1. Changelog v2.2.28.129531
  2. New Content
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  5. Unlocked scoria, clay and obsidian resource packs for release
  6. Add V2 version of flamethrower effect for comparison
  7. Adding all flamethrower footstep anim notifys
  8. Adding first pass flamethrower audio, event and blueprint data
  9. Adding new aim fire anim to reduce recoil spam on the assault rifle, rejigged reload anim and added 3RD person variants of the animations
  10. Flamethrower v2 prototype assets
  11. Setting up flame thrower actionable BP to trigger and stop audio based on click hold. Currently playing extinguisher as a placeholder
  12. Tweaks to the flamethrower audio. Also reduced equip canteen volume by 3db and added missing equip audio
  13. Updates to Flamethrower VFX V2
  14. Update Buildables, Deployables and Splines to all have reduced draw distance (Distance Culling) based on View Distance Quality setting
  15. Change CustomDepth pass to false (default) for main buildable mesh as this has no effect except causing the mesh to not be considered for Occlusion Culling
  16. Tidy up of Building Base BP, split up Event Graph into separate graphs for readability
  17. This change should have a substantial (in some extreme cases, up to 2x) performance improvement for larger prospects with many buildables/deployables
  18. Added Local Space VFX system to Flamethrower to fix gap when moving or turning
  19. Enabling Double XP Event, XP Bonus and Title Screen UI
  20. Unlocking Frozen Wood -> Wood Crafting Recipe in Most heated benches and devices
  21. Adding 6 Frozen Wood Deposits to the Icesheets Biome
  22. Unlocking Flamethrower Blueprint, Recipe and Item
  23. Adding biofuel as a requirement for crafting the flamethrower initially so it comes with a full tank
  24. Added Frozen Wood to advancced deep ore scanner
  25. Updated tag on Frozen Wood show it will show as a resource, and benefit from wood carry talents
  26. Updated Workshop Extractor and Battery to show on each other's Field Guide pages
  27. Updated Workshop Biofuel Canister to return to orbit again
  28. Change V2 flamethrower FX to be CPU not GPU to fix barrel disconnect. Increase sphere trace range from 5m to 10m
  29. Add new local version of Flamethrower FX as a _V3 revision and use V2 version for now. Flamethrower will now ignite any flammable target (not just Creatures)
  30. Tweak flamethrower hit length and radius to better match animation
  31. Fixed resource recipes not showing an icon when in the processing queue
  32. Small reduction to the pilot light audio on the flamethrower to avoid it becoming annoying at longer times of use
  33. Enable CustomDepth for Buildables during storms as it handles the weather culling. Don't apply Distance Culling to Destructible Meshes as their pieces can fall through the ground and decide it should cull the entire mesh
  34. Removed light particles from Flamethrower FX to avoid flickering when tesellation is on. Added fill light to Flamethrower BP
  35. Adding additional blend layers to the flamethrower to make it feel more weighty and dangerous. More low end gas boom
  36. Adding dry fire audio for flamethrower when its out of ammo and tries to be fired. Blueprint Imp
  37. Lowered landshark and caveworm fire damage weakness
  38. Adding Image for Double XP event and adjusting connecting overlay so its displayed on the title screen
  39. Add custom weather culling setup for buildings which allows the main building mesh to no longer be used for this purpose which allows further culling optimizations to be made. Small cleanup to Building Base BP to allow for additional begin play logic
  40. Add weather culling setup to Dropship so it no longer rains inside on your way down from space
  41. Don't allow flamethrower to be fired underwater. Remove secondary screenshake on fire-off. Dial back screenshake amount for initial shake
