1. Update v2.3.12.143193:
  2. New Content
  3. Details
  4. Unlocked farmer's backpack workshop item
  5. Added Aquatica Isle Outpost DLC to Outpost menu
  6.  
  7. Fixed
  8. Details
  9. Add IsValid check for GetOwner in TraceForCave function on BP Building Base
  10. Fix an exploit with processors and water connections
  11. Remove historical tooltip from glassworking bench. Remove water brownout modifier from glassworking bench
  12. Changed texture size for portrait outpost images
  13. Island outpost now locked behind correct package ID
  14. Renamed references of Aquaticus to Aquatica
  15. Updated Quest text for Olympus Agriculture mission to clarify location requirements better. Formatting adjustments.
  16. Fix CropPlot entries in Retrieve step for Olympus Agriculture mission.
  17. Increased Inaris Crate albedo to 2k
  18. Remove (unfinished/unbalanced) Legendary Slug Launcher and Ice Mammoth Sledge Hammer from the FieldGuide
  19. Fixed Kitchen Stove VFX being enabled by default causing instances used in Prebuilt structures to automatically be enabled
  20. Fixed issue where distance-based threat calculation (how quickly an AI will detect a perceived hostile threat) wasn't updating to match AI's maximum visual range. This will only affect the few NPCs that had a non-default visual range != 5000
  21. AI damage perception events now persist for 10s instead of default 3s (AI will 'remember' your current position for 10s after being hurt). This is primarily to fix issue where attacking certain AI from outside their visual range would cause them to abort out of their attacking action 3s after being hurt, this is now 10s
  22. Extended minimum player ragdoll time to fix regression where dead player body would frequently freeze in mid air
  23. Crafting queue 'time remaining' now updates when modifiers are added/removed. Previously would only update when next item in queue started crafting
  24.  
  25. Future Content
  26. Details
  27. Reducing dialogue line when TPS drones are after you when you place the beacon. Also music balance pass
  28. Another small cre volume adjustment
  29. Correcting slinker having wrong combat music override causing it to have combat music at a longer distance which didn't make sense for the creature
  30. Cre flinch and death vocal volume pass
  31. Adding further delay to second dialogue that plays after landing
  32. Inventory context menu to fill various items with various resources (first pass)
  33. Fix incorrect hit VFX playing on LC voxel rocks. Add in logging (Editor only) when incorrect material surface type is detected. Cleaned out unhooked BP logic from 2023
  34. Small volume adjustment
  35. Added quick tamer saddle art assets to the project
  36. adding chew flinch, death and attack vocalisations, event and data table setup. Duplicating animations used that are linked to the horse attack and adding appropriate vocal
  37. Added a mask material for radiation modifier fill
  38. Changed the curve radiation bar to change according to when radiation modifier icon changes
  39. Impassable work
  40. Added ITM_Sledgehammer_Lithium
  41. Fix bone DT setup for GasFlyer
  42. Fix many mismatching FLOD/BP distance field settings. Fixed some collision/lod/texture issues
  43. Update processor list item time remaining when modifiers are applied
  44. Sandwyrm Queen - Added IK to animbp
  45. Resources Pass in Swamp, Orange/Purple Quad, Elysium
  46. Updated WPO mask range to fix issue for Stump_trunk_02 on Ely tree
  47. Adding medium and heavy radiation events and modifier setup
  48. Corrected Recipe row for Raw_Wood_Lamp (was Ramp). Devlocked/Blacklist Impact Grenade, CaveBatTrophy, and BlackwolfRug
  49. Adding radiation geiger counter sound and new modifier state audio. Adding to all radiation modifiers
  50. Delete recipes for Carbon Armor (workshop item), large deer carcasses (can't be carried), roat and raccoon carcasses. Added DT validation for detecting recipes that aren't player accessible but are visible in FieldGuide
  51. Ely - added canvas walls and awning meshes for Eden set dressing
  52. Removed 'Wood' designation from Rustic Wall Shelf title to match other Rustic items
  53. Adding modifier state audio row to new modifier. Adjustments to many dialouge events and marking events for redos and touch ups
  54. Radiation Modifiers - Color changes based on how much radiation you currently have
  55. Adding air hiss to nuclear reactor to represent updated fan fx
  56. Updated MA_TRE to fix missing cap when chopped
  57. Added Radiation Modifier Background
  58. Adding roach slather audio, event and notify. Adjustments to a lot of other notifies and removing unused click sounds. various other improvements and additions
  59. Improve jackhammer (item) animation. Wire various particle systems
  60. Adding Giant Roach roar event to animation. Adding all corrected vocal socket names to ai audio data table to ensure vocals play from correct spot
  61. Giant roach close vocal idle layers with more mouth movements and layers added to idle vocal event
  62. Updated BP_SkeletalItem_Lithium_Bow
  63. Updated D_Meshable
  64. Added BOW_Lithium with animations
  65. Fix DF shadow settings on rocks. Improve DT validation
  66. ELY1: Add 'Scout' Drone variation which is easier to kill. Use in Defend quest. Increase time between spawns 10s-20s and base number of 2 instead of 3
  67. ELY1: Put map icon setup behind RepNotify so that it works for clients
  68. Sandworm queen - Fixed circle flying not working as intended and gave a lot of acceleration to its flight and allowed for much faster braking. Fixed animbp tilting in the incorrect direction when turning while flying
  69. Adding giant roach roar audio and event
  70. Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  71. Ely - fixed various floating rocks, added more fireflies to Tundra, green+yellow quads
  72. Ely - fixed double voxel in Cave_AC_MED_008_DLC2
  73. Added VFX for BP_Uranium_Generator
  74. Updated env radiation VFX
  75. Various roach stomps and attack movement audio events and notifys
  76. Update CavePrefab utility array of Cave Prefabs
