1. Update v2.0.3.116006:
  2. New Content
  3. Adding new UDA Resource Supply Packs in the workshop
  4. Adding ability to do SMPL3 Quests on Outposts
  5. Updated recipes and stats for all new shields, unlocked Composite and Carbon Fiber shields
  6. Update durability on new shields
  7. SMPL3 Missions can now reward Ren
  8. Added new SMPL3 Mission Complete popup that tells you how much Experience and Ren were earnt by completing the mission
  9. Set SMPL3 mission Ren rewards to 10/20/30 for easy/normal/hard difficulties
  10. Adjusting the Names and Weights on the UDA Resource Packs
  11. Added mission completion exp icon
  12. Adding Ren Reward UI element to the Dynamic Quest Selection Display
  13. SMPL3 Quests are triggerable on Outposts & Open Worlds but not Mission Mode
  14. Fixed SMPL3 mission Ren reward being scaled by mission difficulty twice
  15.  
  16. Fixed
  17. Adjusted Drac carry animation to better line up with the players hands, needs investigation as to why the legs no longer move with locomotion anims while being carried
  18. Adding saddle creak clink audio for riding saddled mount. Audio and event, no current implementation
  19. Update the current storm weather warning to show the current storm tier icon
  20. Added time on prospect to inventory screen, so players on persistant prospects can know their time on that prospect. Works for all game modes
  21. Fix creature vocalisations not playing for clients if AISetup row hasn't been set to a default in the creature character blueprint. Tweaked AIVocalisationComponent initialisation flow so that it works more reliably for both server and clients
  22. Fixed fishing in prometheus arctic (Adjusted the spawn config colour json to match the actual colours in the heightmap for prometheus arctic biome)
  23. Added Salt based Gunpowder recipe, requiring 1 salt, 1 charcoal and 1 spoiled plant
  24. Added refund for Inert Volatile Substance to grant 1 salt
  25. Added RefundOnly recipe set to be used to allow refunds but no crafts
  26. Applied correct textures for Acidic Gland material
  27. Fixed Frozen Ore using Fiber drop mesh
  28. Update names of Obsidian, Cold Steel and Miasmic Throwing Spears to be correctly named Javelin
  29. Added half pitch icons to clay brick half item icons
  30. Added data table validation function to throw a warning when colors in the spawn map are mismatched with the spawn zones colors
  31. Added Platinum and Titanium Deep Mining Ore Materials and Textures
  32. Adding biome specific grasslands rain event which automates based on intensity giving a better feel for storms and more appropriate for the biome
  33. Fix Caves Not Listed In Prometheus Bestiary
  34. Lowered Miasmic Arrow break chance to 10% from 20%
  35. Fixed Obsidian and Cold Steel Arrows break chance from 90% to 15/10%
  36. Added attachment slots to all Sledgehammers
  37. Quests now only call the event 'QuestAbandoned' when actually abandoned instead of also when quest ends normally.
  38. Mission 6 clean up (Both traitors, 3 cave icons, G15 device, 5 blood clues) all get deleted when their parent quest gets deleted.
