1. Changelog v2.2.21.127494
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  3. New Content
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  5. Enabled 15 Olympus missions as Operations
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  8. Fixed
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  10. Tweak alignment/positioning of Workshop items to be more uniform with each category
  11. Removed Prometheus from Kiwi bestiary entry
  12. Allow scrolling on bestiary entries with more than 6 loot options
  13. Fixed cat from not attaching to hip properly by adding 'back' context for meshable entry
  14. Add DT validation to pickup on entries with Hip focusable without Meshable setup correctly
  15. Updated the Iron buildable skeletal meshs with positive/negative bounds set and reimported iron gate with softened normals
  16. Reducing sky light's contact shadow length from 0.2 -> 0.04, should result in less 'fuzzy' shadows, especially noticable on shadows cast by deployables on building pieces
  17. W_ProjectionInterface::UpdateNearbyProjectionActors now compares existing widgets using their desired soft widget class (instead of using whatever class they happened to have equipped at the time) - this will hopefully fix issues where crop plot information is shown while highlighting thigs that aren't crop plots
  18. Updated the iron buildable stairs to have the correct material assigned on the destructible mesh
  19. Update Shadow settings on Atmosphere Controller:
  20. 4x CSM distance, increased FarShadow cascade count from 1 to 2 and 2x FarShadow distance. Halved Moon light CSM distance to match Sun distance
  21. Removed CSM value being updated on tick (now on Ultra-Slow Tick), set the value based off the Settings value, not off a curve
  22. These changes should largely alleviate long-standing shadow artifacts (at a negligable performance cost), with some additional world changes coming to further improve.
  23. Players can now utilize the Max Shadow Cascades setting to have better control over shadow performance vs visuals
  24. Replaced old iron buildable icons to new ones
  25. Update cart attachments talent icon
  26. Fix Icebox, Refrigerator and Deep Freeze modifier names and descriptions being empty
  27. Fix farming cart attachment talent unlock order
  28. Fix glass double door left/right upgrade lookup
  29. Fixing Entry in D_Saddles that was preventing the Desert Saddle from being put on the Moa
  30. Fixed bug in mission LUPINE: Extermination where beacon wouldn't grant the correct stat and would soft-lock the mission until player found another way to show world bosses on map
  31. Fixed issue where guns with magazines couldn't be reloaded if they were brought down by a client using the Orbital Exchange Interface
  32. Fixed plow attachments breaking at 0 durability, allowed them to be repaired with right click (requires ranching station)
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  35. Future Content
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  37. Adding Stasis bags audio to items static data table
  38. Fixing Metal Grating Description Text
  39. Adding Recipes for use in future (Machining Bench)
  40. Added SML/MED animal crate static meshes, materials, textures
  41. Final checks and small tweaks to dropship external down based on multiplayer session. Also adjusted some overly long events that were taking up channels unnecessarily
  42. Added custom LODs for Teddy Bear
  43. Adding audio for lore notes. Pick up, open and close and item audio data row
  44. WIP commit of skeletal mesh for LRG animal crate
  45. Fixed a number of typos in the nullsector items
  46. Swapped Ashlands Bunker to use new Bunker Save
  47. Spawning new notes in ashlands bunker, setting up new questmarkers / queries
  48. Small Info and text adjustments to PRO_D_Resupply & PRO_D_Recovery
  49. Adjusting Ashlands Story Mission so that rock dogs spawn before you get to the bunker
  50. Adding new Dialogue Trigger World Objects that can be used to trigger dialogue once only
  51. Setting up dialogue triggers for SMPL3's warning when moving into the ashlands
  52. Cliff Placement & Landscape Paining pass progress on Outpost 9, on Red Quad
  53. Adding Biome modifier for the Ice Sheets in the nullsector
  54. Enabling Ashlands Ending Audio after the Audio Log has Played
  55. Enabling Ashlands Ending Audio after the Audio Log has Played
  56. Adding new Interactable Notes and UI so players can interact with these objects in world and be able to read the text
  57. Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  58. Adjusted the mirrored glass material so that the interior of the NPCs helmets should no longer be visible
  59. Added teddy bear with corrected orientation, tweaked textures and gfur
  60. Fixed punctuation in ashlands notes
  61. Added SKs, physicsAssets, animation for LRG and MED cryo animal crates
  62. Lowered trail beacon compass show radius
  63. Fixing issue here ashlands bunker was not recieving the quest item as intended
  64. Adjustments to Icesheet Story Mission to include blocker and modify quest steps
  65. Added functionaily to remove duplicate blockers if they occur
