200,039 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #14
Automated Linux DS Build #14
Automated Windows Build #710
Automated Windows Build #14
Camera transition fade in/out for caves
cl_gl_suface.cpp -> cl_gl_surface.cpp
surface.GetTextureID doesn't create new CMatSystemTextures for files that have already failed to load
Automated Linux Build #711
Automated Windows Build #711
Don't crash when m_NetChannel is NULL in CClientState::SetSignonState (merged from tf2)
Automated Linux Build #712
Automated Windows Build #712
Fixed crash in CNPC_Citizen::SelectScheduleRetrieveItem when NPC has no follow target
Automated Linux Build #713
Automated Linux DS Build #713
Automated Windows Build #713
Fixed 16 crashes related to invalid CTakeDamageInfo entities in NPC code
Automated Linux Build #714
Automated Linux DS Build #714
Automated Windows Build #714
Throw model name on to the stack in CModelRender::DrawModelShadowSetup to figure out some crash dumps
Automated Linux Build #715
Automated Linux DS Build #715
Automated Windows Build #715
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Nixed FP performance UI thing, improved existing
"Fixed" a crash related to HL::S Houndeyes in squads
Automated Linux DS Build #716
Automated Linux Build #716
Automated Windows Build #716
Let's not tick ECS when not ingame
Added EntityComponent.PostLoad, called on all components after load
Unit.Effects effect loading moved to PostLoad so that all other components are available (fixes Unit.Audio NRE on load)
WIP Zone/Biome and Season persistence
Version++
Save/Load work. ActiveItemController using my more standard deserialize delay system.
Cleaner minidump comments, includes Lua stack traces if possible