200,925 Commits over 4,171 Days - 2.01cph!
Senses dead units fuckery
Behaviour chain can optionally include dead units when filtering by EntityType.Unit
Various corpse related AI tweaks
More support for cooking units, depositing dead units to machines
WaitForCookableToStateChange Action supports units
ItemIntention now EntityIntention
Behaviour chain element filter by unit flags
CookableCondition supports Units
BaseEntity awareness of held by, processed by, contained by
Fixed Cookable condition NRE
Added MachineProcessAction to Start & Stop a given process on the target machine
Fix up default key bindings
Fixed Lua errors when spawnmenu tries to search files (file.Find) in "illegal" folders
Automated Windows Build #706
Automated Windows Build #707
Fixed map issue when no bounds set
Added rotation option
Added MachineProcessCanStart condition
Added Light Fire interaction to campfire
Fixed FuelToEffect not properly being disabled when it rains
Fixed FuelToEffect.CanStart override
Attempt to fix BaseDesire NRE related to parent desire fulfillment
Automated Windows Build #708
Fade in/out transition when cycling units with tab/shift +tab
PlayerController ensures we always have a selected unit
Don't unload menu backgrounds when they fade out (already disabled reloading, so they'll just turn white with this code)
Don't unload menu backgrounds when they fade out (already disabled reloading, so they'll just turn white with this code)
Automated Windows Build #709
Automated Windows Build #13
* Set r_radiosity back to 3 by default because 4 breaks community maps too much
* Stopped reserved_spot from ever being created as it breaks ladders
Automated Linux Build #710
* Set r_radiosity back to 3 by default because 4 breaks community maps too much
* Stopped reserved_spot from ever being created as it breaks ladders
Automated Linux DS Build #710
Automated Linux Build #14
Automated Linux DS Build #14
Automated Windows Build #710
Automated Windows Build #14
Camera transition fade in/out for caves
cl_gl_suface.cpp -> cl_gl_surface.cpp
surface.GetTextureID doesn't create new CMatSystemTextures for files that have already failed to load
Automated Linux Build #711
Automated Windows Build #711
Don't crash when m_NetChannel is NULL in CClientState::SetSignonState (merged from tf2)