  66. Adding Icesheet Blockers
  67. Setting up Icesheet Notes
  68. Fixing interactable note class name so its interactable and not interable
  69. Corrected orientation of Dirty Toilet
  70. Door BP's PlacementBlockerBox is no longer considered a valid surface when determining current ground surface type - should fix issue where you sometimes heard dirt footsteps when walking over top of trap doors
  71. Fixed a typo in the stone cairn text
  72. Add datatable validation for deployables with variants, that don't have icons
  73. Adding flag rustle 1 shots and volume adjustments. Better variation and more believable sound
  74. Update deployable validation to a warn instead of error to unblock build
  75. Adding church bark lines to dialogue table
  76. Fix datatable validation (whitespace)
  77. Added several curved and angled building pieces for the Concrete building tier. Apex DMs still need to be made for them
  78. Committed some NPC animations for use with new UE4 standard rig
  79. Move the teleport system from component based to actor based
  80. Reimported resource icons for consistency pass
  81. Finish blocking out Volcano Cave & Cliff Placement on Outpost 9, on Red Quad
  82. Added DEP_Logbook and DEP_Notebook SMs, textures and materials for the Ashlands mission base
  83. Adding audio to lore notes UMG. Removing spacializers from events that didnt need it
  84. Adding additional Church Bark lines 3d in. Audio and events
  85. Swapped impassable materials and Cliff Pass, Outpost 011
  86. Blocking out Volcano Cave & Cliff Placement finished on Outpost 9, on Red Quad
  87. Temporarily fixed a few of the NPC material load warnings
  88. Outpost_012 - landscape tweaks, cliff placement, waterbodies and riverbanks
  89. Slight adjustment to the medical dropship LODs
  90. Added medical dropship art assets to the project
  91. Mission NPCs now inherit from IcarusCharacter (instead of IcarusActor). Added support for relevant persistent characters in quests. Moved stat container construction from various child classes of IcarusCharacter to the base class. Removed ensure on UProspectSubsystem::SetCustomProspectSettings
  92. Fixing Icebreaker footsteps popping out by adding decal fade in anim BP function, added decal fade opacity multiplier to master material
  93. Update Olympus with new world Shadow settings from World Tools
  94. Moved static mesh actors out of Persistent level and into their appropriate developer Quad
  95. Update Styx with new world Shadow settings from World Tools. Generated levels will be processed separately by Build Machines as per normal
  96. Updated World tooling to NOT disable Contact Shadows on all meshes. Updated Cave meshes to NOT disable Contact Shadows and NOT enable Far Shadows
  97. This should result in more consistent shadowing from world assets (cliffs, impassables, etc) and same or slightly improved performance
  98. Fixed a number of Icesheet typos, and a bat nest error
  99. Updated EOI spacing for better fitting longer/localized text
  100. Tweaked LookAt strength for NPC2, added ability for each NPC to adjust LookAt strength independently
  101. Switched NPCs over to using new skeletal mesh
  102. Adding in new prospector NPC mesh and SK asset to the UE4 skeleton to use anim sets, minor cleanup required, also submitting back meshes for the water barrel and fuel barrel
  103. Added harvest effects to the aspen seedling blueprints
  104. Add Shadow Cascade debug visualizer PP material
  105. Adding new stasis carry audio, pickup and drop audio and events. Changing stasis bag PM from MEtal to Carpet
  106. Added Metal Grating icons
  107. Disabled generic tooltip on mount characters that was enabled after change to support actors (instead of IcarusActors)
  108. Adding stasis bag put in dropship audio. Not currently hooked up. Also adjusting a church line that had lip smacks in it and a rushed pacing leaving it feeling a bit awkward
  109. Audio tweaks and additions to mission cave event
  110. Added BLD_Stairs_Corner_Concrete Left and Right variants, Apex DM's still need to be made
  111. Fix the build
  112. Reposition actors in instanced levels when the saved slot differs from the loaded too slot
  113. Outpost_012 - decal and foliage placement, experiments with underwater foliage, riverbanks and terrain sculpting around beach
  114. Added APEX meshes for Aluminium corner stairs (left and right)
  115. Cliff Placement Pass and Macro Cliff Pass, Outpost 11
  116. Added iron/aluminium buildable corner stairs art assets
  117. Added hammerhead spit, trail, explosion, spit hit, gas attack FXs, Replace references on Hammerhead S/M/L and created new ballistic for hammerhead spit
  118. Added Tress to tundra areas & addded cold lava meshes to volcano on Outpost 9, on Red Quad
  119. Added oxite and stone deep ore vein pictures to field guide
  120. Added reinforced frame icon
  121. Add reinforced wood pillar to beam buildables
  122. Remove instanced level test from open world selection (should not have been committed)
  123. Subcontainer inventory initialisation logic no longer runs in hab
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