1. Update v3.0.17.153756:
  2. New Content
  3. Details
  4. Adjusting Cost of the Workshop Oxite Dissolver
  5. Adjustments to Ordering and Colors of Badge Container
  6. Adjusting Cost of the Workshop Oxite Dissolver
  7. Added missing mxc animation audio save
  8. Adding oxite dissolver mxc audio pass
  9. Added new tooltip for DLC badges
  10. DLC badge UMG no longer inherits from UMG_ButtonIcon
  11. Fixed spacing on DLCBadgeContainer
  12. Added fade/slide animation to DLCBadgeContainer on title screen
  13. Added a sound to DLCBadge hover
  14. Added 'Major DLCs' text to DLCBadgeContainer
  15. Updated hover text for each of the major DLCs on title screen
  16. Updated MXC oxite active VFX. Utilize SM for DF shadows. Fixed SK LODs
  17. Adding Slotable to the Oxite Dissolver and setting up animations where needed
  18.  
  19.  
  20. Fixed
  21. Details
  22. Fixed over 60 Destructible Meshes with material issues
  23. Reinstate Material validation tools to accept either MA_ or M_ prefix
  24. Fixed LOD issue for shengong envirosuit
  25. Attempting to fix lava river by generating edge splines. Adjustment to music track data
  26. Updated Moa and Arctic Moa fur splines around the beak to remove the incorrectly displaying fur
  27. Skulk Juvenile - Fixed incorrect skinning event on the juvenile skulk
  28. Validate ProspectList DT to ensure mission names aren't reused
  29. Improved collision accuracy on Salting Station bench mesh. Fixed LOD screensize settings
  30. Fixed equippables being held in the G slot not being registered properly due to missing slot index
  31. Skulk Juvenile - Fixed DT error due to incorrect name in creature type
  32. Hoverframe Dupe - Added a stat to prevent deployable objects from creating overflow bags. Added this stat to the animal crate/hoverbike deploy BP once the creature is spawned so it will correctly spawn the overflow bag until it spawns its contained actor
  33. Replaced MXC Campfire and Furnace item icons
  34. ReplicatedNiagaraSystem mobility is now updated before setting location on BeginPlay (static -> movable)
  35. Removed logic from Manufacture in-world UMG that was attempting to account for stack size progress but didn't work, causing progress bar to not behave as intended
  36. Skulk Juv - Fixed incorrect physics asset causing bones not being able to be hit
  37. Adding missing audio setup for one lava river
  38. Removed erroneous 10000 Shattering Damage added to Iron Sledgehammer
  39. Reverted LavaBroodling D_AISetup relationship row back to EnemyAll to prevent it from attacking it's Lava Hunter parent (world spawns should use LavaBroodlingWorldSpawn instead)
  40. Decreased Scuttler health from 250-500 to 125-250. Decreased Scuttler melee damage from 30-80 to 20-40. These changes are to reflect their tiny size and purpose in the world
  41. Fixed destroy vfx from rad spawner not working correctly (was colliding with den mesh), created new VFX more suitable. Removed some mesh components that were buried
  42. Fixed LOD screensize settings on several light deployable meshes. Optimized collision
  43. Fixed Drone bestiary popup settings after image was changed
  44.  
  45.  
  46. Future Content
  47. Details
  48. Increased durability of Wyrm trophies
  49. Adjustments to some mission dialogue. Bringing more context to mission steps, fine tuning delivery for some lines
  50. Added female head normal map for testing
  51. Small adjustment to quest step where dialogue was interrupting a moment unnecessarily, adding animation audio for when an NPC is healed to play movement sounds and footstep
  52. RAD_A - Removing Blinky from the Wall inside of the Greenhouse
  53. Setting up Ambient Spawn Locations around the Colony Rather than Specifically at the nest locations as that looked like a bug
  54. Updating Flavor Text on FEV
  55. Adjusting Stat Descriptions to remove DNT from Great Hunt World Stats
  56. Fixing Elysium Great Hunt Mission Talent Unlocks so that they can be done in sequence
  57. Adjusting Elysium Great Hunt Outcomes to balance both sides of the tree
  58. Implementing Outcomes for Great Hunts (WorldRadiationNestsSpawnLargerCreatures_?, WorldRadiationNestsLargerAura_?, WorldRadiationNestsSpawnSwampGeothermal_?, WorldRadiationNestsSpawnDesertVolcanic_?
  59. Separated glass into separate mesh for DEP_Trophy_Radboss_Specimen_Tank
  60. Added SM and DM for DEP_Oxite_Dissolver_MXC and updated BP
  61. Added updated model with WIP textures for the T4 grenade launcher. Added a bone for the revolving chamber to the skeleton and removed the unused back sight bone
  62. RAD_A - Added Mission Device to Outside Prebuilt
  63. RAD_A - Fixed issue where Zeta Buildings and Deployable where not set to unobtainable
  64. Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  65. RAD_A - Adjusting items inside to cater for crafting gold and reducing the amount of crafting required
  66. Removed Devlock from Electric Seed Extractor DeployableSetup and added Deploy sound
  67. Removed DevLock and incorrect icon for Electric Seed Extractor itemable
  68. Added automatic Cave XY zeroing on T022
  69. ARK - flushed grass on yellow and green quads
  70. Adding multiple meshes for chopped versions of the 6 Bird of Paradise tree variants
  71. Visual pass on Experiment Cage UI. Made subject be silhouette when subject not present in slot
  72. Added NavModifier covering entire T022 level until we're ready for nav refinement
  73. ARK - added LODs to barnacle meshes - adjusted FT settings for seashells - mesh placement, landscape and decal painting in coastal, yellow quad
  74. RAD_C - Fixing issue here where the quest was destroying itself preventing completion
  75. RAD_D - Swapping out meshes on the RadBoss Blocker Mesh so that is uses the more performant ones with collision
  76. RAD_D - Adjusting Defenses so you only need to play 8
  77. Setting up combat music track to be triggerable within quests. Adding it to two current quests
  78. Adding the Grenade Launcher Weapon background
  79. Experiment Cage UI - Removed unused variables
  80. Adding Mission Art for GH
  81. Added infertile modifier icon
  82. RAD_O2 - Added unique meshable setup for Animal Virus. Hold syringe in hand on-screen. Update FocusItemInfo to show input options. Tweak glass material refraction. Tweak collision and LODs on mesh. Update modifier description text. Remove RMB input from Actionable. Tidied BP for better readability
  83. Experiment Cage UI - Fixed several animation bugs and properly reset the animations when needed
  84. Updated the texture for the rad colony dressing books and poster
  85. Added an assortment of props for dressing the rad colony
  86. Added fishing poster to deployable data table
  87. Visual UI Pass on Experiment Cage
  88. Updated wrinkle maps for character heads
  89. Slight dialogue adjustments. re rendering some lines with better inflection and slight re word of other lines to better match desire
  90. Added the last few Rad Boss animations to the project
  91. RAD_C - Disabled Bull map icon when reaching Duke's location for the first time
  92. Moved ResourcePack PSD to correct source folder
  93. Added Salt to Workshop (devlocked) which awards a full stack of 500 Salt
  94. Setup Radboss Head trophy, add icon, tweak weight, increase durability. Add supporting lighting effects. Material no longer inherits parent material from irrelevant asset. Tweaked LOD settings. Fixed DeployableSetup audio with Printed Oxite Dissolver
  95. Updating recipe for Electric Seed Extractor, amping its crafting speed, and fixing talent unlock
  96. Initial check-in for T4 electric seed extractor, all devlocked
  97. Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  98. Added new tooltip widget for Settlement NPCs
  99. Settlers now record how many days they've been with the Settlement
  100. OwningSettlement now has an OnRep and matching OnUpdated BlueprintNative function
  101. Added DisplayNameVerb to FSettlementNPCTaskTypeData
  102. Added GetNPCSkillLevel helper function
  103. Fine tunes to the dialogue from Rian. Shortening pained dialogue slightly and adjusting end of talk of healed
  104. ARK - adjusted foliage settings on barnacles and painting down in coastal, yellow quad
  105. update character customization to fix blendshape not updating on switch and added age option
  106. CHAC assault rifle/sub machine gun - Added new rows so not the same as the original sub machine gun/ assault rifles
  107. Adding updated rian voice. Adjustments to npc settlement audio
  108. Hoverbike Heavy now cant dupe when floor beneath it is removed
  109. Fixing missed references to radboss egg in rewards and recipes
  110. ARK - added mesh, FTs, textures, material for 6x barnacles
  111. Updating name of radboss egg to carapace to match updated theme and mesh
  112. Test Quest for John
  113. Improved collision accuracy on Mining Prop
  114. Added T022 to shortcuts widget
  115. Adding more reverb on the rad boss roar events to make them more intense over longer distances
  116. Updated BTS_MakeInvulnerable, adding the ability to set a hard limit on the % of health that can be damaged while under the effects of the service
  117. BT_RadBoss can no longer skip phases if it takes too much damage in one instance
  118. Added valid checks for DisablePlayerFog cheat to prevent nullptr errors when used in levels that don't have an atmo controller
  119. Update to the skinning of the rad boss male and female chest armour. Increased geometry resolution of the rad boss armour first person hands
  120. Adding settlement audio for soldier relaxed. Footsteps and gun reloads etc
  121. Adding npc audio for using the hoe, anim audio for npc settlement fishing, dialogue delay adjustments, notifies and tweaks etc
  122. Increase in volume of dna serum
  123. Adjusting figured it out dialogue to be the correct processing
  124. definitely removed the test actor this time and validated with wb commit tool
  125. Added support for recording and playing back camera paths within PhotoUI
  126. Added Solution item icon for mission B2
  127. Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
  128. Grenade Launcher is now associated with the Malformation Boss
  129. Adding Mission Art for GH
  130. Added Radboss Armor set item icons
  131. Replaced MXC Campfire and Furnace item icons
  132. Added item icons for mission B2
  133. Fixed issue where Settler NPCs would re-equip rifle every time they fired
  134. Added new SpawnReplicatedNiagaraSystemAtLocation function that takes a custom context
  135. Fixed issue with BTTask_PerformAction_FireNPCWeapon where Niagara particle wasn't spawning correctly
  136. Adjustments to OM3 mission. Adding thanks when giving culture.Temp file until it can be rendered out for consistency tomorrow
  137. Small adjustments around the mouth of 2 blendshapes to reduce gaps between lips when SK is at bind pose
  138. Fixed issue with camera mode where location would snap back and forward at very low acceleration values when colliding with objects
  139. Added maximum delta rotation to camera mode to prevent issue where camera yaw would flip flop left and right at low acceleration values
  140. Quest adjustments to dialogue, adding correct items static row for radboss items and adding occlusion to gasfly events. Setting music track condition for eden
  141. Updated character head normal map
  142. added smoothing groups to radboss resource meshes
  143. Added subtitles for GH RAD optional missions
  144. Deleted bad actor, Also fixed some macros that were stuck in the persistent level
  145. Fixing issue where the Rad Boss Great Hunt Missions past the first one where not accessible on the GH UI
  146. Fixed slow movement speed when RadBoss upright
  147. Adjusted damage source location of RadBoss breath attack
  148. Fixed some RadBoss upright attacks not waiting for notifies before dealing damage
  149. Further adjustments to RadBoss emerge positioning
  150. RAD_O1 - Adding New Modifier to the quest which all players will recieve to allow catching blinky easier
  151. Adding new capture stats and virtual calculations for fish 17/18/19/20
  152. Added Money Tree to Jungle, Outpost 11
  153. Vocal blending adjustments from injured to healed audio
  154. Adding pained loops and thank yous to C2 mission npc's. Basic setup
  155. lighting lookdev v2 for char customization
  156. Added wrinkle maps for char customization
  157. Updated T022 LayerInfo PMs to match previous level setups
  158. Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  159. RAD_A - Detached lights from light meshes in Colony as it was causing the meshes to not export to generated levels
  160. Added 2 idle face animations for the character customization demo
