1. Changelog v2.2.24.128494
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  3. New Content
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  6. Added new Med / Lrg workshop animal crates, the various animals now use correct size of crate when deployed from workshop item
  7. Merge from PrometheusPartII -> Trunk
  8. Additions and tweaks to nullsector cave set dressing
  9. Additions and tweaks to nullsector cave set dressing
  10. Fixing up Floating Items in the Icesheet Outpost
  11. Removing Duplicate enteries for the final nullsector mission
  12. Adding Highlightable override to the interactable Notes table so it can be set when reloaded
  13. Fixed Functions in the CollectableNoteRecorder Component and CollectableNoteInterface so they work correctly and set / save the information correctly when saving and reloading
  14. Fixed issue where the dead prospectors in the icesheet mission where reverting to their old highlightable when reloaded
  15. Adding Quest Markers and Quest Queries for the Last Nullsector Mission
  16. Added Additional Quest Steps to help frame the last nullsector quest a bit more
  17. Spawning in Narrative events for Last nullsector Mission
  18. Fixing Icesheet Mission giving players 5 audio logs when there is only one needed for quest progression
  19. Removing Ashlands Static Mesh Blocker which was preventing players from entering the ashlands
  20. Allow CPU access for NPCTrail spline mesh as it was spamming log from Lava Slug in built out game
  21. Temporarily removed 0.5s delay recently added to UMG_RadarMainScreen::UpdateMapIcons to fix various map icon related render issues, most notable being the trail beacon lines flashing
  22. Redo of shadow geo to fix shadow artifacts in caves
  23. Adding metal grate scatter audio around cave to play audio cues
  24. Adjustment to audio location for cave metal grates ambient audio
  25. Update handheld scanner widgets to improve visibility specifically in arctic areas
  26. Adding FMOD ambient audio to the approved assets list to enable sounds to be placed and play in the environment
  27. Adding audio for all mission blockers to be destroyed. To be double checked in game
  28. Adjustments to ice breaker audio so it cannot be heard when within a cave
  29. Adding Quest Steps and Triggers for the Final Nullsector mission, adding triggers, explosions, fixing dialogue triggers, removing lights from final cave room
  30. DROVER: Update quest step to mention pylon instead of station
  31. Adding explosion to NPC blocker sequence in Finality Mission
  32. Adding unique explosion audio separate from first blocker explosion for better individuality between explosions
  33. Adding new Prometheus Map Images
  34. Adding VFX for finality NPC explosion, still needs to be hooked up to blocker
  35. Added some more NPC animations
  36. Adding running away footsteps and snapshots to nullsec dialogue lines to add more atmosphere to the event
  37. Fix RVT issues in PRO after merge
  38. Adding Extreme Chill to upper Ice Sheet Biome and added small food consumption increase while in the icesheets area (+50%)
  39. Changes tot he final cave and mission lighting
  40. Adding correct teddy audio to Deployable Setup table, also adding footstep notifys for NPCs
  41. Adding pick up and place sounds for teddy bear
  42. Adding VFX for Finality cave blocker destruction, adding simple VFX functionality to BP_Destructible_Blocker
  43. PRO_D_Recovery: Update HEAL device quest step to mention collecting the device to trigger the quest
  44. Adding more audio layers to the cave and balancing volumes of lava waterfalls and cave ambience
  45. Adding more rockfalls and other cave ambient adjustments
  46. Fixed bug where teddy bears couldnt be placed on any deployables. 'Max Restacking amount' on teddy bears is now 1 instead of 0
  47. Converting Ashlands Story Prebuilt structure load to be a soft reference and use a blocking load before spawning
  48. Adding a base class to the Rescue mission in the Ashlands, so the truck and camp spawn as intended
  49. Updating final explosion to use new event. New audio to come. Adjustments to grate footstep blend layers. Reducing in volume
  50. Removing Stonejaw quest step from the first ashlands missions as it is not working as intended and can prevent mission completion, this is due to the triggered spawners having a hard time with the rocky terrain of the ashlands
  51. Adding new Table for Talent Modifiers so additional talent points can be granted per session/character/account flags
  52. Adding new reward in the faction mission rewards so account flags can be rewarded
  53. The final Null Sector mission will now grant 3 player talent points (account wide) when completed
  54. Modifying mission UI to show that extra talent points are granted
  55. Adding Description Strings for Account Flags so if they are granted via missions this information can be displayed
