243,143 Commits over 3,898 Days - 2.60cph!
don't destroy on load the debug tools object
Fixed ItemFilterSet.IsTool not actually doing anything
Unit.Items.IsHolding also checks whether the items blocks the hands (big items are attached to shoulders, chest points etc, but were not considered "held")
DropUndesiredItem works properly
Added IsTool condition
Desires.IsDesiredItem type param is nullable
Fixed VisualFX start/stop sounds looping
Rewrote IsDesiredEntity condition to use newer desires API
Deleted a few inverse stat considerations, replaced wrapper usage with invert flag of the regular consideration
Added BuildingCategory filtering to BehaviourChain params
Death messages (maybe)
Item producer fuckups (maybe)
Fixed human hair color not updating properly
Automated Windows Build #653
Automated Linux DS Build #653
Automated Linux Build #653
Support for CS:GO and Portal 2 maps ( No BSP version bypass just yet )
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Safety in SensesComponentSystem.UnitCanPerceive
changed layers of all units to Enemy (needs renaming) and all Tiles to Tiles. More intro work. Camera layer switching
Fixed error in UnitPortraitManager when player has an animal selected in the editor
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Automated Windows Build #652
Automated Linux DS Build #652
Automated Linux Build #652
Yet another ugly hack for TF2 map support - pl_cactuscanyon
Made some items cheaper,
fixed map icons,
fixed item producer
Fixed NRE in DebugTools spawning
another building shader bug fix, this time to stop the next item appearing before its time
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
Enabled occlusion culling on dx9 and glcore