  161. Some tweaks to settlement path blending, RVT, tiling
  162. Settlement NPCs should now put their lantern away when performing a montage
  163. head customization updated BP setup, blendshapes and textures
  164. Added cheat to disable fog (playerFX distance fog + atmosphere controller exponential height fog) for world building purposes
  165. Fixed a number of typos and grammar issues across item text, quest text, and subtitles
  166. RAD_A - Added lights to Colony. Sub-foldered the light meshes. LOD tweaks to light meshes
  167. more impassable work and cliff wip
  168. Added fishing dock and fishing anims/behaviours to Settlement
  169. SettlementBuilding CanConstructBuildingAtLocation now takes in a rotation as well as a location for validation
  170. Copied-pasted a few trace functions into the vanguardfunctionlibrary so that we can pass in custom context objects
  171. Increased SettlementNPC step up height and walk angle
  172. Added a new AnimNotify to trigger a montage to play on Settler's currently held item
  173. Misc Quest text and Dialog fixes for GH missions. Increase crafting time for Mission Laser so that its not instant
  174. Updated remaining SK meshes for the character customization demo with the latest blendshapes
  175. Updated mission distillery deployable to activate bunsen burner flames when interacted with. Tweaks to DF/LOD/Collision on associated meshes
  176. RAD_B2 - Adding additional checks so the quest can be progressed even if the safety checks kick in and a new creature is spawned
  177. Added Macro, Cliffs and Landscape Sculpting in the Volcanic and Flushed Grass on Yellow/Green/Red Quad
  178. RAD_B - Resaving the Damaged BP again
  179. RAD_B - Removing Additional Grating Meshes From the Spawned in blueprint
  180. RAD_C - Fixing the Confirm Pillars Destruction Step as it was never completing
  181. UI visual pass on Distiller minigame widget
  182. Dialogue and quest step adjustments for mission C2 and D
  183. Skulk Juv - Added first pass implementation
  184. RAD_B - Adding new Prebuilt Structures, swapping blueprint meshes for the industrial grating out for a prebuilt structure the player can build off
  185. RAD_B - Adjusting the Radio Tower so it fits with the new Model for the Signal Minigame
  186. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  187. Lighting lookdev for char customization
  188. RAD_A - Tidied up the creature spawning during the final quest steps and ensured there was only one Revenant Spawning near the entrance of the colony, the enemies now also will be angered and run at the player
  189. Adding new Quest Function which will retrieve a random player within a range of a specified object
  190. Dialogue adjustments and fine tunes for mission b2
  191. more audible presence to low speed lava rivers. Also dialogue adjustments for mission B
  192. Added Tusker skins materials and textures, updated D_Mounts
  193. Added proxy meshes to Settlement stockpile
  194. Settlement proxy mesh system now supports a single item query for all attached proxies instead of needing to define rules for each mesh on a per-index basis
  195. Adding dialogue line when bike has been returned in quest b
  196. Minor pivot adjustment to Colony Radio Tower mini game so arrow isn't off center
  197. CHAC Assault Rifle/CHAC Submachine Gun - Added initial implementation - dev locked
  198. Added Spectre, Wraith and Revenant vestige item icons
  199. More dialogue adjustments and fine tunes. removing delays from reading notes to play instantly to allow the player to focus on reading if they choose to or not. Removing a touch of stroppiness from agent line
  200. Adjusting dialogue to play at different quest step in mission A. Also shortening and making one dialogue more snappy and to the point
  201. Updated Settlement farm mesh
  202. Added Settlement farming animations
  203. Added proxy crop plot meshes to Settlement farm
  204. Updated Destructible for BLD_Door_Brick
  205. RAD_B - Fixed camera when interacting with Broken Hoverframe BP. Fixup mission redirectors
  206. Added DEP_Trophy_Radboss_Specimen_Tank
  207. Added new WIP Settlement proxy mesh system in BP
  208. Updated Settlement logging camp's mesh
  209. Fixed issues with Settlement woodcutter not navigating to tree correctly, not taking wood back
  210. Added wood stack proxy meshes to Settlement logging camp building
  211. Fixed a number of issues related to RadBoss emerge/submerge positioning
  212. Fixed up patches of navmesh in RadBoss arena
  213. Added a WIP RadBoss turn BS
  214. Added point lights to RadBoss
  215. Added a new curve to RadBoss to boost the emissivity of material temporarily
  216. Radboss fishing rod mesh hooked up, new stats, and description added. To be balanced
  217. RAD_B - Changed prop hoverframe emissive materials to black to represent off state. Updated
  218. Inventory UMG to allow any item.fuel.oil rather than Oil Can specific
  219. More slinker saddles added to data tables and devlocked for now. Includes Armored, Explorer,
  220. Bearhide, CrocSkin, DeluxeLeather, Desert Tracker, Racing, and Sandworm
  221. Fixed inability to disable player movement debug cheat
  222. Workshop Battery - Implemented, Dev locked and changed focusable on regular powerbank to be 1h instead of invisible canteen
  223. RAD_O3 - Setting Correct Account Flag so the Serum can be unlocked & crafted at the correct step
  224. RAD_O3 - Adding in quest step to pass the substrate to the NPC
  225. RAD_O3 - Mentioning T4 Tech Tree Explicitly in the help text
  226. RAD_A - Reduced Run Distance in Final Step as it was far too far
  227. RAD_A - FE-2 Antiserum now only crafts one instead of being based on the fishes weight
  228. Fixing D_Itemable merge
  229. Adding in all dialogue audio, events, quest setups for all optional missions
  230. MXC Oxite Dissolver item icon added
  231. Added Volcano, Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  232. RAD_B - Fixed Site Alpha showing up during mission due to inherited component in quest BP
  233. Removed RT camera setup for Radio Tower. Updated material swaps to suit new mesh. Updated lighting. Centered dish mesh and uniformly scale it
  234. Added RadBoss Resource 2 item icon
  235. Added Radboss resource item icon 1
  236. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  237. MXC Oxite Dissolver initial check-in for item creation
  238. RAD_A - Adding new Quest Marker and Tag to Spawn a Trapped Wraith
  239. RAD_A - Adding Trapped Wraith into the Lab so its easier to gather the virus sample
  240. RAD_A - Fixing Ordering of Lab Related Quest Objectives so that the player has to find the research logs before attempting to collect a research sample
  241. RAD_A - Fixed issue where radioactive creatures where taking poison damage when they where not meant to
  242. RAD_A - Triggering Generic Event when the spawners should activate so that the parent quest can keep their state saved
  243. RAD_A - Spawners will now only activate when the door is open and players are in range
  244. T2 Launcher - Rudimentary Stone updated
  245. RAD_A - Add Lighting and Batteries to the Operations Prebuilt
  246. RAD_A - Fixing Quest Objective Markup so that Map Icons when mentioned are highlighted and
  247. Fixed keybind substitution instead of hardcoding keys
  248. RAD_A - Fixing Colonists Clipping through the ground and adding blood decals to the prebuilt scene
  249. RAD_A - Delta Spawner will now activate if players are in range
  250. Adding new quest function library function to check if players are within range of an origin
  251. RAD_A - Fixing issue where the minigame percentage would not start at zero as it was entering negative values each update if the target wasn't tracked
  252. RAD_A - Adding MXC Furnace to the Prebuilt so steel can be smelted
  253. DF settings tweaks for Interior Wood buildables on Simple shadows. Optimized by removing unnecessary collision and LODs
  254. RAD_B - Fixed typo in Colonist Chris description
  255. DT resave
  256. RAD_A -Houses Set Dress, Lighting and Power
  257. RAD_A - Lab Set Dress
  258. RAD_A - Greenhouse Set Dress
  259. Adding Refined Wood and Limestone Curved Pieces to the Upgrade Hammer
  260. Further improvements to Settler idle anim states
  261. Settler guards will now hold their lantern out during nighttime, switching to rifle during combat
  262. T2 Launcher - Second pass on Rudimentary Nails
  263. Added dialogue entries for GH RAD OPT missions
  264. Adding dna syringe use item sound
  265. Fixed issue with BT_Soldier_MoveToVector incorrectly using the non-dynamic fire subtree overrides
  266. Settlers will now equip a lantern at nighttime
  267. Added several new AnimStates for Settler NPCs
  268. Added equip/unequip sequences to Settler combat state machine
  269. Added map icon to settlements
  270. Fixed issue with Settlement hub and walls not dirtying navmesh on reload
  271. Fixed blinky rotation when first caught due to V2 mesh creation and not being updated in all places
  272. Updated character Head_01, Hair_06, Eyebrow_01, and Eyelashes_01 with 2 addition blendshapes
  273. Deleted Ely_Rewards_Test prospect row which was picked when playing in PIE and automatically ran a quest which made testing missions in PIE difficult. Now defaults to DEV_Test_Elysium which is correct
  274. Updating radboss resource items #1 and #2 to their appropriate meshes
  275. Volume tweaks to chemostat success
  276. Adding new chemostat success audio. Adding keypad to standard buttons
  277. Added cheat to destroy all buildings in range of player for prebuilt structure purposes
  278. Fixed incorrect bone define for shadow geo on concrete trapdoor causing shadow to remain stationary
  279. Added simple collision to prop signs so that they can be interacted with by transform tool
  280. RAD_A - Fixed some minor clipping issues with Zeta outpost and added some support beams for balcony area
  281. Added DEP_Trophy_Radboss_LRG and DEP_Trophy_Radboss_SML
  282. T2 Launcher - First pass on rudimentary grenade/smoke grenade/nails
  283. Saved prebuilt json for lost Ely_lava_outpost which had been included in Rad_A zeta outpost data
  284. Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  285. Rad Bomber now has unique explosion VFX
  286. Added a new BP_PostProcessActor and AnimNotify_TimedPostProcess to perform temporary post process screen effects triggered off montages/sequences
  287. Updated lighting values for RadBoss arena, it has its own astmos/curve assets now
  288. Fixed some montage blending between different RadBoss anim states/attacks
  289. Fixed RadBoss submerge being underneath the ground
  290. Fixed a couple of RadBoss light attacks not connecting
  291. Added Tree BPs for 3 of the Bird of Paradise variants, as well as added collisions to several jungle plants
  292. Adding more appropriate events to the bioreactor buttons
  293. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  294. RAD_A - Operations Building Set Dress
  295. Adjusting volume of radiation over time to accommodate for missions where you need to stand in radiation zones for long periods of time. Lowering rad modif notify slightly
  296. Flare Launcher - First pass on conversion and added makeshift stone ammo
  297. Fixed Irradiated Mutation (Wraith) head crit area not being aligned correctly. Added WeakPoint crit areas for shoulder mass
  298. RAD_A - Outside Building Set Dress and Adding new Broken Generator which you can salvage
  299. Fixed ProStory6 mission spawning LavaBroodlings instead of WorldSpawn version for the 'Leave the Area' quest step
  300. Shifted Lava Hunter WB spawn from being close to Colony to a nearby lava lake for lava mechanics
  301. Adding first pass coastal music, event, data table setup and biome setups for new music tracks
  302. Temporarily disabled phase 1 of RadBoss
  303. Fixed blending issues between RadBoss rock -> fall -> prone -> submerge
  304. Settler NPCs can now have stats, currently only queried by their task tick speed
  305. Different Settler roles can now have different AI setups
  306. Added proof of concept skills and traits
  307. Settlers randomly roll two traits on join
  308. Settlers now gain skill XP while performing relevant tasks, skill level then grants stats based on curve within D_SettlementNPCSkills
  309. Small balance pass of creature volume that was too loud for too far distance
  310. NPC friendly dialogue distancing and reverb tweaks
  311. updated UI for head customization, added checkbox and wip on dropdown menu
  312. Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  313. Cow milk bug - Added dev locked temp logging for later testing
  314. Adjustments to spatial and volume of all friendly npc's and also the laser
  315.  
