1. Changelog v2.2.25.128673
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  3. New Content
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  5. HEADSTONE: Added additional cleanup steps to clear quest objects if the quest is abandoned or otherwise ends without the final completion cleanup
  6. Added the ability to change sell amount by 10s in the workshop selling exotic UI
  7. Add details panel to Escape Menu to show how many Buildables, Deployables and Mounts are active in the level. This should help users identify potential issues with too many of X objects active in their prospect and why performance may be suffering
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  10. Fixed
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  12. Removed some unnecessary blueprint array copying that was causing infinite loops to trigger in editor
  13. Added fix for existing spline/resource networks becoming broken or disconnected when starting some of the null sector missions; Spline networks that are loaded in at runtime via prebuilt mission structures now check for network ID collisions and will automatically adjust. Previously prebuilt structure networks would re-use their original IDs, meaning that if existing networks had matching IDs they would be overridden, resulting in incorrectly merged networks and splines being disconnected / deleted
  14. Fixed generators and electric water pump not showing their electicity and water consumptions/provisions
  15. Floor Torch mesh replaced with new combined mesh, shadow casting turned off to avoid visual noise
  16. Adjusting deploy audio for animal crates
  17. Added more weight to the large animal crate open audio
  18. Adding large and medium cryogenic crate audio and events and notifys
  19. Delete revisions file from Outpost001 folder that has been retired
  20. Updated flow meter order of reloading network to prevent multiple settings of network type on restart
  21. Rebuild Second Arctic Area, on Blue Quad, Prometheus
  22. Moved Floating Macro Meshes Down on Blue Quad, Prometheus
  23. Rebuild Arctic Area, on Blue Quad, Prometheus
  24. Removing profilings from Nullsector audio testing
  25. Adding base setup for the golem gauntlet and slug launcher legendary weapons to test out the new base poses for the weapon types, gauntlet needs some bespoke hookup as it is a different apporach to equipping weapons so just has a placeholder BP at the moment, respective anims etc added and hooked up
  26. Fixed a bunch of the scanners appearing upside down in 3RD person due to incorrectly rotated prop bone in the scanner focusable, did this by creating a new anim with the correct rotation and offset for 3RD person
  27. Fixed dark mount/tame preview images when bringing animals down from space via OEI (only applies to animals that are sent up to space after this fix)
  28. Ensure info text doesn't create a blank box in quest UI
  29. Optimised mining drill logic that would become significantly more expensive when drill was powered and inventory was full
  30. Fixed a bug where if you scroll over empty slots it will stop allowing you to scroll
  31. Fixed bug with new AtmosphereController settings where WeatherMan utility widget wasn't able to set time correctly. Fixed bug where nativised AtmosphereController wasn't correctly initialising some variables, leading to flashing sun colour
  32. Nativised some more AtmosphereController update functions. Devs can now use the '-ForcedPlayerIndex=' command line parameter to reload a save as a different on-prospect character (development build only)
  33. Fixed Lake Depth on Outpost 9, on Red Quad
  34. LC Macro rocks - added moss, sand, snow material variants for DLC2 map
  35. Add Cheats to destroy all/certain deployables, and all buildings for Prospect performance testing
  36. Re-save level after file move
  37. Remove empty obsolete sublevels from Olympus
  38. Cleanup remaining Outpost001 file, moved to developer folder
  39. Misc updates to Editor tools for profiling
  40. Disable CPU access on Trees which shouldn't need it (no other trees do)
  41. Fixed shield stats overwriting the main weapon stats. Incidentally fixed the bug where if you equip 1h item/shield then press the same 1h item slot it wont bring hands out (now correctly does)
  42. Fixed Foliage RVT mask actor bounds not covering the level properly in Prometheus. Grass should now properly cull when buildings are placed on it
  43. Icesheet Prefab cave with doublestacked ore Removed
  44. Fixed second Ent to Volcano Cave on Outpost 9, on Red Quad
  45. Added moss variant materials for LC cave floors
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  48. Future Content
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  50. Bulls now have a behaviour option to enable fertilization of nearby cows, when the option is set to fertilize they will now gain a modifier which will start the fertilization process
