199,155 Commits over 4,140 Days - 2.00cph!
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.
trying to fix text mesh pro text constantly updating
Moving while channelling a spell cancels the spell
Hooked up spell cooldown UI
All status effects are removed when killed
Fixed Effect not starting it's ActionChain properly
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
dropping unneeded stuff to work DM and low priority