking terrain hazard
- Moving the hazard update from the AI process to the Gun Tower unit fixed it
* Reduced calculated range of Proximity mine to 50m (like 1.4)
- It probably shouldn't contribute range at all...
* Prevented Minelayers from dropping mines while following
- Basically, FollowTask won't try to fire using a dispenser weapon