202,033 Commits over 4,171 Days - 2.02cph!
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
attempt to stop sticks clipping in the ground while walking
Sleeping player lootpanel
added a temp default squad for car1 map to allow for ctrl-t builds again
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
Cleaning up Action/ActionChain and BehaviourChain state
dropping unneeded stuff to work DM and low priority
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Fixed Effect not starting it's ActionChain properly
All status effects are removed when killed
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