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Patch 10/10/2015 Early Access EP1

Bug Fixes and Features

When player explodes. ... mineral debris get spawned there for all the collected minerals. - Mining scene now spawns the same walking pawn as the prison scene
- Walking pawn is immediately set to driving the mining suit, hidden mesh and camera effects
- Press Home key to exit vehicle (editor build only so can safely release a build with this code)
-Fixed Asteroid Debris
-Added steam name to subject (Bug report mail)
-Added missile test prefab
-modified -- Tutorial tip
-Re-scaled HOTAS again and fixed null error on hanger door sensor
- Tweaked rotation speed of flying NPC
- Fixed issue where flying NPC doesn't collect water stuff
- If the flying NPC hits its destination point before colliding with asteroid then it will pick another.
- Fixed null error when flying NPC finishes collecting minerals
-Changed raycasts in mining state to spherecasts for consistency sake.
-Fixed some lighitng issues
-Fixed collision issues one in the starting jail
-Fixed drone getting stuck in mid air while in patrol.
- Base Pirate class created; uses same FSMStates as Drone (for now)
- FSM checks the NPC reference before determining which logic to execute
-Fixed Helmet scale
-Fixed the amount and type of missing debris
- Low Fuel message now also displays percentage remaining
- Truncated fuel gain message to a whole number for visual clarity
- Swap positions of Cargo and RPM UIs
- Slightly improve mining suit UI clarity
Added the rest of the necessary stuff to MRM for flying NPC (i.e.
triggers, code, etc). Flying NPC MRM can now mine and has simple
physics to collect minerals. Modified debris script for determining
which rocks were mined already. Better determination of where to mine
yet to come.
- Removed "Remaining" from Oxygen UI
- Various visual fixes across all cockpit menus
- Added fuel and dock info to NAVS panel
-Tutorial will always play unless its switched off from menu