  39. G15 camp and base now persist after mission is completed but destroy after you abandon the quest
  40. Level clean up of painted foliage ore (developer purple)
  41. Removed duplicate lava voxels from cave in Purple dev quad. Added new utility widget to aid in tracking down foliage instances that are placed in the same world location
  42. Removed more duplicate voxel foliage from Developer quads Blue, Green, Purple
  43. Fixed mounts not eating from food troughs with only Animal Feed in them
  44. Exotic node spawn locations no longer have to be authored in each D_ProspectList row; an absence of defined spawns will mean that all in-bounds meta spawn locations are selected from. In the case where all meta spawns are valid, at least one red exotic is guaranteed on Prometheus terrain
  45. Fix an editor utility that has broken the build
  46. Fix an issue where players would grow after mounting a horse
  47. Swapped Left and Right window icons for new building pieces, as they were flipped
  48. Fixed Larkwell Ballistic Bolt having 0 break chance
  49. Fixed Miasmic Throwing Knife showing as Titanium Throwing Knife
  50. Fixed a crash case when leaving a prospect via dropship
  51. Prevented voxel rebuilds of fully mined voxels during loading of map tiles
  52. Stone voxels that are fully mined are no longer saved as they can't be regenerated by a Thumper later
  53. Prevented retaining recorders triggering an async flush due to renaming
  54. Removed invalid pins in W_EditorUtility_QuickSelect to fix build validation
  55. Fixed issue with nav jump links for crevasses causing contained level to never get properly garbage collected
  56. Moved level garbage collection check from game state to game instance
  57. Temporarily disabled jump links on crevasses as it was causing the map tile to not be able to be garbage collected after unloading. This was then causing map tiles with cravasses to not be able to stream back in correctly if returned to, resulting instead in only the LoD for that map tile being shown (which has no collision)
  58. Adjusting Costs for UDA Resource Packs
  59. Adding new WorldStat IsOutpost for quick lookup
  60. Un-flipped weather icon of current weather event. Icon now correctly shows the same orientation as expected
  61. Prometheus: Fixed Exploration missions using Beachday weather pattern, now correctly use MidPeak to have varied weather
  62. PRO_Story_1: Updated weather to use MostlyMild, slightly more varied than Beachday (adds an extra +1 tier storm)
  63. PRO_Story_2: Updated weather to MidPeak instead of Beachday, to bridge the gap between mission 1 and 3
  64. MAGMATIC: Updated weather to Suprise_Mild, notably this adds a +2 tier storm
  65.  
  66. Update v2.0.2.115842:
  67. New Content
  68. Adjusting Default Terranus Names
  69. fixing weighting of the Horse saddle to better follow spine bones
  70. Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
  71. Adding Horse and Juvenile Spawning On Oly, Styx and Pro
  72. Adding audio for mounting saddled creatures
  73. Added text for the Terranus to bestiary, itemable
  74. Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
  75. Set up for remaining mount footstep VFX
  76. Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
  77. Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
  78. Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
  79. Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
  80. Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
  81. Fixed Horse GOAP not being able to move.
  82. Switched Horse BPs over to new bespoke idle montage.
  83. Horse GOAP can now attack forward and backwards.
  84. Fixed Horse juvenile / mount never completing their eating action.
  85. Horse no longer immediately halts when completing it's move order (unless attacking).
  86. Reduced Horse Mount's turn rate.
  87. Horse Juvenile now uses updated mesh
  88. Unlocking Bone Armor for all players to have as the twitch drop's campaign fell through
  89. Fixed build validation by removing old anim ref.
  90. Reduced attack range of horse mount, shifted attack source location forwards.
  91. Fixed incorrectly positioned head blocking collider on horse mount
  92. Fixed Mount Horse inventory preview character not copying owner's skin.
  93. Slowed down juvenile horse.
  94. Horse mounts can now attack
  95. Tidy up of BP for audio when mounting saddles
  96. Renamed Terrenus
  97. Added Bestiary trait to Terrenus
  98. Adjusted collider size on horse mount to allow moving through doorframes.
  99. Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
  100. Increased Horse Mount's damage, gave it its own damage curve asset
  101. Increased Terrenus Max Stamina (300 -> 350)
  102. Increased Terrenus Weight Capacity (100 -> 200)
  103. Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
  104. Lots of small improvements and adjustments to the horse mount audio.
  105. Adjusted attack volume and stomp volume.
  106. Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn't become annoying
  107. Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
  108. Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
  109. Renaming 'Terranus' -> 'Terrenus'
  110. Added terranus bestiary image
  111. DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
  112. Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse's head blocker collider
  113. Fixed misname in Terrenus Bestiary and Carcass items
  114. Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base's head collider. Fixed bug where FloatableComponent wasn't correctly keeping track of multiple overlaps with the same WaterBody
  115. Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
  116. Disabled r.ShaderDevelopmentMode by default
  117. Shaved Juvenile Horses legs
  118. Disabled debug traces on seatbase
  119. Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  120. Adjusting vocalisation attack notify timing for horse on main attack
  121. Hooked up new horse/zebra idle and turn-in-place montages
  122.  