  56. Modifying reward for the Nullsector Finality Mission, as it was way too high and no provides talent points as a one time reward
  57. Adjusting the final explosion. Removing the stutter part of the scream. Fits better in context
  58. Cliff Placement Pass and Manual Cave Pass, Outpost 11
  59. Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  60. Lots of updates and tweaks to spacialisers and reverb amounts and added additional footsteps for final nullsec mission dialogue etc
  61. Removed fake static fog from Prometheus, this is now built into the visual map
  62. Added Missing Quest Marker which was preventing the last step of the Nullsector mission from completing correctly
  63. DLC2 map - final map build and setup
  64. Redone Neullsec top cave and removed bottom cave on Yellow Quad, Prometheus
  65. Recipes requiring resource input will now drag containers into the crafting bench automatically if not connected to a water network
  66. Fixing issue with Mission NPC modifers where not saving / reloading, making the CRISIS mission a lot easier than intended
  67. Resaving NPC Prebuilt Camp so the guns / bows do not have bad inventory containers (guns could shoot arrows and bows shoot bullets)
  68. Ashlands story mission: Fix Stonejaw spawn issues
  69. Adding unique explosion audio for end of nullsec mission. Also increase to volume of the base nullsec ambience and scatter rock falls
  70. Add FarShadowMeshes collection for improved tooling workflow
  71. Delete Empty Vista/TilingTextures collections
  72. Fixed p4ignore not allowing .collection files anymore
  73. Generated Edge Splines on Lava Lakes Final Cave in Nullsec on Yellow Quad, Prometheus
  74. Fix RVT aren't rebuilt for clients when leaving an instanced level
  75. Update HEAL quest step to say pick up instead of collect (to not imply going out to collect them)
  76. Updated mesh and textures for GUN_Flamethrower_SML
  77. Flushed Grass on Outpost_003
  78. Fixing Finality SMPL3 dialogue to match changes in scripted sequences
  79. Reduced the bat nest's polycount to to 60%, including the broken version
  80. Minor fixes to Outpost003, removing objects outside playable/visible space, fixing some dropship positions, fix FarShadow settings on Impassables
  81. DLC2 map - texture weightmap fixes and polish, adjustments to river height in swamp
  82. Fixed bug in prebuild structure system that caused linked inventories to be incorrectly initialised on load
  83. Cleaning up NPC camp (the aluminium structure) for the NPC Ashland Missions, it was sticking around when it shouldn't have been
  84. Updating NPC Prebuilt Camp - removing the trailbeacon as it tells you exactly where the camp is
  85. Adding new Idle Animation for the Prospector at the end of the nullsector mission
  86. Cliff Placement Pass and Manual Cave Pass, Outpost 11
  87. Added rooster skeletal mesh, materials and textures
  88. Cleaned Up Generated Edge Splines & Volcano Cave on Outpost 9, on Red Quad
  89. Fixing Audio issues in final nulsec mission. Tweaks to first and second explosion audio. Adjustments to character dialogue
  90. Fixing negative emissive values on Nulsector Explosions, adjusting trigger positions
  91. Enabling Last NullSector Mission, adjusting nullsector missions required tech as it was incorrect
  92. Turned Off Cave Entrance Voxel Blocker on Neullsec Final Cave on Yellow Quad, Prometheus
  93. Lighting adjustments for BP_Nullsector_EndProspector - brought more in line with lighting leading up to final scene
  94. Hiding the prospect in the flash prospector event in the nullsector final mission, the prospector still casts a shadow but the mesh cannot be seen by players
  95. Removing placeholder cube mesh from propector flicker event blueprint in the last nullsector mission
  96. Reducing reward for Nullsector: Finality as now players get a (one time) account talent buff
  97. Added a missing subtitle line to the FINALITY mission dialogue
  98. Initial adjustments to BP_Nullsector_Person_Flicker Lighting to match other cave lighting
  99. Update shelter display to use translatable text
  100. Additional 0.74 second delay on End Prospector Death for final mission scene, fixes timing with dialogue
  101. Nullsector final mission - Altering placement of flicker event location, fixed lighting to account for new position, added light mesh to BP_Nullsector_Person_Flicker to give in world reason for light
  102. Nullsector final mission tweaks - Switching flashlight material to on version, repositioning quest marker for flashlight spawn to fix lighting issues, added custom entry for flashlight in highlightable, removed redundant SMPL3 dialogue entries from quest table
  103. Nullsector final mission - Adding in extra set dressing for note placement location. Re-order of notes for continuity, and small edits
