Update 02.10.2020

RoccoZero

Active member
Staff member
Administrator
Developer
Apr 30, 2022
887
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28
Entity
  • Fixed Select(bool addToCurrentSelection)
  • Fixed Select()

Unit
  • Fixed Move(Vector3 position, bool queued, bool bypassExecuteOrder)
  • Fixed Move(Vector3 position, bool queued)
  • Fixed Move(Vector3 position)
  • Fixed MoveToDirection(Vector3 position, bool queued)
  • Fixed MoveToDirection(Vector3 position)
  • Fixed Patrol(Vector3 position, bool queued)
  • Fixed Patrol(Vector3 position)
  • Fixed Attack(PhysicalItem target, bool queued)
  • Fixed Attack(PhysicalItem target)
  • Fixed Attack(Unit target, bool queued)
  • Fixed Attack(Unit target)
  • Fixed Attack(Vector3 position, bool queued)
  • Fixed Attack(Vector3 position)
  • Fixed Hold(bool queued)
  • Fixed Hold()
  • Fixed Stop(bool queued, bool bypassExecuteOrder)
  • Fixed Stop(bool queued)
  • Fixed Stop()
  • Fixed Follow(Unit target, bool queued)
  • Fixed Follow(Unit target)
  • Fixed PickUp(Rune target, bool queued)
  • Fixed PickUp(Rune target)
  • Fixed PickUp(PhysicalItem target, bool queued)
  • Fixed PickUp(PhysicalItem target)
  • Fixed Drop(Item item, Vector3 position, bool queued)
  • Fixed Drop(Item item, Vector3 position)
  • Fixed Give(Item item, Unit target, bool queued)
  • Fixed Give(Item item, Unit target)