Changelog v1.2.40.107951 - Week 64

Changelog v1.2.40.107951 - Week 64
New Content
* Adding Salt item and setup
* Adding Salting Station setup, Talent, Recipe and Functionality
* Adding 'Salted' Alteration which increases spoil time by 200% (subject to change)
* Adding Salting Station UI and setting up Functionailty to Salt Items, including various errors
* Adding salting meat crafted audio and event and data table entry
* Added DEP_Bench_Kitchen_Salting
* Small increase in volume to salt bench craft audio
* Removed animation in Salting Station UI which referenced object that doens't exist and clean up BP logic. Removed second Close button that did nothing
* Fixed Salting Bench DM not referencing materials correctly
* Add Salting Station icon
* Remove Salt from Salting Bench recipe
* Fixed Salting Bench meshable entry not referencing Deployable context
* Fixed weight on Salting Bench itemable
* Adding Salt to Voxel Distribution, hooking up textutes, materials etc
* Fixed conifer outside salt spawn weight
* Test Salt Commit
* Reduced amount of food preserved per piece of salt to 1 per from 5 per.
* Lowered spoil time reduction on preserved items to 2x from 3x.
* Halved the frequency of salt in the world
* Set Salt Station to Core
* Added salt icon to itemable datatable
* Preserved Food Spoil Item Visualisation now incorperates stats into visualisation
* Updating Inventory Item Widget to fix spoilage time
* The 'Salted' Alteration is now Called 'Preserved'
* Adding Deep Freeze
* Added Deep Freeze icon to Itemable table
* Added text for Deep Freeze item
* Fixing Deep Freeze Talent
Fixed
* Fix several dropship spawners being located too close to trees on Olympus and Styx
* Added tool to detect and select dropships with trees too close
* Added more logging to identify which UMG the game thinks is open when it isnt, thus stopping mouse input on death. Also refreshes when you open a new menu
* Improved the fireplace chimney smoke effect, increasing the thickness and height of the plume and distance it can be seen from
* Increased stack size of pickled carrots to match other items stored in glass jars
* Fixed bug where ores regenerated using thumper weren't requiring the correct tier of pickaxe to be mined
* Fixed hang when incorrect password is entered when joining a server
* When player dropship topples trees, make the spread of toppled trees more radial
* Fixed a few small typos in item names and descriptions
* Fixed a typo in cooking bench description
* Fixed offset of Concrete Frame destructible mesh, so it does not move position when swapping to the destructible mesh
* small update to dropship textures
* Fixed bug where LandShark world position wasn't updating for clients when it went undergound and resurfaced somewhere else. Fixed bug where LandShark spit/melee attacks were being dealt to clients who weren't able to see the worm
* Fixed cause of some error 65's. This was being caused by a malformed packet being received by the net connection during level transitions on dedicated servers
* Change the EQS query for collection, retrieva and delivery pods to bias closer to the querier (quest, deployable etc.) but to still factor player distance
* Change the EQS query for reward pods to select between player distance and querier distance
* Tweak the min/max distances for EQS queries on some quests so that pods spawn closer
* Fix an issue with sentry report submission
* Increased many dynamic quest location minimum distance as they are now correctly biased towards the active objective
* Rotate the shape used by drop ship spawn probes by 45 degrees to allow more room for players to get out
* Slightly extend the radius from drop ship for trees that will be blown over by drop ships
* Extend drop ship spawn query rather than using point traces
* Added search area for Dynamic Hunt mission, kills outside this area still count toward the objective but this gives players an area to search for additional spawns
* Added new dedicated server commands for debugging voxels (/DumpVoxelStates and /DumpVoxelTarget)
* Changed replicated voxel data to be grouped together. This should prevent desync if data is received out of order due to packet loss
* Further increase the EQS query geometery radius when spawning player drop ships to allow more room for player to get out, perform more sparse probes over a greater area
Future Content
* Added Volcano Landscape Mesh on Red Quad, DLC Map
* LC Red grass - enabled terrain blending in materials
* Added textures, material, foliage type for LC_PlantDebris_02
* Tundra Rocks - material parent changes on cliff mats
* Increase in initial footstep sizzle in lava to add a more dangerous feeling to the audio
