201,593 Commits over 4,171 Days - 2.01cph!
fucked off the grey number on CP bar
tweaks to snapshot lerping
Forget the reference-counting changes for MATERIAL_VAR_TYPE_MATERIAL (We only need it for MATERIAL_VAR_TYPE_TEXTURE and Valve is calling in to this from the render thread)
Automated Linux Build #545
Locked selection, UI tweaks
Automated Windows Build #545
pedestrian vehicle max file
Industrial fixtures greybox
Automated Linux DS Build #545
Light prefabs with shadows
tweaked loot placement in MT
Player cleanup, now derived from SingletonBehaviour
Player selection works properly in editor when not restricted to tribe units
UnitCollection trigger profiler hook tweak
Added network stats into debug UI
Better handling of ref-counting in CMaterialVar::SetTextureValue/CMaterialVar::SetMaterialValue - won't screw up when called from render thread
Automated Linux Build #546
Automated Windows Build #546
Automated Linux DS Build #546
Added back potato mode for terrain and objects; only active when shader level equals 100
Deprecated _NORMALMAP keyword; not used
Removed a few keywords in terrain related shaders
Some fixes to Desire persistence.
SmartObject persistence removed for now.
Session kill cleanup, reset for UnitPortraitManager.
Sessions correctly save loaded scenes when loading from an existing game zone scene in the editor.
Reduced fog in clear weather
Broke attacks to make them better
NRE catch in UnitPortraitManager