201,062 Commits over 4,171 Days - 2.01cph!
Hooked up spell cooldown UI
Moving while channelling a spell cancels the spell
trying to fix text mesh pro text constantly updating
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
Fixed some (legacy?) skins not being applied
More on auto-balancing load balancers
Take Squad Manager off invoke and load balance it.
Improvements and performance in Squad Manager.
squad load balance tweaks
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
More low level AI cleanup and execution state refactoring
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Steam server registration
More AI cleanup
Night transition camera stuff
Fixed successive building placements causing the game speed after placement to be incorrect
Fixed another edge case with game speed and successive building placement
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
season sponsorship objective is checked for completion and completion bonus awarded
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
Scientist NPCs disabled by default due to server instability