202,415 Commits over 4,171 Days - 2.02cph!
Automated Linux Build #703
Merge crash fixes
Don't apply TEXTUREFLAGS_IMMEDIATE_CLEANUP to textures loaded with FreeImage (test)
Automated Windows Build #703
Activity types no longer have loads of constructor overloads, just initialize properties instead like a peasant
Activity constructors can take optional text
Automated Linux Build #11
Automated Linux DS Build #11
Automated Windows Build #704
HuntDesire UnitSettings now shows in Debug.
Hunting AI now checks if the target unit is of desired type
Automated Windows Build #11
Automated Windows Build #12
Automated Linux Build #12
wip player profile placeholder ui
Automated Linux DS Build #12
Remove managed ConVars in Lua::Create instead of Lua::Kill (stops use of stale pointers when one state is using another state's ConVar during destruction)
Automated Linux Build #705
Automated Linux DS Build #705
Automated Windows Build #705
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
Moved Description attribute and ext class to
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Set flags button on unit debug panel
Yet another Feed item to target abilities update.
Refactoring stat manipulations a bit
Find Best Campfire finds building of type Fire
added alleyway paving to unity prefabs and rebuilt them
Senses dead units fuckery
Behaviour chain can optionally include dead units when filtering by EntityType.Unit
Various corpse related AI tweaks
More support for cooking units, depositing dead units to machines
WaitForCookableToStateChange Action supports units
ItemIntention now EntityIntention
Behaviour chain element filter by unit flags
CookableCondition supports Units
BaseEntity awareness of held by, processed by, contained by