  104. Adding in folded version of the stasis bag, updated mesh to include more detail, oxygen tanks and control box, as well as hooked up 3RD person carry animations to hold the bag properly, switched up the focusable and added tags to force focus lock when carrying a full bag
  105. Nullsector final mission - Added flicker light function, added version of Tripod_Light_On material with emissive flicker, hooked up on one of the lamps in nulsector final cave
  106. Nulsector final mission - turning shadow castion off for placed spotlights
  107. Nulsector final mission - switching all placed lights in final cave to be movable instead of static. To avoid any issues with baking
  108. Updated creature health bars so epic creatures that do not have unique names will not show health bars or show as epic. This is used in NullSector specific creatures
  109. Nullsector final mission - more explosion tweaks
  110. Removed landing dialogue from NullSector NPC mission chain, changed STRANDED completion dialogue
  111. Fixed Mining Truck Highlightable, added new Highlightable entry
  112. DROVER: Ensure creature spawns each time and only one per session
  113. Removing light hidden in geo, slight changes to some rock positions in final cave to help frame spotlight
  114. Nullsector Final Mission - Adjustments to final sequence vfx
  115. Floating Deep Ore Deposit in front of final cave & added new one on Yellow Quad, Prometheus
  116. Fixing issues where the cave blockers are still present when kicking off Nullsector Missions, in Mission Mode - When kicking off these missions or reloading the blockers are removed
  117. Fixed seee under rock outside Neullsec cave on Yellow Quad, Prometheus
  118. Cliff Placement Pass and Manual Cave Pass, Outpost 11
  119. Fixing Cliff Holes & Bugs on Outpost 9, on Red Quad
  120. Nullsector Final Mission - Adding placeholder build up effect to final NPC speech
  121. Allow sitting on the toilet
  122. Nullsector Final Mission - Removing light hidden behind geo, removing lights no longer needed due to quest object lighting, moving ribcage geo as it was distracting from quest sequence
  123. More tweaks to BP_Nullsector_EndProspector lighting
  124. Nulsector final mission - More lighting adjustments for final scene, consistency color and intensity pass. Added alternate material instance for end prospector crystals with emmissive
  125. Adding Whiteboard Variation & Setting up whiteboard in the Icesheet Mission
  126. The Outpost now spawns in The Nullsector : Finality mission
  127. Adding Notes to the Nullsector : Finality Mission
  128. Clean up some extraneous logs (meta node spawning)
  129. Increased tick rate of IcarusSplineNet during game initialisation
  130. Clean up some extraneous logs (disaster controller lightning)
  131. Objectives are now listed on NULL SECTOR : Finality
  132. Fixed multiple cliff seams and removed foliage rocks with no collision
  133. Adding new Icons / Images to show that talents and BP's are unlocked when completing certain mission in the Nullsector, adding new information to account flags so information can displayed where appropriate, adjusting RequiredTalentIcon to now pass in state to display the required information
  134. Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  135. Fixed Collectable notes in nullsector appearring in the wrong order
  136. Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  137. Adjusted the flashlight mission object so it no longer can be interacted with
  138. Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  139. Fixed No flow on Lava Falls in Final NullSec Cave
  140. Fixing issue with Simmons being unable to be picked up in a stasis bag, was introduced when we forced focus on the bag when carrying as it was consuming the focused actor after focusing the bag - deleting the bad
  141. ASHLANDS: Fixed final mission dialogue playing twice
  142. Changed Nullsector Final Cave Ent to SM on Yellow Quad, Prometheus
  143. Fixing issue with the Acocunt Flag for the H.E.A.L. Device unlock was not setup correct, it now grants the accout flag when starting the CRISIS mission as intended
  144. Fixed Collectable notes in nullsector appearring in the wrong order
  145. Fixed the final note position in the nullsector cave, it was distracting from the narritive climax
  146. Adjusted the flashlight mission object so it no longer can be interacted with
  147. Fixed the SMPL3 mission dialogue (intro & outro) from not triggerring on the final nullsector mission
  148. Fixing NPC Camp having a mesh positioned incorrectly, it was poking through the side of the tent
  149. Converting Static Meshes into Deployables in the Nullsector Mission Finality
  150. Submitting auto-generated sublevels and navigation
  151. Fixing issue with Nullsector : Finality where you can skip the first trigger in the cave softlocking the mission, this has been fixed
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  153.  
