199,282 Commits over 4,140 Days - 2.01cph!
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
Another potential NRE fix
Prevented various events from invoking when an entity is added to a group during load
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management
Xmas tree no longer craftable and default BP
reflection.quality defaults to 1 (until reflection probe ex)
DeathFX for all our NPCs because it makes them more enjoyable to murder.
Fixed switch compilation issue
Yet another merge from main
Merged from ai behaviour 11 branch
Potential fix for some painted sign textures disappearing on server restart
Reduced forest size in areas for performance reasons (Hapis)
Fixed S11 Cave having no build block volumes (Hapis)
Environment volume ambient multiplier tweak for less jarring transition
disconnection and loading fixes.
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
fix for dead peoples eyes
Fixed NRE in PlayerController.MouseOver
eyebrow mesh and material changes, fixed uv issues on playermodel
Fixed dynamicDOF not working in free cam
Editor bits, removed un-used fields in AgentParameters
Cherry picking
15217, 219, 2220 from multi-dm
units blink speed changes everytime their eye shape changes to avoid being in sync
Added TYPE_PHYSCOLLIDE enum (OOPS)
Fixed most client disconnect / reconnect stuff.
Removed slot type from AIModuleSettings, now defined by DecisionMakerDefinition
Conditions.ProvidesRequiredItem optimisation
Improved cliff analysis after monument terrain adjustment
Basic AgentBehaviourSlot.SimTick impl
Unarmed improvements.
Organized the files a bit.
added admire anims for chainsaw
DecisionMakerModule hold a reference to the DecisionMaker that owns them
Removed SimTickResult struct from AgentBehaviourSlot
precision tweaks to blend maps of Airfield/MT/Sewer branch