1. Changelog v1.3.1.112034
  2.  
  3. Fixed
  4. Fixed highlightable setup missing from beds
  5. Datavalidation for Highlightable
  6. Adding Unique Fishing Zones for Outpost Maps and adjusting fishspawnconfig data validaton
  7. Revert changes to Waterfall FX which caused puffs of water to shoot off screen sporadically
  8. Fix Strawberry LOD distances
  9. Fix Strawberry filenames
  10. Fix Strawberry Texture settings
  11. Implement Asset Validation for filename prefixes
  12. Aquarium VFX bubble tweaks area bubbles and setup
  13. Fixing timing for 3RD person reel Anim to sync up with 1ST and Rod anim
  14. Update fish and bestiary cheat to allow unlocking of every creature/fish at the same time
  15. Disable shadow casting on planet meshes in atmo controller, even though they're hidden, they still error out when building worlds
  16. Remove heightmap and generated level LODs as Outposts are too small for them to be used effectively and its wasting memory
  17. Add culling distance volumes to Outpost002, 003 and 005
  18. Add nav blocker volumes to exterior boundary areas of Outpost 002,003 and 005 to fix mission content thinking its a valid location
  19. Fix WaterRVT error on Outpost005 due to scale being 0,0,0
  20. Fix atmosphere controller on outpost002 by re-adding the actor
  21. Disable Shadow Casting on WT_FrozenLake causing errors during world build due to size when shadow casting is not needed
  22. Fix breakable rock texture settings
  23. Fix breakable rock LOD settings
  24. Add NoRVT material variation for final combined LOD
  25. Added translatable strings for: Character customization options, achievement heading, search box, open world selection, alteration information, drop timers, solo talents and auto suggest settings button
  26. Fixed fishing bench weight, increased to 20kg from 1kg
  27. Allow localization of tacklebox inventory when within player inventory and attachment slot information
  28. Update loading screen text to use translated string
  29. Update paintings selection window to be translatable text
  30. Update thumper UI progress bar text to be translatable
  31. Fiber can now be placed in and grown in crop plots
  32. Pass on LOD screensizes for various assets with low values
  33. Add missing icons for newer items
  34. Fixed several corpse BP setups causing problems with icon generation
  35. Update settings for Generated sublevel LODs for Olympus
  36. Removed caching on chat messages that was causing double line spacing to occur
  37. Fixed caching issue for ammo count that was causing the value to be held for longer than it should
  38. Fixed an error in the description for Titanium Plate
  39. DYN_Tool: Update old cooked fish requirement to cooked fish chunks.
  40. Update all fish spawn zones to ensure that arctic spawn zones are defined.
  41. Add validation to fishing spawn zones to ensure each spawn zone is defined
  42. Add flavor text to all fish food consumables
  43. Add Shepherds Roll to Yes Chef achievement
  44. Fixed issue where mount saddle camera could become attached to previous rider, making any other players that rode that mount have their view snapped to previous rider instead of mount
  45. Removed some old debug logging when player equipment visibility changes (only affects development builds)
  46. Removed debug logging used for death state camera bug
  47. Fixed issue where Mount Tooltip interaction text was being clipped. Reorganised internal layout of UMG_InteractionPrompt in all widgets that referenced it
  48. Fish inspect animation now stops correctly when switching off fishing rod and when changing lures
  49. Fix a crash on clients when using a cupboard that has extra slots due to 'extra space' talents
  50. Reduced movement easing when the fish is on the line so when the minigame is completed the fish should be at the players feet
  51. Update Generated Level LOD tooling
  52. Update Generated sublevel LOD assets for Olympus with revised settings for improved optimization, visuals and performance
  53. Yet more checks around positioning loot bags on death so they don't end up underground
  54. Fixed Melee Weapons, Firearms, and NPCs spawning their 'Hit' particle FX at the wrong angle.
  55. Fixed bug with UMG_InteractionPrompt spamming log with errors when HitActor didn't have an InteractionComponent
  56. Memory dependency cleanup of several UI elements, dev cheats, and deployables
  57. Additional assets modified as part of dependency cleanup
  58. Fixed River Plane that could be seen under a lake in L9, Yellow Quad, Olympus
  59. Add more detail to the in game user issue submission popup
  60. Remove SK Override Materials on some corpse BPs to fix issue with mesh switching
  61. Add some missing content for corpse switches
  62. Tag sentry elements in game user issue submission popup
  63. Fixed initial ammo count showing broken text layout
  64.  
