Changelog v1.2.48.110271 - Week 73

Changelog v1.2.48.110271 - Week 73
New Content
* Adding Avocado, Rhubarb, Kumara & Strawberry Seed Packets in the workshop - feature locked out for now
* Unlocking Kumara, Strawberry, Rhubarb and Avocado Seeds in the Workshop
Fixed
* Fixed a number of typos in various locations
* Fixed issue where critical hit area damage calculation was ignoring stats applied to projectiles
* Fixed a few typos in quests
* Fixed bug where dropped corpses would T-Pose
* Fixed a few typos found in stats and item text
Future Content
* Fixed Nav Mesh Volumes on Developer Level and Added Nav Volumes Around Mo's Cave on Purple Quad, Prometheus
* Removed world boss configuration from PRO to fix ensures on play
* Adding Wooly Z death, flinch, neigh audio and events. created wooly Z Idle animation and montage to separate out for control of characters sounds. Added to Wooly Z character BP
* Added version 2 of the T1 fishing rod
* Fix Carcass assets for Chamois Var creature
* Fix Gfur setup for Chamois Var creature
* Fix physics asset for Chamois Var
* Fix Chamois Var critical hit setup
* The Bestiary now has its own bindable key 'J' and will open on Galileo builds
* Fix Needler texture settings
* Fix Needler missing Bones mesh (still temporary) and updated references
* Fix Needler Carcass mesh not pointing to Carcass material
* Remove 1.5x scaling on Needler corpse which isn't in Character BP
* Adding Level requirement for T3 Aquarium
* Add support for waterfalls and lava flow points to the cave template prefab system
* Fix BatDog corpse pointing to incompatible Wolf bones assets by adding in temporary BatDog bones assets
* Fix Wolf Bones textures using wrong settings
* Fix GFur settings on BatDog
* Improve BatDog capsules setups in Character BP
* Adjustments to Prometheus delay zone audio. Reduced arctic narrow delay volume push for slightly more subtlety
* Added skeletal mesh for each colour variant of Fish 7,8,9, and 10
* Added skeletal meshs for colour variants of fish 11,12, and 13
* Updating Prometheus First Landing Location
* Added first pass of revamped Solid Wall and Floor SMs, including Kit textures and materials
* Final lore entires to D_BestiaryData for Galileo
* Added game widget to fishing minigame
* Added better water detection for if you physically drag your lure onto land using the players movement
* Added Nav Volumes To Mo's Cave and Added Nav Volumes in affected areas, Purple and Green Quad, Prometheus
* Adjusted some nav modifier volumes, moved macro that hanging over & general clean up on Blue/Yellow Quad, DLC Map
* Added Nav Blocker volumes around macro cliffs in arctic biome, general polish of cliffs and tunnel of manual cave, Blue Quad, DLC
* Fixed a bug where if you hold lmb instead of tapping for the reaction minigame, it would reel all the way in before widget minigame
* Fixed typo in biological containment unit item text
* Tweaking Fishing Minigame to work with Fishing in Game
* Updated accolade text to remove discrepancies
* Reduced Meta Resource Spawn, Moved Unused to Meta_Unused Folder
* Adding deer variant death and flinch audio. Adjustments to spacializer settings and adding all data table entries
* Adding more unique death sounds for deer variant
* Adding Fish Variations for 7, 8, 9, 10, 11, 12, 13, 14
* Adding Placeholder Fish Variations for 1, 2, 3, 4
* Added new functionality to request 'AI Events' which are custom behaviours spawned at runtime, managed by an AI Coordinator subsystem.
* Added new AI Event to spawn additional Bat Dogs around target player when hunting
* Rod now automatically reels in when minigame is completed
* Adjusted water detection
* Swapping Meshes on Basic Fishing Rod & Wooden Fishing Rod so the correct Meshes are used
* Fixing Needler enter and exit anims by adding in correct root motion
* Made the lure floating in rivers act the same as in lakes.
* Added cases to reset the minigame on rightclick and when you switch to another item
* Added colour variants for fish 14 and 15 to the project and updated roughness maps.
* Added skeletal mesh for each of the fish variations
* Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
* General clean up & Nav Clean Up on Blue/Yellow Quad, DLC Map
* PRO_Story_6: Minor fixes to travel step
* Added a socket to each of the fish skeletons for future hooking up with attachment to the lure/hook
* Added montage once you catch the fish for holding it infront of your face
* Updating Fishing Actionable, Fishing Lure and Fishing Rod to use a better replication and functions for accessing alteration slots
* Fixing some issues present in the multiplayer mesh swapping while fishing in lures / rods
* General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
* Updated Deer Variant skeletal mesh with duplicate materials removed
* Duplicating needler enter and exit water animations and montages so different sounds can be used for entering water vs land.