  42. Update unsaved Obsidian resource pack cost
  43. Fixed resource pack positioning for dirt
  44. Reduced clay and scoria resource pack cost slightly, increased obsidian resource pack costs
  45. Fixed third-person animation issues related to player not being able to look up or down when using the flamethrower.
  46. Fixed bug where flamethrower could get stuck in ADS animation when swapping focus from an equipped firearm.
  47. Added new TwoHandedRifle overlay state that should apply up/down movement dynamic additive anim
  48. Reduced cost of scoria, clay and obsidian workshop packs, but added red exotic cost
  49. Add Camshake setups for Flamethrower
  50. Remove distance culling on Building meshes as this breaks weather culling. Still should see solid gains via the remaining CustomDepth setting being removed preventing occlusion culling, but this needs to be disabled during weather again due to weather culling support. Investigation into alternatives to using CustomDepth for weather culling should happen at some point in the future but its heavily embedded into the codebase at the moment
  51. Tweaks to Flamethrower VFX, better bounding box and removing unnecessary persistent ID
  52. Tweak flamethrower hit length and radius to better match animation
  53. [/expand]
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  55. Fixed
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  58. Disable navmesh generation on the base mesh for Scoria/etc nodes. Animals were getting caught on the upper meshes so they should nav around them instead
  59. Fixed bug where CHAC Pistol and Assault Rifle gun animations weren't playing correctly
  60. Add translatable text to RELOCATED and VOYAGER
  61. Adding new Collectable Note Items, Logbooks and Audio Logs, these can be picked up and re-read whenever players want
  62. Adding new stat to goven what text / setup a note item refers to
  63. Converted ashlands / icesheet notes into this new format on reload
  64. Significantly reduced the Sandworm fire weakness (21x -> 2x damage taken)
  65. Fixed power toggle being visible on windmill where not required
  66. Add water to the fire extinguisher recipe and output
  67. Add water mention to fire extinguisher description
  68. Update weight of workshop creatures to not be 10 grams
  69. Fix another intermittent terrain anchor crash reported in Sentry (again)
  70. Fixed skinning bench slottable helper text being untranslated
  71. Fix stamina depleted animation stays up if player dies when stamina completed
  72. Fix divide by zero error on Flamethrower AnimBP for fuel gauge needle
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  75. Future Content
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  78. Matching framerate from the assault rifle gun reload to the 1ST person reload
  79. Adding in new 1ST person and gun animations for the assault rifle reload, 3RD person to follow once the gun anim can get hooked up for timing
  80. Added biolab consumables to workshop (feature locked)
  81. Add biolab currency setups for future bosses (feature locked)
  82. Fixed stack sizes of biolab inhalers
  83. disabled RVT on 2 materials used on cliffs in CF caves
  84. Adding flinch audio to ape. Audio, event, data table setup
  85. Fixed boss trophy stack sizes to be 1. Fixed vestige stack sizes to be 5. Increased durability on boss trophies to 500
  86. bDoFullyAsyncNavDataGathering is now turned off for built agents before generating navigation
  87. Migrating prototype fog to Icarus for testing
  88. Elysium - adjusted new riverstones textures to reduce tiling artifacts
  89. Adjusted ice mammoth ice kick to have 3 different types of projectiles. (Big + Many, Big + Accurate, Small + Many) to make a much wider spread
  90. Adding ape death vocalisation and movement land event, data table and notify
  91. Update biolab workshop tab to be named Bio-consumables
  92. Fixed display of damage stats on attachments
  93. Landscape Sculpting Pass in Green Quad Arctic and Flushed Grass On All Quads, Elysium
  94. Adding first person load assault rifle notifys to animation. Waiting on third person to add those. Also adding missing solar panel audio row
  95. Implemented Garganutan Frenzy Tonic
  96. Elysium, yellow quad - flushing grass again
  97. Adding black wolf trap set and catch audio, events and notifys
  98. Fixed scorpion attachment recipe providing wrong output
  99. Elysium, yellow quad - WIP geothermal transition area between tundra and desert
  100. DLC2 - geothermal material variants for various cliffs and stalagmites
  101. Fixed ice mammoth chandelier destructible mesh
  102. Generated navigation for Rock Golem arena after enabling nav for rock walls.
  103. Rock Golem light attack is now much quicker.
  104. Updates to FollowSplinePath BTTask to fix some issues where RockGolem would get stuck trying to reach it's destination on spline.
