Changelog v2.1.6.117855 - Week 103

Changelog v2.1.6.117855 - Week 103
New Content
* Unlocking new Rug Recipes and Talent
Fixed
* Slight adjustments on the wall light and gold chandelier gold decoration. Removed the emissive material from a small section
* Fixed typo in Prometheus map selection warning
* Fixed unlinked confirmation and cancel buttons on terrain selection
* Adding new event for metal wall cupboard closing. Retiming to fit animation and adding a new socket for audio
* Updating items in the deployable table for glass metal
* Added new collision type for NPC capsule that allows QuestQuery overlaps
* Fixed mounted players not being counted for travel quest steps
* Fix a merge issue in the string table
* Fixed signs not showing fertilizer icons. Added a new tag query for signs to check against 'Any Fertilizer'
* Fixing bear Cub having the wrong PM causing it to not have a flesh impact sound when hit
* Updated recipes for cooking, masonry bench and armor bench to allow access to T2 recipes in both T3 and T4
* Locked Industrial Set behind level 20, as the set requires steel screws (any players that have already unlocked the talent will keep it)
* Fixed Roat Trophy not granting Bestiary Points
* Added recipe for Gold Partition for Art Deco set
* Updating Processing Recipes to Remove the Alpha Wolf Rug as it is not ready yet
* Fixed storage tag on Industrial and Brutalist storage options, allowing them to benefit from additional storage talent
* Fixed a bug causing the player stat container to update every frame which also caused the inventory weight to recalculate and the spoil update timer to restart
* Updating Brutalist Wardrobe& Cabinet, Industrial Wardrobe & Cabinet to have 25 inventory slots rather than 10 as intended
New Content
* Field Guide breaks bestiary, fishing and items into separate tabs
* Decal pass, Ground cliff pass and Landscape Sculpting, Ashlands, Prometheus
* Updated Caves Network & landscape clean up, Ice Sheet Yellow Quad on Prometheus
* Added DCO_NeonSign_RocketWerkz
* Fixed physics asset for the scorpion crossbow by redoing the physics bodies, fixed animations not playing correctly by using correct anim BP in the SkeletalItem BP entry in D_Meshable
* Field Guide - Add a back button for items view
* Updated Cave Entrance trigger for cave network, Ice Sheet Yellow Quad on Prometheus
* Added Macro Cliffs to Open area and Cliff Pass, Ashlands, Prometheus
* Added snow variant materials for CaveFloor meshes (MI_ROCK_SW_CaveFloor_XX_SNOW)
* Added Nav Blockers, Ice Sheet Yellow Quad on Prometheus
* Ground cliff pass and Decal Pass, Ashlands, Prometheus
* Fixed has no cave entrance, Ice Sheet Yellow Quad on Prometheus
* Ground cliff pass and Decal Pass, Ashlands, Prometheus
* General Polish Pass & Cave fixes, Ice Sheet Yellow Quad on Prometheus
* Submitting Mini Hippo 2nd variation
* Adding Scorpion Weapon Living Weapon initial setup
* WIP commit of Biomass mesh, materials, textures (ITM/ITM_Biomass)
* Scorpion Rifle - added static mesh versions of stocks
* Updated Field Guide Item categories
* Fixed some item tags and added extra filters, as required for Field Guide
* Biomass samples - mesh and material variants, tweaked textures. Added new master material MA_GLS_Emissive for emissive glass
* Fixed incorrectly enabling of Items section of Field Guide
* Decal pass, Ground Cliff Pass and Landscape Sculpting, Ashlands, Prometheus
* Field Guide Resave Datatable
* Initial implementation of 9 of Diamonds shield
* Field Guide Add how to obtain
* Initial implementation of Inaris sickles
Category:Changelog