225,791 Commits over 3,714 Days - 2.53cph!
Cleaner minidump comments, includes Lua stack traces if possible
Save/Load work. ActiveItemController using my more standard deserialize delay system.
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++
Automated Windows Build #716
Automated Linux Build #716
Automated Linux DS Build #716
"Fixed" a crash related to HL::S Houndeyes in squads
Nixed FP performance UI thing, improved existing
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