1. Changelog v1.2.50.110601
  2.  
  3. New Content
  4. ENCROACHMENT: Unlocked mission for release
  5. ENCROACHMENT: Slight tweaks to mission step text
  6. Fixed accolade/stat loading causing a crash on dedicated servers
  7. ENCROACHMENT: Added 2 decimal points and increased the frequency that quest progress is updated.
  8. ENCROACHMENT: Fixed a bug for client progress.
  9. ENCROACHMENT: Slightly lowered kills required in each biome, increased reward from 200/50 to 250/100.
  10.  
  11. Fixed
  12. Clean up PlayerEffectsComponent, micro optimizations and simplification. Moved all Tickables into separate graph
  13. Change atmo controller slowtick rate from 0.5 to 0.2 to help with jittering sun movement
  14. Fix new weather params defaulting at 8.0 instead of 0, causing them to fire on game start
  15. Fixed incorrect particle rotation for Rain, now moves in -X like all other effects. Enabled drift effects which were being altered on tick but were hidden, and they look cool
  16. Update additional user interface strings to be linked to existing translated text
  17. Implemented damage states for hedgehogs to show when they are below 75/50/25 health
  18. Remove unhooked texture reference, deleted unused asset, moved material into proper folder and fixed filename. Update reference in PlayerChar BP
  19. Change function in Buildable Base to reference different array for error reporting to prevent false positives
  20. Move Vehicle MPC to VC folder. Delete unused duplicate master material
  21. DEP_HedgeHog_MED - added broken spike meshes (SM_DEP_Hedgehog_MED_Spike_01-05)
  22. ITM_Scorpion_Hedgehog_Trap - added broken spike meshes (SM_ITM_Scorpion_Hedgehog_Trap_Spike_01-05)
  23. Resave audio anim notifies in a handful of creature anims to suppress errors about loading soft paths
  24. Fixed Variety of Texture and Invisible Wall Issues, All Quads, Styx
  25. Override locations of exit points for Respawn Dropship seat to prevent player from standing on top of seat at end of sequence
  26. Fixed Variety of Texture and Invisible Wall Issues,Green Quad, Styx
  27. Fixed Variety of Texture and Invisible Wall Issues, Green, Blue and Yellow Quad, Styx
  28. Fixed bug where switching to fire arrows wouldn't apply correct panini effect on fire particle until you switched weapons or changed camera perspective.
  29. Firearm 'AttachPreviewItem' function now uses same Panini update logic as BP_FocusableBehaviour.
  30. Shifted majority of panini update logic to new BP_PaniniFunctionLibrary
  31. Fixed a typo in our error messages
  32.  
  33. Future Content
  34. Add bestiary fish caught backend and UI popups
  35. Added recipe filter icon for lures.
  36. Removed fishing bench from the fishing bench recipe set.
  37. Fixed some lure stats
  38. Adding in lava hunter walk start and stop anims to better blend in locomotions
  39. More additions to lava hunter. Footstep adjustments and death curl audio
  40. Adding Workshop Fishfinder Item
  41. Updating Fishfinder Location Query
  42. Improved damage source location for Lava Hunter attacks.
  43. Added screen shake to some Lava Hunter heavy attacks.
  44. Added new way of enabling/disabling sweep damage in montages without needing to edit curves (use new NofityState_SetBlackboardBool).
  45. Added WIP spit FX/Spit item data for Lava Hunter
  46. Bestiary string table pass
  47. Adding Steam Achievements into the accolades menu in their own category
  48. Don't attempt to allow initalization complete on PlayerEffectsComponent if no atmosphere controller is found
  49. Add alt implementation of cave location toggle for dev testing convenience in cases where location data isn't cached in world settings
