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Updated 12/04/2015 VR fixes, EMP, Xterminator AI, Friendly AI optimizations, bug fixes and more!

-EMP tool is up and ready to go. It can disable drones and turrets as well as damage asteroids and debris but consumes a LOT of battery power to use.
EMP tool automatically deactivates if neither collector or afterburner button is in pressed
- Updated some of the prison terminal for better visual clarity in VR
-Fixed friendly fire warning not showing up in demo scene.
-Fixed tutorial drone not getting reset properly in demo scene when drone kills player for going to far.
-Added tutorial Xterminator to demo scene. Broken tutorial state for Xterminator into three sub states for better management and added ability to reset from exterminate script.
-Added support to do something when a particular Tutorial tip starts to fade
-Added property to specify if cargo was collected or not
-Added new tutorial sequence to HUD_DemoMining prefab
-Added tutorial sequence for demo scene
- Further updated prison terminal with more visual clarity
- Experiemented with new fonts
-Tutorial Xterminator now respawns properly if was in scene.
-Improved movement on Xterminator while in front of player.
- Don't load image effects registry if using VR
- Added tool tip to come out of freelook
- Increasing airlock collider size so that its trigger exit gets called when MRRM is outside the airlock
-Xterminator now moves at same speed as player and has slightly smoother movement now.
- Major change in Tutorial System
- Tutorial tips can be loaded from xml instead of hardcoding in class file
-Fixed warning dialogue for Xterminator not showing up if other dialogue is playing.
- Fixed friendly fire warning triggering too slowly
- Fixed Xterminators not taking much damage because of the above
- Fixed turrets not going back to scan when not attacking player
- Replaced the Collectectible UI widget with a new message queue similar to the warnings queue
- All collected ore/water will play in the queue to give better perspective of how much is being collected (a little spammy so might look into just stacking the messages instead)
-removed log spam in Drill
- Bug Fixed - "Gold and Iron volume is desyncing after dying"
- clipped the click part from the gear change sound as it was too annoying
- Added a bit of fade out to the gear change sound to avoid multiple sounds stepping on eachother
- Added alternative Gear Down sound to reduce monotony
- Fix more compiler warnings
- Adjusted fade out layer to use scaled delta time so the initial lag spike doesn't affect it
-Optimizing flying MRRM collecting debris and stuff. Removed handicapping severe lag.
- Remove log spam
- fixed compiler warning
- made scene fade in longer to account for initial lag spike
- drill coolant sound registers as effects
- modified drill rock contact to play a random impact sound instead of playing the full stream
- Created split up and faded versions of the rock grinding sound so we can randomize it instead of restarting one giant stream
- Collection full sounds now register as effects
- Fixed water full sound playing when collecting minerals and vice versa
- More restructuring of the laser tool code
- Laser now cuts based on a fire rate instead of every update (performce gain) (balance fix for high and low end computers cutting at different rates)
- Disabled strong laser open/close anims as they were largely broken to begin with
- Weak and strong lasers now have ambient audio that can play together
- Weak and strong lasers now cut using the same raycast so holding both at the same time saves some CPU (the cut is just made stronger instead)
- laser flickering is now tied to upgrade system
- Initial restructure of laser tool logic to optimize performance and make audio/animation support easier (commented out until finished)
-If the drone is supposed to follow the player then it will warn the player to stop doing bad things. If player doesn't stop it will attack.
-slight performance fix - replaced List with Dictionary as Dictionary.ContainKey has O(1) complexity whereas List.Contains has O(n)
-Drone in tutorial mode can now distinguish between player in space walk mode and player in MRRM. Also now double checks main FSM scripts outside barge to make sure it's mining suit.
-Drone in tutorial mode can now distinguish between player in space walk mode and player in MRRM. Also now double checks main FSM scripts outside barge to make sure it's mining suit.
- Removed all the failing laser sound code
- Cleaned up some redundant laser tool code to make it easier to understand
- Positioned and assigned new Weak Laser audio source (not hooked up yet to play)

Plus about another 100 other bug fixes...

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NDi Crew