243,677 Commits over 3,898 Days - 2.60cph!
* Added CLuaLocomotion.GetMaxYawRate() & CLuaLocomotion.SetMaxYawRate( float )
* Added Entity.CollisionRulesChanged()
* Added PhysObj.RecheckCollisionFilter()
* Added CLuaEmitter.Is3D() & CLuaEmitter.GetPos()
* Added navmesh.GetNearestNavArea( pos, anyZ = false, distance =
10000, checkLOS = false, checkGround = true, team = -2 )
* Added CNavArea.GetRandomPoint() & CNavArea.GetCenter()
* Added CNavArea.GetAttributes() & CNavArea.HasAttributes( int )
* Added CNavArea.GetAdjacentCount( NavDirType ) & CNavArea.GetAdjacentArea( NavDirType, int ) & CNavArea.GetRandomAdjacentArea( NavDirType )
* Added CNavArea.GetAdjacentAreas( NavDirType ) & CNavArea.GetAllAdjacentAreas()
* Added CNavArea.IsConnected( CNavArea ) & CNavArea.IsOverlappingArea( CNavArea )
* Added CNavArea.ComputeGroundHeightChange( CNavArea ) & CNavArea.ComputeDirection( Vector )
Worked in a more robust ID scheme for Buildings (for save/load).
Fixed Building issue causing loading not to work.