  154. Fixed
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  157. Fixed Interactable with Portable Biofuel Container so that when it is deployed you can fill it up / remove biofuel with a jerry can in hand, the same way the portable water container works with canteens etc
  158. Fixed a bug where if you would right click on an item within a purifier and selected 'empty container' the physical representation attached to the purifier wouldnt update properly and would think the water is still full when highlighted
  159. Flushed grass across all quads on Olympus
  160. Flushed Grass across all quads, Green, Blue, Red and Yellow on Styx
  161. Fix the build (control rig crash during cook)
  162. Reimporting Bobblehead SK mesh to remove power cables
  163. Workshop animals spawn vfx setup for SML,MED,LRG and optmization pass
  164. Fix maximum health granted not being shown on food modifiers
  165. Fixed flow meter not returning to previously selected flow meter on restart
  166. Added shield automatically selecting if weapon allows it as long as its in the quickbar or utility slot. Removed unused nodes from old shield fixes. Added valid checks on null references in the message logs (reloading owning player/activate hotbar slot icarus character bp)
  167. Fixed tutorial not granting 'baby steps' achievement. Mission was completing early and not reaching the grant achievement step
  168. Adjusted collision channels used to determine safe exit point when getting out of beds, will hopefully reduces cases where players are spawned inside of the bed when exiting
  169. Added a 'biofuel container' icon to composter recipes to show you need it to craft
  170. Update crop plot tier text to wrap if required if longer than alloted space
  171. Added BuildingBase asset validation, errors out if building pieces are added with empty material slots. Fixed issue where cracking concrete building pieces were causing log spam
  172. Added generated LODs for all Bat Nest SMs, reducing LOD0 by 50 percent in the process
  173. Prebuilt structure deployables that are destroyed when a player abandons an active mission are now cleaned up without spawning overflow bags if they contained items in their inventories
  174. Fixed workshop radar not showing on back while being deployed
  175. Remove Grass Disable Shadow CVar from Scalability groups as its not supported. Add option as a new graphics setting instead
  176. Enable shadows on all Grass LGT assets
  177. Disable Grass shadows on Low and Medium Shadow quality to afford some control over this change
  178. Enable Volumetric Fog for Low/Medium spec shadows. This fixes underwater rendering being broken and creates better visual consistency across all specs for minimal performance cost
  179. Fixed a few bestiary typos
  180. Fix a slate ensure relating to nested invalidation boxes and 'stamina exhausted'
  181. Fix a issue with new account flags delegate not firing
  182. Fixed a bug where objects that are hidden on purifiers (e.g. portable watering can) wont fill itself. Added the tag to the watering can to not show it
  183. Fix another intermittent terrain anchor crash reported in Sentry (again)
  184. In a development build / PIE, you can now specify a player index override on BP_GameMode to resume a prospect json using a non-local character from that saved prospect
  185. Temporarily disabled recent shield auto-equip functionality to fix bug where players couldn't mine, chop, or skin with their equipped weapon (stats weren't being correctly transferred to holder)
  186. The T4 Water Trough now provides a new 'Filtered Trough Water' Modifier to Mounts / Tames that drink from it, it provides food / water consumption reduction and a stamina regen buff
  187. Water troughs now consume water and no longer act as batteries, this fixes various issues such as water tanks being unable to full up water troughs
  188. Clean up some extraneous logs (blocker interactables)
  189. Update field guide to colorise workshop items
  190. Improved hover colorization on field guide (reflects inventory colorizing now)
  191. Clean up some extraneous logs (BP_DropShip)
  192. Workshop items now use a purple background in inventories to help them standout
  193. Clean up some extraneous logs (player ping)
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  195.  
  196. Future Content
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  198.  