  65. Future Content
  66. Move DM checker tooling onto separate function so its not attempted to be run in a normal game
  67. Added SM_BLD_Wall_Door_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  68. Fixed Collision and Seam Issues in Arctic and Grasslands prefab caves where players could get blocked by Macro Cliffs, Blue Quad and Green Quad, Prometheus
  69. Concrete BLD rework - added SMs, materials, mask textures for roof pieces
  70. Update open world selection UI to reference the DLC datatable for name and URL of DLCs, and created entry for Prometheus Open World description text in the relevant string table
  71. Update mission map selection UI to reference the DLC datatable for name and URL of DLCs
  72. Concrete BLD rework - added SM + DM support meshes for all pieces
  73. Submitting in progress developer assets
  74. Concrete BLD rework - added DM meshes for beams, material for fractured surfaces
  75. Added SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  76. Fixed Caveworms Spawning in Walls in Alien Fossil Cave and Fixed Collision and Seam Issues in Grasslands prefab caves where players could get blocked by Macro Cliffs, Green Quad, Prometheus
  77. Added more controls to MeshMask Function to be able to control dirt, edge color and metallic
  78. added textures and mesh segments for LavaHunter fissure VFX
  79. Lava Hunter Fissure Attack Material
  80. LavaHunter fissure VFX - rotated meshes to face +X
  81. Removing DFL and adding material to Fissure Splines
  82. scaled up mesh segments 2x for LavaHunter fissure VFX
  83. LavaHunter fissure VFX - splitting longer segments in half for better spline behavior
  84. Added SM_BLD_Wall_Windowframe_Wood_INT, SM_BLD_Wall_Win_DBL_Wood_INT_L, AO Masks & Set Up Materials for Buildable Rework Investigation
  85. Added new Cave Entrance BP's to manual caves and validated them across all quads, prometheus
  86. Moved cliff actor sticking through the back of a prefab cave in O7, Green Quad, Styx
  87. Adding Recipes for Armor Piercing Ammo (Feature Locked out)
  88. Adding Platinum Sheath and Titanium Plate items, talents, recipes etc (Feature Locked out)
  89. Adding Hypatia Feature Level to lock out Hypatia Content
  90. Concrete BLD rework - fixed naming on some DMs, added APEX meshes for all pieces
  91. Added several wall pieces for Iron Buildable rework
  92. SM_BLD_Wall_Win_DBL_Wood_INT_L Updated, Added SM_BLD_Wall_Win_DBL_Wood_INT_R, AO Masks & Set Up Materials for Buildable Rework Investigation
  93. Tweaks to Parallax Occlusion and Firssure texture setup
  94. Updated open world card description for PROM
  95. Added Cave Volume and Cave Entrance BP to Prom Story 2 Cave, Green Quad, Prometheus and Fixed Cliff Actor Inside Prefab Cave, Red Quad, Olympus
  96. Added a simple Dev-Only AI Target Dummy. Lava hunter now attacks for hostile Actors instead of just hostile Pawns
  97. Added DM_BLD_Wall_Win_DBL_Wood_INT_L, Added SM_BLD_Ramp_Half_Wood_INT, AO Masks & Set Up Materials for Buildable Rework Investigation
  98. Added prototype for backpack info widget, dev locked
  99. Adding in initial implementation for Bone Armor, base Items static setup and Armor setup, needs recipe and Icons + Descriptions and Design pass, part 2 coming with First person mesh and Pack Mesh for D_Meshable
  100. Adding the Skeletal Meshes for the Bone Armor Implementation
  101. LavaHunter Fissure VFX - texture fixes and polish to make the smaller segments tile correctly
  102. Disabled triplanar, adjusted tiling of secondary normal map on SW cliffs
  103. Fixed Collision Geo for SM_BLD_Floor_Wood_INT, SM_BLD_Floor_Half_Wood_INT, SM_BLD_Floor_Quarter_Wood_INT & SM_BLD_Floor_Trapdoor_Wood_INT for Buildable Rework Investigation
  104. Stone BLD rework - added apex mesh for RoofPeak_CapEnd
  105. Update encumberance UI to show backpack slots and show orange when nearing full
  106. Gave turret a rotation rate (so it doesn't snap to targets) and an aim tolerance setup so it doesn't fire if its aim is too far off
  107. Gave turret concept of inventory, ammo and consuming ammo on fire
  108. Setup Turret AI Relationship data and interface
  109. Fixed Turret meshable and deployable setup data
  110. Add Jade Caveworm material variant mesh
  111. Fixed issue with breakable rocks falling into node mesh temporarily by adding a box collider in centre of node, pending reimport of better collision geo. Tweaked timing of montage notifies for sledgehammer
  112. Fixed Collision Geo for SM_BLD_Wall_Door_DBL_Wood_INT_R, SM_BLD_Wall_Door_DBL_Wood_INT_L, SM_BLD_Wall_Solid_Wood_INT & SM_BLD_Ramp_Wood_INT for Buildable Rework Investigation
  113. Wood BLD rework - added APEX meshes for floors, ramps, roofs
  114. Fixed issue where player was incorrectly getting prompt to drink water through terrain (especially noticible in swamp biome)
  115. Added tracked stats for completing dynamic missions on different maps
  116. Fixed slot text being removed from encumberance bar
  117. Added icon to encumberance bar slot indicator
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  119.