1. Changelog v1.2.46.109701
  2.  
  3. New Content
  4. Added HRB_Strawberry with 5 growth stages and dead stage, as well as ITM_Strawberry, and added all assets to the appropriate data tables
  5. Adding Strawberry item icon
  6. Added HRB_Avocado with 5 growth stages and dead stage, as well as ITM_Avocado, including all data table entries
  7. Unlocking Avocado & Strawberry Dynamic Quest Rewards and Recipes
  8. Adding Avocado Icon
  9.  
  10. Fixed
  11. Fix workshop layout tree for micromeal is visually wrong
  12. BROKEN ARROW: Update dialogue timing
  13. Fixed an edge case of the shield still being attached to the player after it's destroyed
  14. Fixed a typo in Wooden Buffalo Statue description
  15. Added text for fish trophy mount
  16. Fixing Inaris Envirosuit pointing to the incorrect helmet
  17. 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
  18.  
  19. Future Content
  20. 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
  21. Adjustments to needler, predator bird and slight incrase in reverb for wetlands overall
  22. Moved logging to a new function to test if it's working as intended
  23. Adding Landmine Icon and texture swaps based on armed state
  24. Putting the needler montages in the correct folder
  25. Fixed Seams in Arctic and Tundra Cave Prefabs and Setup Meta Node Handles For Cave Prefabs in Arctic, Tundra, Conifer and Volcanic, Prometheus
  26. Meta Spawner - Row Setup Green Quad
  27. Remove old angled seedling trees in GL area & repainted seedling in GL area on Green Quad, DLC Map
  28. Repainted seedlings in GL area, polished and added assets/foliage to underground cave, Green Quad, DLC Map
  29. Added art assets for Fish07 Colour variants to project
  30. Export PNGs of terrain maps for levels
  31. Meta Spawner Setup Meta Node Handles on Green/Purple Quad
  32. Adjusting Prometheus AI spawn config to include the new creatures and added zones for specific creature spawns
  33. PRO: Updated foliage names and rewards to match type of plant, update brambles to require sickles to be cleared
  34. Fixed a replication bug with the clientside projection widget
  35. Removed unnecessary replication on a few variables
  36. Added tooltips to most of the variables for readability
  37. Shifted functions so the actionable only talks to the rod and the rod to the lure
  38. Fix naming scheme on new Prospect images
  39. Partial Setup of tameable Bear cub and AI setups for prometheus
  40. Add Large and Small Painting Frame deployables
  41. Add 44 new canvas materials for painting frames (to be hooked up)
  42. Clean up Frame assets
  43. Added possible fix for foliages instances being invisible in editor when placed on top of other meshes (cliffs, tree roots etc)
  44. Adding possible open bestiary UI sound. Not yet implemented
  45. Added 2 DCO Tapestry assets to test
  46. Meta Spawner Setup Meta Node Handles on Blue Quad and Some Prefab Cave Fixes
  47. Updating Bestiary Open sound and adding into BP
  48. Painted seedling in GL area on Green Quad, DLC Map
  49. Adding ITM_Shield_Kite_Platinum for testing
  50. Added SPR_Obsidian
  51. Repainted seedlings in GL area and general clean up of underground cave, Green Quad, DLC Map
  52. Apply any bestiary stats when unlocked (Galileo feature locked)
  53. Disable Trailer setup for VFXTest Level
  54. Shortening the open bestiary sound by about 35% to make it snappier and so the visuals can match without too much of a delay
  55. Added support for receiving rewards for offline mission completion in prospects with multiple missions
  56. Added new error codes for situations where a drop ship position fails to generate when joining a prospect
  57. Added SK mesh, textures, material for Titanium Tower Shield (SK_ITM_Shield_Titanium)
  58. Adding Bestiary Unlock Stats and setting up stats in the bestiary data
  59. Fix an issue with the 3D to 2D mapping on the range target debug tool (internal developer only)
  60. Fixing Renamed Stats Causing Build Break
  61. Fixed Issues in prefab caves where players could get stuck and get blocked by cliff meshes, Prometheus
  62. Added more info to dev inspection tool. Added cheat to teleport to specific X,Y,Z coordinates
  63. Added LookAt Control rig for Swamp Quadruped.
  64. Update RigUnit_Accumulate nodes to latest git source version.
  65. Added ability for some NPCs to Look at nearby perceived targets, currently only enabled for Swamp Quadruped, regardless of AI relationship.