* Adjusted speed increase to be on the animation not montage so footsteps sync, and adjustments to event pitch to match increased speed of exiting water
* Make it very clear when EQS fails and falls back to 'close navigable location' via an onscreen debug message (internal dev builds only)
* Increase the max distance for the EQS query in the treehouse in PRO for now
* Adding wooly zebra bestiary audio and data table
* Very small adjustments to mega tree audio balancing
* Added Fishing UI pop up
* Added 3 colour variant for fish01 and created duplicate skeletal meshs for each one
* Added texture files for fish01 colour variations
* Adding more deer variants whistle type sounds close and distant and adjusting spawn rates so be a little more sparse. small adjustments to pred bird spacial to give spot more importance
* Lowering spawn vocal chance and rates for all creatures in the swamp biome so it's not a constant clatter of creature sounds. Making them more sparse
* Added initial first phase of Lava Hunter anims and behaviours
* Fixing Quest Int Variable Saving
* Adding bomber broodling and flyer broodling assets for the Lava Hunter boss fight
* Added sockets to both the mouth of all fish and the bottom of hooks.
* Fish now attach to hooks correctly when caught.
* Fixed lures not spawning due to inventory component not being created at time of lrues init function
* Submitting in progress developer assets
* Add a new flag for developer WT_Lake 'Permit Navigable' this allows animals to navigate across swamps
* Accolade progress now works correctly on dedicated servers
* Moved Bestiary component down to Icarus Player Controller from the survival controller
* Steam achievement tracking is now active in Galileo and up
* Added hanging ferns and roots/vines to manual cave and added rock formations in swamp of Blue Quad, DLC
* Adding Prospect Images For Prospect Story Missions 1-5
* Added v4 material and texture for fish 13
* Added missing files to do with adding a delegate for 'DynamicDataUpdated'
* Added colour variants for fish02. Created a skeletal mesh for each variant
* Added colour variants for fish03 Created skeletal mesh for each variant
* Fixed an issue where the lure wouldnt detect the floor. Removed the collision on the lure and kept the collision on the mesh to fix
* Setting up Prometheus Exotic Spawns
* Updates to lava hunter. VOlume and spacializer adjustments, added lots more movement sounds for better variation, animation notifier updates and tweaks
* Small adjustments to predator bird, swamp bird spawn rates and other small tweaks
* Added Fixed Flow option to Lava Shader to fix lavafall going sideways inside caves, added primitive data to Waterfall BP to control lavafall speed
* Added TU Mac Top & Nav Clean Up on Blue Quad, DLC Map
* Add CarcassMesh variable to GOAP Corpse base class to streamline and standardize corpse asset reference setup
* Added new Carcass assets to support workflow
* Fixed a ton of creature asset filename and setting issues
* Add valid get to AI Projection widget to prevent kill-pending spam
* Add Cheat to spawn all 'generic' controller AI for testing
* Add (but disabled) DataValidation to AISetup to detect character BPs with anims paused set to true (done during component setup)
* Setup quest locations for future mission
* Added a minimum distance for lures
* Prototype of geyser rework for better performance
* Added colour variants for fish 04. Created skeletal mesh for each variant
* Updated colour variant 4 of fish03 to be less similar to variant 1
* Adjustments to lava hunter levels and removed additional distortion and other fine tunes
* Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
* revisions to spawnblocker_T2 mesh, rebaked AO map
* Submitting in progress developer assets
* Fix for ensure on initial player tracker listener creation
* Fix Pause Anims being enabled on ChamoisVar and ScorpionSummon creatures
* Fix validation logic for Pause Anims AI character checks and leave enabled
* Initial tweaks to Ash weather event
* Adding Fish Variations for 1, 2, 3, 4, 13
* Adjusted Lava Flow points on lakes and rivers, polished decals in vulcanic biome, added landmark cliffs, PT2 Purple Quad, DLC
* Adding DEP_SpawnBlocker_T3
* Lots of distancing and volume tweaks and distancing eq adjustments to the lava hunter. Fixed snipper not using distancing eq etc
* Replaced ITM_Shield_Kite_Platinum and added ITM_Shield_Bone and Shield_Steel_Heater
* DEP_SpawnBlocker_T2 - added destructible mesh, updated collision
* Adding more lava hunter layers and adjustments to a lot of events and balances. Adjusted lava hunter vocal socket
* Adding assets for GL music - Track 1
* Added names for new fish variations, also fixed a typo
* Permit Larkwell_Tazer and Posion_Arrow to break when using a killcam hit
* Updating Fishing UI to use new concept
* Datatable setup for new music in Grasslands biome
* Removed shipping requirement for steam achievements so that they can be tested in development mode
* Second pass cleanup of Atmosphere controller
* Removed a lot of unnecessary/unused logic and variables
* Organization of variables and functions into logical categories
* Moved bulky logic into Pure function calls to keep graphs clean
