## Change Log:

1.0 final (25th July 2009)

- Fixed MultiMortar shells not cloaking.
- Fixed a bug that occurred when a player reconnected to a server.
- Added "Sentinel Deployer Ammo Regen" mutator.

1.0 beta 11 (10th December 2008)

- Imported custom model for MultiMortar (by Warby).
- Changed Surveillance Module camera image to always be drawn upright.
- Fixed Scan Angle Limiter configuration arrow thingy not being hidden when configuration menu was closed due to moving too far away from the Sentinel.
- Fixed upgrade menu Lock button having no effect in multiplayer games.

1.0 beta 10 (4th November 2008)

- Fixed Multi-Mortar configuration menu not showing shell description sometimes.
- Improved modability (especially the ability to add custom shells to the Multi-Mortar via mutators).

1.0 beta 9 (1st October 2008)

- Enabled parallax mapping on the Sentinel models.
- Added mutator configuration menus.
- Fixed upside-down Sentinels rotating incorrectly when returning to idle state.
- Fixed Sentinels sometimes pointing the wrong way after landing.
- Changed Scan Angle Limiter configuration arrow thingy to explicitly indicate scan angle centre, and also to be visible through the Sentinel so it doesn't become obscured from some viewing positions.
- Changed Scan Angle Limiter scan angle centre range to ±180 degrees instead of 0-360 degrees.
- Increased Minigun damage.
- Increased Disturber cost to 150.
- Fixed crash when a Fury fires at a Sentinel (this still causes log errors though).
- Added Multi-Mortar weapon for Floor Sentinels (model is a just a placeholder at the moment).
- Hacked around bots being able to see invisible Sentinels. Bots now correctly don't see them when they shouldn't, but may also ignore them even once they have seen them.

1.0 beta 8 (2nd September 2008)

- Fixed Deployer crosshair with "simple crosshairs" turned on.
- Reverted a bug introduced in beta 7 that prevented instant-hit weapons from firing through the shield (Minigun, Pulse-to-Link Converter).

1.0 beta 7 (1st September 2008)

- Changed Mesh Network upgrade to keep Sentinels focused on the broadcast target even if they haven't seen it for a long time.
- Fixed rockets exploding twice in network games.
- Changed bot upgrading behaviour so they no longer apply an upgrade to a human-owned Sentinel if the upgrade would prevent other upgrades, e.g. shield or cloak.
- Fixed weapon meshes with more than one material failing to completely cloak.
- Changed Deployer max. ammo to 280.
- Improved AI visibility (Sentinels can see better, especially when upside-down, and bots shoot at Sentinels better).
- Added Pulse-to-Link Converter weapon.
- Added CONFIGURE button to upgrade menu for configuring upgrades (no previously existing upgrades are configurable yet), usable by the Sentinel's owner only.
- Changed positions of buttons in upgrade menu.
- Added configurable Scan Angle Limiter upgrade (requires CPU upgrade).
- Fixed minimap scale being affected for custom maps where the mapper didn't manually set a MapExtent value.

1.0 beta 6 (13th August 2008)

- Fixed Deployer not having a default priority set (was causing it to automatically become high priority).
- Fixed Deployer being selected weapon when spawning in multiplayer games.
- Fixed Nightshade Sentinel mutator using wrong ini (was using UTMutator_NightshadeSentinel.ini, should have been using UTMutator_Sentinel.ini).
- Fixed upgrade menu sometimes not updating after applying an upgrade in multiplayer games.
- Changed random ammo pickups to have a finite lifespan, so ones spawned in unreachable places don't stay there forever.
- Changed damage taken by Sentinels to be scaled as if they were vehicles (less damage from most weapons, more from some like the Avril).
- Changed Self Destruct upgrade to blow up if it is destroyed by sabotage.
- Changed the various MaxCannon options to be ignored completely if they are set to 0.
- Fixed Deployer to account for UDamage when doing repairs.
- Fixed bots not trying to pick up random ammo (they're still not enthusiatic about it though).
- Added new weapon: Surveillance Module (Ceiling Sentinel only, and requires Mesh Network Interface).
- Changed ammo pickup collision slightly.
- Added icons for Sentinels to the mid-game menu map.
- Fixed bots dropping Sentinels off high ledges.
- Changed spawn effect so Sentinels are not so hard to see immediately after deploying.
- Changed font used by Telemeter on HUD to scale with screen resolution.
- Reverted a bug introduced in beta 4 that caused motor upgrade bonuses to be applied twice.
- Removed "ReplacementOffset" variable from pickup replacements. It's calculated automatically now.
- Increased repair range.
- Added "ThrowAmmo" console command to drop a crate, if you have at least 10 ammo.
- Changed pickup replacement to no longer be limited by MaximumAmmoQuantity setting.
- Added "ExtraMaxAmmoPerPlayer" config option so that ammo quantity can scale with player count.
- Changed Telemeter beacon style and made it show the owner's name at close range.
- Changed Telemeter to draw a line from the Sentinel to its target instead of only at the target.
- Fixed MOG affecting allies in multiplayer games.
- Fixed some Sentinel projectiles causing damage to allies on hoverboards.
- Added option to use dynamic projectile lights for several weapons (see bProjectileLight in ini file).
- Changed Sentinels leaving the game to drop ammo crates if they are leaving because their owner left the game or changed team.
- Fixed Disturber causing a General Protection Fault when it fired.
- Fixed shield preventing Sentinel from noticing attackers.
- Changed rockets to make smooth turns intead of instant changes of direction.
- Changed rockets to actively attempt to avoid hitting walls until they reach their target.
- Fixed Sentinels not sticking when deployed on those vehicles that players cannot stand on (Raptor, Cicada).
- Various minor fixes and tweaks.