  199. DLC2 map - Landscape texture weightmaps, path and impassable fixes
  200. Updated bull gfur with splines and a better fur mask. Added control rig assets for the bull. Added cow skeletal mesh and textures. Created initial blueprints and gfur assets for the cow
  201. Fix new attachment stats don't take reward stack multipliers into account for breakable rock
  202. Cleaned up stone placement & Set Dressing Volcano Cave on Outpost 9, on Red Quad
  203. Add exposure resistance stats for new atmospheres and new atmospheric stamina regeneration stats
  204. Updated GUN_Flamethrower_SML and new textures
  205. Added the cow and calf entries to the data tables
  206. Update clay, scoria and obsidian reward multipliers to use new specific reward stats
  207. Added Quarrite caltrops Grenade item. Throw like a grenade and it will explode leaving behind dozens of small spikes on the ground which persist for 1 hour, deal damage and slow. Fixed LODs on assets
  208. Improve hail spawn rate at for high/epic
  209. Improve fade in/out on hail, set effect to world space, fix collision problems
  210. DLC2 map - testing biome lighting, adjusting texture weightmaps
  211. Fix DTValidation for Meshable due to whitespace baddies from copy-paste
  212. Add stats for Great Hunt boss attachments
  213. Commit Trace Lighting Test level to depot
  214. Updated cow gfur and physics asset. Added skeletal meshs for the cow and calf bones. added calf skeletal mesh, materials and textures
  215. Added all boss attachment and alteration icons to itemable and alteration datatables
  216. Fixed bug where hidden stats were being shown on items that granted those stats via a modifier
  217. Set Dressing Volcano Cave on Outpost 9, on Red Quad
  218. Made adjustments to spider physics assets. Spider no longer ragdolls on death, it plays a death animation. Added support adding spiders to caves (not spawning yet). Improved particle system for spider's ranged attack
  219. DLC2 map - Extra terracing and crevasses for arctic zones
  220. Fixed some outstanding widgets that still weren't filtering out hidden stats correctly. Added ability to show specific hidden stats on modifier descriptions. Reduced intensity of weather on development prospects
  221. Added new ArtTest map
  222. Allow CPU access for Spline meshes (water, fuel, electricity, etc) as is being requested in log files
  223. Added Giant Cat armor sk meshes, materials and textures, updated D_Armour data table
  224. Created anim blueprints for the cow and calf. Updated gfur on cow and calf. Updated calf physicas asset
  225. Improve UX on DevInspectionTool by collapsing empty fields, drop shadow on text, remove unnecessary fractionals on Pos text and output level name
  226. Fixing 3RD person anim states for Flame Thrower by hooking up existing flame thrower animation states with new curves to match our existing setup as well as adding in missing crouch states to fix blending between them, added in new focusable to better handle 1ST person anim states too
  227. Cleanup empty StaticMesh actors from Olympus
  228. DLC2 map - adjusted weightmaps for desert dirt and sand, increased impassable area in Arid Dead Lands
  229. Fixed skinning and bleeding textures
  230. Changed the referenced anim bp in the calf, cow, and bull characters bp back to the buffalo. slight tweak on the cow's fur splines to resolve crashing
  231. Setup Nav Bounds on Outpost 9, on Red Quad
  232. Generated Edge Splines on Outpost 9, on Red Quad
  233. Fixed the scorpion boss hanging trophy not being able to be placed due to it colliding with the ground. Fixed all scorpion boss ui projection widget being hard to see due to being near the top of the model
  234. Cliff Placement Pass and Manual Cave Pass, Outpost 11
  235. Tweaks on the cow, bull and calf gfur. Updated the cow physics asset to reduce the deformation when ragdolling
  236. Added DEP_Great_Hunt_Device with destructible
  237. Added BLD_Floor_Diagonal_Concrete and BLD_Floor_Curved_Concrete, with all textures, materials and meshes. APEX DMs still need to be made
  238. Cliff Placement Pass and Manual Cave Pass, Outpost 11
  239. Further work on the cow, bull, and calf. Anim BPs created for each and corpse blueprints set up for skinning. More tweaks on the gfur
  240. Set level in DataTable Editor, added BP_IcarusDropShipSpawn & BP_IcarusRespawnShipSpawn, Added Voxel to Volcano Voxels on Outpost 9, on Red Quad
  241. Stop the (in house) EUW RVT Setup Tool from creating duplicate RVT bounds
  242. Adding test FMOD event, evaluating FMOD bank build
  243. Permit bake and destroy on WT_Lake (one time, one way)
  244. Setting Up Assault Rifle, Item, Talent, Recipe and basic implementation
  245. Adding Windmill Item, Deployable Setup, Blueprint, Recipe and Logic for running, ready for mesh, testing and iteration
  246. Updated WEP_Flamethrower_SML_Glass
  247. Updated new ITM_Shield_IceMammoth skeletal mesh and new textures
  248. Added sledgehammer alteration icons and attachment icons
  249. Hooking up SMPL3 intro and outro dialogue for final nulsector quest. Adding Norex to faction table. Assigning faction quest to Norex
  250. Feature locked Ice building tier for future release (hides from Field Guide)
  251. Fix prospect new tab angle being a different color to base tab, when missions have unlocks and require an upgraded contact device
  252. DLC2 map setup - landscape material work, test materials for macros
  253. Added second Ent to Volcano Cave on Outpost 9, on Red Quad
  254. Fixing Feature Levels So Dangerous Horizons and Great Hunt are seperated
  255. Added chick and rooster entries to the AI setup, AI creature type, Meshable, Itemable, and Item static data tables. Added control rig, blueprints and anim BP for the rooster
  256. Added Rooster creature setup to the project including meshs and materials
  257. Added chick creature setup to the project including blueprints, meshs, materials and gfur groom
  258.