198,746 Commits over 4,140 Days - 2.00cph!
Fixed missing albedo map in brick_piles mat
precision tweaks to blend maps of Airfield/MT/Sewer branch
DecisionMakerModule hold a reference to the DecisionMaker that owns them
Removed SimTickResult struct from AgentBehaviourSlot
added admire anims for chainsaw
Unarmed improvements.
Organized the files a bit.
Basic AgentBehaviourSlot.SimTick impl
Improved cliff analysis after monument terrain adjustment
Conditions.ProvidesRequiredItem optimisation
Removed slot type from AIModuleSettings, now defined by DecisionMakerDefinition
Fixed most client disconnect / reconnect stuff.
Added TYPE_PHYSCOLLIDE enum (OOPS)
units blink speed changes everytime their eye shape changes to avoid being in sync
Cherry picking
15217, 219, 2220 from multi-dm
Editor bits, removed un-used fields in AgentParameters
Fixed dynamicDOF not working in free cam
eyebrow mesh and material changes, fixed uv issues on playermodel
Fixed NRE in PlayerController.MouseOver
fix for dead peoples eyes
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
disconnection and loading fixes.
Environment volume ambient multiplier tweak for less jarring transition
Reduced forest size in areas for performance reasons (Hapis)
Fixed S11 Cave having no build block volumes (Hapis)
Potential fix for some painted sign textures disappearing on server restart
Merged from ai behaviour 11 branch
Yet another merge from main
Fixed switch compilation issue
DeathFX for all our NPCs because it makes them more enjoyable to murder.
reflection.quality defaults to 1 (until reflection probe ex)
Xmas tree no longer craftable and default BP
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management