1. Changelog v1.2.40.108280
  2.  
  3. New Content
  4. Added ability to search for icons when customising wooden signs
  5. Map Icons are now displayed on compass by default.
  6. Compass icons will share the same icon as the map-space counterpart but this can be overridden in D_MapIcons.
  7. Can set MaxCompassDisplayDistance (D_MapIcons) to have compass icons fade out after a certain distance
  8. Made compass function that checks for map icon updates more performant.
  9. Added Tusk to Crushed Bone recipe to Material Processor
  10. Add the ability to search and highlight talents in blueprints, player, prospects and outposts
  11. Add the ability to search and highlight talents in the workshop
  12. Fix for fix for crash after running out of reconnection retries
  13. Map exploration fog is now used with open world prospects
  14. Added more logging to track the cause of bad voxel states on dedicated servers
  15. Minor visual tweaks to search bar
  16. Add button to containers (UMG_Chest) that transfers all items in players inventory of the same type of items already in the destination inventory
  17. When items are transfered to a destination inventory with 'transfer like' button, sort the destination inventory by tag
  18. Change the label on 'Transfer Like' button to 'Add To Stacks'
  19. Hide the search filter from UMG_Sort. Users assume it is related to new talent searching and will search the inventory
  20. Added compass icons for other players
  21. Adjusting Search Bar locations and widget visuals so its clearer
  22. Permit 'Add To Stacks' button on processors
  23.  
  24. Fixed
  25. Renaming 'Metal Miner' -> 'Iron Miner' to better reflect its effect
  26. Fixed bug where compass icons wouldn't show up if they were using the default colour
  27. Fixed issue where compass icon visibility wasn't updated to the correct state if the linked map icon hadn't been rendered yet.
  28. Dropship map icon now waits for valid ownership before initialising, and is only initialised on the local owner
  29. Fixed Dynamic Collect mission not stopping audio for clients when the ID tag is collected
  30. Explored map fog is now correctly loaded on clients. This data is now moved into the appropriate PlayerData folder on load and should then be backed up by cloud saves
  31. Fixed rare crash caused by invalid building pieces on dedicated servers
  32. Fixed issue that would cause log spam during tutorial mission on dedicated servers
  33. DYNAMIC missions: Slightly reduced maximum range of all missions, further reduced this range on harder difficulties.
  34. DYNAMIC Grow, Mine and Tools missions: Greatly reduced spawn range of mission collection pods
  35. Updated Dynamic Collect mission method for stopping audio
  36. Fixed bug where fully destroyed items weren't being repaired by repair bench
  37. Added new SpawnCaveVariant check box to BP_DeepOreDepositSpawn to allow manually switching to cave-type ore deposit
  38. Removed the option to salt spoiled food items at the salting bench.
  39. Updated Salting Station UI text for Food Already Salted to say Food Salted and show as a warning instead of an error
  40. Moved Flatbread Dough T4 placement to Marble Kitchen Bench instead of Chemistry bench as it is a food item
  41. Update experience event text for skinning a Jaguar to correctly say Jaguar instead of Cougar
  42. DYNAMIC Collect: Fixed Dead Prospector in-world tooltip not appearing until after the tags are collected
  43. Thumper event duration now updates dynamically during fight, meaning voxels mined while event is underway (or paused) contribute to overall event duration
  44. LandShark now has a maximum distance it can travel when deciding on a new combat target, should prevent cases where players are killed by LandShark and it teleports to the player's bed when they respawn (provided player's bed isn't within maximum target distance).
  45. Fixed LandShark not being able to find valid emerge locations within some larger caves
  46. Fixed bug where IsOpenWorld bool on IcarusGameStateSurvival wasn't being set correctly
  47. Added additional logging to voxels to identify issues
  48. Player dropship spawn points now prefer flatter areas
  49. Fixed bug where new missions wouldn't automatically have a difficulty selected on the UI. Open World / Outposts now use 'Medium' as their default selected difficulty
  50. Fix an issue with salted food spoil duration reverting to non spoiled duration when a stacked salted food item is consumed from the hotbar
  51. Fix an issue with search talents highlight where an exact match did not highlight (search is fuzzy)
  52. Fix Take All button is no longer visible on corpses etc (broken only in experimental)
  53. Removed stats on Polar Bear cubs that were incorrectly copied over from standard Bears; Polar Bear Cubs can no longer mine voxels or cause deep wounds
  54. Remove the 'Fuzzy Search' when highlighting, instead use an exact match (longer search strings mean more false positive)
  55. When searching player talents and blueprint talents are searched for highlighting, include the tooltip description in the search.
  56. Fixed Visibility on the Prospect Widgets so that players can select them when searching
  57. Tweaked visual of Player/Blueprint talent highlight
  58. Fix an issue where outposts were not selectable when highlighted by search (experimental branch only)
  59. Tweaked visual of remaining talent search highlights
  60. Made wooden sign icon search less fuzzy, slightly increased visibility of player talent widget search highlight
  61.  