  316. Update v3.0.16.153192:
  317. New Content
  318. Updated name/description for T3 backpack. Added recipe and talent unlock. Removed devlock
  319. Added initial data/icon for T3 Backpack
  320.  
  321.  
  322. Fixed
  323. Devlocked new Envirosuits in workshop talent tree to GHEly feature level
  324. Devlocked DNA_Serum in talent tree to GHEly feature level
  325. Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
  326. Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
  327. Adding more prominent wind layer to speeder bike when at high speeds
  328. Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
  329. Texture optimization 4k down to 2k
  330. Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
  331. Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
  332. SpeederBike: Fixed flare and VFX transforms. Removed unused post process component and logic
  333. Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
  334.  
  335.  
  336. Future Content
  337. UI Pass on Chemostat Bioreactor
  338. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  339. RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
  340. Adding injection audio and event and BP entry for dna serum and virus
  341. Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
  342. Adjusted textures for the new heads
  343. Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
  344. Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
  345. Added Prop version of Enzyme unit for set dressing
  346. Added new DT to define Settler skills
  347. First pass of player-driven Settler task overrides
  348. Added ability to temporarily override a specific NPC's tasking for a period of time
  349. Added a function to SettlementBuilding to retrieve the current status in user-facing text form
  350. Adding Armor to the Friendly NPC Soldiers
  351. Removed the duplicate bones from the shotgun/T4 launcher skeleton
  352. head customization update on UI, skin color and scar controls
  353. Adjusting laser audio to start immediately instead of building up - to better match the VFX
  354. Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
  355. Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
  356. Settlement repair task will now set target actor's health to 100%
  357. Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
  358. Added SpawnBlocker to Settlement
  359. Settlement wood cutters now topple trees
  360. Disabled collision on Settlement stockpile mesh
  361. Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
  362. Resaving Boss Den location on the Elysium map
  363. RAD_Final - Setting up Final boss step
  364. RAD_Final - Setting up Quest
  365. Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
  366. Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
  367. Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
  368. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  369. Legend launcher - Removed RMB prediction and adjusted ADS location
  370. Dialogue adjustments and changes
  371. First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
  372. Adjustments to distancing and adding occlusion to weapon reloads for NPCs
  373. Added NPC synthetic armour art assets
  374. Added dialogue and subtitles for GH Rad D
  375. Updated prototype grenade launcher mesh with revised sights
  376. Launcher - Moved socket and switched which sight is being used
  377. Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
  378. ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
  379. Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
  380. Settlement task state widgets now obey bDisplayProgressWidgetForTask
  381. Reducing priority of GH intro so that it can be interrupted
  382. Resaved SettlementNPCTaskTypes
  383. Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
  384. Added in-world Settlement raid mechanic along with on-screen progress widget
  385. Settlement NPCs will now physically go into a 'downed' state when incapacitated
  386. Added new D_SettlementRaids for more bespoke Settlement raid configuration
  387. Settlers with non-guard roles will go into cowering state when raids occur
  388. HEAL device will now show stability, survival values of Settlement NPCs
  389. Fixed an issue where Settler clothing wasn't updated when role changed at runtime
  390. Settlers can now have their role switched to Guard via interaction
  391. Fixed an AnimBP-related Settler thread crash
  392. Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
  393. Fixed issue with Settler held item not being cleared correctly
  394. Added simple in-world settlement task progress widget
  395. More blue quad impassable and vista work
  396. RAD_D - Adding in Spawning of Enemies during the Cutting Stage
  397. RAD_D - Adding in Extra Hint Text
  398. RAD_D - Adjusting Prebuilt structure to have required quest objects
  399. RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
  400. RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
  401. RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
  402. RAD_D - Setting up Friendly NPCs for the Defence
  403. RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
  404. RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
  405. RAD_D - Setting up Laser Progress and ability to complete quest
  406. Misc GH Rad quest text fixes
  407. ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
  408. Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
  409. Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
  410. Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
  411. RAD_A - Adding Laser Blocker Tag to the Colony Rock
  412. head customization update, added hair and beard swap, added exaggeration of blends
  413. Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
  414. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  415. Adding quest steps to prospect list and quests for c2
  416. Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
  417. Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
  418. Adding all c2 dialogue, events and dialogue data table setup
  419. RAD_D - Basic Mission Blockout
  420. Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
  421. RAD_D - Adding new Prebuilt Structure for the Mission
  422. RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
  423. RAD_D - Adding new World Object - Rad Boss Den Blocked
  424. Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
  425. More quest dialogue fixes and fine tunes
  426. Adding launcher audio setup and appropriate fire sound
  427. Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
  428. Fixed issue with Settlement gates not getting cleared when regenerating the wall
  429. Fixed Settler NPCs not getting growth stats when reloaded
  430. Added new Settler-specific SpitAttack function for firearms
  431. Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
  432. Added a cheat to attract settlement visitor instantly
  433. RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
  434. Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
  435. Added DEP_Trophy_Radboss
  436. Settler NPC now overrides weapon fire BT
  437. Added audio data row to NPCWeaponData
  438. Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
  439. Launcher T4 - first pass implementation on zeroing for launcher
  440. RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
  441. RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
  442. RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
  443. RAD_O3 - Setting up new scientist NPC for the quest
  444. RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
  445. RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
  446. RAD_O3 - Adding minigame and crafting DNA steps into the quest
  447. Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
  448. Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
  449. Settlers will now look at nearby characters (similar to mounts)
  450. Settler NPCs now have perception and an AIGrowth with related stats
  451. Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
  452. Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
  453. ARK - mesh placement, landscape and decal painting in coastal, yellow quad
  454. Fixed null materials on PHX meshes
  455. Added placeholder icons for Settlement deployable entries
  456. Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
  457. Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
  458. Adding npc movement audio for call someone
  459. Updated the radboss armour with a new colour scheme and tweaked the skinning
  460. Added Macro Rocks to the Volcanic, Red Quad
  461. RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
  462. RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion
  463. gh mission dialogue adjustments and placements
  464. Added updated mesh for character hair_02
  465. Adding npc animation audio, hammer down, side and pickaxing
  466. Added One Chop Money Tree to Map for Testing, Outpost 11
  467. Updated Settler locomotion anims
  468. Settlement gates now open and close via a proximity trigger (friendly units only)
  469. RAD_O3 - Setting up Chemostat Minigame
  470. Fixed EventDecision UMG compile error
  471. Fixed Settler pickaxe orientation
  472. Updated Settler anims for miner, woodcutter
  473. Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
  474. Added some temp background stories to show when hiring NPCs
  475. Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
  476. Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
  477. Added Macro Rocks to the Volcanic, Red Quad
  478. Adding all dialogue for mission C quest steps and adjustments
  479. Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
  480. Update to the skulk juvenile skinning
  481. Added dialogue and subtitles for GH RAD C
  482. Added Radboss Envirosuit item icon
  483. Adding new explosion event for the nests in C and also all dialogue and events for C
  484. ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
  485. Added some additional 3rd person animations
  486. Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
  487. Adding dialogue to quest steps for B2
  488. Mission Widget minor layout changes and font size changes for better hierarchy
  489. Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
  490. Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
  491. RAD_O3 - Basic Setup of Chemostat Item
  492. Adding all radboss b2 dialogue audio into data tables
  493. Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
  494. RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
  495. RAD_O3 - Adding Quest Objectives Layout and fixing Faction Missions table
  496. Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
  497. Added seeded random deviation for Settlement Event cost/rewards
  498. Added support for item tag queries in Settlement Event costs/rewards
  499. Edited a couple of existing Settlement events to ensure they follow the new validation standards
  500. Added new +% stats for Settlement resource generation
  501. Heavy Speeder Bike: Fixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
  502. Added a test scene for the character head customization, as well as updated the head material and SK for the head
  503. Added Distiller elements and solution mix icon for experiment cage UI
  504. Adding dialouge and events for b2 mission
  505. RAD_O2 - Player Stats can now effect the FEV
  506. RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
  507. Added dialogue and subtitles for GH RAD B2
  508. RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
  509. RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
  510. Adding updated rian dialogue audio, updating data tables, removing old rian lines
  511. RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
  512. Fixed for validation
  513. Added recorder support to Settlements and related systems/Actors
  514. Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
  515. Added WIP Settlement raid mechanics
  516. Reworked Settlement talent tree, added some temp icons
  517. Settlers can now become sick, requiring aid at a clinic
  518. Settlers will now appear randomly based on Settlement's mood level
  519. Reworked how Settlement building generation is configured via DT
  520. Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
  521. Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
  522. Added new repair task that can be performed on Settlement buildings that are damaged via raids
  523. Fixed Settlement.cpp compile error
  524. Extended functionality of existing Settlement event framework
  525. Added some placeholder test events and a cheat to execute them on demand
  526. Added a Settlement event manager to trigger and manage events
  527. Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
  528. Began shift of Settlement visitors from BP -> C++
  529. Settlers can now leave the Settlement if mood is low for a long enough time
  530. Settler sleep is now incremented/decremented via survival tick
  531. Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
  532. Head customization blendshape added to UI test
  533.  
