223,978 Commits over 3,684 Days - 2.53cph!
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Automated Windows Build #715
Automated Linux DS Build #715
Automated Linux Build #715
Throw model name on to the stack in CModelRender::DrawModelShadowSetup to figure out some crash dumps
Automated Windows Build #714
Automated Linux DS Build #714
Automated Linux Build #714
Fixed 16 crashes related to invalid CTakeDamageInfo entities in NPC code
Automated Windows Build #713
Automated Linux DS Build #713
Automated Linux Build #713
Fixed crash in CNPC_Citizen::SelectScheduleRetrieveItem when NPC has no follow target
Automated Windows Build #712
Automated Linux Build #712
Don't crash when m_NetChannel is NULL in CClientState::SetSignonState (merged from tf2)
Automated Windows Build #711
Automated Linux Build #711
cl_gl_suface.cpp -> cl_gl_surface.cpp
surface.GetTextureID doesn't create new CMatSystemTextures for files that have already failed to load
Camera transition fade in/out for caves
Automated Windows Build #14
Automated Windows Build #710
Automated Linux DS Build #14
Automated Linux Build #14
Automated Linux DS Build #710
* Set r_radiosity back to 3 by default because 4 breaks community maps too much
* Stopped reserved_spot from ever being created as it breaks ladders
Automated Linux Build #710
* Set r_radiosity back to 3 by default because 4 breaks community maps too much
* Stopped reserved_spot from ever being created as it breaks ladders
Automated Windows Build #13
Automated Windows Build #709
Don't unload menu backgrounds when they fade out (already disabled reloading, so they'll just turn white with this code)
Don't unload menu backgrounds when they fade out (already disabled reloading, so they'll just turn white with this code)
Fade in/out transition when cycling units with tab/shift +tab
PlayerController ensures we always have a selected unit
Automated Windows Build #708