Changelog v1.3.6.113408 - Week 84

Changelog v1.3.6.113408 - Week 84
New Content
* Unlocking next set of carved wood decorations
* Increase maximum Photo Mode tether distance
* Settings values in Photo Mode can now be manually edited by interacting with the number, this allows values outside of slider range
* Fixed issue where Photo Mode cursor would persist after hiding UI if options panel was visible
* Hiding UI while in Photo Mode automatically enables flying movement of camera
* Adjustments to FOV in Photo Mode via mouse wheel are now smoothed (with option to change smoothness)
* Added ability to switch mouse scroll in Photo Mode to adjust movement speed instead of FOV
* Adjusted min/max values of several Photo Mode setting sliders
* Adjusted scale and units for Photo Mode DOF settings
* Can no longer take a photo while Photo Mode preset name box has keyboard focus
* Fixed bug where Photo Mode presets sometimes wouldn't apply when first entering the mode
Fixes
* Put light items into the light slot by default
* Remove custom user descriptions from TagQueries DT which hides the actual queries
* Added translation text to radar screens and exotic item tooltips
* Hooked up translated text for Storm Incoming! prompt on weather timeline
* Update handling of unlock flag presentation for talents and workshop items, to ensure the required talent or DLC flag is shown
Future Content
* PRO_Story_4: Setup map marker for cache, added offset to spawn location to ensure creature does not spawn within collision unable to move
* Setting Progressive Stats for New Creature Types into the AICreatureType table so players can recieve the damage bonus / defence bonus from the bestiary for the New Creatures
* Added missing enteries to the Creature types table and split out exisiting variants where it made sence (Komodos, Roats, Bluebacks)
* Did a pass over Experience and Skinning Events for all new creatures and added appropriate experience events were nessessary
* Added new Tags for the new creatures so they can be classified correctly where needed
* Deactivated interactable component on foliage types that are unable to be hand gathered, this prevents them trying to set their interactable elements to none
* Updated highlight text on foliage types that require sickle or axe, to ensure they mention that they require a sickle or axe
* Added a validation step before interactable rows are updated on FLOD instances, ensuring that if it is unset it will not try to set the row to none
* PRO_Story_3: Updated dialogue triggers for scans, added icon to base location objective
* Resave quest datatable as final change was missed
* PRO_Story_3: Added dialogue data to quest logic
* PRO_Story_2: Fix trigger bounds on initial area audio, ensuring it matches player location. Fixed trigger bounds on cave found audio, added worms dialogue
* Updated thatch buildable wall, roof and foor with new reduced geometry
* Adding Icons for Cold Steel Tools / Weapons / Projectiles
* Adding Cold Steel Tools / Weapons / Projectiles and Fur into the game and hooking up to their item instances
* Added proper materials to D_BuildingSkins Data Table for Scoria Brick Building pieces
* Fixing spelling mistake in stat names for Variant Creatures
* Added dioramas for grasslands, lava, and swamp bestiary image generation
* Quest search areas compass icon now resembles the search area on the map with a similar image and colour
* Adding additional hail layer
* cFixing formatting error in Virtual stats which would break the build
* added fish 19 variant 2,3,4 sk meshes, materials and textures
* Added BLD_Door_Brick and animations
* Added BLD_Window_Brick and animations
* Adding in Missing Clay Brick Deployables, Icons, Recipes and Item Setup (Window, Door, Railings)
* Adding Icons for the Alien Conch & Pottery
* Fixing formatting error in Virtual stats which would break the build (again)
* Quick pass of resistances on new 2.0.0 creatures
* Adding new AIGrowth Setups for new 2.0.0 creatures that did not have unique ones
* Switching 'Daisys' Corpse so it is no longer a buffalo
* Breakble Rock Nodes can now not be affected by the obsidian, ironwood or coldsteel damaging modifier effects
* Adding Fish 15-19 Fish Meshes, Images and Recipes
* Reworking PRO_Story1 to include add new Dialogue and make sure the various end conditions where all achieveable
* Removing Daisys Saddle Slot
* Adding Modifier to players when they are carrying specific resources that are gained when harvesting / skinning / mining when using the Ironwood toolset
* Equippable modifiers now have an inventory bypass if required
* Added missing sockets to several Brick buildable assets
* Further fine tune to obsidian leg and arms armor. Better balance between legs and arms / running vs weapon use etc. Also fine tune and adjustment to the latest hail audio addition
* Added SKs, textures, materials for Cold Steel Bolt (SK_BLT_ColdSteel)
* Added names for PROM fish
* Fixed two typos in mission objectives for PROMstory6
* Fixed a typo in the highlightable for the body in FRACTURE mission
* Fix LOD settings on various assets
* Delete Creature SMs
* Add LODs to T019 Shadow Geo meshes
* Delete unused experiemtnal T019 merged render meshes
* Pass on collision for Prometheus rocks/cliffs/caves/impassables. Setup correct lod levels to generate collision from. Changed multiple cliffs to use complex collision as simple
* Small update Cold Steel sickle
* Adding blue steel pickaxe and axe layers and additions and balance against other axes. Fixed steel knife throw pointing to spear audio
* Update grasslands biome effects, increasing the color and opacity of the fog while reducing the post processing impact, resulting in close objects appearing closer to their original color with minimal impact to the biome's overall palatte
* Update prometheus conifer biomes to use grasslands atmosphere
* Added text for new meta items
* Updating the BLT & ARR physical meshes for cold steel so they now use their correcty collisions while flying through the air
* Added NonInteractable interact row, for explicit override to non-interactable
* Added highlight text for spiked brambles, to differentiate from non-spiked brambles
* Fixed non-spiked brambles setup to ensure they are only harvestable by sickle
* ColdSteel Arrow - added BallisticPhysicsAsset
* ColdSteel Bolt - added BallisticPhysicsAsset
* Updated the grasslands, lava, arctic and cave diorama for the new bestiary screenshots
* PRO_Story_6: Fix progress blockers, add map icons, add dialogue to initial quest steps
* Adding Cold steel impact event, equip sound and unique whoosh audio
* PRO_STORY_2, Moved Caveworm locations to prevent clipping issues, Prometheus
* Frozen ore can now be placed into fireplaces, campfires, firepits, ovens, furnaces to defrost and be awared with a random ore
* Added new template function for selecting a random element from a TArray
* Added text for FRACTURE cave set dressing items
* Fixed LOD group and reimported Cliff_13 mesh (GL, TU, SW variants)
* Added dev-only option to disable Photo Mode tethering entirely
* Add AOE Damage Aura For Sulfur Pools
* Added wooly zebra bones skeletal mesh and textures
* Add shallow water modifier state which is applied when overlapping water but not swimming. Doesn't currently have any stat effects, requires a design pass. Refactored swimming component a little in order to set this up
* Added 3 standard and 3 wall mounted signs for the Rustic Decorative Tier, including DMs
* Adding conch deploy audio and event and data table
* Updating Fish and Bestiary Images for 2.0.0 to use the UI texture group
* Fixed a bug where the basic fishing rod would destroy lures if you selected it in the context menu. Fishing rods now check for an inventory component and only open if the object has one
* Fix a bug with weather clog when there is more than on deployable in the affected biome (early return)
* Added extra lines for Offender and Shadowed mission dialogue edits
* Adding sickle into grass layer for harvesting grass bushes
* Fishing, bestiary and atmos data tables updates with bestiary images
* Adding fish images for fishing log
* Adding creature images for bestiary
* Adding creature images for bestiary
* Adding creature images for bestiary
* Adding creature images for bestiary
* Setting up Encrypted Missions that Require the T4 Communicator to Access, adjusting UI on planet to mention that Encrypted Missions must be accessed via a T4 Communicator when attempting to access in other ways
* Updating Mission Selection UI to visually distinguish encrypted missions from regular missions and updating general Prometheus Mission Flow
* The T4 communicator now requires an active power connection to work
* Show active modifers on deployable UI
* Adding Bestiary background images
* Search Area Compass icon now disappears when within the search area and a same coloured border now appears to signify that you are within the search bounds
* Change PM to Bush on aspen seedling master material to fix sickle impact audio parameters
* Fixed obsidian rock var 2 incorrectly using the var 1 mesh in its foliage type setup. This was causing the mesh to visibly change when activated
* Added missing auto generated LODs to all Aspen Tree chopped pieces, as well as removed RVT's from the trunks as we are no longer using them on trees
* Adding fixes for Offender and Shadowed mission dialogue
* Spit particles mesh scaling based on projectile speed is now correctly oriented towards current velocity
* Tweaked Lava Hunter Spit Attack, is now longer range and rains down from the sky rather than being directly targeted at Player.
* Increased size of Lava Hunter Spit projectiles.
* Added new SequenceLoop_Scaled BTComposite which allows sequence loop count to be automatically scaled using new scaling system.
* Fixed a couple of access none errors in BP_BallisticBehaviour_Base.
