200,917 Commits over 4,171 Days - 2.01cph!
Fixed 16 crashes related to invalid CTakeDamageInfo entities in NPC code
Automated Linux Build #714
Automated Linux DS Build #714
Automated Windows Build #714
Throw model name on to the stack in CModelRender::DrawModelShadowSetup to figure out some crash dumps
Automated Linux Build #715
Automated Linux DS Build #715
Automated Windows Build #715
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Nixed FP performance UI thing, improved existing
"Fixed" a crash related to HL::S Houndeyes in squads
Automated Linux DS Build #716
Automated Linux Build #716
Automated Windows Build #716
Let's not tick ECS when not ingame
Added EntityComponent.PostLoad, called on all components after load
Unit.Effects effect loading moved to PostLoad so that all other components are available (fixes Unit.Audio NRE on load)
WIP Zone/Biome and Season persistence
Version++
Save/Load work. ActiveItemController using my more standard deserialize delay system.
Cleaner minidump comments, includes Lua stack traces if possible
Automated Windows Build #718
Automated Linux Build #718
Automated Linux DS Build #718
Automated Windows Build #719
HeldItems should NOT be saved, since they're created with new IDs every time they're held
Added effect package from deuce
Removed broken script references
Don't get duplicate group IDs when near the edge of the world.
Various World/Zone loading improvements
FollowCamera persisted data
made ragdoll getups a bit better
Added time to UI
Renamed and set drug prices
Updated in game truck to use parts
Updated inventory / partsmanger to use same part types
Unlocked camera in editor
Moved HumanView ragdoll blend stuff to a partial, cleaned up body part creation/tracking using HumanBodyBones enum
Forgot to move a property
HumanView only create BodyPart defs for bones that we actually have