201,122 Commits over 4,171 Days - 2.01cph!
Automated Linux DS Build #119
Main menu should no longer render above the console
Automated Linux Build #120
Automated Windows Build #120
Automated Linux DS Build #120
Outgoing net messages now use a static buffer
Fixed debug builds on Windows
Automated Linux Build #121
Automated Windows Build #121
Automated Linux DS Build #121
Fixed ai.GetScheduleID & ai.GetTaskID
Automated Linux Build #122
Automated Windows Build #122
Automated Linux DS Build #122
Improved a bunch of shitty crap areas. Removed baddie asset store radtowns in preparation for our own.
file.Exists performance improvement
Small fix for Lua error handler
Automated Linux Build #123
Automated Windows Build #123
Automated Linux DS Build #123
* gui.SetMousePos and input.SetCursorPos no longer work while the game is not focused
* system.HasFocus now also works on Linux and OSX ( needs testing ) on client
* GitSync
Automated Linux Build #124
Automated Windows Build #124
Break Windows builds in gmod again.
GMOD-specific fix to Windows debug builds.
Automated Windows Build #125
- Added initial scriptable object classes for Items and Weapons
Automated Linux DS Build #125
Updated pause, removed old textures
Lower potential memory usage of replicated ConVar precache
- Branching for WIP weapon/item improvements
Automated Linux Build #126
Automated Windows Build #126
Updated TOD
Data vis twaeks
Deleted some old/crap goals/goal plans
Cherrypicking/reverting data vis tweaks
Automated Linux DS Build #126
Enabled options menu mid game
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature
Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge
Foreach killing in GroupManager
Deleted UnitCanFindCraftingItems consideration
Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)