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* Update CombatAI.cs - when stopping npc, reset movement to null; - periodically check primary hostile. * Update WaypointMovement.cs - velocity vector in the case of zero length is calculated in the direction of the unit; - if at the start already at destination, then set Arrived to true. * Camouflage * Performance optimization Update Zone.cs - Mutex + HashSet insted of ImmutableHashSet. Skip robotComponent update if not active. * Update GlobalConfiguration.cs - the camouflage bonus is now a robot property rather than a zone effect. * - Better error handling, turrets shouldn't stuck now. Or lesser at least - Energy fields are no longer mineable by indy turrets * - Dead robots no more resurrecting by being unable to drop inexistent painting into loot * - T1 Scorcher added * - Added NOX modules * no message * - Last changes before test * - Electric damage now penetrates shield * - RCU are now aggro on players with molecular instability * - Various changes * Spectator revamp * Changes made after testing * - Added drones max speed and reactor sealing --------- Co-authored-by: AqpAnaciy <[email protected]> Co-authored-by: Dolzhukov, Viktor <[email protected]>
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