Changelog v1.2.46.109701 - Week 71

Changelog v1.2.46.109701 - Week 71
New Content
* Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
* Adding Strawberry item icon
* Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
* Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
* Adding Avocado Icon
Fixed
* Fix workshop layout tree for micromeal is visually wrong
* BROKEN ARROW: Update dialogue timing
* Fixed an edge case of the shield still being attached to the player after it's destroyed
* Fixed a typo in Wooden Buffalo Statue description
* Added text for fish trophy mount
* Fixing Inaris Envirosuit pointing to the incorrect helmet
* Fixed incorrect 'effectiveness multiplier' value for Crit_StrongPoint and Crit_ExtraStrongPoint rows, shouldn't have any gameplay effects but they should be named correctly now
Future Content
* Add option to configure alternate dialogue in data depending on whether prospect is mission or open world. Dialogue rows can now automatically redirect to another row if a redirect condition is met
* Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
* Moved logging to a new function to test if it's working as intended
* Adding Landmine Icon and texture swaps based on armed state
* Putting the needler montages in the correct folder
* Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
* Meta Spawner - Row Setup Green Quad
* Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
* Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
* Added art assets for Fish07 Colour variants to project
* Export PNGs of terrain maps for levels
* Meta Spawner Setup Meta Node Handles on Green/Purple Quad
* Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
* PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
* Fixed a replication bug with the clientside projection widget
* Removed unnecessary replication on a few variables
* Added tooltips to most of the variables for readability
* Shifted functions so the actionable only talks to the rod and the rod to the lure
* Fix naming scheme on new Prospect images
* Partial Setup of tameable Bear cub and AI setups for prometheus
* Add Large and Small Painting Frame deployables
* Add 44 new canvas materials for painting frames (to be hooked up)
* Clean up Frame assets
* Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
* Adding possible open bestiary UI sound. Not yet implemented
* Added 2 DCO Tapestry assets to test
* Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
* Updating Bestiary Open sound and adding into BP
* Painted seedling in GL area on Green Quad, DLC Map
* Adding ITM_Shield_Kite_Platinum for testing
* Added SPR_Obsidian
* Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
* Apply any bestiary stats when unlocked (Galileo feature locked)
* Disable Trailer setup for VFXTest Level
* Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
* Added support for receiving rewards for offline mission completion in prospects with multiple missions
* Added new error codes for situations where a drop ship position fails to generate when joining a prospect
* Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
* Adding Bestiary Unlock Stats and setting up stats in the bestiary data
* Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
* Fixing Renamed Stats Causing Build Break
* Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
* Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
* Added LookAt Control rig for Swamp Quadruped.
* Update RigUnit_Accumulate nodes to latest git source version.
* Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
* quick pass on dropship sonic boom effects
* Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
* Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
* Painted seedling in GL area on Green Quad, DLC Map
* Updating Bestiary Widgets to work like concept
* Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
* Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
* Adding bestiary ui click, hover adjustments and UMG input
* Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
* General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
* Implemented fish cooking recipes
* Adding VFX, Lighting and material emissive control to aquarium t3 and 4. Added logic to only have these active when supplied with power and water
* Added missing virtual stats
* Wire wolf percention bestiary stat (Galileo feature locked)
* Predator birds no longer target corpses that are sheltered
* Adding Audio Row to bestiary enteries so an animal sound can be played
* Fixes for BP logic on BP_Aquarium
* Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
* Adding missing material for new sonic boom VFX
* Fishing Trap no longer will spoil food
* Players can not longer place items in the fishing trap
* Fishing trap will display a fish when a fish is caught
* Adding first batch of bestiary creatures through device audio events and data table entry
* Updated names for confirmed DLC creatures
* Change bestiary percents, make popups aware of new bestiary unlock types, only display a single (the best) unlock popup when processing unlocks (Galileo feature locked)
* Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
* Updating Bestiary UI
* Update all Geode Lamps to be actual lights with emissive texture swaps
* Remove Flammable from Geode Lamps and change to Light Deployable weight setup
* Fix Geode Lamps ItemTemplate pointers
* Remove rotation step from non-facing Geode Lamps
* Fix random icon assignment to Geode Lamp deployable setups
* Adding more creatures in for bestiary audio and data table
* Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
* Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
* Updated grasslands and wetlands atmosphere color effects
* General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
* Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
* Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
* Added proper DM for DCO_Desk_Lamp_Wood_Carved
* Swamp Quadruped is no longer scared of player until attacked
* Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
* Adding in next batch of creatures sounds for bestiary
* Adding Fish Recipe Icons
* Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
* Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
* Added PM_Tree to all materials for Mega Trees
* Fixing Geode Lamp Icons
* Adding Geode Lamp Icons
* Added flavour text for new lamps
* Added text for fish recipes
* Added text for fish ingredients
* Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
* Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
* Change Editor-side functionality for EnzymeGeyser, Dropship and Respawnship and Meta Deposit actors to add locator beacon meshes as a dynamic component. This fixes the Editor poorly syncing the camera when focusing the actor due to the beacons size when attached as a permanent component. Separate Show/Hide into their own functions so multi-selected actors can sync up
* Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
* Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
* General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
* Updates to volume, max instances and verb amount for all bestiary creatures
* Added Obsidian Armor Version 2 materials and textures
* Add button to grab current level in WorldManager tool
* Folder cleanup on Prometheus world actors
* Add datatable validation for 'must be outside' (future content)
* More wiring for Bestiary UI (Galileo feature locked)
* Fixing issue with Dynamic Drop Pod Fallback cases which would cause issues in quest steps as the variable for location was not being cached correctly
* Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
* moved obsidian armor v2 materials to correct folder
* Added new lava deployable placement type, can no longer place water-based deployables in lava
* Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
* Adding Geode and Painting Set Talents and Setup for recipes
* Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
* Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
* Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
* adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
* Paintings can now be interacted with and you select a painting from a new DT
* New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
* Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
* Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
* Fixing Prometheus mission 4 prebuilt structure and quest location
* Added missing files from last commit
* Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
* Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
* Removed the search bar from the UMG and removed orphaned code for clarity
* Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
* Logic has been unhooked for a long time and the actor now does nothing
* added obsidian armor mesh pack
* Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
* Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
* Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
* Modified Creature name from PRO mission 4
* Fixed Dead prospector body highlighting
* Adjustments to fishing bench and rebuilt banks to fix bench not working
* Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
* Added ITM_Shield_Composite
* Fix dropship relocation using grenade sometimes applying bad audio states to clients due to a non-replicated variable meaning the audio could behave as if the player was IN the dropship. Put a length limit on dropship door open/close FMOD events so they automatically stop if their state change logic fails instead of looping infinitely
* Updates to quest step locations for dynamic drop pods
* Adding fishing trap loop audio event and BP imp
* `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
* Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
* Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
* Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material
Category:Changelog