  77. Sandworm Queen - Removed testing nodes in Behaviour tree and fixed mission 5 referencing wrong BB variables on queen
  78. Uranium collection device's dynamic material now replicates correctly for clients
  79. Adding roach unique footstep audio
  80. Sandworm Queen - Added flying spit attack
  81. Created Gfur setup for the tundra monkey
  82. More impassable work
  83. Added crash landing animations for the Wyrm Queen
  84. Ely - added canvas wall static mesh for Eden set dressing
  85. Updated quick tamer saddle static mesh and material settings
  86. Updated skinning on the bear hide saddle for the raptor
  87. Updates to the raptor skinning
  88. Giant Roach will now only perform it's unique behaviour if target is within 35m
  89. Fix a BP warning in editor for clients
  90. Remove logging from chainsaw SFX
  91. Only play idle SFX for chainsaw when not in use
  92. Added first pass unique behaviours to Giant Roach
  93. RunForSafety now supports dynamic subtree override
  94. Improved Giant Roach's locomotion, anim blending
  95. Disabled Giant Roach's player-blocking capsule collision
  96. Actors that touch Giant Roach's tentacles now have a debuff applied
  97. Permit the set resources cheat to empty contents (if units is 0)
  98. More stomper audio additions. Jump stomp, bite stomp and various timing improvements based ons ped up animation montages
  99. Added new modifier type for radiation
  100. Removing unnecessary blend layer from creature explosion
  101. More raptor movement layers. Light feather whoosh blend and animation notifys
  102. Ely - added BP_Fireflies to approved actors list, placement in Tundra around alien rocks, green quad
  103. Fixed radiation mask not fitting in modifier icon background
  104. Fix bone DT setup for Reaver
  105. Fix remaining mismatch between FLOD/BP for foliage shadows. Fixed some LOD/collision issues
  106. Radiation Modifier - Added progress bar for the 3 phases of radiation
  107. ELY Eden Station landing pad first pass
  108. Resources Pass in Swamp, Orange/Purple Quad, Elysium
  109. Ely - added various T5 kitset meshes for set dressing, mesh placement in Eden, yellow quad
  110. ELY2: Add new QuickMakeQuestItem function which is a copy of QuickMakeItem but adds the IsInvolvedInQuest tag. Set the Map and Echo device given by Iris to be quest items
  111. Fixed Dialog subtitles in ELY2 so that they match the audio
  112. Radiation Modifier - Added priority to radiation modifiers so they stick to the left most portion of the modifiers UI
  113. More radiation notification adjustments
  114. More radiation geiger variations. More longer and slower variations. Varying low medium and high radiation more
  115. Dialogue text adjustments to match VO
  116. Updated SPR_Lithium
  117. Updated ITM_Shield_Lithium
  118. ELY2: Updates to ELY2 quest text
  119. Decrease delay on Drone navlight flicker for more frequent updates, and increase view distance
  120. Change Drone muzzle flash VFX to use better Pistol Niagara with lights and smoke
  121. Resources Pass in Swamp, Orange/Purple/Green Quad, Elysium
  122. Added mange wolves to irradiated enemy spawn pool
  123. Added new 'Following' GOAP movement mode that scales movement speed based on distance to target point
  124. Fixed issue where AI damage perception events (triggered when hurt) wasn't setting target correctly
  125. When spawning groups of AI (dribbo, mange) followers will now be protective of 'leader' if their GOAP setup supports it
  126. Added follower behaviour to standard mange wolves
  127. Improved wolf's locomotion AnimBP to make it less glitchy when slowing down to a halt
  128. Added default AISpawnConfig/zone for dev maps
  129. Squad-based follower AI will now share perception events between eachother (attacking one will anger the rest)
  130. Adding lithium axe event and data table setup
  131. wip update for new blood FX on hit
  132. Ely - added more meshes for set dressing tweaks to canvas meshes and material, mesh placement in Eden, yellow quad
  133. Fixed associated maps for Chew Bestiary
  134. Gate OEI usage in ELY Eden
  135. Spawn Eden Station OEI as part of ELY_Story0
  136. More lithium spear adjustments and additions
  137. Adding chew distant idle layers. Idle shake adjustments and other tweaks
  138. Added new Crash_Descent dropship sequence that is triggered when players drop on ELY in a session without the ELY_Story1_FoundEden flag
  139. Sandwyrm Queen - Added strafing runs to flying attacks
  140. Updated texture settings for Voxel Lithium
  141. Remove collision on Uranium Collector bones that spin/move during active animation, causing attached widgets to move erratically and unnecessary physics computation. Remove Collision on liquid SM in BP for same reason
  142. Adding lithium pickaxe impact event and whoosh, data table entry etc
  143. ELY Eden Station landing pad swap out mesh, setup lights and transport pod snap points
  144. Adjustments to volume adn distancing of chew footsteps to better represent its size
  145. ELY Impassibles
  146. Adding ELY dropship sequence audio hooks and FMOD parameter additions
  147. Refine Elysium biome map
  148. Undo some dialog changes that were marked for change in VO
  149. Added following movement speed to new drone scout AISetup
  150.  
  151. Update v2.3.11.142770:
  152. New Content
  153. Details
  154. Unlocked flat solar panels
  155. Updated flat solar panel's description to remove mention of roof pieces
  156. Enabled support for grid angle snapping on flat solar panels
  157.  
  158. Fixed
  159. Details
  160. Clients no longer attempt to request server-only biome update on BP_Grid_Base BeginPlay
  161. Changed fishing rod attachment icon
  162. Nuke from orbit obsolete/WIP content that no longer compiles or gets flagged during validation
  163. Fix up invalid row handles on several BPs
  164. Fixed description text mentioning 'Alert Level' for CanTrackAnimalHealthbar stat, when the stat doesn't affect that
  165. Fixed issue where Rock Golem's jump attack had too big of an attack radius
  166. Extend gravestone ragdoll time after recent change
  167.  