  534. Update v3.0.15.153056:
  535. New Content
  536. Fixed Norex Trader accepting Scorpion instead of Scorpion Boss vestiges
  537. Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
  538. Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
  539. Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
  540. Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
  541. Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
  542.  
  543.  
  544. Fixed
  545. Slightly Adjusting Creature Gestation Periods so in general mounts between 2000-3000, tames around 1500 and small farm animals around 1000
  546. Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
  547. Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
  548. Removed unused static array of images from new widget
  549. Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
  550. Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
  551. Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
  552. Reduced Meshable DT by 25% (400 rows) by removing redundant rows (duplicates, deployable context only)
  553. String Translations - Deep ore thumper
  554. Updated some colors on the Deep Thumper
  555. Updates to collision tooling
  556. Fixed build validation
  557. Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
  558. Potential memory improvements on build validation job
  559. Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
  560. Added new helper functions to fetch static mesh collision geometry primitives
  561. Added additional logging to collapse_all_datatables.py
  562.  
  563.  
  564. Future Content
  565. RAD_O1 - Fixing issue where the Antiradiation Recipe Flag was not being granted to players correctly on mission start
  566. Adding GH pillar rock explode audio event, and BPQ setup
  567. Added a beard, eyebrow, and hair SK for the character head matrix prototype
  568. ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
  569. RAD_C2 - Adding in Malformation Fight at the end of the quest
  570. Updating RadBoss External Name to Malformation
  571. RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
  572. RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
  573. Updated grenade launcher SK to have movable sights
  574. Fixed a typo in Styx tooltip text for dlc badges
  575. Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
  576. Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
  577. Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
  578. Added new Settlement farm which generates carrots
  579. ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
  580. Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
  581. Adding audio to new animations for rad boss. First pass
  582. Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
  583. Added more Rad Boss animations
  584. Added new head SK for blend shape matrix prototype
  585. Separate Sinew_Standing_Bag_into SM and SK
  586. Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
  587. Updated emissive textures for DEP_Crate_Lead_Lined
  588. Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
  589. Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
  590. Added concept of Settlement Building destruction and partial refund of resources
  591. Added additional Settlement Building info to new radial menu side panel
  592. Settlement House now requires resources to construct
  593. DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
  594. RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
  595. RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
  596. Updated stats on Radboss and Colonist envirosuits
  597. DLC Icons - Switched hover text entry to be FText from FString for localization
  598. Head customization setup normal blend in BP Head test, now updating with temp UI
  599. Added female version chest SK and pack assets for the rad boss armour and small update to the textures
  600. Launchers - Added inaccuracy and prediction circle takes distance into account
  601. Added art assets for the Skulk juvenile to the project
  602. WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
  603. Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
  604. ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
  605. Added Hoverframe Key Quest Item icon
  606. Fixed missing Modifier icons for new items. Removed DHs feature flag
  607. Hooked up correct animations for lead lined crates and removed incorrect DM references
  608. Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
  609. Mission dialog audio, event and quest setups for B
  610. Fixed DF resolution on Lead Crate SMs
  611. Added dialog and subs for GH RAD B
  612. Changed background opacity for DLC Badge container, removed title, centered buttons
  613. DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
  614. More natural footstep distancing for a creature
  615. Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
  616. Adding audio, event and UMG setup for adding rad prosp to chamber
  617. Added missing rad boss animation audio
  618. coastal wave tool polish progress
  619. Head customization material setup and test widget
  620. Added Inaris tool set color variations
  621. Updated DEP_Crate_Lead_Lined and LODs
  622. DLC Icons - DLC Button implementation
  623. Settlement buildings now clear grass underneath them
  624. Settlements now clear FLOD foliage within boundary on Begin Play
  625. Settlement paths now clear grass underneath
  626. Added new Settlement talent to upgrade boundary size and switch to stone walls
  627. RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
  628. Adding new Tags to items so they can ignore the build blocker boundary (for missions)
  629. Fixing the old Animal Trap which was causing issues with the prebuilt structure system
  630. RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
  631. RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
  632. RAD_C - Now Fully Playable
  633. Added temporary cobble texture to Settlement road path
  634. Work on new RadBoss anims, transitions to/from rock and submerge/emerge
  635. ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
  636. Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
  637. Added a basic mount setup for the stomper
  638. DLC Icons - changed visibility to collapsed and only visible on development for time being
  639. Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
  640. Added DLC Badges and Container to Title Screen
  641. RAD_C - Setting up final operation quest steps quest is now playable
  642. RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
  643. RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
  644. RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
  645. Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
  646. Fixed a number of typos, added final text for GH RAD A collectable notes
  647. Settlement buildings can no longer be deployed if no nearby Settlement is found
  648. Added DEP_Oxite_Dissolver_MXC with animations
  649. Added some Settlement resource stats
  650. Settlement NPCs now walk to residences to sleep during nighttime
  651. Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
  652. Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
  653. Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
  654. Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
  655. Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
  656. Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
  657. Settlement buildings can now override a new BP function to apply any bespoke building placement rules
  658. Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
  659. Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
  660. RAD_C - Setting up Quest Blockout
  661. RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
  662. RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
  663. Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
  664. Added Forced Evolution Virus item icon
  665. Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  666. Added DNA Augmentation Serum item icon
  667. Removing incorrect dialog quest placement
  668. Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
  669. Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
  670. Added Fish and Mushroom item icon
  671. Readding b2 dialogue start to quest
  672. Added Rad Boss item attachment icon
  673. T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
  674. Updated the jungle hunter SM default scale from 1.75 to 2.0
  675. Adding additional rad boss movement after fall audio
  676. Settlement NPCs now have randomly assigned clothing based on role and random seed
  677. Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
  678. Adding rad b chamber audio
  679. Adding distiller craft audio, distiller place item audio, events and UMG setup
  680. RAD_A - Fixing Supply Pod Drop Location
  681. RAD_A - Adding in Boss Spawning and Crawling Animations
  682. Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
  683. Adding Rad B intro dialogue, event and quest start audio play
  684. Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
  685. Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
  686. Added Radboss Module icon
  687. Fixed Settlement spec compile issues
  688. Added navigation-based Settlement NPC pathing
  689. Added Settlement NPC names json
  690. Added LoggingCamp prototype Settlement building/behaviour
  691. Added BT support for Settlement tasking along with associated montages
  692. Scaled down settlement meshes to 70% of original
  693. Added support for events to override an NPC's current activity/schedule slot
  694. Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
  695. Added gates to Settlement walls
  696. Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
  697. Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
  698. Adding initial setup for new Legendary Weapon - Grenade Launcher
  699. Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
  700. Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  701. Setting up RadBoss Loot Rewards
  702. Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
  703. Updated jungle hunter SM to the new default scale
  704. Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
  705. Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
  706. Adding +2 Talent Points to Final Radiation Great Hunt Mission
  707. Setting up Carbon Fishing Rod, Recipe, Talent Item
  708. Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
  709. Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
  710. Setting up RadBoss Items Attachment and Module
  711. Setting up Colonist Envirosuit Workshop Item
  712. Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
  713. Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
  714. Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
  715. Setting up Animal Virus for mutating animal companions
  716. Setting up DNA Serum for adding a long term buff to players
  717. Setting up Basic Drone Companion Item
  718. Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
  719. T4 Launcher - Fixed error with not being able to find the anim instance when reloading
  720. Added rad boss fishing rod art assets to the project
  721. RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
  722. Adding dialogue rows for GH RAD Mission A
  723. More rad boss spatialize and volume adjustments
  724. Rad boss vocal priority adjustments to prioritize roars over flinches
  725. Added ITM_Backpack_Planetary_T5
  726.  
  727. Update v3.0.14.152723:
  728. New Content
  729. Setting up Ubis Husbandry, Behaviour and Serums
  730. Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
  731. Fixing issue with the Ubis being unable to use the quick tamer saddle
  732. Fixing issue with the Ubis Enzyme Serum being uncraftable
  733.  
  734.  
  735. Fixed
  736. Fixing issue where the Norex Trader trades Biomass for Caveworm Scales instead of Sandworm Scales
  737. Increased vapor condenser DF quality and added additional LOD
  738. Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
  739. Added custom collision mesh for Iris' lab in Eden
  740. Removed DF from IrisLab COLL mesh
  741. Improved LOD screensize settings on Cave Roots Hanging meshes
  742. Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
  743. Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
  744. STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
  745. Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
  746. Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
  747. Aquariums UX pass: Fixed effects not updating for clients by running through RepNotify. Perform material swap instead of creating dynamic materials. Added distance culling to fish SKs for a substantial optimization on bases with multiple large aquariums. Fixed T3 Aquarium Biofuel setup not working correctly. Fixed incorrect material slot define on T3 Aquarium variation. Fixed incorrect fish drop point on T3 Aquarium variation. Made 'clean' glass material slightly more transparent. Tweaked lighting setup on Scyther aquarium. Added BP for XL Aquarium (no data yet)
  748.  
  749.  
