221,906 Commits over 3,653 Days - 2.53cph!
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Added memoverride.cpp implementation compatible with VS2017
Block loading saves in CLIENT+SERVER mode
Merging the updated save/load system into Main, this is usable now.
Merging in that latest from trunk
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Basic non-determinism leak analysis working
Combat/General/Observe Threat behaviour tweaks
diamond bullets for octopus
robot diamond bullets
cleaned up gamemanager
Styles overhaul
Default styles
Fixed perception checks not working for units in UDM
Attack target ability, default for hostile units. Hunt is animal only
Debug panels use new header style
Disabled faction stuff cause I broke the database when drunk
Added spawn sound attached. Loading animation events from file.
Cache animation events
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start on home base module
Add more things to blacklist
Code analysis can now find all methods marked with AssertFixed / AssertDynamic
Rocket factory tower stairs
Started adding Smell to Entities
Started work on a code analysis tool to find nondeterminism leaks
Omitted from last commit
Vary output cache by host
material optimizations and old floors no longer walkable
Quests are now missions. Quest sounded gay.
Cleaned gitignore
Added commandline tool
Parse posts from wordpress export, insert into blog
Parse Garry's Mod blogs
Blog view supports changelists
Commit log url fixes
Flame turrets can see through twig building blocks as well
Updated scrap icon
Can now right click a .Unit file and render just that unit's portrait
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Make all visible only on culling convar untoggle
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