199,201 Commits over 4,140 Days - 2.00cph!
Improvements and performance in Squad Manager.
squad load balance tweaks
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
More low level AI cleanup and execution state refactoring
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Steam server registration
More AI cleanup
Night transition camera stuff
Fixed successive building placements causing the game speed after placement to be incorrect
Fixed another edge case with game speed and successive building placement
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
season sponsorship objective is checked for completion and completion bonus awarded
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
Scientist NPCs disabled by default due to server instability
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff.
added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
added Board.GetTilesWithDamageEffect()
AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
attacks now can specify if the regular damage attack should be applied or not.
Fixed igniter unit not being able to directly target units.
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first