223,397 Commits over 3,684 Days - 2.53cph!
Tail setting must check for 0 count.
Clear bug in Binary Heap fixed.
FillBar function now takes a map value multiplier.
Mapped XP ring to 0 - 0.875
AI debugging group close fuckery
correct link of DecisionMaker comparison.
Fixed the debugger already.
Can now cycle through graphs with mousewheel
awards finished showing event is now a coroutine, delays for XPDelay before the XP bar starts filling
Slightly better drawing of end
404 ignore queries
404, redirect home to presskit if home page doesn't exist
Styles controller
Presskit page
grouping best goal and goal plans so that we nest in the DSE score logging within the relevant goal and goal plan log groups.
Fix for graph generators being init'd every game
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Fixed decision log groupEnd elements being nested
Added loggingGroupStack validation after we're done with FindBestModule, where we would expect this stack to be empty if there's a correct number of End log groups to Begin log groups.
friendly fire award processor + definition file.
fixed most DMG award counting team dmg
Decision log drawing crap
decision log groups now have children
crowd/streak multiplier now taken into account when awarding XP. Changed wins to get +1 streak not +2, new player records start at 5 (50%)
WIP AI debugger logging revamp
testing not using BehaviourChain.DecisionScore
Less abrupt interior ambient shifts.
Menial LOD & trigger stuff. Q.Q
BinaryHeapItem -> IBinaryHeapItem because it's an interface
Fixed various usages of Dispenser.HasDispensable not specify whether we should for behaviour unlocks
Fixed bad UDM filtering return, cleaned up signatures of different filters
fixed truck trim shader
added burger shop front
added rooftop water rank
tweaked reflection intensity in scene to 1