192,968 Commits over 4,049 Days - 1.99cph!
Scientist NPCs disabled by default due to server instability
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
season sponsorship objective is checked for completion and completion bonus awarded
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
Fixed another edge case with game speed and successive building placement
Fixed successive building placements causing the game speed after placement to be incorrect
More AI cleanup
Night transition camera stuff
Steam server registration
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
More low level AI cleanup and execution state refactoring
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
squad load balance tweaks
Improvements and performance in Squad Manager.
Take Squad Manager off invoke and load balance it.
More on auto-balancing load balancers
Fixed some (legacy?) skins not being applied
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.