  750. Future Content
  751. Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  752. Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
  753. T4 Launcher - Launcher now causes all shot projectiles to explode on impact
  754. Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
  755. T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
  756. Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
  757. Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
  758. Added ITM_Backpack_Planetary_T4
  759. Added initial data for EMP Grenade. More WIP on Payload
  760. T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
  761. Deleted unused WIP blockout Eden meshes
  762. Deleted unused foliage COL assets
  763. Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
  764. Rad Boss animation FXs
  765. Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
  766. Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
  767. Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
  768. re rendering rad boss release sound to closer match capture
  769. Removed orange trim from Elephant Ear plant
  770. T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
  771. Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
  772. Fixing GH_RAD talents so the mission tree works based on the new layout
  773. Adding and Fixing the Distiller static mesh preview when placing the deployable
  774. Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
  775. RadBoss arena - swapped WT_lake for BP_interactable lake
  776. Correcting rad grenade length to match visuals exactly
  777. Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
  778. Radiation area fade length adjustment
  779. Improvements to rad boss roar and flinch audio. More variation and unique feel
  780. Resaved D_SettlementNPCTaskTypes
  781. Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
  782. Fixed Settlement test talents not being unlockable due to having no rewards
  783. T4 Launcher - Switched hunting rifle model for prototype version
  784. Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
  785. Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
  786. T4 Launcher - First pass implementation without model
  787. RAD_B2 - Fixing issue where quest would complete on a partial success
  788. RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
  789. Added temp mesh for the prototyping of the T4 grenade launcher
  790. RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
  791. Adjustments to distancing of rad boss for better audible experience when moving
  792. Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
  793. Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
  794. RAD_B2 - Distiller now only consumes 1 item and not the entire stack
  795. RAD_B2 - Cage and Distiller now have UI which reflects the objects states
  796. RAD_B2 - Cage can now administer and identify successful cures
  797. Fixed an issue where Settlement talent changes weren't being synced to storage properly
  798. Added missing blockout buildings for Settlement prototype
  799. Settlement building placer radial menu options are now correctly locked behind required talents
  800. Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
  801. Constructing buildings can now provide experience to Settlement when construction finishes
  802. Added validation to ensure correct naming of Settlement Building deployable setup rows
  803. RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
  804. RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
  805. Adding radboss flinch vocals, event and data table events
  806. Updated D_Armour and weightpaints for radboss envirosuit
  807. Re fixing radiation grenade lifetime of radius that didn't save
  808. Adding audio for all new rad boss animations
  809. RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
  810. RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
  811. Added SK_CHA_FEM_Envirosuit_RadbossV1
  812. Added a proper foliage mesh for the XL Aquarium
  813. Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
  814. Added next batch of Rad Boss animations to the project
  815. Added modifications to support a 2.5m buffer zone around settlement building placement
  816. Settlement buildings now apply an obstacle nav modifier
  817. Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
  818. RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
  819. RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
  820. RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
  821. RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
  822. RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
  823. RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
  824. Adding radiation location based loop when entering radiation sphere for rad grenade
  825. Setting radiation sphere FX to last as long as the radiation rather than end immediately
  826. Added initial data for Radboss Envirosuit
  827. Settlement Hub now has a working talent tree, controller, model, view
  828. Added some temp talents to test the new Settlement talent tree
  829. Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
  830. Removed DF from Heavy Speeder backpack mesh
  831.  
  832. Update v3.0.13.152513:
  833. New Content
  834. Reducing Range of Deep Cycler as it was too large
  835. Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
  836. Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
  837. Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
  838. Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
  839. Deep Thumper UI Pass
  840. Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
  841. Fixing Blueprint Recipe for Deep Cycler
  842. Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
  843. Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
  844. Setting up Deep Thumper BP
  845. Adding Deep Thumper Basic Setup, Recipe and Tech Tree
  846.  
  847.  
  848. Fixed
  849. Adjusting Sandworm Thumpers Colours and adding new icon
  850. Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
  851. Fixed placement helper transforms on basic beams across all building sets so that they render correctly
  852. Juveniles - Added ability to hitch them to posts
  853. Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
  854. Ely - removed buried deep ore node in Tundra
  855. Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
  856. FT audio occlusion
  857. Fixed spelling of Stronger in Armor flavour text
  858. Adding occlusion to flying tank wing flying audio and also to ground slam
  859. Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
  860. Adjusted Resource Network Inspector so text doesn't clip with each other
  861. Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
  862. Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
  863. Added UI Projection Location widget to Lava Hunter Throne
  864. Mission board will now correctly show details for dynamic missions
  865. String Translations - Field guide title and oxite tooltip now work with other languages
  866. Adjustments to mission syringe and serum weights to match other small items
  867. Reduced Kiwi Fruit Billboard textures to 512px
  868. Added collision to Kiwi Fruit Var3 mesh for audio
  869. Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
  870. Dynamic missions - Now displays the correct seed name instead of just 'seed'
  871. Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
  872.  
  873.  
  874. Future Content
  875. Deleted Tundra Monkey GFur test assets
  876. Cleaned up more PHX assets
  877. Added LODs to additional PHX SK meshes
  878. Added LODs to PHX SK meshes
  879. Added ITM_Backpack_Planetary_T3
  880. Work on talent support for Settlements
  881. Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  882. Added material, textures, and SM for the jungle hunter creature to the project
  883. Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
  884. Added a 5th variant for the Elderberry plant
  885. Added sockets to all ramps for railing placement
  886. Added Caves, Set Dressing and Working on Coastal, Outpost 11
  887. Began implementation of WIP settlement gameplay
  888. Added first pass textures and materials for the rad boss armour
  889. Adjustments to coastal ambience event audio
  890. Added and updated first pass 1ST sk mesh for radboss envirosuit
  891. Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
  892. Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
  893. Added Cave, Set Dressing and Working on Coastal, Outpost 11
  894. ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
  895. Lots of updates and improvements to rad boss audio events, spatializing and notifys
  896. Coastal wave material update from SLW to Translucent
  897. Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
  898. Adding deep ores to my test level
  899. Added override material param to AddSplineMeshData function
  900. Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
  901. WT_WaterWave Tool update
  902. Set Dressing and Working on Jungle Lite, Outpost 11
  903. Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
  904. DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
  905. Added temp blockout meshes for volcano on DLC3 map
  906. Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
  907. Adding hoverframe start audio when pressing on start vehicle in the damaged UI
  908. Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
  909. Adjustments to npc rians injured and healed dialogue
  910. Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
  911. Added DEP_Elysium_Radio_Tower
  912. Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
  913. Tweaked Radiation Grenade payload. Fade in/out sphere. Remove physics impulse
  914. Set Dressing and Working on Jungle Lite, Outpost 11
  915. Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
  916. Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
  917. Resaving Deployable Setup Datatable
  918. Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
  919.  
  920. Update v3.0.12.152317:
  921. New Content
  922. Tweaked LOD, collision and DF settings on new Curved Railing pieces
  923. Added Curved Railing Item icons to Deployable Setup Data Table
  924. Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
  925. Adding Barbed wire Stairs and Curved Railing Variants
  926. Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
  927. Added curved and ramp versions of BLD_Railing_BarbedWire
  928. Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
  929. Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
  930. Komodo/Lava Komodo - Added carry animations and skinning bench recipes
  931. Added Reinforced Wood Curved Railing
  932. Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
  933. Added Interior wood curve floor variant icon
  934. Adding Variation B of Refined Wood Building Pieces
  935. Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
  936. Added curved interior wood floor item icon
  937. Added information to Modifier descriptions regarding modifiers that persist after death
  938. Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
  939. Adding Refined Wood Curved Pieces
  940.  
  941.  
  942. Fixed
  943. Item Popup - Reverted the moving of stat afflictions in the item popup from stats to outside the pop up on their own. - now is back to how it was
  944. Fixed missing 'Sawblades' in valid ammo types description
  945. Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
  946. Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
  947. Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
  948. Removing truffle sounding like bushes when passing through them
  949. Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
  950. BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
  951. Added PhysicsCore to VanguardBPLibrary build cs
  952. Added PhysicalMaterial.h include
  953. Exposed GetSimplePhysicalMaterial via BP function library
  954. Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
  955. IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
  956. Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
  957. Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
  958. Fixed deployable section recipe hover not working
  959. Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
  960. Resaving misc niagara effects for build log errors
  961. Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
  962. Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
  963. Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
  964. Removing print string from testing
  965. Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
  966. Fixed incorrect description text on Draven's Water Retention talent
  967. Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
  968. Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats
  969. Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
  970. Waterfall cave prefab actors should now properly inherit custom waterfall data
  971. Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
  972. Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
  973.  
  974.  
  975. Future Content
  976. Adding laptop audio to note used in Rad_A to help the player locate it easier
  977. Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
  978. Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
  979. RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
  980. RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
  981. Further fine tunes to searching mini game to make sure some elements aren't too loud
  982. Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
  983. RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
  984. RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
  985. Adjusting Irradiated creatures and mutations so they have high posion resistance
  986. RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
  987. Inspection tool now traces 2km instead of 200m
  988. Meshes added for all aquariums with the glass separated into it's own SM
  989. Made incorrect VanguardBPFunctionLibrary function static
  990. Irradiated Mutation - Added running/sprint animations and fixed foot sliding
  991. Dummy change to try fix banks
  992. Added updated static meshes in Rad Colony on Yellow Quad, Elysium
  993. Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
  994. Added colony building static mesh blockouts for design to start prototyping
  995. Adding settlement music location
  996. Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
  997. Outlined Biolab Stats text and changed the text colour
  998. Adding settlement ambient music track, event and data table setup
  999. RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
  1000. Added DEP_Aquarium_T4_XL
  1001. Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
  1002. Adding mutation unique footstep event to sound heavier than standard rad prosp
  1003. Adding mini game end positive audio. Also adjustments to success and negative range audio
  1004. RAD_B - Fixing Build Break caused by an unsaved item static
  1005. RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
  1006. RAD_B - Adding Quest Items to the Prebuilt Structure
  1007. RAD_B - Adding Logic to convert broken speeder into rideable speeder
  1008. RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
  1009. Coastal wave spline tool and material update
  1010. Added IK ControlRig for radboss
  1011. Disabled IK for a number of rock-related anims
  1012. Added new AnimModifier asset to batch disable IK
  1013. Adjustments to coastal to sound less beachy. Slightly less bright vibe
  1014. RAD_B - You can now take key from Rian and continue
  1015. RAD_B - Adding new supports to allow players to build across the lava in the quest area
  1016. RAD_B - Adding New Destroyed Prebuilt Structure for the quest
  1017. Added DLC3 test map with WIP landscape
  1018. Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
  1019. Adding mission rad 1 injection syringe audio, event and playback setup
  1020. Radboss web attack will now trap players and spawn cosmetic web strands on legs
  1021. Tweaks to Radboss web and spit attack projectiles
  1022. More adjustments and fine tunes to mini game audio
  1023. RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
  1024. Lots of adjustments to mini game audio and the way it plays
  1025. Added SK for the slinker sandworm saddle
  1026. Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
  1027. Updated meshes for DEP_Fireplace_ClayBrick_Red
  1028. Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
  1029. Further radboss combat loop additions
  1030. Placeholder actor, modifier, and projectile for radboss web spit attack
  1031. Adding more mini game assets and adjustments to sounds and the way its played
  1032. Update NPCPlacer tool to work with Mount variation data structure change
  1033. Armor stand t4 - added open/close interact and added collision to outer case
  1034. Armor stand t4 - Implementation
  1035. Updated SK_DEP_Armor_Stand_T4_Dummy
  1036. RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
  1037. RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
  1038. RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
  1039. Setting up rad radio mini game audio and FMOD param in event
  1040. Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
  1041. Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
  1042. Adding coastal ambient audio setup. Adding new audio event to setup
  1043. Adding coastal ambient audio event and coastal waves and balance pass
  1044. Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
  1045. RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
  1046. RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
  1047. RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
  1048. Bald Eagle - First Pass implementation
  1049. Added Hovercraft Map Icons
  1050. Radiation grenade VFX wip
  1051. RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
  1052. RAD_B - Setting up mission objective blockout for full quest
  1053. RAD_B - Setting up Prepare quest steps for gathering items / equipment
  1054. RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
  1055. RAD_B - Adding new Prebuilt structure for the Radio Tower
  1056. Edits to radboss arena collision, navigation
  1057. Added optional emerge animation to irradiated prospector
  1058. Started work on new adds spawn system for radboss
  1059. Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
  1060. Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
  1061. RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
  1062. Added a skeletal mesh for the slinker desert and racing saddles
  1063. wip on water waves effect
  1064. Updated Outpost011 biome texture
  1065. Resaved ItemsStatic to fix Meshable row define
  1066. Resaving item static to fix the build error
  1067. Adding lots more radboss sounds and animation notifys
  1068. Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
  1069. Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
  1070. Adding second potential music track. either for jungle or another more dangerous biome
  1071. Added new Rad Boss animations
  1072.  
