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Minor update V0.2.0 (build 138)

Hi lovely spiked roller overlords!

We just released a minor update to all branches and the mac version is now on par with the PC build.

ChangeLog
• Rotation blocks now don't disable weapons and mechanical blocks when they turn.
• Language/text changes
• Siege Prop changes Crusade2
• AI Ship Ranged Weapons now default to 150m range and 25% accuracy
• Ship Teleport: Sometimes, on arriving at the teleport location your ship's joints would be under stress and break causing odd panels to fall off.
• More AI Ship and Crusade tweaks
• Bug-Fix: My new adjacency check had an invalid assumption of no more than 6 links per block (sides of a cube). Obviously, this will be wrong if the block is coalesced or bigger than 1x1x1.
• Rotors: Reduced the sizes of the colliders involved to make them more able to rotate stuff.
• Bug-Fix: The Stepper Motor audio loop wasn't marked as a loop but it is now.
• Bug-Fix: The UC Rotor had some comments in the code to add audio. Well, there's audio now (re-used the continuous rotor SFX).
• Rotors: These are now slowed down by default (i.e. the default parameters). I found that the Physics is much more stable when these rotate more slowly. However, the speed of rotation can make things try to "fly off" which is what you'd normally expect when you spin something around.
• Bug-Fix: The new adjacency system just doesn't work for Siege Props because their root block isn't an actual block at all but, rather, the Siege Prop owner. For these, we fall back to the previous system of relative position displacement.
• Bug-Fix: The adjacency system wasn't dealing with the fact that the root block could itself become disabled, etc.
• Pathfinding: Founds lots of array exceptions due to OOB indices when playing Crusade Seedarian Wave Battle thingy. Fixed them.
• Crusade mines no longer sink at start of activity.
• AI pathfinding fixes for when AI ships reach the boundaries of the map.

As always feedback actively sought after

have fun!

SPG