  168. Future Content
  169. Details
  170. Changed Frostfall portrait image
  171. Adding sulfur worm emerge audio events and notify
  172. Adding Sulfur worm pre spit event and audio. Updatding Attack vocalisation
  173. Blue quad, I'll no longer lag
  174. Fix settings on Blood/Paw decal textures
  175. Exclude RenderTargets from Texture validation
  176. Fix missing Setting param on Sulfur Worm Spit vocalisation
  177. Delete random toilet icon with validation issues used in Talents Simulation UI. Replaced used icon
  178. Added IK control rig for Reaver
  179. Fixed crash when attempting to perform asset validation on IcarusActorMacroLibrary
  180. WIP saddle setup and skinning for the raptor mount
  181. Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  182. Fixed queen only slow walking. Added first test of burrowing/peekaboo mechanics. Added Transition/Attack montages
  183. Added New Outpost portrait Images
  184. Adding sulfur worm spit audio and events
  185. DH: Reaver should no longer attack other creatures
  186. Removed ensureMsgf from AITargetable
  187. Ely - transition cave between W arctic and NW volcanic, red + green quads
  188. Finished saddle setup for the chew mount
  189. Added AXE_Lithium
  190. Added KNI_Lithium
  191. Added SPR_Lithium
  192. Added PIC_Lithium
  193. Reduce log verbosity for foundation actors
  194. Added extra validation for BP-based trait component DT rows
  195. Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  196. Fix Jackhammer Idle audio is not triggering
  197. Adding randomisation to the nailgun fire sounds
  198. Saddle setup for the raptor mount
  199. Jack of all hammers routing
  200. Adding first pass jackhammer loop on and idle loop
  201. Ely - transition cave between W arctic and NW volcanic, red quad
  202. Validation fixes for Mesh LOD screensizes
  203. Adding nailgun fire audio, event, data table setup
  204. Update WeatherPools DT
  205. Queen Boss - Added combat phases and better organisation
  206. Update Slinker loot table. Cleared out duplicate content. Fix Audio on Juvi Slinker. Add DT validation for duplicate ItemRewards rows
  207. Adjusted UV's for the liquid chamber on the Uranium Collection Device so they work properly with the new shader
  208. Removed Fireflies, added Rock, Tree Placement and Landscape Pass in Swamp, Orange/Green/Yellow Quad, Elysium
  209. Increase Fur from Tundra Deer. Decrease Fur from Pygmy Lops
  210. Add Ely biomes to WeatherEvents DT
  211. wip VFX options for Mining Laser
  212. wip FX for BP_Exotic_Uranium_Collector
  213. Ely - foliage painting and impassable placement in geothermal and NW volcanic, red quad
  214. Removed CriticalSection var from AuraManagerComponent
  215. Queen Boss - Fixed spit location and cleanup
  216. Ely - updated biome heatmap to include arctic-NWvolcanic transition cave inside shattered barrens biome
  217. Updated T5 Hazmat suit textures and sk mesh
  218. BP_Fireflies_FX adjusted construction script for exposed controls on the niagara system
  219. Queen Boss - Added transitions between all states and added diving/spit cycle
  220. Ely - nav blockers in Geothermal and NW volcanic, persistent level
  221. Saddle updates for the raptor mount
  222. Made IAITargetable::IsHostileTowards warning message verbose
  223. Ely - added voids, volumes and entrances to arctic-volcanic transition cave
  224. Changed name of new IsDataValid function inside TraitComponent to prevent compiler warnings
  225. Added_ITM_Sickle_Lithium
  226. Clean out WIP turret content
  227. Slightly increased Slinker's peripheral vision angle
  228. Added a quicker variant of Slinker's pounce attack
  229. Update flavor text on Cultivar Backpack
  230. Slinker sniff spacialization tweaks and adjustments
  231. Slinker idle sniff audio, event and notify
  232. Adjustments and improvements to slinker vocals balance and footsteps
  233. v2 of slinker aggro vocals. changed direction slightly. better representation of size and feel of the creature. Less low mid vocal growl
  234. Adding slinker attack movement audio and events. Fast jump charge and hop type movement. Adding notifys to all appropriate events
  235. Adding uranium collector deploy audio now that there is a new animation for deploying it
  236. Volume adjustments to bounder deer
  237. Fix dialog subtitles for ELY1 so that they match the audio
  238. Move a bunch of actors into more appropriate folders (mainly Vision/Nav related content), move some meshes out of persistent level into Developer level
  239. Fix Slinker XP event
  240. Fix Slinker BP physics setup
  241. Improve takeoff sequence for Transport pods. Increase time between ignition and movement, initial movement is now more gradual
  242. ELY1: Add representative SearchArea to mission which has radius requirements. Increase max radius from 30m to 50m to allow for building on nearby rock. Move Map icons logic to root Beacon mission so they can be toggled on/off based on stage. Reduce Defend quest section by 60s (300 -> 240s). Fix quest description being wrapped in rich text when it was already rich text causing erroneous closing bracket to appear. Stop spawning drones after transmission completes
  243. Add DF Bias to AlienRock01
  244. added decal on console for FX when active or not and updated liquid mesh material for BP_Exotic_Uranium_Collector
  245. Nailgun improvements and adjustments
  246. Volume pass on drones to pull them back a fraction to accomodate for multiple at once
  247. Adding nailgun montage and animation for reloading. Adding nailgun reloading audio
  248. Fix bone DT setup for Drone
  249. Fix bone DT setup for Bats
  250. Queen boss - Added First pass flying phase
  251. Adjustment and imrpovements to Reaver audio timing and volumes and emerges and submerges
  252. Small volume balance of bounder deer
  253. Shortening and editing a few dialogue lines for snappier presentation of information
  254. Add isValid check for Target input for CheckLineOfSight function
  255. Adding ghost croc vocalisations to data table. Duplicating croc pre attack to use in ghost pre attack montage. Adding ghost pre attack audio etc. Adding delay to dialogue event when landing in eden
  256. Adding impact event for nailgun ballistic and data table setup
  257. Added missing ADS Offset for single shot pistol. This brings the nail guna nd all pistols in alignment
  258. Added ITM_Shield_Lithium
  259. Adjustments and improvements to the jackhammer
  260. Update Elysium minimap textures
  261. wip on Exotic Uranium Collector material and BP
  262. Add Generated LODs for Elysium
  263. Fixed Orka control rig, added IK curves
  264. Remove STL includes/function calls from Unreal components
  265. T5 Chainsaw's InUse flag is now unset during setup, endplay
  266. Added item animations to T5 chainsaw
  267. Adjustments to jackhammer idle start fade in and also adding all bounder deer flinch and death audio events to correct data table ai setup
  268. Adding correct placement of nailgun in hand by adjusting the offset location. Adding missing ADS offset sockets so that the nailgun and pistols all align the same
  269. Small dialogue tweak to reduce length slightly and small fix to wrong text input
  270. Adding Giant roach aggro audio, event and data table setups
  271. Add Generated LOD data for Elysium
  272. Added missing collision for audio to wild Avocado and Rhubarb, as well as fixed a few incorrect BP mesh assignements
  273. Added 3 wild variants of both Avocado and Rhubarb plants, with all meshes, materials, textures, FTs, DMs, BPs and Data Table entries
  274. Updated skinning on remaining raptor mount saddles
  275. Add animation to jack hammer item (tip). Fix not using fuel on jackhammer
  276. Changed outpost images texture size. Fixed outpost background not scaling for Ultrawide
  277. Wire pull chain animation for Jackhammer
  278. Adding jackhammer pull chord start audio event and notify
  279. Created single submerged animation for the Wyrm Queen and shifted the submerge to ground animation to line up with ground idle
  280. Adding jackhammer impact event and data table setups. Re adding loop audio to montage
  281. Cleared invalid session flag param on unused GH device BP. Removed some related DT data
  282. Change Ely starting zone drop image from Desert to Snow to suit Tundra. Fix DNT tag on instance level entry
  283. Increase Tundra Deer peripheral vision range 115 -> 140deg. Change extra poison damage to extra fire damage
  284. Jackhammer timing and balance adjustments. Making the pull start audio cue follow the hands so it feels more natural
  285. Creature routing in FMOD
  286. Adding storca flinch and death vocalisation events and data table setup. Small timing adjustment to stomper bite vocal
  287. Removed Slinker's protective motivation. Should stop them from attacking other creatures
  288. Slinker 'completes' it's hunting motivation after sucessfully pouncing
  289. Slinker will no longer increase it's hunting motivation if target is close (within 10m)
  290. Fixed issue where JumpTo_Attack was using a 20m attack radius for all instances of the action
  291.  
