- Imporved More
 - Fixed More
 
Entity
- Fixed Crash
 - Added EntityNotFoundException
 - Added IsValid
 - Added ToString()
 - Added Equals(Entity other)
 - Added Equals(object other)
 - Added ==(Entity left, Entity right)
 - Added !=(Entity left, Entity right)
 - Added GetHashCode()
 
Player
- Added PrepareOrder(OrderId orderId, Unit unit, int targetIndex, uint abilityIndex, Vector3 position, bool queue, bool bypassQueue, bool showEffects)
 - Added PrepareOrder(OrderId orderId, IEnumerable<Unit> units, int targetIndex, uint abilityIndex, Vector3 position, bool queue, bool bypassQueue, bool showEffects)
 - Added Orders
 - Added ClearOrders()
 - Added Move(Unit unit, Vector3 position, bool queued, bool bypassExecuteOrder)
 - Added Move(Unit unit, Vector3 position, bool queued)
 - Added Move(Unit unit, Vector3 position)
 - Added Move(Unit unit, Item item, ItemSlot itemSlot)
 - Added Move(IEnumerable<Unit> units, Vector3 position, bool queued)
 - Added Move(IEnumerable<Unit> units, Vector3 position)
 - Added MoveToDirection(Unit unit, Vector3 position, bool queued)
 - Added MoveToDirection(Unit unit, Vector3 position)
 - Added Patrol(Unit unit, Vector3 position, bool queued)
 - Added Patrol(Unit unit, Vector3 position)
 - Added Attack(Unit unit, Vector3 position, bool queued)
 - Added Attack(Unit unit, Vector3 position)
 - Added Attack(Unit unit, Unit target, bool queued)
 - Added Attack(Unit unit, Unit target)
 - Added Attack(Unit unit, PhysicalItem target, bool queued)
 - Added Attack(Unit unit, PhysicalItem target)
 - Added Attack(IEnumerable<Unit> units, Unit target, bool queued)
 - Added Attack(IEnumerable<Unit> units, Unit target)
 - Added Attack(IEnumerable<Unit> units, Vector3 position, bool queued)
 - Added Attack(IEnumerable<Unit> units, Vector3 position)
 - Added Follow(Unit unit, Unit target, bool queued)
 - Added Follow(Unit unit, Unit target)
 - Added Follow(IEnumerable<Unit> units, Unit target, bool queued)
 - Added Follow(IEnumerable<Unit> units, Unit target)
 - Added Hold(Unit unit, bool queued)
 - Added Hold(Unit unit)
 - Added Hold(IEnumerable<Unit> units, bool queued)
 - Added Hold(IEnumerable<Unit> units)
 - Added Stop(Unit unit, bool queued, bool bypassExecuteOrder)
 - Added Stop(Unit unit, bool queued)
 - Added Stop(Unit unit)
 - Added _Cast(Unit unit, Ability ability, Tree target, bool queued)
 - Added _Cast(Unit unit, Ability ability, Tree target)
 - Added _Cast(Unit unit, Ability ability, Rune target, bool queued)
 - Added _Cast(Unit unit, Ability ability, Rune target)
 - Added _Cast(Unit unit, Ability ability, Unit target, bool queued)
 - Added _Cast(Unit unit, Ability ability, Unit target)
 - Added _Cast(Unit unit, Ability ability, Vector3 position, bool queued)
 - Added _Cast(Unit unit, Ability ability, Vector3 position)
 - Added _Cast(Unit unit, Ability ability, bool queued)
 - Added _Cast(Unit unit, Ability ability)
 - Added CastToggle(Unit unit, Ability ability, bool queued)
 - Added CastToggle(Unit unit, Ability ability)
 - Added CastToggleAuto(Unit unit, Ability ability)
 - Added Upgrade(Unit unit, Ability ability)
 - Added DropFromStash(Item item)
 - Added Buy(Unit unit, AbilityId abilityId)
 - Added Sell(Unit unit, Item item)
 - Added Disassemble(Unit unit, Item item)
 - Added Buyback()
 - Added Glyph()
 - Added Scan(Vector3 position)
 - Added Announce(Unit unit, Ability ability)
 - Added PickUp(Unit unit, Rune rune, bool queued)
 - Added PickUp(Unit unit, Rune rune)
 - Added PickUp(Unit unit, PhysicalItem physicalItem, bool queued)
 - Added PickUp(Unit unit, PhysicalItem physicalItem)
 - Added Drop(Unit unit, Item item, Vector3 position, bool queued)
 - Added Drop(Unit unit, Item item, Vector3 position)
 - Added HiddenDrop(Unit unit, Item item, bool queued)
 - Added HiddenDrop(Unit unit, Item item)
 - Added Give(Unit unit, Item item, Unit target, bool queued)
 - Added Give(Unit unit, Item item, Unit target)
 - Added Lock(Unit unit, Item item)
 - Added Unlock(Unit unit, Item item)
 - Added Select(Entity entity, bool addToCurrentSelection)
 - Added Select(Entity entity)
 
Please reinstall! <====================================================================
			
				Last edited: