- Changelog v1.2.46.109701
- New Content
- Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
- Adding Strawberry item icon
- Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
- Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
- Adding Avocado Icon
- Fixed
- Fix workshop layout tree for micromeal is visually wrong
- BROKEN ARROW: Update dialogue timing
- Fixed an edge case of the shield still being attached to the player after it's destroyed
- Fixed a typo in Wooden Buffalo Statue description
- Added text for fish trophy mount
- Fixing Inaris Envirosuit pointing to the incorrect helmet
- Fixed incorrect 'effectiveness multiplier' value for Crit_StrongPoint and Crit_ExtraStrongPoint rows, shouldn't have any gameplay effects but they should be named correctly now
- Future Content
- Add option to configure alternate dialogue in data depending on whether prospect is mission or open world. Dialogue rows can now automatically redirect to another row if a redirect condition is met
- Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
- Moved logging to a new function to test if it's working as intended
- Adding Landmine Icon and texture swaps based on armed state
- Putting the needler montages in the correct folder
- Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
- Meta Spawner - Row Setup Green Quad
- Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
- Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
- Added art assets for Fish07 Colour variants to project
- Export PNGs of terrain maps for levels
- Meta Spawner Setup Meta Node Handles on Green/Purple Quad
- Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
- PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
- Fixed a replication bug with the clientside projection widget
- Removed unnecessary replication on a few variables
- Added tooltips to most of the variables for readability
- Shifted functions so the actionable only talks to the rod and the rod to the lure
- Fix naming scheme on new Prospect images
- Partial Setup of tameable Bear cub and AI setups for prometheus
- Add Large and Small Painting Frame deployables
- Add 44 new canvas materials for painting frames (to be hooked up)
- Clean up Frame assets
- Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
- Adding possible open bestiary UI sound. Not yet implemented
- Added 2 DCO Tapestry assets to test
- Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
- Updating Bestiary Open sound and adding into BP
- Painted seedling in GL area on Green Quad, DLC Map
- Adding ITM_Shield_Kite_Platinum for testing
- Added SPR_Obsidian
- Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
- Apply any bestiary stats when unlocked (Galileo feature locked)
- Disable Trailer setup for VFXTest Level
- Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
- Added support for receiving rewards for offline mission completion in prospects with multiple missions
- Added new error codes for situations where a drop ship position fails to generate when joining a prospect
- Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
- Adding Bestiary Unlock Stats and setting up stats in the bestiary data
- Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
- Fixing Renamed Stats Causing Build Break
- Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
- Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
- Added LookAt Control rig for Swamp Quadruped.
- Update RigUnit_Accumulate nodes to latest git source version.
- Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
- quick pass on dropship sonic boom effects
- Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
- Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
- Painted seedling in GL area on Green Quad, DLC Map
- Updating Bestiary Widgets to work like concept
- Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
- Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
- Adding bestiary ui click, hover adjustments and UMG input
- Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
- General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
- Implemented fish cooking recipes
- Adding VFX, Lighting and material emissive control to aquarium t3 and 4. Added logic to only have these active when supplied with power and water
- Added missing virtual stats
- Wire wolf percention bestiary stat (Galileo feature locked)
- Predator birds no longer target corpses that are sheltered
- Adding Audio Row to bestiary enteries so an animal sound can be played
- Fixes for BP logic on BP_Aquarium
- Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
- Adding missing material for new sonic boom VFX
- Fishing Trap no longer will spoil food
- Players can not longer place items in the fishing trap
- Fishing trap will display a fish when a fish is caught
- Adding first batch of bestiary creatures through device audio events and data table entry
- Updated names for confirmed DLC creatures
- Change bestiary percents, make popups aware of new bestiary unlock types, only display a single (the best) unlock popup when processing unlocks (Galileo feature locked)
- Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
- Updating Bestiary UI
- Update all Geode Lamps to be actual lights with emissive texture swaps
- Remove Flammable from Geode Lamps and change to Light Deployable weight setup
- Fix Geode Lamps ItemTemplate pointers
- Remove rotation step from non-facing Geode Lamps
- Fix random icon assignment to Geode Lamp deployable setups
- Adding more creatures in for bestiary audio and data table
- Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
- Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
- Updated grasslands and wetlands atmosphere color effects
- General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
- Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
- Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
- Added proper DM for DCO_Desk_Lamp_Wood_Carved
- Swamp Quadruped is no longer scared of player until attacked
- Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
- Adding in next batch of creatures sounds for bestiary
- Adding Fish Recipe Icons
- Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
- Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
- Added PM_Tree to all materials for Mega Trees
- Fixing Geode Lamp Icons
- Adding Geode Lamp Icons
- Added flavour text for new lamps
- Added text for fish recipes
- Added text for fish ingredients
- Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
- Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
- Change Editor-side functionality for EnzymeGeyser, Dropship and Respawnship and Meta Deposit actors to add locator beacon meshes as a dynamic component. This fixes the Editor poorly syncing the camera when focusing the actor due to the beacons size when attached as a permanent component. Separate Show/Hide into their own functions so multi-selected actors can sync up
- Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
- Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
- General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
- Updates to volume, max instances and verb amount for all bestiary creatures
- Added Obsidian Armor Version 2 materials and textures
- Add button to grab current level in WorldManager tool
- Folder cleanup on Prometheus world actors
- Add datatable validation for 'must be outside' (future content)
- More wiring for Bestiary UI (Galileo feature locked)
- Fixing issue with Dynamic Drop Pod Fallback cases which would cause issues in quest steps as the variable for location was not being cached correctly
- Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
- moved obsidian armor v2 materials to correct folder
- Added new lava deployable placement type, can no longer place water-based deployables in lava
- Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
- Adding Geode and Painting Set Talents and Setup for recipes
- Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
- Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
- Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
- adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
- Paintings can now be interacted with and you select a painting from a new DT
- New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
- Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
- Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
- Fixing Prometheus mission 4 prebuilt structure and quest location
- Added missing files from last commit
- Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
- Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
- Removed the search bar from the UMG and removed orphaned code for clarity
- Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
- Logic has been unhooked for a long time and the actor now does nothing
- added obsidian armor mesh pack
- Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
- Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
- Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
- Modified Creature name from PRO mission 4
- Fixed Dead prospector body highlighting
- Adjustments to fishing bench and rebuilt banks to fix bench not working
- Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
- Added ITM_Shield_Composite
- Fix dropship relocation using grenade sometimes applying bad audio states to clients due to a non-replicated variable meaning the audio could behave as if the player was IN the dropship. Put a length limit on dropship door open/close FMOD events so they automatically stop if their state change logic fails instead of looping infinitely
- Updates to quest step locations for dynamic drop pods
- Adding fishing trap loop audio event and BP imp
- `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
- Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
- Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
- Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material