V0.9.0.3

==Changelog ==
Released December 18, 2019
* NEW Manufacturer Geringhoff, with 6m corn header Mais Star* Horizon 800 FB
* NEW Fruit type maize grain
Attention: maize swath can’t be tedded/windrowed/collected
* NEW Mission Grain Maize Harvest
* NEW Setting "Physics Realism" changed to 2 options
* NEW Cutting Controller: Script method HasFillPackageOnPath
* NEW Returns whether there is a fruit somewhere on a connected path
* NEW GFX Vegetation Render Density is taken into account when displaying plants on the cutting controller paths
* NEW Cutting Controller can now send swath to two different Swath controllers (with different ratios)
* NEW The fertilizer type can now be specified for fertilizing tasks
* NEW Script methods GetLightState, SetLightState on the Implement Proxy
* NEW Script method CreateInstance: loads an instance dynamically
* NEW Console command factionReputation
Without arguments: lists reputation with the respective factions
factionReputation <factionId> <value>: sets reputation
Example: factionReputation harb 50
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* BUG FIX Save game load: unspawned animals will now be moved back into the barns
* BUG FIX Bugs in the AI pathfinding were fixed - especially when path angles were exactly 0 or 2π, which triggered a bug in the math library
* BUG FIX Optimized navigation paths at the harbor and farm. AI should no longer get stuck at those locations
* BUG FIX Bogey trailers no longer have asymmetric attachment angles
* BUG FIX Joskin Delta-Cap unloading textures show correct fill type again
* BUG FIX Tank transfer continues even if the transfer window is hidden
* BUG FIX Fertilizer implements automatically buy fertilizer when controlled by AI
* BUG FIX Get…/Set…/HasParentMachineState now also works if the parent is a vehicle (previously only on implement parents)
* BUG FIX Shader SSAO bug fix for environment objects
* BUG FIX Engine raycasts replaced by PhysX sweep tests and machine spawn improved on sloping surfaces
* BUG FIX Particle systems referenced by "ParticleType" are no longer re-initialized constantly, but only when changed
* BUG FIX Cowshed: no animals in barns 0, 2, 4, 8 fixed
* BUG FIX Hammer CornKing: fertilizing is activated automatically when controlled by the AI
* BUG FIX Hammer Corn Seeder Unit: ridge marker side change is working again (both manually and via AI)
* BUG FIX The Rauch Axis will be switched off after an AI task has been completed
* BUG FIX Dammann Land Cruiser folds in/moves up the frame correctly again at the end of an AI task
* BUG FIX Claas Quadrant clog mesh is displayed again
* BUG FIX Harvest task progress is calculated correctly again
* BUG FIX The position of the barn exit is correctly recognized and displayed in tasks again
* BUG FIX Animal transport task with loading/unloading in the barn uses the correct transfer point again
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* CHANGE Continued work on Tombstone 2.9.1 integration (many only internal changes)
* CHANGE Retail overlay with CNC version removed
* CHANGE Brake and handbrake values adjusted so that the vehicles no longer slip during braking (wheels lock)
* CHANGE Attacher angle (tow pin hitch and tow ball hitch): angles increased for MB Tracs, Claas Jaguar and Arion
* CHANGE Tow ball attacher added to Claas Jaguar and MB Trac 1000 (not visually)
* CHANGE The following vehicles have received more accurate dirt texture masks:
Bressel und Lade silage bucket S; S L; S XL
Claas FL 100
Claas cutterbar trailer 521
* CHANGE Strautmann Giga-Vitesse no longer supports the loading of threshed fruit or fertilizer, but only chaff, swath and feed
* CHANGE Reaching positions in self-created tasks now has a 30m tolerance
* CHANGE Environment objects at the farm and harbor optimized in order to reduce AI collisions
* CHANGE Attachable Attachers have been revised (front loader, front loader tool, combine cutter, forage harvester cutter). Implements are now aligned to the attacher node so that the reference and attacher nodes have the same position and orientation. Existing mods may need to be adjusted.
Category:Versions