Changelog v2.2.4.123130 - Week 129

Changelog v2.2.4.123130 - Week 129
New Content
* Added various optimisations to voxel initialisation
* Voxel initialisation is now asynchronous - should reduce hitching when moving around level containing partially mined voxels
* Food and Water troughs now support 'allowlists' to only let certain NPCs interact with them, configure these lists by interacting with the deployed troughs
* Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
* Added dynamic movement to dog tails
* Dogs should correctly turn to face you while waiting for you to throw the stick
Fixed
* Update Mammoth Tusk item material to use bone hit effects instead of flesh
* Swapped added the bool stat to the mount to adding a modifier to the mount so theres a visual representation
* Update solo tree infobox to clarify that normal talents still apply when solo
* Add translatable string to solo tree inactive text
* Quick pass over talent placement to ensure consistent height / placement of benches and crafts
* Adding activate and deactivate audio for carts so the player knows when the state has been changed. Audio, event and replicated BP imp
* Add a check before the spawn location check to prevent autonomous spawns (Kea, Dreadwing, Drifters) from spawning if the player is within range of a spawn blocker
* Added Buffalo to Forest outposts
* Fixing single wall light trying to deploy the ceiling light instead
* Fixing single wall light on/off texture swaps as it was swapping out the wrong material slot
* Removed Item.Medicine from Medicine Bag (so it doesn't go inside itself)
* Added Any_Bag and Any_Backpack to sign icon options
* Fixed Deep Ore drills not scaling with their speed stat
* Updated drill UI to reflect area level scalling added recently
* Fixed chat box expanding with mount hp
* Fixed drop mesh for farming carts
* Fixed Seeding Cart icon
* Update Hyena Bait to require Gamey Meat instead of Fatty Tbone, so requires Antelope or Deer kills instead of Bears
* Fixed bug where cats and other animals would reset back to default colouring when retrieved from space
* Increase visible loadout slots and increased width of grid
* Added translatable strings to Orbital Exchange Interface
* Added extra functionality to water/food troughs to only allow creatures that have been whitelisted to interact
* Fix a guard condition when performing async voxel init
* Fixed new, consumption-related bug where AI combat behaviour wasn't being set correctly
* Added in extra logging to help track down issue with disappearing tames/mounts. Added validation to prevent instance of crash inside ProcessingComponent. Removed Styx_D_Escort debug sphere
* Changed the focused item to be the saddle youre sitting on along with its active state if it has an active state
* Scaled Dog_D down to 0.75x, adjusted locomotion set, adjusted max speed stat
* Removed editor-only flag check to fix build from failing
* Ensure no longer thrown for Mounts that haven't begun play yet
* Ensure no longer thrown for EditorPreviewActor mounts
* Removing Seeds 'grown by' stat so they can be stacked no matter what source they are obtained from
* Fixed stuttering movement on clients with Dog_C and D
* Resave crossbow workshop positioning
* Fixed bad movement setup on tamed Boar, resulting in significantly more movement speed than before
* Fixing Workshop Costs for the crossbows - the prices had not been balanced, the 2 earlier crossbows have had a dramatic price reduction, while the two later ones have been reorganised in the tree, one increased in price slightly and the other reduced
* TEMPEST: Fixed Stalker being named Striker
* Prevent placement of extractors on depleted exotic deposits
Future Content
* Added stats for CHAC brand of workshop firearms
* Added text for CHAC rifle
* Adding Butchery and Advanced Butchery Bench
* Initial eagle setup checkin with base assets and anim bp, proper behavior tree to follow
* Added BLD_Railing_Thatch_Gate, BLD_Railing_Wood_INT_Gate, BLD_Railing_Reinforced_Wood_Gate, BLD_Railing_Iron_Gate, BLD_Railing_Concrete_Gate with animations
* Fix CHAC pistol muzzle flash position
* Slight resize and reposition of turret ammo indicator
* Turret player communications / visual pass: added light below the turret to signify ammo and target acquisition and added bars for ammo capacity to frame
* Fixed Pug fur not displaying correctly on NPC or Corpse. Reduced foot sliding in Pug AnimBP. Reduced Pug's default movement speed. Fixed Pug physics asset. Fixed Pug NPC using the wrong base class
* Fixed missing texture information on the bottom of the feet of the pug mesh, for both the regular and carcass textures
* Added 'Any_medicine' to the list of queries to put on the signs. Added item.medicine to the medical bag so it also counts as a medical item for sign use
* Basic Pass of Laika and Pug Item Setup
* Changed Terrenus to spawn based on the Bear spawn stat, this means they won't spawn on Easy Outposts and will have reduced spawn chance on easy difficulty missions/open world. This is a placeholder until new spawnstats are added
* Adding Pug Trophy
* Adding in base setup for Laika Assets, as well as harness model for future use, awaiting carcass textures
* Added functionality to the destroy button in hab loadouts
* Adding laika dog data table setup and adjustments to generic hand feed cre sound and updated correct feed water sound. Spacializer settings changes to pug and laika
* Added Laika corpse, more improvements to physics asset, cleaned up laika asset redirectors
* Improved Dog_D physics asset. Added asset validation for invalid NPC capsules
* Added 2 trophies for Laika as well as the carcass textures and materials on behalf of Marcos
* Adding Laika Trophies, Jumpsuit item icons, and recipes
* Added Laika harness and support for non-ridable tame equipment not inheriting from SeatBase
* Fixed Laika carcass name
* Small adjustment to laika and pug dog volumes of flinch and death
* Added new AnimBP for Dog_B
* Added extra movement to dog tails (some breeds more than others). Dogs will now wag their tails faster if they're looking at you
* Fixed issue where dog would sometimes just sit there barking at you, waiting for stick to be thrown, even though you'd already thrown it
* Added small amount of blended physics simulation to dog tails (and Laika's ears). Dogs should correctly turn to face you while waiting for you to throw the stick
* Adding Icons for Laika's Jumpsuit and adjusted recipe costs
* Feature locked new dog talents and recipes, pending future release
Category:Changelog