  66. quick pass on dropship sonic boom effects
  67. Adding bestiary hover audion and events for hover creatures left and hover main creatures middle. Adding to UMG's
  68. Fixed LC cave blocker MeshCache not being in depot, should fix issue with weird normals when hit in built game
  69. Painted seedling in GL area on Green Quad, DLC Map
  70. Updating Bestiary Widgets to work like concept
  71. Generated .ivc and .imc files from new voxel meshes are now automatically added to source control
  72. Add Lights to Prometheus Lava Lakes. Add base class to ensure consistency between light settings and easy optimization
  73. Adding bestiary ui click, hover adjustments and UMG input
  74. Fix an issue applying multiple bestiary stats to same source (Galileo feature locked)
  75. General clean up, polished around manual cave, foliage and added cliff formations, Purple Quad, DLC
  76. Implemented fish cooking recipes
  77. 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
  78. Added missing virtual stats
  79. Wire wolf percention bestiary stat (Galileo feature locked)
  80. Predator birds no longer target corpses that are sheltered
  81. Adding Audio Row to bestiary enteries so an animal sound can be played
  82. Fixes for BP logic on BP_Aquarium
  83. Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  84. Adding missing material for new sonic boom VFX
  85. Fishing Trap no longer will spoil food
  86. Players can not longer place items in the fishing trap
  87. Fishing trap will display a fish when a fish is caught
  88. Adding first batch of bestiary creatures through device audio events and data table entry
  89. Updated names for confirmed DLC creatures
  90. 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)
  91. Updating volumes and panning of bestiaryu creatures, adding in UMG BP logic to play sounds based on creature selected
  92. Updating Bestiary UI
  93. Update all Geode Lamps to be actual lights with emissive texture swaps
  94. Remove Flammable from Geode Lamps and change to Light Deployable weight setup
  95. Fix Geode Lamps ItemTemplate pointers
  96. Remove rotation step from non-facing Geode Lamps
  97. Fix random icon assignment to Geode Lamp deployable setups
  98. Adding more creatures in for bestiary audio and data table
  99. Updates to bestiary mixing. Ducking added and slight reverb to put the device in world more
  100. Working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  101. Updated grasslands and wetlands atmosphere color effects
  102. General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  103. Adjusted settings on shadow geo meshes in Prometheus (disabled all shadow casting except far shadows)
  104. Deleting DM for DCO_DeskLamp_Carved so that a proper working version can be created, as well as fixing the lampshade material
  105. Added proper DM for DCO_Desk_Lamp_Wood_Carved
  106. Swamp Quadruped is no longer scared of player until attacked
  107. Added Art asstes for ITM_FishChunks, ITM_FishFillet_Saltwater, and ITM_FishFillet_Freshwater
  108. Adding in next batch of creatures sounds for bestiary
  109. Adding Fish Recipe Icons
  110. Adding Fish Chunks, Saltwater & Freshwater Fillet Icons and Meshes
  111. Reworked transition between GL & TU to feel more natural on Blue/Green Quad, DLC Map
  112. Added PM_Tree to all materials for Mega Trees
  113. Fixing Geode Lamp Icons
  114. Adding Geode Lamp Icons
  115. Added flavour text for new lamps
  116. Added text for fish recipes
  117. Added text for fish ingredients
  118. Fixed lava river blending in P2, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  119. Adding most of the rest of the bestiary creatures vocals. Only a couple more to go
  120. 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
  121. Second Pass 1st fishing anims using proper base, adding SK_FishingRod_T2 rig
  122. Update EditorUtilityQuickSelect to function with new Locator Mesh setups for world actors per CL 109517
  123. General clean up, polished around manual cave and added cliff landmarks, Purple Quad, DLC
  124. Updates to volume, max instances and verb amount for all bestiary creatures
  125. Added Obsidian Armor Version 2 materials and textures
  126. Add button to grab current level in WorldManager tool
  127. Folder cleanup on Prometheus world actors
  128. Add datatable validation for 'must be outside' (future content)
  129. More wiring for Bestiary UI (Galileo feature locked)
  130. 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
  131. Added Art assets for Fish15 including skeletal mesh, animBP, and ctrlRig
  132. moved obsidian armor v2 materials to correct folder
  133. Added new lava deployable placement type, can no longer place water-based deployables in lava
  134. Add a basic animation hover to bestiary weaknesses, stats1, loot and stats2 (Galileo feature locked)
  135. Adding Geode and Painting Set Talents and Setup for recipes
  136. Update Motes FX to be half spawn rate and changed to GPU particle for performance gains
  137. Decreased radius slightly and increased opacity slightly to counter reduced visuals from count reduction
  138. Add motes effects variation for Grasslands biome and update logic to support in PlayerEffectsComponent
  139. adding caught fish sound to the fishing traps. Implimentation of the traps may still need further tweaks
  140. Paintings can now be interacted with and you select a painting from a new DT
  141. New data table d_paintings with a reference to a large and small image for paintings along with a name for search purposes
  142. Updated the Swamp, Lava, and Grasslands character select dioramas to better match the current biomes
  143. Undo range //Icarus_Stream/Trunk/Icarus/Content/Maps/Caves/CAVE_SW_SML_004.umap from revision 3 to revision #head
  144. Fixing Prometheus mission 4 prebuilt structure and quest location
  145. Added missing files from last commit
  146. Sort bestiary creatures by name alphanumerically, then group by unlocked or locked (Galileo feature locked)
  147. Fixing Prometheus Mission 4 Dialogue Delays to fix mission pacing
  148. Removed the search bar from the UMG and removed orphaned code for clarity
  149. Delete all instances (200+) of WT_ParticleEmitter from Olympus and Styx
  150. Logic has been unhooked for a long time and the actor now does nothing
  151. added obsidian armor mesh pack
  152. Adding fishing bench craft audio, audio data table entry and applied to all crafting bench recipes that make sense for the bench
  153. Added hollow tree trunks, working on adding POI's & cliffs/rock formation in the swamp on Purple/Green Quad, DLC Map
  154. Fixing quest marker locations so the bodies are within the search areas for PRO mission 4, also fixing bodies angles
  155. Modified Creature name from PRO mission 4
  156. Fixed Dead prospector body highlighting
  157. Adjustments to fishing bench and rebuilt banks to fix bench not working
  158. Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  159. Added ITM_Shield_Composite
  160. 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
  161. Updates to quest step locations for dynamic drop pods
  162. Adding fishing trap loop audio event and BP imp
  163. `Fixing PRO Mission 4 Intro Dialogue Ordering and Priority
  164. Adding aquarium buble audio event and blueprint imp to play when bubbles are activated
  165. Decrease color saturation and revert ToneCurve back to 1.0 to fix color crushing from GL postprocess changes
  166. Setup PP Volumes for Underwater Swamp and Lava, added Lava Under Plane Material
  167.