  1073. Update vHotfix Version 3.0.11.152253:
  1074. Fixes for the Ability to refuel Hoverframes and Damged Hoverframes in Missions
  1075. Contains the Following Fixes
  1076. Fixed interactable which was preventing from hoverframes and damaged hoverframes from being able to be filled with refined oil
  1077.  
  1078. Update vHotfix Version 3.0.11.152237:
  1079. Urgent Fixes to Fix a Memory Leak which Degrades Performance
  1080. Contains the Following Fixes
  1081. Fixed culling performance leak on Gas Flyer VFX by setting effects to Kill instead of Sleep, this was causing a lot of performance degradation in the swamp and volcanic biomes
  1082. Tweaks to Biolab pin positions on Timber Extraction Unit
  1083.  
  1084. Update v3.0.11.152126:
  1085. New Content
  1086. Tweaks to Biolab pin positions on Timber Extraction Unit
  1087. Adding Ability to Draw and fill from Oil Barrels when they are deployed
  1088. Adding Talent and Recipe for crafting Sawblades on planet
  1089. Removing feature lock from Legendary Chainsaw Alterations
  1090. Fixing damage visibility on workshop sawblade pack
  1091. Unlocking Legendary Chainsaw and Fixing Biolab Shop so it can be purchased
  1092. Adding Sawblade Workshop Pack and Raw art for the Saw Blade Item
  1093. Mission Board's Mission Available pop up now has Mission details on it
  1094. Added ITM_Banana, with SM, textures and material
  1095. Prospectors can now hold bananas in their hands
  1096. Uranium set dressing nodes now have a highlightable that updates based on their active state
  1097.  
  1098.  
  1099. Fixed
  1100. Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree. Various grammar fixes
  1101. Fixing issue so you can correctly pickup oil barrels
  1102. Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
  1103. Decreased Wood Yield on chainsaws by around 30% to balance them out more
  1104. Fixing Camera Preview and Pin Positions in the Biolab for the Legendary Chainsaw
  1105. Fixing layout of biolab so all legendary weapons can be seen
  1106. Fixed a bug where placing a stacking item back into the transport pod would dupe the item and could split indefinitely
  1107. Fixed MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings. Added missing local source files for icons
  1108. Re-did Buffalo and Wolf serum icons so the head isn't floating. Re-organized serum recipes so their variations are grouped together properly. Adjusted grammar on serum descriptions
  1109. Enable weakpoint damage on Sawblades so that projectile shots can still crit
  1110. Misc LOD and DF fixes for various meshes
  1111. Fixed niagara effects erroring in build log
  1112. Fixed Natural Oil Refiner toggling visual effects when power is connected but not yet actually running. Added Distance Culling on Niagara component
  1113. Updated Nuclear Reactor materials
  1114. Added supporting light to Nuclear Reactor console. Added ProjectionLocation component. Setup material swap logic for console. Disable animation when not running
  1115. Fixed issue where radiation nests where not damageable as they where failing the valid hit query, they are now correctly tagged as world objects
  1116. SM Projectile bug - Fixed a bug where projectiles would get stuck in clients when projectiles were either too big or too slow
  1117. Moved dlc and heavy item type icon from title bar pop up to main pop up window
  1118. Fish20 blink animation is now additive, so no longer blocks standard control rig simulation
  1119. Added a new version of the blinky blink anim using the FIsh01 skeleton. Updated the blinky specfic parts of the fish hold BP to use the V2 blinky assets, Updated Meshable DT to reference V2 blinky skeletal mesh
  1120. Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects. Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water. Added cheat to reveal oil geysers on the map. Changed uranium deposits map icon to be unique from meta deposits
  1121. UI/String Translations - Changed 'required resource' box to be slightly larger for readability and also changed format of the string to include a tab so when the numbers get large it doesnt get very small
  1122. Fixed two invalid DT rows
  1123. Fixed a few typos
  1124.  
  1125.  
  1126. Future Content
  1127. Added Rad_House_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
  1128. Adding rad boss spit audio, event and notify
  1129. Added Radboss den entrance (BP_GH_DenEntrance_RadiationBoss)
  1130. RAD_A - Fixing Quest Logic so the quest can be started from the start and not mid way through
  1131. Added Apex destructible mesh for Interior Wood Curved Floor (APEX_BLD_Floor_Curved_Wood_INT)
  1132. Updated Outpost11 biome map. Added first pass of Jungle Light atmosphere
  1133. Setting up Jungle into Beach, Set Dressing Jungle Lite and 2nd Jungle, Outpost 11
  1134. Added Mission Virus Sample, Medical Grade Syringe and AntiSerum item icons
  1135. Added (devlocked) serums for Orka and Storca in future update.
  1136. Adding music v1 version of jungle theme, audio and event
  1137. Assembled basic structure of Radboss BT combat loop
  1138. Created a number of montages, both placeholder and final
  1139. Added a number of particle/screenshake effects to Radboss attack montages
  1140. Added new SelectInOrder BT composite node which sequentially picks each child node one by one each time the selector is entered
  1141. RAD_A - Added Missing Quest Queries
  1142. RAD_A - Increased time between spawns on the radiaiton spawner from 15 -> 30 seconds
  1143. RAD_A - Setting up final spawning and quest markers for the last quest steps
  1144. RAD_A - Adding in Pillar, Quest Markers and Quests Steps
  1145. RAD_A - Adding Serum and Virus Delivery Steps
  1146. RAD_A - Adding Quest Objects to the Lab Prebuilt Structure
  1147. RAD_A - Setting up new Syringe and Wraith Corpse interactions to collect and Item and Creating quest steps
  1148. RAD_A - Adding Quest Objects to the Greenhouse Prebuilt Structure
  1149. RAD_A - Setting up quest flag for Serum recipe and setting it when the combine step is started
  1150. Work on radboss movement/ctrl rig/leaning on rock pillar
  1151. Added Radboss ctrl rig for upright RockA state (and possibly other upright states)
  1152. Temporarily clearing Radboss mesh rotation upon entering upright state to fix alignment on rock
  1153. Reworking Swamp into Beach, Added Jungle Lite and Added 2nd Jungle, Outpost 11
  1154. RAD_A - Adding Quest Objects to the Operations Prebuilt Structure
  1155. RAD_A - More Quest Markers for Specific travestal points within the colony and fixing travel distances for the sites inside the colony
  1156. Adding new Common Quest Base Travel Tiny
  1157. RAD_A - Implementing Quest Steps for Searching through the colony houses
  1158. Added buffalo double saddle skeletal mesh for testing
  1159. Updated Outpost11 configuration and data. Initial creature spawn setup, prospect data, updated Biome from Swamp to Beach, and weather data
  1160. Added SMs, DMs, Texture and Material for BLD_Floor_Curved_Wood_INT. Apex DM still needs to be made, as well as BP and DT entries
  1161. Attempt to fix niagara build log warnings take 2
  1162. RAD_A - Adding new Quest Markers for the Ops, Greenhouse and Lab
  1163. RAD_A - Adding new Items for the Virus, Serum and Syringe
  1164. RAD_A - Adjusted Colony BP so that the Boss is hidden until it is needed
  1165. Added Radboss Saddle icon
  1166. RAD_A - Fixing Nest Locations and Entry Quest Marker Locations
  1167. RAD_A - Spawning Nests and Mutations before the colony door is opened so they don't pop in, remove manually spawning od the door as it is now in world
  1168. RAD_A - Adding the security door to the map, and shifting set dressed items up to the correct locaction
  1169. Setup skin variations for Skulk
  1170. Edits to radboss animbp/spire connection
  1171. Updated texture for DEP_Natural_Oil_Refiner
  1172. Updated mesh and material for DEP_Nuclear_Reactor
  1173. Added MTK_Drone_Companion
  1174. Fixed compilation error on Bat Kill Niagara effect
  1175. Reworking Swamp into Beach, Outpost 11
  1176. Removed .p4config example file now that latest version of P4 doesn't allow modifying of files named .p4config, breaking build steps (see P4_SYSTEMIGNORE since 2025.2/2907753)
  1177. Rad Saddle - Added missing creatures (Arctic Moa/Standard Horse)
  1178. RAD_A - Adding new Quest Steps for Searching Lab / Greenhouse / Ops and Living Areas
  1179. RAD_A - Adding new Collectable Notes for the Lab, Greenhouse and Ops
  1180. Adding new common quests for the for arrival with subquests so they don't require a map icon to trigger
  1181. Lead lined box - template now no longer dev locked
  1182. Added initial BT/BB for RadBoss
  1183. Updated atmosphere/biome for RadBoss Arena
  1184. Converted RadBoss spire to BP, replaced in arena map
  1185. Adding jungle first pass ambient audio base layers and over 200 scatter ambient creature sounds. Data table setup
  1186. T3 Generic Bag Added
  1187. Reworking Swamp on Outpost 11
  1188. Added some initial files and DT rows for RadBoss
  1189. Increased displayed resolution of RadBoss material textures
  1190. RAD_A - Adding new quest markers for radiation nests and spawning them in during the colony step
  1191. RAD_A - Removing unused Prebuilt Structure from files
  1192. Added Wall for Rad Colony on Yellow Quad, Elysium
  1193.  
