Changelog v2.1.8.118221 - Week 105

Changelog v2.1.8.118221 - Week 105
New Content
* Unlocking Raw Wood Signs
* Adding Armor Icons into the Inventory Paper Doll
* Added binding to carcasses to drop them
* Updated the usability of the light and G slot items. Items now have an icon for their respective slots, and G slot items have an in-world tooltip that changes to red if you are unable to pick them up
Fixed/QoL
* T4 Anvil - disabled yellow/black decal material that was showing through walls
* T4 Anvil - proper fix for yellow/black decals - using ITM shader and offset geometry to prevent Z fighting
* Fixed a bug causing the C0NT4CT device to play audio when loading the game or approaching from multiple tiles away
* Updated respawn message to mention losing equipment instead of respawn penalty (as there is no XP lost on death)
* Updated death overflow bag highlightable, so it now shows as the remains of a fallen prospector
* Updated polar bear rug gfur setting to be more stable when physics are settling
* Removed physics on Gfur for grizzly and polar bear rugs
* Halved the spawn rate of voxel and plant based exotics in Open World, as these spawns add repeatedly so will increase each time if not gathered
* Updated all fish textures from the small texture group to the medium texture group
* Replaced green mount tame icons with white icons
* Lowered opacity of light/g slot background
* Show bulky slot icon on mount's bulky slot(s)
* Hide in-world bulky slot on shields (as these can go in normal inventory slots)
* Fixing issue where art deco vase destructible mesh was incorrect (it was the vault)
* Adding delivery pod door open and close. Hooking up close animation to play when leaving, Also adding fixing armour repair audio to data table
* Prevent meteor showers from potentially occuring before the world has completely loaded
* Fix light slot toggle for clients in improved hotbar UI
* Update in-game reference to Styx Expansion DLC to correctly be named Styx Expansion DLC
* Fix light and bulky slot icons on items for inventories in crates.
* Fixed seed pouch not receiving picked up seeds after loading a prospect.
* Fixed seed pickup totals being shown incorrectly on HUD.
* Fixed/Re-enabled Take All button in seed pouch.
* Added hint to map screen to add or remove marker.
* Add building deconstruct hint to hammers
Future Content
* Set dressing Cave, updated cave volume, void and General Polish Pass for cave network, Ice Sheet Yellow Quad on Prometheus
* Added more rock formations, Cliff Pass and Ground Cliff Pass, Ashlands, Prometheus
* Fixing has no entrances issue, Ice Sheet Yellow Quad on Prometheus
* Adjusted emmisive values for the neon sign so that it will have a proper neon glow when turned on
* Added DCO_Flag_RocketWerkz, with four texture variants
* Added Black Wolf Revolver static and skeletal meshs
* Added textures and materials for the Black Wolf Revolver
* Adding more unique scorpion rifle layers. Unique lever in / out layer and changed anim notify to use item audio data to switch based on gun type
* General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
* Decal Pass, Cliff Pass on Macro Cliffs and Adjusted two deep ore deposits, Ashlands, Prometheus
* Deploy sound for water purifier and other water based deployables. Added to data table
* Fix datatable validation again
* Adding consume water from purifier audio, event and BP imp
* Permit turret prototype to be rotated on deploy, outside only, add basic HUD
* Removed combined cave include flags & added back cave entrance Ice Sheet Yellow Quad on Prometheus
* Adjusted Macro Cliffs to help with Navmesh and Polish Pass, Ashlands, Prometheus
* General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
* Volume balance tweaks to scorp rifle
* Adding appropriate biomass audio
* Slight tweak on Black wolf revolver textures. UV edit on Barrel_D static and skeletal mesh
* Adding t2 water purifier audio loop and event
* Submitting Mini Hippo bones mesh and textures
* Placed Nav Mesh volumes in the Ashlands, Prometheus
* Added Black Wolf Revolver icon
* Adding items static table entry for revolver audio
* Field guide armor and resource page updated visuals
* First pass of black wolf revolver pistol audio and data table setup
* Prototype turret change various constants to stats
* Fix a crash reported in Sentry relating to unowned actors with modifier components being garbage collected
* Prototype turrent make clients listen to stat updates
* General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
* Balance pass on revolver against other gun assets, brought all guns in closer tonality, very tiny top end adjustments to match, added item static data
* Balance pass of black wolf revolver and scorp rifle. Slight reduction in volume, increased cave shot and other small adjustments
* Cave Worm Test, Ice Sheet Yellow Quad on Prometheus
* Added T2 base beehive art assets
* Adding sandworm crossbow reload audio and notifys. Renaming sandworm crossbow fire event
* Testing cave worms, Ice Sheet Yellow Quad on Prometheus
* Ice building tier icons hooked up to data table
* Added DEP_Trap_Small_T2 and T4 with animations
* Added ice building tier icons
* Additional balance to sandworm crossbow and fixed double up of adsr causing a too fast fade out in the oxite dissolver when finishing processing oxite
* Testing cave worms, Ice Sheet Yellow Quad on Prometheus
* Placed Nav Modifier Volumes and Cliff Pass, Ashlands, Prometheus
* Adding sandworm crossbow fire audio. Currently not hooked up as no item exists
* Submitting Mini Hippo bones 1st variation mesh and textures
* Added DEP_Trap_Large_Bear and animations
* Added ice building tier icons to d_itemable
* Added DM for DCO_Flag_RocketWerkz, as well as deleted temp files
* Fixed bad rotation on DCO_NeonSign_Rocketwerkz
* Added DM for DCO_NeonSign_Rocketwerkz
* General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
* Swapped duplicated prefab caves and Cliff Polish Pass, Ashlands, Prometheus
* Added initial setup for Ashlands story mission
* Adding Supporters Flag & Sign plyus variations item setup
* Adjustments to revolver internal sheltered decay tail. Routing sandworm reload crossbow out correct channel and renaming revolver pistol fire correctly and replacing in data table
* Submitting Mini Hippo bones 2nd variation mash and textures
* Setting up Black Wolf Revolver Meshes and Attachments for the biolab
* General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
* Adding in first pass setup of the chicken ready for mesh swap, including BP, AnimBP, animations and montages and placeholder mesh
* Cliff Pass and landscape Sculpting, Ashlands, Prometheus
* Small adjustments to the revolver trigger audio
* Turret Prototype Change way turrets are instanced internally to match other objects trait/data and tidy up stat descriptions
Category:Changelog