  51. Adding audio for the ice mammoth trap. Set and catch. Also correcting the items static audio row and deploy audio
  52. DLC2 - added biome heatmap/gameplay texture + source art, new row to D_Terrains for Jake to populate
  53. Added function to quickly setup multiple proxy meshes with different item configurations
  54. Fixed cases where you could skip proxy mesh states (eg if you put in more than required to go from no proxy to 2 proxies)
  55. Moved temp navmesh blocker volumes to persistent level
  56. DLC2 - Added NavArea_Null volumes to inactive quads to reduce unnecessary navmesh bloat while building map
  57. DLC2 - disabling nav generation on new impassable and macros meshes, added imp versions of ledges, added tundra transition decal and adjusted settings on LC scree decal
  58. Updating Bull Setup so it now has a vestiage, trophy and correct creature type information
  59. Updated LODs on the rooster skeletal mesh. Updated rooster dead anim BP to remove the neck extension
  60. Cows now accumulate milk over time and when milked will provide a certain number of liters, it may take multiple objects to milk a cow
  61. Added Stats to cows for producing milk and adjusted mount tooltip to display milk amount
  62. Adding Cow Vestige, Loot and Trophy
  63. Adding Milk Bottle and Pail Blueprints and Recipes
  64. Updated calf skeletal mesh position in the blueprint. Updated cow gfur splines and cleaned up the skinning on the belly
  65. Updated Gfur in chick blueprint tweaked LODs on the chick skeletal mesh
  66. Updated calf blueprint with scale reduced on the skektal mesh and gfur settings tweaked. Added the correct physical material on the cow, bull, and calf materials
  67. Added Male and Female creature modifier icons
  68. Fix spacing on context menu for repair, ensuring text fits in other languages
  69. Decal and Cliff Placement, Green and Yellow Quads, Elysium
  70. Adding Virtual Stats for Time Between Cow Milking, Resources To Produce Milk, Milk Production etc, all related to cows producing milk
  71. Fix spacing on currency sell buttons in other languages
  72. Inital Macro Pass, Temp Foliage placement and Flushed Grass on all quads, Elysium
  73. Cows are now Milkable
  74. Added placeholder proxy meshes to Windmill. Updated deployable and attached windmill blades
  75. New impassables and cliffs for DLC2 map
  76. Fixed workshop animal crate smoke FX not deactivating before crate is cleaned up
  77. Black wolf trap implementation
  78. Tweaked assault rifle fire rate, durability, required ammo, horizontal and vertical recoil values. Added ability for projectile weapons to define a horizontal and vertical recoil that is applied after firing. Dev range targets will now have markers fade out over time by default
  79. Committing code change to IcarusTamingData so we can now specify multiple creatures that juveniles can grow up into, this is done via stats in the override column
  80. Fixed a bug where pressing empty container on canteens not in the first slot would cause it to not fill up until you move it
  81. Added DEP_Windmill with all textures, materials, animation and proxy meshes. Will still add further proxy meshes for output
  82. Changing Cow / Bull / Calf / Ram / Chick / Lamb Base Classes
  83. The Calf can not grow up into a Cow and Bull
  84. Created a workshop item to purchase Calfs
  85. Adding Sex Assignment of a Calf once it spawns in
  86. Adding Milk as a resource, Milk Bottles and Milk Pales
  87. Inital macro blockout and Landscape sculpting pass, Green and Red Quads, Elysium
  88. Macro Pass Blockout on Yellow Quad, Elysium
  89. DLC2 map setup - material variants for cave entrances and cliffs, WIP meshes and materials for new desert impassables
  90. Fixed shadow geo mesh in Nullsec cave
  91. Ice Mammoth Nest Trap implementation
  92. Added Chemistry Bench FX Prototype
  93. Fixed second Ent to Volcano Cave Water on Outpost 9, on Red Quad
  94. Updated golem rock fragment physical material and added it to the meshable data table
  95. Added BatWing Trails FXs for Cave and Snow Bats
  96. New sand normal map for DC_incline layer
  97. swapped textures in DC_incline layer of DLC2 map material
  98. Optimised BP_AtmosphereController tick function
  99. Optimised expensive tick function on T4 Omni animal feed trough
  100. Added Cave_LC_MED_004_NoObsidian & Polished Second Ent to Volcano Cave on Outpost 9, on Red Quad
  101. Added Golem Rock Fragment art assets to the project
  102. Added impassable meshes and variant of Macro 01 from PHNX, new materials for impassable slopes
  103. Removed floating rock in purple quad, Prometheus
  104. Swapped cave floor meshes to moss variants, Outpost 11
  105. Added moss variant materials for LC stalagmites
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