Changelog v1.3.1.112034 - Week 79

Changelog v1.3.1.112034 - Week 79
Fixed
* Fixed highlightable setup missing from beds
* Datavalidation for Highlightable
* Adding Unique Fishing Zones for Outpost Maps and adjusting fishspawnconfig data validaton
* Revert changes to Waterfall FX which caused puffs of water to shoot off screen sporadically
* Fix Strawberry LOD distances
* Fix Strawberry filenames
* Fix Strawberry Texture settings
* Implement Asset Validation for filename prefixes
* Aquarium VFX bubble tweaks area bubbles and setup
* Fixing timing for 3RD person reel Anim to sync up with 1ST and Rod anim
* Update fish and bestiary cheat to allow unlocking of every creature/fish at the same time
* Disable shadow casting on planet meshes in atmo controller, even though they're hidden, they still error out when building worlds
* Remove heightmap and generated level LODs as Outposts are too small for them to be used effectively and its wasting memory
* Add culling distance volumes to Outpost002, 003 and 005
* Add nav blocker volumes to exterior boundary areas of Outpost 002,003 and 005 to fix mission content thinking its a valid location
* Fix WaterRVT error on Outpost005 due to scale being 0,0,0
* Fix atmosphere controller on outpost002 by re-adding the actor
* Disable Shadow Casting on WT_FrozenLake causing errors during world build due to size when shadow casting is not needed
* Fix breakable rock texture settings
* Fix breakable rock LOD settings
* Add NoRVT material variation for final combined LOD
* Added translatable strings for: Character customization options, achievement heading, search box, open world selection, alteration information, drop timers, solo talents and auto suggest settings button
* Fixed fishing bench weight, increased to 20kg from 1kg
* Allow localization of tacklebox inventory when within player inventory and attachment slot information
* Update loading screen text to use translated string
* Update paintings selection window to be translatable text
* Update thumper UI progress bar text to be translatable
* Fiber can now be placed in and grown in crop plots
* Pass on LOD screensizes for various assets with low values
* Add missing icons for newer items
* Fixed several corpse BP setups causing problems with icon generation
* Update settings for Generated sublevel LODs for Olympus
* Removed caching on chat messages that was causing double line spacing to occur
* Fixed caching issue for ammo count that was causing the value to be held for longer than it should
* Fixed an error in the description for Titanium Plate
* DYN_Tool: Update old cooked fish requirement to cooked fish chunks.
* Update all fish spawn zones to ensure that arctic spawn zones are defined.
* Add validation to fishing spawn zones to ensure each spawn zone is defined
* Add flavor text to all fish food consumables
* Add Shepherds Roll to Yes Chef achievement
* Fixed issue where mount saddle camera could become attached to previous rider, making any other players that rode that mount have their view snapped to previous rider instead of mount
* Removed some old debug logging when player equipment visibility changes (only affects development builds)
* Removed debug logging used for death state camera bug
* Fixed issue where Mount Tooltip interaction text was being clipped. Reorganised internal layout of UMG_InteractionPrompt in all widgets that referenced it
* Fish inspect animation now stops correctly when switching off fishing rod and when changing lures
* Fix a crash on clients when using a cupboard that has extra slots due to 'extra space' talents
* Reduced movement easing when the fish is on the line so when the minigame is completed the fish should be at the players feet
* Update Generated Level LOD tooling
* Update Generated sublevel LOD assets for Olympus with revised settings for improved optimization, visuals and performance
* Yet more checks around positioning loot bags on death so they don't end up underground
* Fixed Melee Weapons, Firearms, and NPCs spawning their 'Hit' particle FX at the wrong angle.