  292. Update v2.3.10.142613:
  293. New Content
  294. Details
  295. Adjusting Names of the new flags to be International Flags & International Flag Pack
  296. Updated D_Deployable_Setup
  297. Fixed angled flag not displaying texture correctly
  298. Fixed default flag seam texture not fitting to mesh correctly
  299. Updated flavour text of flag item to be more generic
  300. Reducing Recipe Cost of International Flags
  301. Fixed angled flag LOD2's UVs
  302. Unlocked international flag items, recipes, talent
  303.  
  304. Fixed
  305. Details
  306. Fix vertical alignment on building counts widget
  307. Fixed item entry title not wrapping in Field Guide, made some changes to some spacing, fonts and added a divider for entry description and flavour text. Changed animation and hover state for main categories page in Field Guide
  308. Increase the width on building counts widgets for Deutsch
  309. Fixed an issue where audiolog dialogue was being stomped by following lines within the New Frontiers Story Missions
  310. Show whose dropship belongs to who on dropship tooltip
  311. Fix several WorldObjects with invalid Interactable row handle data. Add EUW for detecting this
  312. Fixed issue with Glassworking bench where negative crafting speed modifier wasn't being applied to water-based recipes in the event of a brownout. This meant reinforced glass could be crafted without having access to water
  313. Added craftable international flags
  314. Potential fix for another aura-related crash on dedicated servers
  315.  
  316. Future Content
  317. Details
  318. Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  319. Increase Ghost Croc albedo to 4k due to its size. Fix SK not using correct PhysicsAsset. Increase accuracy on character BP and SK mesh collision setups
  320. Ely - decal painting, applied new scale and z offsets to foliage rocks, red quad
  321. Ely - adjusted scale and Z offsets for LRG,MED,SML foliage rocks, added 1st pass oil spill decal FT and mat
  322. Adding hornets flying loops and audio event
  323. Add eyeball crit areas for Reaver, adjust Char BP capsules
  324. Update Char BP capsule setups for Stompers
  325. Added extra hover animation to outpost select button, added outpost images to outpost select widget
  326. Update AI Setup rows for LavaBlueBack, MangeWolfAlpha and WoolyZebra
  327. Add DT validation (unhooked) for detecting foliage with mismatching DF settings from FT to BP
  328. Balance pass on creature health: Raptor (1750-4500 -> 750-2500), Stomper (300-700 -> 900-2100), StomperMatriarch (300-700 -> 2000-5000), GhostCroc (600-2200 -> 2250-4500), Buffalo (300-500 -> 600-1000), LavaBlueBack (600-1000 -> 750-2500), Tusker (300-500 -> 800_1600), Tusker Melee Dmg (30-100 -> 50-150), Slinker (750-3000 -> 750-1500), SlinkerJuvi (1750-4500 -> 300-800), Hopper (750-1500 -> 300-600), DeerLarge (300-500 -> 450-750), Chew (600-1000 -> 1500-3500), ChewJuvi (600-1000 -> 300-750), Reaver (750-3000 -> 1250-3500), Orka (375-1500 -> 375-1000). Remove ScorpionSummon curves that were flat. Additional projectile resistance for GhostCroc
  329. Remove DF from Aspen Saplings. Set Aspen SML trees to use DF lighting in FT
  330. Updated chainsaw to use the new mesh
  331. Fix reference to cleaned up interaction row on Aspen SML trees
  332. Added missing constraints to the ghost croc physics asset
  333. Remove DF from Tussock meshes
  334. Adding vocals for flightless tank attack. Audio and event
  335. Updated BP_MetaDeposit_Uranium_Node and BP_MetaDeposit_Uranium
  336. Added art assets for the Giant Roach carcass and bones
  337. Ely - reapplied foliage rock scale and z offset settings, voxel placement and general polish in Tundra, green+yellow quads
  338. Added DEP_Nuclear_Reactor, with destructible and animation
  339. Second pass flightless tank attack vocal and footstep notifys etc
  340. Added Recipe for Flat Solar Panel, Removed DNT from name and description and adjusted talent so that the one solar panel talent unlocks both recipes, feature locked flat solar panel for now
  341. Updating Farmers Backpack Stats, adjusting price in the workshop and adjusting name to suit its position within the workshop for when it is released
  342. Adding vocalisations and events for sulfur cave worms. Also small adjustment to flag volume and falloff distance to make sure its not annoying when close to base in a quiet environment
  343. Don't register/unregister IcarusActors in the AuraManager on clients. Remove some const casts incase there is something suspect compiler side going on
  344. Fixed geothermal bat's DM material (blue -> yellow)
  345. Added background to outpost selection screen. Fixed Island Outpost image to correct one
  346. Adding correct BT to sulfur worms BPs. Adding correct death anim montage to SW BPs ready for audio pass
  347. Ely - mesh placement tweaks to fix navmesh holes in Tundra, Green quad
  348. Ely - more nav blockers in Tundra, persistent level
  349. Ely - fixed navigation and LOD settings on various DLC2 rocks
  350. Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  351. Sulfur caveworm movement adjustments and fine tunes
  352. Updated chew saddle setup and added first pass skinning of all the saddles for the chew rig
  353. Adding flying tank wing flutter looped audio, event and all notifys
  354. Updated text for DH items
  355. Ely - navblocker placement in NW volcanic, persistent level
  356. Duplicating BT for Sulfur cave worm. Duplicating all animations and all montages and creating sulfer versions for use. Removing cave worm attack vocalisations ready for new ones. Creating new controller setup for Sulfur
  357. Gfur pass on the mange wolf and Alpha mange wolf
  358. UPdating all storca aggro audio events with fine tunes and adjustments
  359. Raptor/Chew - Added saddles for raptor/Updated chew scale
  360. Adjustments to storca aggro state levels and footstep balance
