Patch 0.1.10.2595

* Battleye Server Option is now enabled by default.
* Global Chat can no longer be enabled in Survival Game Mode.
* Default BattlEye Logging from Verbose -> Warning.
* Added Yellow, Green, Blue fern textures.
* Updated plant colours to be more vibrant.
* Removed the possessed Sucho in the swamp.
* Tweaked some plant colours.
* Touched up tile x07\_y03 (swamp).
* **Added:** Spotted Allo skin, Default Allo skin (new brown one). Renamed old - default Allo skin to "Green".
* **Added:** Desert Utah skin.
* ai controllers now inherit from crowd controllers for use with detour
* all in editor players now register as devs
* ai controlled character changes replicated to clients
* player controller implements crowd agent interface for use with detour (still needs setting up), base character added basic crowd agent data
* added character spawn volumes, example added to testmap
* fixed character spawn volume boundaries
* character spawn volumes now take a maximum slope angle as a constraint
* added spawn volumes to isle v3
* disabled nav mesh building on v3 temporarily
* better defaults for character spawning volumes
* Updated forest collection plant master material to have colour multiply option & performed some optimizations, added an example alternate plant MIC colour multiplied to red (with subsurface colour changed as well). Can easily colour-shift plants using this method, which is cheaper than using separate textures for every variant.
* Fixed dock materials in swamp.
* Updated Allo/Carno stats.
* Updated Maia stats.
* Updated Stego stats.
* Updated Theri stats.
* Updated Trike stats.
* Updated Rex Adult/Hypo stats.
* Fixed Conifers to only be edible by Puerta.
* Updated Conifers.
* Updated Edible Shrubbery; ALL herbivores eat RED shrubs.
* Updated v3.
* Updated Carno sprint.
* Updated Hypo Rex animspeed.
* Updated rex adult physics to hopefully fix buttflower deaths.
* Updated Utah speeds.
* Temporarily added Hypo Rex to progression tree... let's see what happens.
* Fixed missing references.
* Added progression plant blueprint.
* Updated Psittaco limp threshhold.
* Updated Sucho health and damage.
* Fixed materials and blue plant types for progression plants.
* Updated v3 with progression plants.
* added functionality to progression plant
* only carnivores progress over time
* **Changed:** Drinking water value from 25 -> 5.
* Temporarily removed sandbox for diet update feedback
* fixed perf warning from DynamicWorldBase
* Updated juvie stats.
* Updated carnivore hunger rates.
* Updated various broken references.
* Fixed Hypo tier.
* galli default ai controller set
* character spawn volume now handles seeding default ai population
* fixed a transform issue to do with the height of a spawn volume
* updated blue plants to be edible progression plants
* Disabled Distance Field Ambient Occlusion
* Removed Carno Dryo.
* Added two missing noisemaps. Updated the landscape textures with it.
* Fixed grassmaps on the entire v3.
* Updated progression tree to branch out earlier for herbivores.
* ambient sound blends according to time of day
* fixed day length to not be THAT fast
* **Fixed:** Hyper Rex couldn't eat.
* changed length of day to working original
* Assigned unique pain/death sounds to Psittaco
* reset day length settings to default
* Set up the other alternate plant colours using colour tinting, fixed subsurface colour on plants that weren't green
* Added Mesh Async Loading for all dinosaurs.
* Fixed Allo to 120 points from 60.
* updated dynamic world base to be fool proof (hopefully... erhh)
* set dynamic world base day length back to 24 hours
* set hour length on v3 to 6 minutes
* Imported the Velociraptor sound set
* Set up sound classes for daytime and nighttime ambience
* Made two separate sound mixes for daytime and nighttime, each muting the other's sounds. Might need someone else to set up the crossfade in-level, will need some sort of sound mix class override logic.
* Set up Velociraptor materials and added skins.
* Updated general combined night ambience with some more detail