  123. Fixed
  124. Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can't dismount when standing on building floors
  125. Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
  126. DLSS Frame Generation no longer shows 'ON' in settings menu if it was turned on previously and is no longer supported
  127. Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
  128. Fixing assets, related to change 115406
  129. Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
  130. Fixed typo in Miasma modifier
  131. Adding unique audio for picking up arrows. Adding event, audio and data table entrys
  132. Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the 'craft' button
  133. Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
  134. Added correct spear impacts to ballistic impact events etc
  135. Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
  136. Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
  137. Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
  138. Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
  139. Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
  140. Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
  141. Buffed Consumption Module (10% -> 15%)
  142. Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
  143. Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
  144. Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
  145. Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
  146. Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
  147. Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
  148. MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
  149. SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
  150. DISPATCH: Reduced difficulty of creatures in the defense phase
  151. Hid log spam about invalid voxels being skipped during level streaming
  152. Removed unecessary voxel warning message during build cooking
  153. Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
  154. Fixed a case where players would not get mission rewards if they weren't present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
  155. Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
  156. Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
  157. When highlighting the wind turbine all collision areas will show from all turbines
  158. The Icebox, Refrigirator and Deep Freeze can now store Ice
  159. The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
  160. Fixed Navmesh not being active in game.
  161. Removed invalid loading screen video
  162. At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
  163. Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
  164. Reducing the Wind Turbine Collision Range to be be slightly smaller again
  165. Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
  166. Removed recorder fast paths for GUID and actor name path due to stability issues
  167. Updated Obsidian Pickaxe to enable gathering of all ores
  168. Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
  169. Obsidian tools now correctly use shaped obsidian again
  170. Heavy Obsidian armor now uses raw obsidian to repair as intended
  171. Refridgerator can now store Ice as intended
  172. Potential fix for voxel material streaming crash
  173. Fix an issue with partially mined breakable rocks on save/load
  174.  
  175. Update v2.0.1.115492:
  176. New Content
  177. Unlocking Wind Turbine and adding new UI to show Turbine State
  178. Removing DNT from Wind Turbine & Damaged Audio Logs
  179. Adjusting wind turbine recipe and adding 'clear zone' visualistion which can be seen when highlighted, this zone must be kept clear for the turbine to keep running
  180. Adding first pass turbine audio and event and BP imp
  181. Adjustments to the wind turbine audio. Removed unnecessary layers and updated sound and spacial
  182. Added text for the wind turbine item
  183. Effects of equippable modifiers are now reduced when stacked (1 = 100%, 2 = 50%, 3 = 25%)
  184. Adjusted Module Stacking to only apply dimishing returns to specific modules
  185. Added icon and tooltip text to let player know if modules are affected by diminishing stat values when duplicate modules are stacked together
  186.  
  187. Fixed
  188. Fixed issue where some voxels were not receiving their material after they start being mined
  189. Shifted a voxel log from Error->Warning
  190. Fixed Larkwell Martinez Piercing Bolt not colliding with enemies.
  191. Fixed workshop item name typo.
  192. Celebrity Chef: Fixed mission pod not being cleaned up on mission abandon.
  193. Reduced the cost and output of the Wind Turbine. This allows the device to be a lower entry cost to power, while massive power output is better suited to other devices (or careful base design).
  194. Added missing roat bestiary event and corrected some bestiary data table entries that were not allocated the right sound. Added roat specific Audio Data Table entry
  195. Remove DNT on rain exposure modifier
  196. Fixed a few typos in ST_UMG