  62. Future Content
  63. Quick cleanup pass on folder structure for Olympus. Moving 2000 assets out of the root folder and into organized subfolders
  64. Adjustments to new biomes cave entrances volumes and new biome caves ambiences
  65. Added music track state change trigger component which can be added to world or quest objects to trigger track state parameters on music tracks in their group
  66. Set Up More Shots For Trailer DLC
  67. Added Updated Volcanic Level for Cinematic Shots, DLC Trailer
  68. Adding exotic tree device start audio and event and notify
  69. Removed various empty references from the tundra sapling and bush destructible meshs
  70. Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple,DLC
  71. Set music quest conditions to only replicate to owner
  72. Test event for new music
  73. Build fix for previous commit
  74. Renaming fmod parameter to fix previous commit
  75. Fixed Burnt Dead Prospector blueprint having errornous cube mesh added
  76. Added ITM_SW_Mushroom_Shelf_A
  77. Geothermal banks - material edits, fixed incorrect texture saturation, adjusted sulfur texture to reduce tiling
  78. LC Terraces - material adjustments, added terrace rocks 03-07 for bottom of pool
  79. Consistency pass on Cave mesh shadow settings. Ensured roof/wall meshes and large meshes cast Far Shadows and that all cast Contact Shadows
  80. Modify CavePrefab logic to take Shadow settings from source mesh and apply them to processed Cave mesh to ensure not every cave mesh has blanket applied shadow settings which are costly and may not provide best visual outcomes
  81. fixed incorrect navmesh settings on LC Cliffs 12-16, Lrg_08, RiverCliffs
  82. fixed incorrect navmesh settings on Cliff_04, Cliff_11 (GL, SW, TU variants)
  83. Adding exotic tree device gripper events, arm events and rotating events and all anim notifiers. Yet to be tested in game
  84. Added Spines to the Lava Rivers in purple quad, Prometheus
  85. Added LODs to Volcano mesh
  86. Added LODs to glacier mesh
  87. Set Up Lava Hunter Shot For Trailer & Added Rocks to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map
  88. Updated shadow geometry for Prometheus
  89. Added several assets for Wood Buildable Rework Investigation
  90. Force save on Terrain016 to trigger build of level assets to test cave changes (CL 107887)
  91. Added spline points and terrace rocks in geothermal pools, cleaned up lava river splines in pt2, Purple, DLC
  92. Added ITM_Salt
  93. Fixed LOD materials on MACTOP_05 (SW, GL, TU variants)
  94. Adjusted color of MI_Water_SulfurPool_02
  95. Adding in exotic plant harvest sounds and event and blueprint info
  96. Adding ice borer events, ice crack audio and adding to the blueprint
  97. Removed Large Water Flow Points and Fixed Edge Splines On Lava Rivers, Purple Quad, Prometheus
  98. Added Cave to Grassland & Polish on Green, DLC Map
  99. Added art asset for T4 aquarium foliage to the project
  100. Adding obsidian tool pickaxe impact audio event and sounds
  101. Trailer Sets and Sequencers
  102. Added ability to trigger dynamic faction missions through T3 communicator device
  103. Lava Hunter Trailer Shot, Lava Lakes & River Replaced
  104. Lava River Replaced on Cinematic Level and Edited River Splines on Purple Quad, Prometheus
  105. Adding obsidian pickaxe data table entry
  106. Finished up the last of the Lava River Splines on Purple Quad and Cliff pass in the swamp, Prometheus
  107. Removing extractor sounds from blueprint of exotic tree harvester. Sounds will play off animations when hooked up - not automatically off BP
  108. Polish Grassland Cave, Add Ferns/Mushroom to Mega Tree Roots/Hollow Trunk & Polish Rock in Deep water Swamp on Green/Blue/Yellow Quad, DLC Map
  109. Adding obsidion axe audio, events and data table entries
  110. Adding 16 New Fish items, fish setups and fish spawn zones and adjusted fishing bench recipes
  111. Added dynamic faction mission UI to T4 communicator device. IcarusGameStateSurvival now has a replicated bool signifying whether or not we're currently playing an Open World prospect
  112. Adjustments to obsidian axe to balance between other axes
  113. Adding additional layers to harvest exotic plant to give it slightly more of a point of difference to standard harvestable plants. May adjust after testing in game
  114. Add actor BP for lavafall base VFX
  115. Fix physical material setting on sulfur pool material instances so that complex collision queries will correctly see them as water. Fixes incorrect footstep audio on geothermal terraces
  116. Added art asstes for T4 Aquarium, T3 Aquarium, and T3 Aquarium foliage
  117. Polish Grassland Cliffs, Fix Deep Ore RVT in Hand Made Caves & Landscape Painting on Green Quad, DLC Map
  118. Replaced Template Cave, Added Waterfall VFX and General Polish on Purple Quad, Prometheus
  119. Update to exotic processor loop audio sound
  120. Adding Base Logic for the Fishing Traps and completing Item Setups
  121. Adding exotic processor start loop and end audio and events and blueprint implimentation. BP still needs more fine tuning for best playback
  122. Added destruction assets for T4 and T3 aquariums
  123. Added ability for EnvQueryTest_BoundsMask to specify a test radius, meaning items can choose to only succeed if the surrounding area is also valid
  124. Adjustments to exotic processor BP logic and also update to the sound loop
  125. PRO_Story_5 additional setup
  126. Implemented basic fishing functionality and fixed bug within the 'catch fish' function where it always returned false
  127. General clean up around lava biome, added more stalagmites around geothermal pools, Purple Quad, DLC
  128. Adding Lava Broodling SK mesh and base anim set for implementation
  129.