Regular Update (experimental)
[h2]Experimental_UE5 0.1.15767[/h2][h3]Changes[/h3]
- [p]Make removing a Health Module component reduce health to a minimum of 1 health (so adding & removing can't be used to heal a unit),[/p]
- [p]When adding a Health Module component while at 1 health, don't heal (to avoid free healing after removing a health module while having less health than provided by it),[/p]
- [p]Make bugs abort pursue of its current target if it finds itself with a blocking path,[/p]
- [p]Fix rounding of speed boost stat in unit definition tooltips to match the number as returned by the "Get Unit Info" instruction,[/p]
- [p]Cancel an active drag & drop operation when ALT tabbing out of the game[/p]
- [p]Fix for a pair of constructions sites larger than 1x1 not completing if fully surrounded by buildings,[/p]
- [p]Make value selection filtering on the radar instruction match the radar component registers,[/p]
- [p]Make GetInventoryItem consistent with LoopInventorySlots with regards to returning unit references,[/p]
- [p]Fix game crash related to there being multiple manual orders for equipped components and a bot taking over such orders from another bot,[/p]
- [p]Fix potential item reservation corruption and game crash if a mod calls the component:OrderItem function with a specific item slot and an amount larger than available free space,[/p]
- [p]Fix saves which had item reservations corrupted due to the bug fixed above,[/p]
- [p]Fixed description of health modules to match increased health bonus,[/p]
- [p]Fix short clicks (down and up happening on the same frame) on GOTO and STORE register immediately aborting and not starting unit selection[/p]
- [p]Fix Lua error when a mod calls StabilityAdd/StabilitySub with an invalid stability event name,[/p]
- [p]Fix game crash if a mod calls View.StartCursorConstruction with a table containing no usable elements,[/p]
- [p]Fix game crash if Lua calls UI.StartDrag on a widget that was removed from the screen[/p]