  361. Added SK_Gun_NailGun, including all meshes, materials, and textures, as well as alternate fire and reload animations that better suit this weapon. I also added the gun to the appropriate meshable data table and to the Nailgun BP
  362. Moved radiation bar to player survival HUD
  363. Adding storca idle, aggro and attack audio and events and data table setups
  364. Ely - decal fixes and voxel placement in NW volcanic, red+yellow quads
  365. Setting SplineActorBase to Spatialize_Dynamic
  366. Setup on in hand mesh for crude pipe tool
  367. Setup of Geothermal Bat Creature, Nest Loot and Spawning
  368. Removing Dev Flag from farmers backpack
  369. Flat Solar Panels are now no longer feature locked to Dangerous Horizons
  370. Making the flat solar panels free placement and not snapping
  371. ELY2 - IRIS no longer duplicates items
  372. ELY1 - Removed Prebuilt Structure duplication on Reload
  373. Fixing Radiation Injection so it heals radiation and does not cause it
  374. Rock Placement and Landscape Pass in Swamp, Green/Orange/Purple Quad, Elysium
  375. Mission 1 - Added more attacks/montages for wyrm queen boss fight. Boss now correctly attacks at the correct phase
  376. Added textures and material for the geothermal variant of the bat and bat nest
  377. Updated physics asset for the irradiated abomination
  378. Updated tundra monkey fur culling mask texture grouping
  379. Added tundra monkey Gfur materials and updated physics asset
  380. Added notes for reveal in ELY5
  381. Added in idle NPC barks for Mo
  382. Adding tank aggro state vocal event and movement adjustments and fine tunes
  383. Added text to ELY3 lab notes once you decrypt them
  384. Hooked up items for quest notes across ELY1 and ELY2 and flavour notes
  385. Ely - nav blockers in Geothermal and NW volcanic, persistent level
  386. Adding lots of tank movement events and notifys etc
  387. Added SM_ITM_PipeHand_Oil, Handheld mesh for laying oil pipe
  388. Mission 1 - Changed 'Required Height' for defense mission to 3000 units from 10000
  389. Ely - nav blockers and voxel placement in Tundra, yellow+green quads
  390. Adding more tank audio idle vocalisations
  391. Ely3 - tweaks to reactor and terraform room layouts - round 2, fixing clipping with prebuilt structure
  392. Updating tank vocal audio socket. Updating attack vocalisations with more low end and weight. Increasing volume of spin attack
  393. Ely3 - tweaks to reactor and terraform room layouts
  394. Updated deployable mesh for DEP_Turret_T4_Flamethrower
  395. Adding Uranium and Lithium Assault Rifle Ammo
  396. Adding Uranium and Lithium Rifle Shell Ammo
  397. Adding Uranium and Lithium Shotgun Shell Ammo
  398. Adding Uranium and Lithium Ammo Talents and Pistol Recipes
  399. Adding Uranium and Lithium Pistol ammo is now valid in submachine guns
  400. Adding Uranium and Lithium Pistol Ammo, Recipes, Items, Talents, etc
  401. Adding Uranium Sickness modifier which can apply to enemies from Uranium Ammo
  402. ELY3 - Adding new Prebuilt Structure for the Lab
  403. ELY3 - Making adjustments to the meshes for the underground lab
  404. Removing Dropship from Eden
  405. ELY1 - Adding Specific Location in which to place the Makeshift beacon also lowered building to be a requirement of 30m
  406. Adding new Quest Step to show players current height
  407. ELY2 - Adjusting Location LAB prebuilt structure
  408. ELY2 - Adjusting Location Delta prebuilt structure
  409. Adding Ubis Talent Tree
  410. Adding nuclear reactor audio loop and Bp imp. Correcting camera being slightly off centre
  411. Adding Slinker Talent Tree
  412. Adding Raptor Talent Tree
  413. Adding Chew Talent Tree
  414. Adding Storca Tame Talent Tree
  415. Adding DH Mounts and Tames to Dt for their Talent Trees
  416. Setting up Orka Base Talent Tree
  417. Renaming FoundEden Session Flag for better readability
  418. Adding Session Flag and Triggering when NPC's Spawn
  419. Adding Uranium Generator Icon and fixing Biofuel Spline Tool Name
  420. Adjust crude to brown and refined to light grey to fix class and ui readability of oil resources
  421. Setting up Oil Pipe Mesh and textures correctly
  422. Shifting Crude Oil Guides for the Pump Jack and Crude Oil Refiner so it looks good withthe pipes
  423. Fixing Uranium Collection Device by removing all old meshes and cable components
  424. Fixing Uranium Collection Device so it plays the deploy animation correctly
  425. Updating Uranium Node Highlightable
  426. Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  427. Mission 5 - Added in basic functionality to sandwyrm queen boss and boss circles area
  428. Adding flightless tank idle vocals and footstep adjustments, event data table setups
  429. Added inital setup of tundra monkey art assets
  430. Wrap stat call in chainsaw in function, so can be override by jackhammer implementation
  431. Updated Uranium Collection Device, which is now double the original size with a few details adjusted
  432. Adding flightless tank flinch and death vocalisations, event and data table setups
  433. Initial import of the irradiated abomination art assets
  434. Added idle NPC barks for Iris and Theo
  435. Adding Flightless Tank footstep event and data table setup
  436. Adding tank attack movements audio and events and notifys
  437. Ely - nav modifier volumes in Tundra, persistent level
  438. Ely - changed Alien rock nav settings to NavArea_Null
  439. Adding flightless slam attacks. Heavy and medium. Anim notifys audio and events
  440. Increase Jackhammer wear and decrease durability
  441. Jackhammer first pass implementation
  442. Adding sulfur worm death vocalisation and notifys
  443. Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  444. Updated fireflies particle spawn on cylinder shape surface and exposed controls
  445. Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  446. DH: World radiation values > 0.1 will now spawn irradiated enemies at location instead of regular spawn table
  447.  
