Changelog v1.2.38.107702 - Week 63

Changelog v1.2.38.107702 - Week 63
Fixed
* Updated in-world tooltips to show the fillable resource color (eg blue for water, green for fuel, white for oxygen)
* Explicitly clear the frost affect when Cold and FrostBite modifiers are removed rather than running the blend weights again
* Force two decimal places on UI temperature display
* CARAPACE: Added unlock flag to mission (in addition to currently being granted during mission steps), so it will show the indicator on prospect selection screen
* Fixed a typo in mission dialogue
* Fixed a typo in mission dialogue
* Re-setting the local selected character before attempting to retry joining session. This should fix the issue with auto-retries failing
* Added logging within the User Interface to see whether or not menus are recorded as being shown when they're not visible, thus disabling the mouse input on death screen
* Fixed the logging so it doesn't spam every frame
* Fixed error caused by player leaving during an AI spawn check
* Fixed combo widget crash when the selected value doesn't exist
* Actors outside the world bounds during generation will now be assigned the closest generated level as their owner
* Black Wolf Knife is now correctly repaired by Black Wolf Teeth
* Add ProjectionLocation component to Caveworm loot drop sack to fix the widget being offset due to initial spawn offset
* ICESTORM: Fixed visual bug that would reset the mission progress of the device activation step
* Improved drop ship spawn point selection (tied to large AI navmesh, custom EQS with 5 point trace)
* Fixed Roasted Vegetables modifier using ProjectileDamage instead of BaseProjectileDamage
* Add DT Validation to modifier states to catch non-Base stat usage
* Fixed logging always showing as white colour instead of colours based on error codes
* Remove Durable trait from Shengong Canteen to match other water vessels
* Fix Shengong Canteen weighing 100g when it should be 1000g
* Fixing missing Fillable Type data from Larkwell Canteen
* Adding initial color selection functionality to Portable Beacon. Disabled while UX is being worked out
* Spawn mission reward ships closer to players
* Zero post process blend weights for cold/heat to when dead
* REMNANT: Fixed case where scans could be marked as incomplete after a relog
* Fixed issue where unmined voxels that had been regenerated weren't updating for clients until mined/damaged
* Added new gamplay setting to disable camera shake
* Decrease opacity of Thumpers search area map icon
* Fixed Thumper SearchArea map element not being cleaned up correctly after a prospect reload.
* Tweaked colour of Thumper Map Icon.
* Thumper now uses correct map icon row
* Added VFX and placeholder audio to Thumper damage deactivation event
* Reversing sizemograph animation so it spins the correct way
* Added UnsupportedDeployable weight option, which ensures the deployable is not supported by any building pieces by setting a very very high weight. - Changed Thumper deployable weight to UnsupportedDeployable
* Prefer dropship spawn point closest to the drop ship beacon when calling dropship via beacon
* Fix an issue with cursor focus in the Report An Issue popup (irony) when retroactively editing
* Prevented Hedgehog defense structures from having their mesh set to their destructible mesh if it wasn't configured, this prevents them turning invisible below half health
* Updated OLY level blueprint to remove references to old persistent level data in WorldData struct
* Fix an issue where crop plots placed on a floor did not register as outdoors
* Ensure orbital transport pod spawn position is correctly replicated to clients
* Fixed error message popup on title screen not appearing
* Added loading screen to show when attempting to auto-rejoin a server after losing connection via error 65
* Fixed error message popup on title screen not appearing
* The thumper now doesnt allow activation when within a cave or water
* Adding thumper electric shutdown audio, warning alarm and sonar pulse and blueprint info
* Re-enabled Thumper activation in caves. Thumper should now correctly spawn cave worms and land sharks within caves.
* Added cheat to mine all voxels in a radius around player
* Added Thumper map icon to datatable
* Adjustment to thumper warning and placement. Re adding sounds to BP
* Set durability on Orbital Exchange Interface (now correctly takes damage and can be repaired)
* Removed incorrect FactionMission.Blocker gameplay tag from communications boards
* Fixed scan mission radars acting like normal radars.
* Fixed an issue with water pump components not activating correctly sometimes
* Clamp greenhouse benefits for crops to +50%
* Changed the way greenhouse buffs and indoor debuffs are applied to crops
* Fixed short range radio tooltip not appearing when highlighted, also fixed tooltips for other future communication deployables
* Dynamic quest "Crazed Creature" now teathers to its spawn point so it doesnt stray far from its icon.
* Fixed auto-retry join server load overlay not appearing
* Fixed auto-retry join server crash
* Fix some wall torches do not show as sheltered when inside
* Player dropships now topple any large trees in the way when landing
* Added settings option to change display gamma / brightness
* Reduced radius in which dropship topples trees in landing zone 500->275
Future Content
* ADDING lava hunter flinch vocals, event and data table entries
* Added missing DMs for SW_Blackberry_Bush variants
* Polish pass on GL macros, cliff and rock materials
* Adding lava hunter death audio event and data table entries
* Set WT_RiverSpline to generate frozen rivers, added PM to Frozen Materials
* Added new material for base of scoria and obsidian nodes to blend better with LC biom
* Transition Cave P1-P2 Set Dressing & Placement of Voxel Transition Cave in on Purple Quad, DLC Map
* Foliage pass on Blue and Green Quads and Added Rocks on Cliff Edges, Prometheus
* Added art assets and animations for DEP_Enzyme Cannon to the projec
* Generate LODs for several Prometheus Generated sublevels
* Add utility widget for deleting certain actors from generated heightmaps for LOD generation process
* Painted FT_Aloe_Vera in Swamp biome and replaced breakable Scoria and Obsedian in vulcanic biome pt.2, Purple Quad, DLC
* Adjusted tesselation on landscape material and LC landscape decals
* polish pass on SW, TU, GL CanyonWall materials and textures
* Expose Lava Lights bool on WT_RiverSpline for WBs to use to enable lava lights on specific rivers
* Setup FT_LC_Stones, Added Deep Ore And Cave Clean Up in P2 on Purple Quad, DLC
* Cleand up and re-painted breakeable Obsedian closer to lava and Scoria more in-land around p2, Purple Quad, DLC
* Added DEP_Bench_Fishing_T2 with selectable meshes
* Adding Lava Hunter aggro state vocalisations and event and Data Table Entries
* polish pass on swamp rock materials, added new texture for moss breakup
* Added Exotics, Turned on Lava Lights on the Lava Rivers & Spawned LC stone FT in Lava Area on Purple Quad, DLC 1
* Placed respawn ships and did some general clean up of resources, decals and cliffs, p2 Purple Quad, DLC
* Lowering spawn rate for all swamp creature idle sounds to accomodate for large amounts of creatures spawning
* Tundra Rocks - polish pass on TU macro materials
* GL Rocks - material parent fixes to GL stalagmites
* Swamp Rocks - material polish, plus parent fixes for cave floor mats
* Generate some more LODs for Prometheus generated sublevels and tweaks to tooling
* removed and replaced CF meshes in tundra biome, blue quad
* Updates to the lava Hunter anims
* River Cleanup and Polish on Green Quad, Fixed Ponga Trees on Megatree Prefabs and Flushed Grass on Yellow, Blue and Green Quads, Prometheus
* Add Lava Flow Points to P2 LC Area & Flushed Grass on Purple/Red, DLC
* added volcano landscape mesh, material, textures
* Adding lava hunter vomit loop start and end splat to trigger when event starts and ends
Category:Changelog