  1194. Update v3.0.10.151870:
  1195. New Content
  1196. Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
  1197. Updated tundra monkey SK LODs, updated groom in the the character and corpse BPs, Updated carry physicas asset
  1198. Adding tundra monkey juvi footstep event and data table setup
  1199. Juvenile Gribblers now have their correct experience events setup and have their own AIGrowth row
  1200. Juvenile Gribblers can now be picked up and attached to the hip and simulate physics correctly
  1201. Adding tundra monkey audio row to ai setup
  1202. Adding Gribbler Serumn and Juvenile Gribber Carcass Item Icons
  1203. Setting up Gribbler Husbandry behavious so the male walks to the female when trying to inpregnate and the female rests while gestating
  1204. Fixing internal name for gribbler fertility serumns so they match in the datatable
  1205. Adding juvi monkey idle vocal event and audio row setup
  1206. Setting up Gribbler Fertality Serumns and Recipes
  1207. Resource Inspector fixed spacing / scaling for other languages
  1208. Setting up Juvenile Tundra Monkey, its corpse, loot and basic behaviours
  1209.  
  1210.  
  1211. Fixed
  1212. Ram now grows wool and can be shorn
  1213. Added trimmed down concrete fortification wall for colony gate (SM_RadBoss_Colony_GateWall)
  1214. Fixed waterfall mesh type and displacement/texture settings in Cave_TU_SML_001_DLC2
  1215. Fixing Build Error where the incorrect name was used for gribbler serumns
  1216. UI/String Translations - Changed Char to be Lvl for better readability
  1217. Added a version 2 of the blinky SK that uses the fish01 rig and updated the blinky physics assets
  1218. Increased Icon size and added padding to text in Delete Character text box
  1219. Unhiding Fuel spline tool, Sulfur Vesper trophy, and Checkered Flags from Fieldguide. Added some additional DT validation for checking Blacklisted items that are actually craftable. False positives so gated behind increased verbosity checks
  1220. Fixed floating rock & player gets snagged on landscape, Blue Quad, Elysium
  1221. Increased box size and font of 'delete character' box
  1222. Added Field Guide sets for Fireplaces
  1223. Fixed misc Niagara effects producing errors on build log
  1224. Fixed engine folder material references in several DMs
  1225. Fixed engine folder material references in several DMs
  1226. Update Cave Spotlight meshes to be slightly larger. Added emissive material swap for supporting VFX. Fixed LOD setups. Added DeployableSetup names for variations. Delete obsolete meshes
  1227. Fixed Environment Buildup meshes coming through underside of Iron buildables. Fixed DF setup on TrapdoorFloor mesh
  1228. Updated Prometheus map texture resolution from 256px to 512px to bring it inline with other maps
  1229. Gates static mesh for shadow added and applied in blueprint
  1230. Fixed incorrect equip montage being used on Legendary Bow
  1231. Adjustments to the build blocker subsystem to take into account the build blockers rotation as it was performing AABB not OBB resulting in bad checks and results in false positives when checking if deployables or buildings can be placed within certain 'locked out' map regions
  1232. Updated ape boss rug RMA to to better match the roughness to the ape boss Gfur
  1233. Optimization pass over Animal Beds and Rugs, including texture sizes, LOD setups, collision, DF setups, shadow setups, Gfur setups, tweaked materials to reduce difference between Gfur and non-Gfur visuals
  1234. Fixed missing texture file reference for M_CRE_Slinker_Fur
  1235. Fixing bad Generic action interface call which needed to be recompiled to fix the build break
  1236. Fixed Transfer resource widget displaying unformatted rich text when multiple objects can be refilled (only auto-selects if there's a single entry) by adding new default string guiding players to select an item to fill
  1237. Adding blinky eyes blink audio, event and notify
  1238. Fixed creature eye shader artifacts and added emissive
  1239. Resaved DMs with material errors to try and resolve
  1240. Removed DNT from CropGrowth modifiers for Pig Talents. Remove other DNTs doing nothing and Missing icon defines
  1241. Fixed Laser Sidearm and Heavy Flamethrower alternate fire not producing fire sound effects by adding PlayFireFX logic in DoFire override for FillableAmmo actionable. Change AttachPoint data for Laser Sidearm to be Muzzle as Trigger1 is not on this mesh/skeleton
  1242.  
  1243.  
  1244. Future Content
  1245. Added icons for Lead lined crates
  1246. Adding Blueprint for the Radiation Boss Den Entrance
  1247. Refreshed LegendarySaw FireController BP to fix error
  1248. RAD_A - Added Correct Cleanup and Setting Unobtainable of all spawned prebuilts
  1249. RAD_A - Ajusting Prebuilt Spawn Locations so that they are loaded at various times throughout the quests rather than all at once
  1250. RAD_A - The Colony Radio Tower now can only trigger the minigame where powered and on
  1251. RAD_A - Adjusted Perimeter Station to have base ingredients to create and fuel a portable generator, and adjusted objective text to reflect the intended task
  1252. RAD_A -Adding the quests steps to locate, unlock and enter the colony door, with new quest markers and tags
  1253. Rad Spawner now spawns creatures slower and can be damaged by melee, projectile and explosive
  1254. RAD_A - Increased Radius of Deltas Trigger Location
  1255. RAD_A - Adding Spawn Blocker to Colony Location
  1256. Sawblade projectiles and weapon have their blade mesh match currently active upgrade
  1257. Added bHABPreviewOnly boolean to living item mesh customisations to prevent them from being automatically shown in-prospect
  1258. Lead lined box - Changed feature flag to new great hunts from development
  1259. Adjustments to sawblade reload timing now that its slowed down. Moving arm cloth sounds and blade reload
  1260. Crafting tooltip expansion - Added 'crafted from' and 'workshop item' sections that pulls the same as the field guide. Dev locked for now
  1261. Removed DNT from SWQ chainsaw sawblade
  1262. Fixed a number of animation issues with SWQ chainsaw
  1263. Added 3rd person animations to SWQ chainsaw
  1264. Fixed SWQ sawblade not disappearing when unloading ammo
  1265. Removed duplicate logic inside SWQ chainsaw BPs
  1266. Fixed focused montages not playing for SWQ chainsaw
  1267. SWQ chainsaw blades now correctly use the preview item logic shared by bows and crossbows
  1268. Removed redundant config from SWQ chainsaw D_Actions row
  1269. 'No Ammo' no longer spams if you left click while reloading SWQ chainsaw
  1270. SWQ chainsaw blades are now fired from socket on item instead of from player eyes
  1271. You can no longer cut down a tree with SWQ chainsaw if it has no blade attached
  1272. RAD_A -Adding Spawn Blocker to Delta
  1273. RAD_A - Adding Location Zeta and Echo Device Location
  1274. RAD_A - Adding new Prebuilt structure and dead colonists at Zeta Base
  1275. RAD_A - Setting up quest steps to ECHO to Zeta, then search area to base, then searching of base to find the second half of the door code
  1276. RAD_A - Colony Search Area now only displays at the correct step and cleans itself up afterwards
  1277. RAD_A - Removing Duplicated Search area that was spawning as part of the CODE subquest
  1278. Blocked Out Wall for Rad Colony on Yellow Quad, Elysium
  1279. Added additional rad boss animations
  1280. Updated Jungle Lite, Set Dressing and Working, Outpost 11
  1281. Reworking legendary chainsaw audio behavior to start the engine on the blade insert rather than blade insert then pull invisible chord. Removing anim hookups
  1282. RAD_A - Setting up new Blueprints and Items for the Dead Colonists - also adding new mateirals for chest and legs so they have a bespoke outfit
  1283. RAD_A - Setting up Lottable Prebuilt Structure at Location Delta with Dead Colonists
  1284. RAD_A - Setting up Location Delta with spawner, epic creature and bodies to loot
  1285. UI pass on Satellite Alignment Mini Game
  1286. RAD_A - Adding new quest markers for location zeta and delta
  1287. RAD_A - Adding and setting up collectable notes to allow entry into the the colony via the security door
  1288. RAD_A - Adding new quest steps for locating an ECHO device and searching for the zeta and delta locations
  1289. Added slinker croc skin and delux leather saddle skeletal meshs
  1290. Audio setup, adjustments and removing explosion impact audiuo from BP payload radiation grenade. Adding correct explosion to radiation ballistic impact audio row. Spacialisation adjustments and improvements