  448. Update v2.3.9.142434:
  449. Contains the Following Fixes
  450. Fixed issue where new building grid manager wasn't correctly registering/deregistering buildings. Should fix issues with greenhouse effect not being added to crop plots
  451. Crop plots will not correctly receive the greenhouse buffs and crops grown in the arctic in a greenhouse will now grow again.
  452.  
  453. Update v2.3.9.142406:
  454. New Content
  455. Details
  456. Lowered network replication frequency of Mounts, Buildings, Deployables, Splines
  457. Moving cursor when hovering over an interactable no longer floods server with updates
  458. Building and Deployable references have been added to two new octrees, making positional queries much cheaper
  459. Splines and Building Grids are no longer always network-relevant. They will now unload for clients when far enough away
  460. Crop Plots and Freezers will no longer all update on the same frame
  461. Nativised sections of the building tick logic
  462. Removed numerous sections of UI/FX logic that were being needlessly run on dedicated server
  463. Reduced number of outdoor shelter traces that deployables perform when framerate is low
  464. Several Mount/Tame variables now update more slowly if there aren't any nearby players
  465. Spline placement is now client-authoritative, giving a much smoother experience on servers with bad FPS or ping
  466.  
  467. Fixed
  468. Details
  469. Fix a BP None warning relating to G slot items
  470. Spline placement is now client-authorative
  471. Fixed eyebrows and eyelash passing thru the helmet glass
  472. Fix angle horse mounts use to determine rear kick attack
  473. Fix a race condition in the Aura Manager when players leave dedi server
  474. Fix Tea => Coffee => Tea => Coffee ping pong on an auto processor where all ingredients are present in inventory
  475. Recipes can now pull liquids from multiple containers when crafting a single item
  476. Fixed some issues where water containers with existing alterations were incorrectly accepted as inputs for new items
  477. Fixed issue where drinks couldn't be crafted on a bench if water containers weren't placed in the bench's inventory
  478. Removed old rep graph policy causing validation error
  479.  
  480. Future Content
  481. Details
  482. Fix erroneous pixels in Elysium biome map
  483. Update VoxelTools to retrieve info on voxel pools present in the loaded levels. Update RespawnShipSpawn actor to be green instead of yellow so that it stands apart from DropshipSpawn actors
  484. Created new UMG for revamped outpost menu, added new outpost images, changed outpost talent tree layout
  485. More generic solution for scope with auto aim enabled
  486. Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  487. Add more (dev only) checks that Blueprint structs marked as CF_SaveGame are handled types
  488. Fix changes to scope behaviour broke opening inventory
  489. Mission 4 - Finished first pass
  490. Adding giant roach idle close, idle far, all movement notifies and footstep notifies, data table setups etc
  491. Fixed Polymerizer anims not playing for client
  492. Added AnimBP for Polymerizer
  493. Disabled blocking collision on Polymerizer's sliding crate SM
  494. Polymerizer's item animation no longer plays if item isn't successfully crafted
  495. When scope being used with toggle aim, prevent inventory from showing when scop is up
  496. Set correct preview mesh for flamethrower turrets
  497. Fix 'max items' button does not work for tag based crafting recipes where there is not concrete item or resource input
  498. First implementation of Slinker hunt behaviour
  499. Fixed Slinker IK
  500. Fixed bug where JumpTo behaviour wouldn't return NPC to original movement state
  501. Fixed bug with JumpTo behaviour where task wouldn't execute if input key was of Actor type
  502. Split out 'pack hunting' behaviours (batdogs) into it's own GOAP action BP
  503. BP_Polymerizer update on FX and proxy inventory check
  504. Reconnect the first 3 quest steps on Ely Story 1
  505. Prevent creatures from spawning inside Eden on Elysium
  506. Add DT Validation for AISpawnConfig ensuring GTs match SpawnZone arrays. Fix incorrect entry on MemTest
  507. Breakable permafrost var1 and var2 setup
  508. Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  509. Elysium, Tundra - foliage scale, voxel distribution and general polish, lake water points and edge splines, added reeds, lily and more yeast
  510. Adding natural oil refiner audio event air hiss and BP imp
  511. ELY3 - Mission is now completeable
  512. ELY3 - Added ability to lock the access card door
  513. ELY3 - Adding Lab and Defence Prebuild Structures
  514. Adjusting Snapping Points on the Uranium Deposit
  515. Adding Icon for Uranium Collection Device
  516. Setting up Uranium Collection device AnimBp and Deploy Animations
  517. Adding Animation BP for the Nuclear Centrifuge, Fixing highlighting of meshes and adjusting on / off material swap to use the correct materials
  518. Adding the Icon for the Nuclear Centrifuge
  519. Orka: Add Orka Head and Trophy data. Corrected bones/carcass size to medium. Added Arctic suffix to rownames for futureproofing. Fixed itemrewards pointing to Caveworm or Bear loot
  520. Added FX into BP_Organic_Extractor
  521. Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  522. Moved DEP_Uranium_Collection_Device assets to correct folder, as well as added a DM for the asset
  523. Add 33 new attachments across all categories. Ensure Nutrition Attachment is properly classed as a Tier1 attachment (was being unlocked by Advanced Atts). Rename Woodsman Felling_X attachments to FellingDamage_X for clarity. Corrected existing Felling_Yield attachments row names to actually be Felling_Damage for clarity
  524. Ely - decal painting and slope rocks in geothermal, red quad
  525. Ely - revised block out of mission 3 cave, persistent level
  526. Updated proxy inventory setup for BP_Polymerizer
  527. updated hair ang helmet glass material
  528. Elysium - voxel painting in geothermal and NW volcanic, red quad
  529. Updated D_Deployable Setup
  530. Added DEP_Nuclear_Centrifuge, with destructible and animation
  531. Fixed collision on temp geo in mo's area, Eden base - for real this time
  532. ELY3 - Adding Laser Tripwire Deployable
  533. ELY3 - Adding mission Scaffolding. Objectives, Quest Markers, Quest Flags, NPC spawning
  534. ELY3 - Adding new Access Card and Locked Door Mission items
  535. ELY3 - Adding new Note items to collect as part of the mission
  536. Hooking up new meshes for Oil Pipes to the spline system
  537. Adding National Flag Item Icons
  538. Fixing National Flags Talent so its not locked behind a DLC Flag
  539. Fixed Blueprint Recipe Icon / Name lookup to take into account national flags stats
  540. Updating Organic Extractor to Run off any organic matter and create biofuel the same way the T4 food trough works
  541. Adding ability to fill / empty jerry cans into organic extractor
  542. Adding new UI window for organic extractor to reflect its state correctly