* Fixed bug with UMG_InteractionPrompt spamming log with errors when HitActor didn't have an InteractionComponent
* Memory dependency cleanup of several UI elements, dev cheats, and deployables
* Additional assets modified as part of dependency cleanup
* Fixed River Plane that could be seen under a lake in L9, Yellow Quad, Olympus
* Add more detail to the in game user issue submission popup
* Remove SK Override Materials on some corpse BPs to fix issue with mesh switching
* Add some missing content for corpse switches
* Tag sentry elements in game user issue submission popup
* Fixed initial ammo count showing broken text layout
Future Content
* Move DM checker tooling onto separate function so its not attempted to be run in a normal game
* Added SM_BLD_Wall_Door_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
* Fixed Collision and Seam Issues in Arctic and Grasslands prefab caves where players could get blocked by Macro Cliffs, Blue Quad and Green Quad, Prometheus
* Concrete BLD rework - added SMs, materials, mask textures for roof pieces
* Update open world selection UI to reference the DLC datatable for name and URL of DLCs, and created entry for Prometheus Open World description text in the relevant string table
* Update mission map selection UI to reference the DLC datatable for name and URL of DLCs
* Concrete BLD rework - added SM + DM support meshes for all pieces
* Submitting in progress developer assets
* Concrete BLD rework - added DM meshes for beams, material for fractured surfaces
* Added SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
* Fixed Caveworms Spawning in Walls in Alien Fossil Cave and Fixed Collision and Seam Issues in Grasslands prefab caves where players could get blocked by Macro Cliffs, Green Quad, Prometheus
* Added more controls to MeshMask Function to be able to control dirt, edge color and metallic
* added textures and mesh segments for LavaHunter fissure VFX
* Lava Hunter Fissure Attack Material
* LavaHunter fissure VFX - rotated meshes to face +X
* Removing DFL and adding material to Fissure Splines
* scaled up mesh segments 2x for LavaHunter fissure VFX
* LavaHunter fissure VFX - splitting longer segments in half for better spline behavior
* Added SM_BLD_Wall_Windowframe_Wood_INT, SM_BLD_Wall_Win_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
* Added new Cave Entrance BP's to manual caves and validated them across all quads, prometheus
* Moved cliff actor sticking through the back of a prefab cave in O7, Green Quad, Styx
* Adding Recipes for Armor Piercing Ammo (Feature Locked out)
* Adding Platinum Sheath and Titanium Plate items, talents, recipes etc (Feature Locked out)
* Adding Hypatia Feature Level to lock out Hypatia Content
* Concrete BLD rework - fixed naming on some DMs, added APEX meshes for all pieces
* Added several wall pieces for Iron Buildable rework
* SM_BLD_Wall_Win_DBL_Wood_INT_L Updated, Added SM_BLD_Wall_Win_DBL_Wood_INT_R, AO Masks & Set Up Materials for Buildable Rework Investigation
* Tweaks to Parallax Occlusion and Firssure texture setup
* Updated open world card description for PROM
* Added Cave Volume and Cave Entrance BP to Prom Story 2 Cave, Green Quad, Prometheus and Fixed Cliff Actor Inside Prefab Cave, Red Quad, Olympus
* Added a simple Dev-Only AI Target Dummy. Lava hunter now attacks for hostile Actors instead of just hostile Pawns
* Added DM_BLD_Wall_Win_DBL_Wood_INT_L, Added SM_BLD_Ramp_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
* Added prototype for backpack info widget, dev locked
* Adding in initial implementation for Bone Armor, base Items static setup and Armor setup, needs recipe and Icons + Descriptions and Design pass, part 2 coming with First person mesh and Pack Mesh for D_Meshable
* Adding the Skeletal Meshes for the Bone Armor Implementation
* LavaHunter Fissure VFX - texture fixes and polish to make the smaller segments tile correctly
* Disabled triplanar, adjusted tiling of secondary normal map on SW cliffs
* Fixed Collision Geo for SM_BLD_Floor_Wood_INT, SM_BLD_Floor_Half_Wood_INT, SM_BLD_Floor_Quarter_Wood_INT & SM_BLD_Floor_Trapdoor_Wood_INT for Buildable Rework Investigation
* Stone BLD rework - added apex mesh for RoofPeak_CapEnd
* Update encumberance UI to show backpack slots and show orange when nearing full
* Gave turret a rotation rate (so it doesn't snap to targets) and an aim tolerance setup so it doesn't fire if its aim is too far off
* Gave turret concept of inventory, ammo and consuming ammo on fire
* Setup Turret AI Relationship data and interface
* Fixed Turret meshable and deployable setup data
* Add Jade Caveworm material variant mesh
* Fixed issue with breakable rocks falling into node mesh temporarily by adding a box collider in centre of node, pending reimport of better collision geo. Tweaked timing of montage notifies for sledgehammer
* Fixed Collision Geo for SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Door_DBL_Wood_INT_L, SM_BLD_Wall_Solid_Wood_INT & SM_BLD_Ramp_Wood_INT for Buildable Rework Investigation
* Wood BLD rework - added APEX meshes for floors, ramps, roofs
* Fixed issue where player was incorrectly getting prompt to drink water through terrain (especially noticible in swamp biome)
* Added tracked stats for completing dynamic missions on different maps
* Fixed slot text being removed from encumberance bar
* Added icon to encumberance bar slot indicator
Category:Changelog