  1291. Adjustment to sawblade impact to reduce spamming on multi hits. Adding cooldown and limits.
  1292. Adjustments to speed of flying blade to better reflect its real speed and whoosh audio
  1293. Deleted old unused Prospect map images
  1294. Added WIP Radiation Grenade setup, new payload, ground decal, icon, tweaked LOD settings
  1295. Updated Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  1296. Initial migration of character prototypes from PHX to ICARUS, including all current assets to work with prototype facial rig
  1297. Added jungle monkey creature materials and textures
  1298. DLC3 map - added new material instance for landscape with 3 new texture sets for the jungle (replacing swamp)
  1299. RAD_A - Fixed Power Radio Tower Quest Steps as it was looking at the colony BP and not the Radio Tower
  1300. RAD_A - Added new Quest steps for aligning the radio tower to the colonist signals & Adjusted Minigame UI to be consistent with quest steps
  1301. RAD_A - Updating Radio Tower Prebuilt to include the new tower item
  1302. RAD_A - Adding new Generic Action interfact function in which ints can be passed as an argument
  1303. RAD_A - Made Mini-game networked and Client Authoritive as we don't want to flood the network with client -> server update requests
  1304. Added Jungle Lite, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  1305. RAD_A - Setting up and iterating on aligning satellite minigame
  1306. Update LODs on Radiation Broodling trophy. Fixed Skin XP event pointing to Kill event. Fixed XP values. Set Radiation Broodlings Bestiary to be Unknown biome to fix BG image. Fixed row defines in
  1307. Char BPs. Remove Radiation Bomber skinning setup. Setup Radiation Broodling Trophy data, recipes, icons, etc. Added carcass icons. Uniformed row naming schemes. Fixed Carcass durability for Radiation Broodling
  1308. Adding more rad boss audio. Heavy impacts, heavy steps, missing whoosh etc
  1309. Added plant boss, elite, vine, spore, and needle variants' art assets to the project
  1310. Adding new stat for disabling weakpoint critical damage
  1311. RAD_A - Starting word on mini-game for alignining satellite and adding new satellite item
  1312. More fine tunes to lower speed flying sawblade audio reducing in volume even more
  1313. Adding movement cloth sounds to chainsaw events to help the reload and pull chord feel more realistic
  1314. Adjusting sawblade flying audio to reduce in volume at lower speeds now that it can bounce. adjusting impact audio to be less loud the more times it impacts to help with the multiple bounce impacts
  1315. Legendary Chainsaw: Blade projectiles now bounce instead of attaching on hit and tweaked ballistic weight/bounce setup. 25% less durability and fuel use for alt fire. Doubled durability to 50k and reduced Basic chainsaw to 33% durability (60k) for balance. Reduced shake multiplier stat to 100%. Increased skinning speed by +50%. Doubled fuel bonus for HandleC upgrade. Increased fuel consumption on both chainsaws from 20 to 30/s. Updated itemable description. Added SK version of saw blade projectile to work around issue with clients. Updated description/titles for chainsaw related stats. Added debug buckshot mesh with emissive for testing SM projectile issue
  1316. Adding radiation storm audio to project
  1317. Set Dressing Rad Colony on Yellow Quad, Elysium
  1318. Rad boss audio timing adjustment
  1319. Added armoured saddle SK for the slinker
  1320. Added all fish BPs and FishSetup data. Added light to 06 Angler fish BP (High Effects only)
  1321. Updated SK_BOW_Crossbow_Radboss
  1322. Updating the Fish Editor Utility Widget
  1323. Polish of giant tree roots - fixed vines hanging too low, redo of leaf sim, edits to base mesh to improve collision so they are walkable and generate navmesh
  1324. Ely - fixed floating impassable mesh on yellow and cave entrance landscape on x5_y6
  1325. Fixing Data table Validation
  1326. Added dev-locked Drop All inventory function to drop all items of matching type from context menu, for testing
  1327. RAD_A - Adding new Quest Markers for Mission Introduction
  1328. RAD_A - Adding new quest steps for searching for and locating colony
  1329. RAD_A - Setting up new Colony Radio Tower for players to find and interact with
  1330. Fixed Legendary Chainsaw Handle RMA texture compression preset being HDR
  1331. Set Dressing Rad Colony on Yellow Quad, Elysium
  1332. Added skinning bench recipe for Juvenile Boar. Corrected inconsistent Itemable row handle
  1333. Adding radiation grenade explode audio and event
  1334. Adding missing prebuilt structures for GH_RAD_A
  1335. Adding audio event to correct bank
  1336. Added Cave, Set Dressing and Working on Jungle Entrance Types, Outpost 11
  1337. Adjustments to LargeRoot_01, fixed materials to properly use UVs instead of triplanar texturing
  1338. Added SK for slinker bearhide saddle
  1339.  
  1340. Update v3.0.9.151750:
  1341. New Content
  1342. Copied Blinky rotation and anim setup to Fishing Rod Lure BP so that behavior matches when caught fish is first held up, versus hotbar focused
  1343. Fixed client nullptr for ThrashingVFX when fish is snagged. Wait for NS to be initalized before attempting to set rotation
  1344. Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
  1345. Fixing Fish15_2, 16_2, 17_2 Feature Locks so they are accessible
  1346. Fixing Fish20 Feature Lock so its accessible
  1347. Setup unique lake areas for Elysium fishing map with differing fish quality. Added DT validation to ensure fish groups only have fish of the same type (Saltwater vs Freshwater). Updated Water tooling to ping Generated actors instead of Developer so that its more flexible (and includes extracted Caves)
  1348. Adding Fish_20 (Blinky) to the new Elysium Fish Spawn Map
  1349. Swapping Over Elysium to use the new Fish Spawn Map
  1350. Making Blinky the Fish Blink Slowly when held in your hand
  1351. Fixing issue where Blinkys eyes where not in Blinkys head when held in your hand
  1352. Changed recipe list category orientation
  1353. Tweaked Elysium fishing map. Added more zones and refined existing. Updated tooling to support locating Lakes and Rivers with custom colors. Tweaks to fish quality
  1354.  
  1355.  
  1356. Fixed
  1357. Fixing issue with the recipe list when player crafting, as it was cutting off early when it shouldn't have
  1358. Fixing issue where EDEN_CHEF BP was duplicating by adding DoNotRecordForPrebuilt_? Stat
  1359. Fixing issue where the EDEN_CHEF was part of the EDEN_AUDIO Prebuilt Structure (resulting in duplication)
  1360. Fixing old prospects which have multiple duplicated EDEN_CHEF BPs (removing additional ones)
  1361. Added expanded tooltip section for Recipes
  1362. Adding Fish20 Item Icon
  1363. Adjusting Fish20 hold animation so it holds it at a different angle so the eye blinks can be seen in first person
  1364. Cleanup of Fish20 data s its releasing next week
  1365. Lead Lined Box - Renamed 'PreventRadiation_?' to 'PreventRadiationSpread_?' for clarity
  1366. Adding heavy hit react audio, event, notifys
  1367. Alteration Bench UI layout change and new icon for alteration tool or weapon slot
  1368. Force Resave of Faction Missions Datatable
  1369. Optimized Knife textures, saving around 104MB. Fixes for mesh LOD setups
  1370. Adjusted Mesh tooling to be able to check SKs. Simplified expanding logic for Material params
  1371. Simplified/improved physics setups on several spears making their behavior when dropped less erraticchecking
  1372. Optimize Ammo, Arrow, Bolt and Grenade textures saving around 134MB. Optimize Materials by removing unneccessary shader instruction options. Optimize SKs by removing unncessary additional submat slots on SKs and improving LOD setups. Removed DF from SMs
  1373. Added supporting lights for Natural Oil Refiner 'on' state. Moved Fuel network connection point. Removed Emissive texture setup from 'off' material
  1374. Mount Inventories - Switched 'laika' variant dogs to have a saddle slot so they can equip the laika vest
  1375. Hammerhead Slug - Fixed a bug where if a cocoon is broken, the temporarily deleted slug is spawned with its health cached and then its children spawn in with that health. Now all split slugs spawn at max health
  1376.  
  1377.  
  1378. Future Content
  1379. Removed Radboss Crossbow emissive texture and repathed to Default albedo texture with color tinting applied
  1380. RAD_A - Fixing Prebuilt Strcutures for the Mission
  1381. RAD_A - Adding Spawning of Colony for quest
  1382. Removed Scope row define from Legendary Chainsaw
  1383. Lead Lined Box - swapped accidental stat on medium box. now back to 'PrevenRadiationSpread'
  1384. First pass adding ivy to large jungle roots
  1385. Updated Molotov data to be ready for release. Dedicated SKItem with lighting and VFX. Ballistics tweaks. Added icon and itemable setup. Added unique stacking modifier to apply DOT instead of Flammable system. Added recipe. Reorganized grenade section on T3 tech tree to accomodate. Added smoke trail effect and tweak existing effects
  1386. Adding Prebuilt Structures for Elysium Colony
  1387. Lead lined box - Added 'PreventsRadiation_?' bool to lead lined boxes that stops radiation leaking
  1388. Added New Tree Birds of Paridise, Updating Cliff, Added Cave and Set Dressing Jungle, Outpost 11
  1389. Removed emmisive from Giant Bamboo materials
  1390. Lead lined box - added dev locked items without the radiation preventing functionality
  1391. Added FTs for the 3 SML variants of the Banyan tree. Chopped versions will still need to be made
  1392. Adding audio to all new rad boss animations. Movement sounds and vocalisations
  1393. Added small variants of the choppable banyan trees
  1394. Added BOW_Crossbow_Radboss with animations
  1395. Added more Rad Boss animations to the project
  1396. Added New Large Root to Jungle, Tested Bamboo Forest and Set Dressing Jungle, Outpost 11
  1397. ore fine tunes to the rad boss arena audio
  1398. Updated Banyan tree textures and materials with some colour changes and adjustments
  1399. Legendary Chainsaw - Fixed audio not turning off when losing ammo
  1400. Legendary Chainsaw - Fixed bug where spamming attack will play 2 clicks. Removed unused debug logging
  1401. Added FTs for the three tall variants of the Giant Bamboo
  1402. Legendary Chainsaw - Increased the amount of time the saw will spin after attacking
  1403. Legendary Chainsaw - Fixed item owner invalid errors. Fixed Audio not playing when 'running out' of fuel (wasnt running out, just seemed like it). Fixed chainsaw being able to 'pull cord' twice in certain scenarios when attacking as you reload
  1404. Adding rad boss attack whoosh, audio, event and notify
  1405. Added large root meshes 01-05, plus collision meshes and materials
  1406. Added SK for the slinker arctic explorer saddle
  1407. Adding call to parent on BP for logic when rad spawner is destroyed to trigger audio
  1408. Adding rad boss spawner loop audio and destruction audio and event and BP imp
  1409. Added Rad broodling trophy SM and bestiary image
  1410. Updated rad brooding carcass textures and added the carcass assets into the corpse BP
  1411. Clean up of ArtTest map
  1412. Made additional edits to RockFormation_003. Also created umap file for RockFormation_004
  1413. Added 3 tall variants of the Giant Bamboo
  1414. Blocking out Jungle, Adding Roots and Adding Decals, Outpost 11
  1415. Legendary Chainsaw - Changed 'Bouncing Blade' to be 'Piercing Blade' and Removed unused variables from chainsaw blueprint
  1416. Updated the terrinus, moa, buffalo, and slinker Rad Boss saddle SKs to have a larger back section
  1417. Legend Chainsaw - added isvalid to fix error
  1418. Fixed Contact device collision not upgrading correctly for Skeletal Mesh components
  1419. Adding rad boss arena data table setup, adjustments to arena audio balance and biome override to correct row
  1420. Added the carcass art assets for the Rad Boss Broodling
  1421. Doubled playback rate of Legendary Chainsaw anim. Increased Refined Wood yield/chance for Drive upgrade. Added Screenshake reduction for Handle upgrade
  1422. Added art assets for the damaged heavy speeder and heavy speeder backpack
  1423. Adding a bunch more radboss idle vocalisations