  543. Orka: Halved vision distance and decreased peripheral range, decreased mass and attack radius to better suit size, add projectile damage resistance. Fixed Orka pointing to Bear bestiary. Updated Character/Stats tooling
  544. Adding bounder deer far idle layers and AI setup data table entry
  545. Ely - adding lake splines in geothermal, red quad
  546. Adding bounder deer idle vocalisations and data table setup
  547. BP_UraniumConverter FX and material adjustment
  548. Fix drone spotlight being offset to the side
  549. Remove DF from Kit meshes which are held in-hand, causing FP shadows. LOD settings pass
  550. Mission 4 - Final quest travel location changed to mission 3 base instead of eden
  551. If toggle aim is enabled and if aiming when ESC pressed, or FieldGuide opened, then stop aiming
  552. Adjustments to giant roach attack audio to make it feel a bit more intense with a higher shriek
  553. Fix some logging in foliage de-duper tool
  554. Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu
  555. More roach anim notifys, also adding roach unique whoosh whip audio and swimmiing notifys etc
  556. Ely - navblocker placement in geothermal
  557. LC_Cliff_23-25 - changed navigation settings to navarea_null to match similar cliffs
  558. Made text vars in D_Itemable and D_Dialogue multiline
  559. Adding Unique roach footstep event. adding to data table. orka footstep adjustments
  560. Ely - fixed floating cliff mesh and phys materials on landscape in tundra and arctic, green quad
  561. ELY2 - Full Setup of Prebuilt Structure Communication Station Epsilon
  562. First pass on some bespoke reaver behaviours and hook-ups for animations
  563. ELY2 - Adding new Quest Marker so that the Build Up location step is not completed right away
  564. ELY2 - Adding Map Icon to Iris in EDEN for the first objective
  565. UE4 Core - Don't return +/- WORLD_MAX as component bounds for an empty spline component with no points
  566. Fix WT_Lake45 on ELY DEV Orange has 27km bounds
  567. Update CharStats tooling with minor UX improvements before slight refactor
  568. Added FX on BP_UraniumConverter
  569. Slope Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  570. Adding giant roach attack vocals, event, data table setup and attack notifys
  571. Fixed a few typos
  572. Edited new creatures to show their player-facing names in bestiary data
  573. Added collectable notes for ELY map and missions, updated ELY map description
  574. Adding organic extracor to BP. Sound adjustments based on updated FX
  575. Fix a warning in BP_MetaDeposit_Uranium
  576. Cleanup on Interactable DT, removing and repathing duplicate entries. Improved verbosity of duplicates validation
  577. Various DH mixing and balance tweaks. Adjustments to spawn chance of music tracks etc
  578. BP_Organic_Extractor cleaned up material setup
  579. BP_Natural_Oil_Refiner fixed on client FX and material emissive on client
  580. BP_Polymerizer cleaned up material setup
  581. BP_Crude_Oil_Generator fixed on client FX and material emissive
  582. BP_Crude_Oil_Refiner fixed on client FX and material emissive
  583. Add duplicate row detection for Interactables
  584. Toggle aim off when showing inventory, rather than blocking show inventory when aiming
  585. Adding uranium collection audio loop, event BP imp and deploy setup
  586. Add the word degrees to min turrent pitch stat description
  587. Ely - added nav modifier volumes for geothermal
  588. Slinker will now prioritise hunting over standard attack behaviour if health >= 75%
  589. Slinker will now find a hunt location closer to player
  590. Slinker will now relocate hunt location if hurt (by anything) or seen by target player
  591. If BTTask_JumpTo's target is a Character, ground location is used intead of actor location
  592. Change some descriptive text on flame turrets
  593. D_CollectableNotes text property is now multiline
  594. Adding audio for nuclear centrifuge. Looped event and BP Imp
  595. Removed rock and ice rewards from permafrost breakables, should fix issue with chunks breaking off and colliding with each other
  596. Updated flightless tank carcass and bones and directed to correct anim BP in the carcass BP
  597. Updated flying tank carcass and bones skinning and physics asset
  598. Added physicas asset for the T5 chainsaw and updated texture collections
  599. More giant roach clicks
  600. Adding giant roach click audio to idle event to make more sense of the name
  601. Increase Dragonfly mesh scale from 0.1 to 0.2x so its closer to ref, adjust related physics setup to suit
  602. Where possible (non-shared Char BPs) fix Character BPs that are pointing to the wrong AISetup row in Class Defaults. Add unhooked DT validation to catch cases in future
  603. Mission 5 - Finished first pass at 'draw' subquests
  604. wip MetaExotic_Uranium_Node mesh, textures and material
  605. Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  606. WIP Implimentation of the flying tank carcass and bones assets
  607. Fix up a bunch of broken deprecated logic in test maps and various widgets related to NPCs that was flagged after GOAP base class was recompiled
  608. Cleared out CriticalHitBones arrays in AISetup DT and added validation for ensuring it is empty. Fixed incorrectly mapped bones on many Creatures for CollisionHitEventBones array
  609. Add Validate Skeleton function on GOAP base (gated by Editor check) to compare AI Setup data vs actual skeleton to find issues upon spawning
  610. Fix incorrect material swap logic on Machining Bench after mesh split
  611. Updates to bounder spacializing
  612. Adding bounder flinch and death audio events and data table setup
  613. Added T5 chainsaw art assets to the project
  614. Oly_Omni_Outpost/BW5 Mission- Fixed mission BP destroying sandworm after 15 seconds. changed it to 5 mins
  615. Adding all bark lines for DH characters. Audio and events
  616. Ely - lake splines in geothermal and NW volcanic, red quad
  617. Updated meshes, textures and materials for Oil Pipes
  618. Ely - Added nav enabled versions of LC_Cliffs-23-25, swapped out in tundra crevasse to improve navmesh, green+yellow quads
  619. Fixed missing material on billboard for SM_SW_Mushroom_Tree_Var1 and assingned propper mask texture to M_SW_Mushroom_Tree_Cap_Var3
  620. Improvements to Reaver behaviours, burrowed state management, AnimBP
  621. Gave reaver 15% projectile damage resist, increased health
  622. Fixed issue where Reaver's dive attack wasn't doing damage
  623. Added option on BTTask_StrikeAttack to auto-enable mesh collision overlaps for duration of montage
  624. Updating nuclear centrifuge audio based on updated vfx
  625. Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  626. Mission 5 - Created mission bps. added first few missions and new quest specific thumper
  627. Added art assets for the reaver carcass and bones. Updated BP with the new assets
  628. Ely - added waterbody to NW volcanic, manual cave setup in Geothermal, red quad
  629. LC foliage rock analysis in testmap
  630.  
