197,368 Commits over 4,110 Days - 2.00cph!
Crowds now react to the match starting and their team starting a turn, damaging, killing, and winning
Entity.SetSaveValue will no longer return no value on failure
damaged textures, material setup, sizes
* GM:CreateClientsideRagdoll will now also be called for player clientside ragdolls.
Fixed index out of range in UI Console
Removed Intention from the codebase entirely
Crowd team ID gets set, has local/opponent materials
cookable condition can now use blackboard entity
Console expand toggle, help command suggestions
Disable goal priority in DSE scoring
Console stuff
awards panels now show the right stuff
more award defs, award title text box bigger
AwardDefinition SO and data files
dropping attached items will actually detach them
Fixed some typos, spawn_item uses cursor position
Spawn AI trucks for flag mission
rescaled and shifted test building to show gaps
created trim_scene and adding components. testing 3x width building
Awards now instantiated based on awards data
UIAwardPanel basic functionality
Update shader samplers after drawing background image for dupe icons
CSEnt.__gc/CSEnt.Remove queue deletion until next frame
Tag current changeset id in exception reporting
Exception reporter doesn't report errors, because Unity throws too many of them.
increased idle spin speed of board (well, camera)
Merging Bill's existing Quest work into my Missions branch.
Going to do some quest/mission work
Frontage / Lot generation
Improved door interaction hover info.
Stopped character and vehicle sends from doing any work if they have zero subscribers.
NetworkEntitity props now slot into the KD tree on the server, and the city navmesh includes them when generating.