  197. Adjusting gasfly ballistic travel sound to be appropriate for faster travel speed
  198. Fixed bug where Swamp Bird didn't have an animation set for use with corpse eating action. Removed debug print from BTTask_RandomFlight
  199. Adding cooldown to gasfly explosion to stop double up of sound occasionally playing
  200. Fix possibility of infinite final hits on voxels when using multi-damage pickaxes. If a fully mined voxel resource tries to clean itself up on tick while remaining reinitialisable, explicitly turn tick off again, as cleanup function is not guaranteed to do this, potentially resulting in the final hit event getting spammed each tick. Also add a check to final hit events to only fire if the previous state was not fully mined
  201. Adjusting Cold Steel Arrows to be on Par with Steel arrow
  202. Noxious Crust now provides resource when cleaned
  203. Fixing workshop bolt sets providing the wrong bolts when consumed
  204. Adjusting Obsidian sickle stat description to mention crops and not just fruit or veges
  205. Clay brick building piece recipes have been adjusted to account for size
  206. Ice Borers no longer fall through the terrain when dropped
  207. Fixed typo in game mode info pop up
  208. Added a bone blacklist so the killcam doesnt target specific bones that protrude out of the AI mesh and makes the arrow float in mid air
  209. Enable custom weather for quests
  210. PRO_Story_3: Removed extra purple search area
  211. AI Spawned via BP_AISpawner now have their spawn locations offset by half their capsule height to prevent them from spawning inside the ground
  212. NPCSplineTrailComponent now correctly removes spline points as they are cleaned up
  213. forgot to add data structure change for blacklist bones
  214. Resaving AI Setup DT to fix build validation error
  215. Fixed New-Game Tutorial Popup string not being picked up by localized content generation
  216. Fixed duplicate spawn map color preventing creatures from spawning in a small area of the grasslands
  217. Removed Cave_SW_SML_004 as it was a duplicate version of Cave_SW_SML_003 and Swapped all 004 prefab caves to 003, Prometheus
  218. Added Tool Action helpers to the B.E.A.S.T meta item and all fertilizer items
  219. Rock Dog's lava spots now apply correct modifier and spawn when hitting landscape, or anything with the landscape collision profile
  220. Fixed a bug where if you drag the shield out of the utility slot the backpack stays invisible
  221. Fixed normals on all Shengong Bows and Axes
  222. Removed debugging text in 'on focus item'
  223. Rebalanced Miasmic tools to use Refined Wood in addition to Carbon Fiber
  224. Rebalanced Cold Steel tools to use variable amounts of Refined Wood per piece
  225. Rebalanced Obsidian tools to use Refined Wood across all pieces, rather than just the sledehammer. Removed Fur from Obsidian Sledgehammer and replaced with Leather
  226. Fixed various ammo recipes across the new toolsets not using the correct resources
  227. Fixed item setups for Acidic Glands, Infected Bark, Noxious Crust, Crystalized Miasma and Distilled Miasmic Coating directing to incorrect drop mesh, added representitive placeholders
  228. PRO_Story_3: Fixed wrong dialogue line being played when collecting recipe at end of mission
  229. Switched a number of lava cave voxels over to using the correct BPHV foliage type (conifer -> volcanic)
  230. Replaced Voxels in CAVE_AlienFossil_MED_001 to Pro_Volcanic_Cave_2, Prometheus
  231. Disabled shadow casting on slug slime trail
  232. Fixed bug where client was incorrectly applying slug slime modifier as well as server which was resulting in the modifier never disappearing from the list for clients.
  233. Slime trail particles are now properly cleaned up when their owning segment is removed.
  234. Slime trail particles are no longer spawned for dedicated server
  235. More datatable validation on FLOD Descriptions
  236. Added additional logic forcing Grasslands Crocodiles to spawn only near water
  237. Intersecting the slugs slime trail will now only cause a reaction if overlapping actor is a valid AI target
  238. Slightly increase melee distance of sickle, make some brambles simple collision
  239. Fixed seams between cliff actors and the landscape, moved deep ore deposit and fixed streched textures on a macro cliff, Purple and Green Quad, Prometheus
  240. Added new cheat function and dedi server command 'PrintAIDebug' to print useful debug information regarding currently active AI and relevant spawn blockers
  241. PRO_Story_3: Fixed base pieces being on low durability / destroyed state on reload
  242. Prometheus: Added descriptions for exploration missions
  243. Fixing iron window playing the closing animation for opening and closing the windows. Also added more surfaces to my test level
  244. Match the hit behaviour of new elemental pickaxes to that of existing pickaxes
  245. Submitting Bear Cub carcass mesh and textures