  50. Adding first pass of cast fishing rod audio and loop. Currently only cast is hooked up
  51. Fixed fish not showing up on clients
  52. Fixed the old lure occasionally appearing.
  53. Changed referenced skeletal mesh of fish 001 to the new mesh.
  54. Adjusted sockets in the fish mouth to display nicely
  55. Added DEP_Smoker_T3
  56. Optimise lake audio component updates over long distances. Cache an edge spline bounds sphere on init and use that as an early out each update to avoid more costly spline checks
  57. Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  58. Fixed SM_Wall_Win_DBL_Wood_R, SM_Wall_Win_DBL_Wood_L & Re-imported masks
  59. If interactable lakes and rivers don't have IsDrinkable set in data, destroy their interactable component instead of just setting interactable data to none, which was causing a warning in trait component setup
  60. Added dynamic updates on perspective change so the lure doesnt get rendered over the player
  61. Added several pieces for the Stone Buildable rework/optimization
  62. Steam achievements working correctly
  63. Fixed issue with complete entire talent tree accolades not correctly saving as complete
  64. Added cheats to reset accolades and trackers, Steam stats, and Steam achievements
  65. On next login accolades and player trackers are merged migrated to the player data folder from their existing locations. Previously they were per character, they are now per account
  66. Added migration framework if additional data migrations are needed in future
  67. Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  68. Added hanging ferns and roots/vines to river tunnels and adjusted cave volumes, Green Quad, DLC
  69. Added missing string table entry for migration failed message
  70. Added missing config for achievements
  71. Removed the unused name in the DT.
  72. Removed debug logging when selecting a new image
  73. Resaved the DT for buildvalidation error
  74. Setting up all fish variations Fishing Bench Filletting Station Recipes and converting the Filletting station into an auto crafter
  75. Added D_Armour setup for Larkwell envirosuit. Added placeholder D_ItemsStatic row for Larkwell envirosuit pending talent creation and stat balance
  76. 3 textures of the Fish14 updated according to our meeting
  77. Adding lots of fishing sounds and anim notifs
  78. Added CF diorama with lighting and cameras for creating beastiary creature images
  79. Added several pieces for the Stone Buildable rework/optimization
  80. Add new Tundra biome curve which isn't as cold (-5 to 10) as base arctic (-20 to -5)
  81. Change swamp temperature curve to be 10 to 35 degrees
  82. Change volcanic temperature curve to be 32 to 45 degrees
  83. Add new tooling to overview biome information, including temperature curves
  84. Expand DecalProjectionTool to support secondary decal for overlaying biome names
  85. Add row color support to 6Col UMG widget for better data representation/organization
  86. Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  87. Fixing 3RD person actionable for the fishing actionable by fiixng the Porp bone in the left hand on lateral locomotion anims
  88. Adding more T3 fishing road sounds, adjustments etc
  89. Prevented attempting to send data to steam if steam is disabled (e.g. in editor)
  90. Added a few more building pieces for re-vamp, as well as created master materials for all kits and updated material instances. Also added assets to proper Collections
  91. Add Armor Piercing rounds data and icons for Rifle and Pistol (Shotgun uses Slugs)
  92. Renaming Field Guide widgets and Tidying up UI
  93. Adding home button and title screen to field guide
  94. Cleaning up categorisation in the field guide
  95. Added master materials for wood tier kits and updated all materials to these. Also added various assets to proper collection
  96. Deleting 3 unnecessary shaders for Stone buildables
  97. Add hooks for environment temperature deltas to be painted on terrain (future content)
  98. Added the last pieces for the Stone Buildable rework/optimization
  99. Added Iridicent, Subsurface, Dither and UV1 Color Gradient functions to M_Creature_mm to acommodate new fish specific material into one shader
  100. More fishing sound adjustments and layers
  101. Small adjustment to basic cast audio
  102. Fixed a hole in the roof of LC_MED_004 and Other issues in prefab caves, Prometheus
  103. Adding basic rod creak and added missing data table entry
  104. Adding more Catgorisation to the Field Guide
  105. Adding additonal filtering options to the Field Guide and folder view for The Bestiary & Fishing Records
  106. Tagging bosses in the bestiary as bosses
  107. Adjusted Lava Flow points on lakes and rivers, checked all cave tunnels volumes, polished lava biome manual cave, Purple Quad, DLC
  108. Prometheus shadow geo - fixed shadow settings so they cast shadows instead of doing nothing, edited base meshes to use a single material
  109. Adding all new dioramas audiuo for the new biomes
  110. Deleted old materials and textures for Wood buildable revamp
  111. Deleting extra textures and fixing redirectors on a number of materials for Stone Buildable revamp assets
  112. Lots of audio adjustments to fishing events and spacializers. altered first vs third person audio volumes etc
  113. Updating Bestiary to include locks and information over bestiary data
  114. Adding Category highlighting to the field guide
  115. Tidying up Bestiary creature page and adding tooltips where appropriate
  116. PRO_Story_6: Implement further quest steps. Early blocker to be implemented, enemies and locations to be fleshed out
  117. Updating fish page to remove Quote as it is no longer needed
  118. Fish Rarity is now shown by default in the fishing record
  119. Committing Fish Data Table
  120.