1.0 beta 5 (13th June 2008)

- Removed team beacon (unnecessary now that there are team-coloured lights on the Sentinels' skins).
- Fixed Sentinels still able to fire after being destroyed due to spawning underwater (trying to deploy underwater now only makes a sound and uses no ammo).
- Added ability to set people on fire to flamethrower, and added burning hit/death effects.
- Added mutator option to not give players the Deployer.
- Fixed flamethrower not doing damage to powernodes if it hit the top part.
- Added SentinelConfigurationActor actor, placeable by mappers to provide configuration in the absence of the mutator.
- Added mutator option to ignore map settings when a map has a SentinelConfigurationActor.
- Added bSpawnRandomAmmo and MaximumAmmoQuantity options to main mutator, to help make the total amount of ammo more consistent between maps.
- Changed Deployer to refuse to deploy within a certain distance of enemy spawn points (Sentinels already within range when spawn points change teams are not affected, nor are ones that arrive by other means, e.g. driven there on a vehicle).

1.0 beta 4 (2nd June 2008)

- Switched to custom models for the Sentinel and its weapons.
- Changed "gibbing" to apply rigid body physics to all three components, not just the weapon.
- Added various damage effects.
- Added new weapon: Flamethrower
- Improved rotation code (rotation when deployed on a moving vehicle is now smooth, and other benefits).
- Fixed erroneous list item highlighting in the upgrade menu.
- Fixed bots not dodging projectiles fired from a Sentinel.
- Fixed rocket trail continuing to follow rocket after it has run out of fuel.
- Changed rockets to extinguish their motors on entering water.
- Fixed bots trying to upgrade Sentinels even when not possible.
- Added beacon displaying Sentinel's health with Telemeter upgrade.
- Fixed shield not blocking all splash damage.
- Changed shield to not block damage caused from inside the shield.
- Various minor fixes

1.0 beta 3 (17th May 2008)

- Imported a fixed-width font so that columns in the "status" area of the upgrade menu line up.
- Fixed Nightshade Sentinels continuing to exist after Nightshade destroyed.
- Changed amount of ammo returned when recycling a Sentinel to include a fraction of the value of applied upgrades.
- Removed initial spawn delay for medium/large ammo pickups.
- Added feature to spawn ammo from destroyed vehicles (only if vehicle has been occupied at some point and was destroyed by the enemy team).
- Fixed sabotage being able to destroy upgrades which are prerequisites for other applied upgrades.
- Added new weapon: Minigun

1.0 beta 2 (25th February 2008)

- Added confirmation dialogue to RECYCLE button in upgrade menu.
- Added ability to upgrade your team's Sentinels.
- Added LOCK/UNLOCK button to upgrade menu to control team upgrading for your Sentinels.
- Added MaxTeamCannon and MaxTeamAdvantageCannon options.
- Saboteurs now get some ammo
- Players killed while holding the Deployer now drop some of their ammo.
- Made Shield and Cloak upgrades mutually exclusive.
- Fixed upgrade menu description scrolling problem.
- Fixed Sentinels being removed from team when they died (broke team balancing).
- Fixed Sentinels travelling between levels (broke team balancing).
- Fixed possible issue with upgrade menu refusing to open for older Sentinels in network games.

1.0 beta 1 (16th February 2008)

- First beta.