* added bone armor materials,ml, textures and mesh pack
* FT_D_LC_Plant_Debris_02- edits to textures
* Started painting new LC red grass decal down in P2 Area on Purple Quad, DLC
* Polish Pass on the rivers in Green Quad, Prometheus
* Started painting Dragon trees around sulfur pools, Succulant trees around red grass areas and Joshua trees around saplings, P2 Area on Purple Quad, DLC
* Commiting Blue Quad, DLC Map
* Volcano - added emissive details to albedo map for better distant LOD generation
* Adding bone armor audio loop and fmod param entry
* Added final assets for Prometheus Generated levels first pass. Minor tweaks to tooling
* LC Rocks - improved LODs for cliffs, improved collision for Cliffs 12-18+ mac 03A, material edits and parent changes for cliff and macro mats
* LC Rocks - texture missed in last commit
* LC Rocks - parent change and edits to cave entrance materials
* Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
* Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
* Painted Joshua Trees, New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
* Changed title card description for Prometheus on String Table
* Adding in extra lava hunter anims
* LC Rocks - LOD optimization and normal map rebaking for cave entrance meshes
* Adding lava hunter super heavy attack movement event and notify
* LC Rocks - parent changes for LRG, MED, SML rock mats, overall color and saturation tweaks to master LC mat
* Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area on Purple Quad, DLC
* Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
* Painted New LC Red Grass & Painted Plant Debris 02 decal down in P1 Area on Purple Quad, DLC
* Added Brick overlay icon
* Adding lava hunter quick egg lay deposit sound, event and notify. Also adding vocal to swipe attack
* More lava hunter movement sounds and additions to most animations
* Added DefaultPhysicsVolume to WorldManager ignored classes list
* Moved Macro Cliffs from Persistant Level to Developer Levels, Green and Blue Quad, Prometheus
* Volcanic Rocks - added Macro 01A
* Updates and additions to the lava hunter animations using movement audio events
* Added rock formations ontop of cliffs and Landscape painting on rivers, Green Quad, Prometheus
* Painted New LC Red Grass & Painted Plant Debris 02 decal down in P2 Area & Cleaned World Outliner on Purple Quad, DLC
* Splitting some 1.3.0 dialogue into more appropriate chunks
* Fixing audio routing for new dialogue clips
* Second pass on Prometheus Generated assets, cleaning up artifacts. Tweaks to tooling
* General cean up around swamp biome of cliffs, foliage, resources in Purple Quad, DLC
* Adjustment to lava hunter notify timing and adding shake splatter sound for lava h out
* Adding Variables to the weather and atmposphere controller for Ash, Hail, Embers, Acid Rain and Smoke, so they can be included in new weather events
* Fix biome and storm music not playing correctly. Needed to fix broken BP node exec connections caused by a WeatherController function being made const and defaulting to BlueprintPure
* Adding cave entrance for the volcanic biome
* Adding the rest of the cave entrance events for new biomes
* Added New Level for Cinematic Shots and Added Water Points and Edge Splines For Lava Lakes, Purple Quad, Prometheus
* Updated Enzyme Cannon textures and skeletal meshs to version 2. Added open and close animations for the Enzyme Cannon Arm
* Lights are now added along river splines based on distance rather than spline points for more consistent lighting/performance
* Add LavaLight preview support to WT_RiverSpline tooling
* Set Up Shots For Trailer & Added Sea Grass to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map
* Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple,DLC
* First pass to prepare music system for dynamic music features:
* Refactor location music conditions to be data-driven, and add quest music conditions
* Refactor quest-related notifications from PlayerFeedback subsystem to new QuestNotification subsystem, and add QuestStarted notify
* Add concept of MusicTrackStateGroups which can be assigned to music tracks and used to set a state parameter on the FMOD music event
* Split Promfractureevent17 voice lines into three events for better delivery
* Very small micro adjustments to overall mix. Music up a tiny bit, slightly more compression / limiting / biome ambience level balance for more consistency
* Fixed a typo in desert anomaly mission
* Navmesh generation removal from IMPs and MACs in Prometheus (set as dynamic obstacle, NavArea_Null)
* Navmesh generation removal from distant volcanic and glacier landscape meshes
* Adding test commit to force teamcity update
Category:Changelog