Fixed a potential bug with Engineer bots getting stuck at the alcove at front
  • Attempted fix at Engineers trying to build in the void when they can't (i.e. an Engineer trying to get to the void while they're in the overworld)
Further navigational fixes
Fixed a nav square getting "blocked" by the tank pit. This fixes the bomb pathing.
- Fixed void teleporters being disabled with no hope for being enabled
- Applied new void spawns to Void Warriors in Dissolving Drones
- Void Ghost Tanks now function properly
- Players can now reliably exit the void
- Money is now auto collected if there is any persisting in the void on wave end
- Buildings are cleared from the main play space when a void wave transitions to the void
- Buildings are cleared from the void when a void wave ends
- Void Robots now spawned through spawnbot_void#, with # relating to spawns in the void (check txt)
- Proper clipping applied to the ramp out of the river
- Experimental Engineer hints added to the void, could break
- Added functionality for waves to take entirely in the Void, only to be used if you know what you're doing
Forgot about the particle txt
- Added support for Ghost Tanks entering the void, check the mission maker guide for more information.
- Adjusted void robot spawns to be more consistent and less broken.
- Fixed some pieces of detailing being cutoff.
- Ported over a fix to a nobuild from Brugge.