  246. Fixed Miasmic Ammo set being named Iron Wood Ammo
  247. Clamping att resistances to 99%
  248. Fixed new workshop crossbow bolts having incorrect collision
  249. Fixed new workshop crossbow bolt break chance to match workshop arrows at 100%
  250. Reordered workshop crossbow bolts, allowing the advanced bolt options to be unlocked in any order
  251. Tweaked placement of many workshop items for visual consistency between groups
  252. Swapped the item name, description, icon and mesh of workshop pickaxes, axes, spears and arrows that did not match their color scheme to their damage type
  253. Fix an issue where buildings cannot be damaged by weapons (due to prior commit)
  254. Updating my test level to include more buildable pieces for quick testing
  255. Addin Roat head shake audio to animation
  256. General polish pass across Drifter VFX, Effects will now be an appropriate color depending on biome. This fixes VFX for the swamp drifter
  257. Fixed floating tree in Grasslands & fixed hole in Swamp cave on Green/Yellow Quad, Prometheus
  258. Reset static mesh locations for geothermal pools and fixed some cliff seams in Red Quad and Purple Quad, Prometheus
  259. Drifter VFX polish
  260. Changed IMP Meshes & Removed Sea Grass on Land on Green/Yellow Quad, Prometheus
  261. Macro Cliff pass, Landscape Sculpting pass and Lava Lake placement, Red Quad and Purple Quad, Prometheus
  262. Fix issues with the fish finder scanning forever
  263. Removed all vehicle related code and dependant assets to free up linker library items
  264. Removed IcarusPhysXVehicle plugin to free up linker library items
  265. Made a number of assets static
  266. Made spawn point helper mesh components all editor only so they will be deleted from cooked builds
  267. Removed overlap checks from environment spline meshes
  268. Removed actor gathering from actor recorders that aren't using the gathered list
  269. Optionally removed transform reloads from recorders that don't need them
  270. Added recorder fast path for actor path names and guids (currently disabled)
  271. Time sliced shelter modifier initialisation
  272. Time sliced voxel initialisation
  273. Multiple tweaks to voxels to get their start up time (when a map tile streams in) as low as possible to reduce hitching
  274. Enabled async lazy navmesh rebuilds to reduce hitches
  275. Disabled garbage collection during level streaming to minimise hitches
  276. Offline processed voxels to reduce the amount of operations they perform on startup
  277. Disabled pre-loading of quests. This should reduce RAM usage by about 1 gb in some cases
  278. Added async loading of quests during missions
  279. Added proper PMs to Mangrove Roots and Fallen trunks
  280. fixed hands for shengong suit 3rd person
  281. Fixing snow wolf carcass and bones by creating a snow wolf carcass mat and overriding the relavent functions in the Corpse BP to match the other carcass flow
  282. Fixed missing materials for brick beams
  283. Re-enabled GC after main map tiles stream out. Not having this on was causing some bugs due to old actors being reused if the tile was streamed back in before they could be properly deleted. This will cause some hitches, but has been changed from original behaviour to only occur after main map tiles stream out, not just any map tiles streaming out. So it should still be significantly better
  284. Re-enabled fast actor path name lookups for voxel reloading. This reduces the time for voxels to find and load their data when they stream in. This behaviour is now only disabled for FLOD based voxels (i.e. stone)
  285. Removed context menu from loadout screen in OEI as it could be used to drop items on the ground directly from the inventory instead of putting them in a dropship for request. This would cause them to not be checked out in a loadout
  286. Fixed being able to start Prometheus missions /open worlds using the UI on dedicated servers if the launching player doesn't own the New Frontiers DLC
  287. Fixed Prometheus not appearing at all on the mission / open world screens if the DLC isn't owned (should show up as locked)
  288. Fixed Redback being unable to be crit and not having an armoured shell
  289. Slightly increased head crit area on Blueback and Redback
  290. Prometheus Shadow Geo - fixed mesh in D4 (arctic) to correct shadows
  291. Fixed walls not being able to be upgraded to Scoria Brick
  292. Removing streaming setting from some SFX, and adjusting preferences auto streaming setting
  293. Fixed Ice-Borer not attaching to super cooled ice nodes
  294. Fixed Scoria Brick wall angle right inverted from being unable to be upgraded to using the hammer
  295. Added additional validation to building piece lookup table
  296. Removed spawn overrides from outpost prospects
  297. Updated Everbark difficulty to use Forest outpost difficulty settings
  298. Prebuilt structures now save and load their spawned actor references so they can be referenced and interacted with after the first spawn