  105. Fixed issure where Rock Golem would try to navigate behind walls if player was standing next to one.
  106. Rock Golem no longer attemps to eat fast moving projectiles.
  107. Rock Golem no longer aborts its light attack phase if attacked.
  108. Fixed bug where Rock Golem would damage player from a very long way away when first starting to roll.
  109. Rock Golem now attempts to eat rock clusters when low on health, not when out of armour
  110. Added Updated SK_DEP_Great_Hunt_Device with separates proxies and separate SK_DEP_Great_Hunt_Device_Bench with animations
  111. Added Great Hunt juvenile-esque creatures
  112. Add bestiary hookups for Great Hunt bosses, update feature level and names
  113. Fixed Hammerhead module name
  114. Adding New Logic for Reading in the ItemManipulation Component
  115. Work on RG_C mission, adding new prebuilt outpost, quest steps notes etc
  116. Adding Quest Markers and Prebuilt Island to be spawned in when starting the RG_C mission
  117. Adding Ape Armor Icons & Notes / Logbook Icons
  118. Added Garganutan Frenzy Tonic Icon
  119. Strip unused RVT content from GeothermalTerrace BP to fix errors and optimize. Create sockets on meshes to position VFX correctly for the different shaped meshes. Trigger Sulfur VFX on Terraces during Sulfur storms (was sitting there, but never triggered)
  120. Adding first person and third person assault rifle mag out and mag in. Audio events and notifies
  121. Adjusted assault rifle out of ammo mech sound which clashed with reload
  122. IMP Pass Blockout on Yellow Quad, Elysium
  123. Landscape Sculpting Pass and Cliff Pass, Green Quad, Elysium
  124. Increase recoil and reduce accuracy on the Assault rifle
  125. Recoil is now reduced by standing still, aiming down sights and crouching
  126. DLC2 - fixed holes in one of the new imp meshes, WIP insert cave tunnel mesh
  127. Fix a race condition in instanced levels where a client in the instanced level returns to character select
  128. Setting up wood deep ore drill audio event
  129. Added missing items static audio table row for glass bottles
  130. GH_RG_C mission is now in and fully playable
  131. Update central node for cow talent tree
  132. Add cow skill tree and fix some creature setup
  133. Adding ape notifies. Footsteps and attack vocalisations and footstep event
  134. Fixed AI relationship for cow, calf, chick and lamb, to ensure they get attacked by wild creatures instead of friendly creatures
  135. Fix taming temperatures on juvenile cow, chicken and sheep
  136. Adding deploy audio and correct data table rows for notes
  137. Ape Great Hunt mission tree initial setup
  138. Adding pilot audio that starts only if there is enough fuel in the flamethrower and stops when run out. Audio, event and blueprint imp
  139. Slight further adjustment to assault rifle empty ring and mag in out volumes
  140. Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived
  141. revised insert cave tunnel mesh with custom LODs
  142. Adding ape beat chest audio event and notifys
  143. IMP Pass Blockout on Yellow Quad, Elysium
  144. Landscape Sculpting Pass, Lake and River Pass on Green Quad, Elysium
  145. Adding movement layers for the swamp ape. Ape whoosh and all notifiers
  146. Fix revive location when player dies in an instanced level, RTCS, then rejoins, then is revived (offset wrong direction)
  147. More ape notifiers
  148. Adding ape slam audio, event and notifiers
  149. GH_RG_D is now fully playable
  150. Adding new Item Condensed Exotics that is carried in the utility slot
  151. Adding new recipe to convert Condensed Exotics into Exotics
  152. Adding Item Icon for Rock Golem Juvenile Vestige
  153. Adding Item Icon for Condensed Exotic
  154. GH_RG_F is now fully playable
  155. Added a workshop to GH_RG_D2
  156. GH_RG_E Mission is fully playable
  157. GH_RG_D2 is now fully playable
  158. GH_RG_C2 is now fully playable
  159. Juvenile Rock Golems now can be oxite/copper/coal/iron/gold infused, added modifier stats and icons
  160. Added Juvenile Rock Golem Spawers elemental varients
  161. Adjusting loot of rock golems to drop ore related to their infusio
  162. Fixed Issue where Juvi Rock Golems would not transition into corpses when dead
  163. Juvi Rock Golem now has its armor when it transisitons to a corpse
  164. Fixed Juvi Rock Golem so it now longer walks on top of players, players can no longer get stuck inside Juvi Rock Golems
  165. Adjusted Juvi Rock Golem Loot so it now longer drops all of the ores
  166. Juvi Rock Golem now hides its armor when skinned
  167. Fixed New Quest Cleanup Function which would try and turn recording off on actors that did not have a recorder
  168. Added SK_ITM_Pitchfork
  169. Added DEP_Trophy_Golem_1,DEP_Trophy_Golem_2 and DEP_Trophy_Golem_3
  170. Landscape Sculpting Pass and Cliff Pass, Green and Orange Quads, Elysium
  171. Adding different audio events for smaller projectiles travelling and impacts for ice mammoth
  172. IMP Pass Blockout, Added Re-textured DC Caves and Eden Cave Blockout on Yellow Quad, Elysium
  173. DLC2 - added 2 new impassables for desert
  174. Adding sledgehammer equip and pickup audio
  175. Fixed Lava Broodling trophy being feature locked
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  177.