* Moved similar functions like new AshHail,etc into existing WeatherMPC functions to keep down function bloat
* Adding more ambient predator bird layers and small adjustment to lava hunter
* Small adjustment to idle audio amounts and footstep in water for swamp quad
* Small optimizations to Atmosphere Controller by moving some non-urgent functions off tick and onto a timer
* Fix BatDog loot pointing to incompatible Wolf loot table with stat driven rewards
* Fix potato asset filenames
* Remove obsolete WT_ParticleEmitter
* Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
* Adding Progressive Bestiary Stats for Specific Creature Extra Damage and Resistance
* Fixing up AICreature Type stats and tags for new creatures
* Adding Prospect Images For Prospect Story Missions 6
* Improved Gfur settings, Capsule setup, and Corpse setup on DeerVar
* Fix Blueback Dead AnimBP not inheriting IcarusCorpse anim instance
* Fix Blueback Physics Asset settings
* Delete Blueback SM
* Fix Blueback corpse mesh references
* Fix Swampbird Corpse pointing to alive AnimBP by creating Dead version
* Tweak Swampbird physics asset
* Fix Kea feathers shader setting after texture settings fix
* Tweak Kea LODs
* Added hanging ferns and roots/vines to manual cave and polished flow points on lava rivers and lakes, Purple Quad, DLC
* Swapping Prometheus Mission 02 & 03 Dynamic Drop Pods to use quest markers for their origin location
* Adding Bone, Steel, Platinum, Titanium, Carbon and Composite Shield Items, Recipes, Blueprints, Dev Locked Out for now
* T3 Aquarium now correctly runs off biofuel
* Delete TemplateResource files remaining after .27 upgrade where referenced assets were removed, resulting in errors
* Delete single actor from Olympus that should've been detected in CL 109730 but reference seems broken
* Enable additional emitters on Sandworm recede effect which improves visuals
* Recompiled niagara effect to hopefully fix compilation error in build
* Setting up Spawn Blockers T2,T3,T4
* Adding new Search Area Tech that is componentised and no longer requires an actor
* Fix Joshua Tree asset filenames
* Fix missing collision
* Resave DMs to hopefully fix material reference errors
* Fix texture settings
* Adding Wind Turbine Item, Blueprint, Recipe feature locked out
* Fix SucculentTree asset filenames
* Resaved DMs to hopefully fix material reference errors
* Fixed LC Sapling asset filenames and texture settings
* Resaved DMs to hopefully fix material reference error
* Fix obsolete texture references in BerryBush materials and delete textures
* Fix berrybush asset filenames
* Fix material ref in berrybush DM
* Clean up unused emitters in Chimney effect and recompile to hopefully fix compilation error
* Fixing Spawn Blocker Recipes
* Adding new EQS for Finding a Flat Location to spawn a dynamic building
* Fix DM material references
* Adding flying lava hunter continuous loop flying sounds, event and animation notify
* General creature finessing and adjustments to fine tune spacializer settings and randomizing some layers for better realism
* SpawnBlocker_T2 - fixed materials on destructible mesh
* Adding SMPL3 quest for locating and repairing an old prospector base while its being attacked
* Updates to Lava Hunter BT. Added Lava Hunter egg SK and DM
* Add Decayable Food setup on Tomato and Potato items
* Add DataValidation to check for items which grant Food but don't have a Spoil timer (disabled, as results in some false positives)
* Fixed Voxel Blocker BP CaveEntrance LC 03 & fixed gap for riverbank on Green Quad, DLC Map
* Fix DeerVar jaw constraint dislocating during ragdoll
* Do a single update of SlowTick event on Atmosphere Controller via ConstructionScript to ensure everything is updated before jumping in game (Editor)
* Added colour variants for Fish 05 and created a skeletal mesh for each variant
* Added colour variants for fish 06 and created a skeletal mesh for each variant
* Fixed Issues in prefab caves where players could get blocked by maco cliffs and Removed Foliage from Persistant Level, Prometheus
* Adding in suite of 3RD CHA fishing animations and implementation with character BP and equippable and focusable
* Additions and updates to lava hunter. Adding own death event for tweakability and also minor adjustment to pred bird volume and pitch. Adjustments to egg lay audio etc
* Fix missing Berrybush textures which P4 didn't pick up (CL 110159)
* Added hanging ferns and roots/vines to manual cave and added rock formations to swamp, Purple Quad, DLC
* Geyser VFX Rework for better Performance, full prototype
* Added cliff landmarks and rock formations, general clean up, polished around manual cave, Blue Quad, DLC
* Added skeletal mesh for fish13_Var4
* Added DEP_SpawnBlocker_T4
* Adjustments to lava hunter egg lay
* Re-enabling base Smoke Weather VFX
* Add initial implementation of a basic automated defense turret
* Feature locking SMPL3: Lost quest
* Add a parameter to GenerateSpawnLocation to allow dropships to use different EQS querys
* Decorative Statues - New DMs for stone statues, added to blueprints (DM_AssetName_V2)
* Adding predator bird occlusion to all movements and wing sounds
* Add an IsActorRequiredToBeOutside hook to IcarusFunctionLibrary and wire to in world tooltip
Category:Changelog