Changelog v2.1.23.120788 - Week 120

Changelog v2.1.23.120788 - Week 120
New Content
* Water merge to trunk
* Fixed issues with t4 stopping build/unsaved energy/water json
* Water Trough now visually fills (water plane goes up and down with fill amount)
* T1 purifier now has to be placed outdoors and will provide purified water buff
* Rain reservoir t3 now applies rain water to containers
* Adjusting location of audio for water trough T4. lowering volume
* T2 purifier now works as intended. Removed the processing component because it wasnt needed. Fixed generator init
* Fix deployable camera rotation was not sticking for host
* Added a camera to t2 purifier for interact positioning
* Adding BP data to play audio on T4 purifier and adding kiwi bestiary event to be added to data table
* Removed stats off water alterations so players dont get stats by holding container. May replace this with new visualization.
* Changed t1 purifier fillable to be smaller to match design suggestions
* Updating audio behavior for purifiers T2 - 4 to be consistent. Not currently working as expected - to be checked if generator state is working.
* Fixing niagra effects being in wrong place on T2
* Correcting deploy audio cues for water purifiers
* t4 purifier now fills containers based on the flow rate of the purifier and water flow will become idle if there are no objects for the purifier to fill
* Updating the way that actors in world can be filled up with the new water alteration system
* Unlocked water purifiers
* Split T1 water purifier to ground and water as seperate deployables, rather than single deployable with variations. Slight tweak for recipes
* Added water plane to T1 ground water purifier
* Fixed 'Fill Container With Alteration' nodes from having an old item data that is no longer used
* Split functionality of drinking and filling containers from water source to 2 seperate interactables
* Updated Honey Tea to new water consumables system
* Moved UMG_purifier_t4 to deployables folder instead of base content folder. Water in the water slot now applies temp modifier to player
* Removed Cooling Modifiers from being hard coded on all canteens
* Added Display of Alterating causing Modifier for Water
* Fixing Priority alteration replacement code (as it wasn't replacing the old alterations so you could have a coffee/cocoa/honey alterations all in one drink)
* When adding water to canteens the Cooling Drink alteration is now added, this is replaced when tea / coco etc is added via crafting
* Fixing issues where alterations on items where restricted unintentionally to only applying one modifier instead of many
* Drinking water from the suit slot now applies the correct effectiveness number to the modifier
* Adjusting water purifier t2 granted alterations
* Adjusting flow rates for purifiers
* Tea / cocoa etc now last 300s but the item is not longer one use
* On Easy difficulty: Removed damage from wind turbines, negative weather effects from generators and water devices, clogging from waterwheels. Halved negative weather effects from Solar Panels
* T4 Water purifier now goes into an idle state when not filling canteens
* Drinking from water bodies now grants the cooling buff for 300 seconds
* t2 purifier now only fills fillable component through generator. the fillable component now fills containers. Reparented purifier to match t4
* Kitchen Sink now provides the correct alterations when filling containers
* T2 water input is now done by the last resource flow rate rather than inputting the desired water as an input. This stops empty network filling fillable
* T2 Water Purifier now only activates its generator and water network when required to fill itself up
* T2 Water Purifier now fills up its containers with water without needing to be 'on'
* Fixed T1 Water Purifiers being unable to be picked up
* Your player will no longer always drink while swimming
Fixed
* Fix a race condition crash when showing tooltips, which would cause crashes
* Tidy up OLY_Forest_Scan, OLY_Forest_Research where quest EQS was failing and performing fallback
* Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
* Wolves no longer howl every time they play their idle animation, now only happens ~1/3 of the time
* GOAP NPCs now show an icon above their head when eating or drinking (similar to alert icon)
* Adding in fur culling masks to clean up Tusker and Zebra Saddles, only applied to the basic saddle at the moment
* Item tooltips now use a single shared tooltip
* Added step to bottom of concrete stairs to match other stairs assets, mainly to prevent a gap in certain instances
* Deep cleanup of API exports to free up linker objects
* Wild Beehives now grant XP and Bestiary progress towards Bees
* Wait until at least one player has landed before beginning quest setup on missions (as opposed to operations)
* Added the option to set resource storage devices as in flow only
* Reduced importance of wolf howl vocalisation to default rather than important to prioritize flinch and death higher than howl
* Fix a rare crash reported in Sentry related to Flammable async tasks and sampling the environment temperature
* Fixed DT not saving
* Fix a rare crash reported in Sentry retrieving quest description
* Dependency cleanup
* Fix a rare crash reported in Sentry relating to the CompassWidget ticking
* Wire tree restore protoype to clean up cut branches as well as burnt cut branches. Fix an autocomplete typo
* Fallback to any drop ship group when a group cannot be found
* Fix drop ship fallback fix is preventing resume when dead
Future Content
* Changed processor inputs to match the recipe provided in jira ticket
* Added racing saddle art assets to the project
* Fixed item tags on egg and wool
* FieldGuide - add open in field guide context menu to inventory items
* ICESHEET Story 1: Fixed description node to fix build error
* ICESHEET Story1: Added initial quest setup
* Adding kiwi idle nip, whoosh and attack audio and events and animation notifiers
* Setting up Racing and Desert Tracker Saddles
* Added health level scaling for chicken and sheep
* Adding Cryogenically Frozen Chicken and Sheep Workshop Enteries, when deployed these will spawn a chicken at that location
* Adding in extra spawn zones for the extended Prom map including 2 new alpha zones for spawning control
* Added Snare Trap, Hitching Post, and Hitching Rope items to Trunk for localisation
* Adding correct kiwi montages to kiwi BP instead of the Moa ones
* Icesheet Story: Updated final quest step to allow a bit more player freedom and mystery. Added quest markers for other quest steps
* Icesheet Story: Added outpost base and spawning
* Added SK_GUN_HuntingRifle_CHAC
* Added SK_GUN_Pistol_CHAC
* Adding kiwi flinch and bestiary data.
* Setup spawn map texture assignments for Prometheus expansion
* Added companion talent icons and companion modifier icons
* Fixing Kiwi creature type and corpse AI setup to point to correct entry
* Added eating and attraction icons for creatures
* Added Chicken bestiary stats, cleaned other in development creatures stats to ensure none are copy pastes on release
* Setup Bestiary data for 7 new creatures
* Setting up CHAC Shotgun & Rifle
Category:Changelog