193,583 Commits over 4,079 Days - 1.98cph!
Automated Linux DS Build #716
"Fixed" a crash related to HL::S Houndeyes in squads
Nixed FP performance UI thing, improved existing
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Automated Windows Build #715
Automated Linux DS Build #715
Automated Linux Build #715
Throw model name on to the stack in CModelRender::DrawModelShadowSetup to figure out some crash dumps
Automated Windows Build #714
Automated Linux DS Build #714
Automated Linux Build #714
Fixed 16 crashes related to invalid CTakeDamageInfo entities in NPC code
Automated Windows Build #713
Automated Linux DS Build #713
Automated Linux Build #713
Fixed crash in CNPC_Citizen::SelectScheduleRetrieveItem when NPC has no follow target
Automated Windows Build #712
Automated Linux Build #712
Don't crash when m_NetChannel is NULL in CClientState::SetSignonState (merged from tf2)
Automated Windows Build #711
Automated Linux Build #711
cl_gl_suface.cpp -> cl_gl_surface.cpp
surface.GetTextureID doesn't create new CMatSystemTextures for files that have already failed to load
Camera transition fade in/out for caves
Automated Windows Build #14
Automated Windows Build #710
Automated Linux DS Build #14
Automated Linux Build #14
Automated Linux DS 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 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 Windows Build #13
Automated Windows Build #709
Don't unload menu backgrounds when they fade out (already disabled reloading, so they'll just turn white with this code)