202,430 Commits over 4,171 Days - 2.02cph!
Unfucked the zombie stats & look from the merge.
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
update dynamics decal ressources shader
Use DynamicNavmesh if a scene doesn't have a NavMeshBakeManager.
Lets not attempt to do a loadout if there is none.
Fixed UnlockDefinitionEditor not properly saving or displaying interactions via id lookup
Fixed tree chopping unlock data
Merge from AI rework cause
Fixed bad indents caused by AgentParametersEditor
Feathers, arrows, chicken loot and stats.
Manifest.
changed format of game log header
GameLogger now includes the match start date and time when it builds the log filename
Enabled selectable missions
host turn timeout handling reworked
Switched Map toggle to GameManager
Added RAM usage to perf text
Windows system info tweak
Lost and found level rework, developed the other side of the island and mountain
Added hubs to notifications and mission list
BestUnitToFormCollection selector now NearestGroupMember
Added GroupHasActiveCollections condition
Fixed NRE in PopupEditor
Migrated all selector types to conditions, added Selector condition type
Removed SelectorSettings, wrappers, and related code
Changed Windows RAM usage API to be similar to resource monitor
Fixed SSAO deferred injection
Fixed penumbra setting in edit mode
Enabled shadow noise dither
Reduced shadow radius for spotlight
Fixing pivots on workbenches 1-2-3
Removed old lot and frontage
dirtied all the things with DSEs
Terrain texture stuff wip.
Moved floating wrench on workbench 1
Only twig foundation and floor building blocks can bypass building privilege
Tweaked barricade placement sockets, prevent building volumes and damage volumes
Reduced barricade collision mesh scale (hack until the models are updated)