224,807 Commits over 3,714 Days - 2.52cph!
Fixed UIWidget.IsActive NRE
UI execution cleanup, reset on load
NRE fixes for kill feed and chat panel coroutines being called after match end and objects are innactive
AI designer persists selected module
Now generating the city before spawning in entities. Makes sure NPCs can start on a NavMesh in particular.
Fixed double init on NetworkSimulator. Removed unnecessary warning.
Allow selling more drugs during JustBoughtItem state, so you can do rapid-fire sales. Less getting shot during shady double sales if you're quick.
Fixed door animations + simplified code
Existing entities in scenes now show up on clients again
Replace usage of hash_map with unordered_map on msvc14 and higher
Disable SAFESEH on built binaries (can't enable it until every static lib is replaced)
No longer building pointeroverride.asm
Disable compiler-specific hack in FS_setbufsize when using msvc14 or higher
Fixed some more syntax errors when compiling with C++11
round() renamed to V_round in ai_movesolver (upstream change)
Removed ability to load saves anytime since it was broken. Easier to just allow loading saves on startup.
Hints/WhatsNew editor prefs toggle
Editor prefs for wiping save on startup in editor
Version++
local player record win/loss stats updated correctly
FOR FUCK SAKE unlit shader for amplifyshader
FOR FUCK SAKE material due to shader change
FOR FUCK SAKE sky/environment to remove motion vector on the sky
!A custom sky model
Swapped map 6 (dota) out for map2, swapped tileset
Add FileSystemOpenDialog.dll to build, uses FreeImage's LibJPEG
Added IsRequiredAmmunition condition
Added Refill Ammo GoalPlan to Human/ItemGathering AI module
DSE.Scores sets Decision.PlayerInstigated when the blackboard contains a player created desire. Piped through to GPV, for use in Actions.
Deleted Ability.MoveTowardsTarget & SetDestination.GotToAttackRange "player commanded "variants
Added testbox_hunting
shared textures and furniture updated-merge
Player controller clears combat target with every command
Fixed ItemContainer.CanDeposit not returning true when weight limits were being used
Added custom drawer for ItemContainerParameters
ItemContainer data cleanup, restriction modes, positioning options
ItemDesire can reference a specific item, fulfillment checks test whether the item is the target of an active behaviour (stops people dropping shit they need)
Removed WaitRealtime debug logs
Fixed UnitSpawner created humans not being properly added to the player tribe when the spawner is flagged as player controller
Player tribe is created prior to world spawn, so that spawners can use the tribe as their parent group
Rejiggling some init order related to triggers and player tribe creation callbacks
Added starting items to UnitSpawner
Fixed up/down arrow navigation in data browser not respecting asset groups/sorting