  299. Fixing repair hammer not making sound on fortifications. Also adding cooldown to mission update UI sound
  300. Change Cold Steel frozen ore reward behaviour (roll chance => percent of rewards paid)
  301. Remove resupply quest start dialogue which caused incorrect dialogue replay on PRO_Story_3 quest reload
  302. Improved Batdog physics asset.
  303. Adjusted drop location of Batdog corpse when placed on skinning bench.
  304. Added new ISlotableItem interface that can be implemented to adjust the actor spawn location when placed in a slot.
  305. Added an extra ragdoll-blocking collider to skinning bench to prevent corpses falling off right side
  306. Adding footsteps for mount on lava and slime
  307. Fixed animals not spawning on three new outpost maps
  308. Predator birds no longer target alive players/creatures/mounts within active spawn blocker/deterrent radius
  309. Slightly lowered armor paperdoll so it does not overlap build number
  310. Fixed visibility bugs with the shield and the backpack being invisible or both visible at the same time
  311. Missions 2,3,4,5,6 prebuilt structures are now destoryed when you abandon the quest
  312. Ensure unstuck respects out of bounds checks in Prometheus
  313. Fix abandoning a quest causing multiple quest dialogues to play. Dialogue trigger suppression is now applied during quest cleanup in all scenarios (previously it was only scoped to end-of-mission cleanup)
  314. Arctic Outposts: Added Deer to allow easy difficulty more sources of fur
  315. Desert Outposts: Added Scorpions, added spawn difficulty rules
  316. Prometheus: Increased likelyhood of Ashen Drake spawns in their areas
  317. Fixed stone voxels not reloading their mined state correctly
  318. Weather effects are now correctly attached to camera when sitting on mounts/other seats. Fixed screen damage post process effect overriding weather effect particle visibility when pulsed
  319. T4 Anvil Bench - adjusted position of output proxies in blueprint to line up correctly with the rack
  320. Reimport of swamp bird base mesh to fix bind pose with mouth open
  321. Changed frozen ore processor recipe to output 'Unknown Ore' rather than 'Metal Ore' so it shows the ore is random
  322. Fixed bug where wind/rain/other weather effects were appearing in caves
  323. Fixed broken deployable debris not cleaning up correctly
  324. Updated credits
  325. Created DMs for Bramble_A bushes in preparation for fixing this bug where brable bushes DMs are incorrect model
  326. Added proper Bramble DMs to Bramble BPs
  327. Fix quest dialogue replaying when resuming a prospect. Quest start dialogue entries defined in quest DT are now not played if the quest was reloaded
  328. Fixed issue where voxels receiving a resource type when loading in could fail
  329. Fixed Frozen Ore granting Aluminium Ingot instead Aluminium Ore
  330. PRO_Story_5: Updated tech level required to correctly mention Tier 4
  331. Adjusting Bounds Mask for Prometheus to Fix out of Bounds Zones
  332. Fixed the IRD showing an unsheltered warning when placed in a prospect you would never be able to accept a mission from it anyway
  333. Improved the effectiveness of elemental weapon effects on most creatures, notably Prometheus creatures.
  334. Arctic creatures typically take double damge from Poison, half damage from Frost. Swamp creatures typically take double damage from Fire, half damage from Poison.
  335. Lava creatures typically take double damage from Frost, half damage from Fire.
  336. Desert creatures typically take double damage from Frost.
  337. Some creatures have additional resistances, or slightly different resistances than the rest of their biome counterparts
  338. Removed the ability for the Electroshock modifier to stack
  339. Adjusting tree sap and expoxy item icons so they are visually distinct
  340. Being wet now increases Electric and Frost damage taken by 50%
  341. Increased the frequency that swamp water checks to infest you with parasites
  342. Reverted previous change due to metal ore not being able to be randomized. Added an itemable rowhandle to the processor recipes for when there are random outputs to use as an image
  343. Fixed Hail weather events incorrectly not filling water reservoir or watering crops
  344. Switched mobility of cave weather blocking volumes from Static->Stationary to ensure they render correctly onto RT_Shelter
  345. Pieces of destroyed deployables and buildings now fade out instead of popping when actor is destroyed
  346. Updated the building upgrade radial menu to show the New Frontiers icon on applicable building tiers
  347. Joining a Styx/Prometheus prospect will now show the difficulty warning popup and level boost option (was previously only shown when creating a prospect)
  348. Prometheus: Lava boss now takes +200% damage from Frost, -40% damage from Fire
  349. Added new higher resolution image for the random ore image
  350. Changed processorrecipes to take in itemdata to use as an image rather than the outputted item for when we want random outputs
  351. Frozen ore now shows 'Unknown Ore' when placed in a heat source
  352.  
  353. Update v2.0.0.115258:
  354. Fixed 'FRACTURE: MANHUNT' when you kill the boss, the quest step does not complete
  355. Fixed 'NOMAD: EXPLORATION' if you tell 'Daisy' to wait she will sometimes get stuck and will not move (you can kill her to skip the escort quest step)