* Instead of breaking to lay a single egg before attacking again, Lava Hunter now lays several eggs in succession, with the number of eggs scaling with nearby player count
* Added physics and overlap influence range adjuster to FLOD Debug Overlay
* Added FLOD physics body counters to FLOD Debug Overlay
* Added mission lockout time for missions activated from open worlds. This prevents repeating the same mission within the lockout time
* Added debug command to dump the mission history to log and screen
* Adding first layer of Slug footsteps
* Updated grammar in some quest steps for NOMAD mission
* Adding swamp slug Idle audio sounds, event and data table entries
* Made slight adjustments to some dialogue subtitles in NOMAD mission
* Fix DT merge clashes again
* Hooks for weather dealing damage to armor or focused player item
* Added weather setups and modifiers for all biomes for Prometheus
* Adjusted Batdog bones skeletal mesh skinning
* Adding in images for feature levels and setting all feature levels on new horizons items, images will now appear on blueprints, items, workshop gear and associated tooltips
* Removing old feature level widgets
* Adding in Swamp Slug to Swamp Spawn List
* Adding Spawn Rules so Snow/Desert Strikers do no spawn more than 2 at a time, and do not spawn close to dropship landing locations
* Adding in Gas flyer skeletal mesh and anim assets, also second variation of the material for use in the swamp and grasslands
* Updated Batdog bones to correct skeletal mesh
* Setting up Wooly Zebra Bones
* Adjusting modifier state electroshock so it deals electric damage and not physical
* added deer variant bones sk mesh, material and textures
* Added outstanding behavior and implementation notes on the creatures for 2.0.0 in D_AiSetup
* Added BLD_TrapDoorHatch_Brick and animations
* Fixing Prometheus World Data so it is feature locked to NewFrontiers and not Development
* Further bias out non flat areas when selecting a player spawn point to prevent landing with door open to vertical cliffs on Prometheus
* Fix DT whitespace after merge
* Creating new 'Transgenic Tomato' and setting up various seed states
* Adding new Mission step for PRO_STORY_1 where prospectors are now given a a crop plot and tomato
* Updated STORY_1 Collection quest trigger so the retrival pod and creature can be seen from further away
* Updated STORY_1 to fix the tomato praise and reward audio from SMPL3
* Fixing STORY_1 Daisy Quest end steps so looting is optional
* Fix LODs on various SK meshes
* Fix texture settings on new creatures
* Updated AI spawn config for Prometheus lava zones to ensure creatures spawn at the correct level
* Added Moss VFX to Cypress Trees the first time they get hit
* Fix sometimes custom quality label is not translated in graphics setting drop down
* First commit for Blueback fur fix, setting up new splines
* Fixed bug where suit straps would disappear when equipping obsidian arm armour, all obsidian and heavy obsidian armour pieces now use the correct type
* Fixed buildings not propogating fire anymore
* Adding slug slow medium and fast loop audio and events, updating all slug vocal sounds to be a little more unique but still fitting in the same sloppy vibe
* Updating Weather actions and events to add a sulfur pools event and adding a cosmetic attachment to the sulfur pools aura
* Added actors in the persistant map that would reciece the sulfur pools aura when the event triggers
* Add an effectiveness variable to WeatherActions modifiers
* Setting up new Fish to work on the same skeletons as fish01 and adjusting hook socket locations
* WIP Environment VFX
* Tweaks to Geyser VFX
* Moss VFX for Mangrove Trees getting chopped
* Setting up the bones for the Plains Equix in engine
* Lava Hunter Fissure Attack Protoype BP and VFXs
* Add Texture validation which detects when World/WorldNormals Texture Group is used (defaults that should be changed)
* Updated BLD_Railing DM
* Added first pass of Swamp Slug behaviour set and animations.
* Added new component that can be used to generate a visible SplineMesh path behind owner that fades out over time.
* Added new property bUseMeshBoundsAsSelfGoalRadius to IcarusNPCCharacter to allow NPCs to use their mesh bounds when determining if they've reached move target (instead of normal collision cylinder).
* Dev-only AI Target Dummy now starts moving automatically when simulating in editor
* Second commit for Blueback variants fur clipping issues and carcass settings, still one outstanding bug in the lava variant with wrong material assigning for the bones, fixed on next commit
* Lots of additions to the slug audio
* Fixed missing materials on DM_BLD_Door_Brick, DM_BLD_Railing_Stairs_Brick, DM_BLD_TrapDoorHatch_Brick, and DM_BLD_Window_Brick
* Fixed materials on DM_BLD_Railin_Brick
* Adding new Functions to Storms can damage players Armor and Inventory Items if required
* Tweaks to Lava Hunter fissure attack and comments
* Adding slug sniff, slug shake ear and shake adjustments to animation notifiers
* Fix up log output for Talent unlock debugging
* Updated WeatherPool to use new AcidFog name
* Updated SulfurPoolsReaction weather action to only apply to the biome the weather is active in
* Updated Fog to Acid Fog
* Updating Names of Redbacks, Arid Strikers and Ashen Drakes to match throughout bestiary, creature type and carcasses
* Adding lots of slug attack movement sounds and anim notifs
* Updating Chala, Viscid and Arid Blueback names
* Update Enzyme Geyser eruption effects to use new mesh-based system
* Fixing material override for Chala Bones
* Hooking up Bones for the Chala Corpse
* Balance adjustments to slug attacks
* added Chamois Variant Bones sk mesh, material and textures
* Adding Swamp Roat Physics asset as it was referenceing an old ones where the skeletal mesh bones did not match
* Fix a UI display issue where modifier effectiveness is not displayed if the modified has no lifetime
* Adding Icons for the Scoria Brick Building Tier
* Adding slug whoosh attack and big swirl swoosh attack audio and anim cues
* The icon editor will now save item icon images with a T_ prefix
* Adding Icons for the Scoria Building Tier
* Fixed Lava Blueback skeleton material override on skinned state and container empty by setting the override to 0 to retain default material
* Disambiguate epic creatures and boss creatures when awarding bestiary points
Category:Changelog