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Stats, TestEntity npc things
Some more AI improvements.
water_well_c scene progress backup
Various CandidateEntityFilter cleanup
Same fix for FilterEntities
Fixed TargetFilterUtility.FilterEntitiesGetFirst not incrementing candidates_evaluated properly
Cheaper UnitCanPerceive cache
Texture editor tool selection
Fixed some shitty oversights in DM filtering
Made BaseGrid.ValueAtEntityPosition virtual, override in TemperatureGrid to avoid looking up closest position to entity's world position every time we used this[x,y]
Minor optimisations in Effects, Flags
Added paintable surfaces to the wall prop
Popup thought bubbles
Props can now declare generic sliders for their tooltip
fire spinner attack
simplified patternNum param
rotate bullet pattern along with pixelgroup anchor
nautilus 2nd form patterns
more WIP color stuff and some cleaning
Skip hotload on ValveBspFile, unregister old assembly before registering new one
Allow skip attribute on non-static classes, apply it to ValvePackage
Add mathods from the old Bootstrap file
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Goal.MakeFire scoring improvements
Changed a few target filters to use first candidate mode
TargetFilterSettingsEditor always shows filter data when viewed directly
Set all existing target filter usages to override default entity candidate filter, so we preserve expected behaviour from pre-refactor
Helpbox hint explaining candidate filter overrides on target filters in a goal plan
Merge from filtering refuckery