201,986 Commits over 4,171 Days - 2.02cph!
Added Entity.RemoveCallback, Entity.GetCallbacks
wip converting attacks to entity tag changes
* Added CLuaParticle.__tostring
* Added CLuaEmitter.__tostring
* Added CLuaEmitter.IsValid
Viewmodel source update to latest rig
removed AttackData and hit stuff
CmdSetTag now has a 4th value, for the id of the entity that changed the tag
Fixed disabling of movement modes
better transition from map to game
more. Note: Need to fix client side GameInstance::ModifyHealth using the already changed tag value
Launch site / warehouse grounds dressing progress
Updated native plugins (Win + OSX)
Hooking more stuff up to crime manager.
Added separate shader gui for packed materials to reduce transition issues
More packed shader work
Updated native plugins (Linux)
More memory management fixes
Skin texture load memory management fix
Call RecalculateTags at the same time as other master-server stuff rather than every frame
Replace DistanceToRay with DistanceToRaySqr
Fixed multi-material editing for packed materials
Updated native plugin (Linux)
CCollisionProperty no longer uses AllocTempVector
set unit health color stuff, shatter effect, particle,animation etc...
Cache Entity.CalcAbsolutePosition in __newindex
Scene stuff
Softer, more natural lighting test
Added conditional packed map keywords
Added texture packing processor and tracker (wip)
Added packed version of standard layers; base layer first
Renamed packed standard shader
Increased time tolerance for terrain texturing runtime support map generation verbosity
Moar effects logging and change of execution order so the removal event actually triggers after removal
Let's null the Unit when resetting Effects
temporarily removed exit action chain from Worn Out effect in order to work around a bug