  631. Update v2.3.8.141991:
  632. New Content
  633. Details
  634. Adjusted CHAC rifle's iron-sights
  635. Updated textures for CHAC_Hunting_Rifle
  636. Adding chac rifle bullet ejected audio to lever event
  637. Unlocked CHAC workshop rifle
  638. Unlocked workshop rifle rounds
  639. Increased CHAC rifle's fire rate and decreased reload time to further differentiate from existing hunting rifle
  640. Fixed CHAC Rifle's workshop item data being development-locked
  641.  
  642. Fixed
  643. Details
  644. Add missing Rope recipe (from Fiber) to Textiles benches
  645. Remove obsolete BetaWeekend Satellite/Faction Corpse content that was causing DT validation errors
  646. Fix blood splats for drill arrows vs creatures only play on the initial hit, not subsequent
  647. Display server 'FPS' on escape menu for clients
  648. Fix crafting checks for recipes that have no item input, but do have a resource input. Fix crafting max count for recipes that have no item input, but do have a resource input
  649. Fixed a few dialogue and item typos
  650. Fix modifiers are not removed from mounts sent to space via OEI
  651. Fix an ensure with player movement audio and empty portable water containers
  652. Fix some FieldGuide uses are not being displayed
  653. Fix typo 'Arctic Survial Suit'
  654. Fix Skinning Bench isn't previewing correct stack numbers for carcass outputs. Fix Furnaces aren't previewing correct number of igot inputs
  655. Fixed issue where you could queue up more items in a workbench than you had resources for
  656. Fixed issue where ice in a campfire would be auto-melted for water even if container was full
  657. Fixed issue where campfire could produce tea/coffee with empty water containers
  658. Fixed issue with advanced kitchen sink where water containers could be filled without actually connecting the device to a water network
  659.  
  660. Future Content
  661. Details
  662. Adding loop audio for T5 generator, Animation audio and notifys etc
  663. Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  664. Added Concrete, Glass and Tempered glass curved, advanced beam, diagonal curved wall angles, diagonal, roof curved angles, curved wall icons
  665. Flying tank - Basic implementation
  666. Hooked up test dialogue for ELY2 and 3
  667. Elysium - foliage and decal painting in NW volcanic, red quad
  668. Added dialogue and subtitles for ELY2 and 3
  669. Dragonfly - Basic Implementation
  670. Updated the Slinker Juvie LODs
  671. Elysium - foliage and voxel placement in NW volcanic, red quad
  672. Updated lowest LOD to the correct value on the Orka bones skeletal mesh
  673. Fixed rebellious floating rocks in CAVE_LC_MED_001_DLC2
  674. more chainsaw balance fine tunes and improvements. Also adding correct skeletal mesh to BP instead of metal axe
  675. Routing dialogue to correct channels
  676. Adding oil geyser audio loop with bubbles and splashes to reflect FX. Adding dialouge bark lines, making sure remove spline audio is replicated to clients and adding as a variable
  677. Permit flame turret to be topped up from biofuel containers in hand (as well as network)
  678. Add some more DT validation around resource networks with multiple inputs
  679. Updated vertex flag material to optionally take a mask and a flag texture
  680. Added new flag texture to test material changes
  681. changed SM_TEMP_MoZone to complex collision to fix holes in floor
  682. Added Steel_Barrel
  683. Adding Organic Extractor Icon
  684. Added Oil Pipe Node and Section piece
  685. Updated scale for DEP_Polymerizer_T5 with animation and proxy
  686. ELY2 - Adjusting new prebuilt structures and making sure the turrets have ammo
  687. ELY2 - Initial Implementation of Mission including quest markers and prebuilt structure fixes
  688. Extending functionality of BP_Common_Deliver so NPC's inventoris can be checked
  689. Updated SM_DEP_Organic_Extractor_T5
  690. ELY - Mo, Iris, Victor & Theo will only have an interact prompt when they have something to say to you
  691. ELY - Adding Common base class to spawn EDEN NPC's so they can be present when starting missions in mission mode
  692. ELY1 & ELY2 - Adjusted missions to have the inclusion of NPC spawning base class
  693. ELY1 - Making Fixes to NPC dialogue - removing delays and triggering from NPC interact rather than quest complete
  694. Make Flame Turrets (add associated resource networks) consume Biofuel ammo correctly
  695. updated material and texture, disabled sRGB
  696. Implemented Heavy Smoke FX into BP_Pump_Jack
  697. Updated oil geyser bubling and eruption FX
  698. Updated the mesh for OilGeyser
  699. Flying tank - added missing virtual stats
  700. Update ItemSet cheat to use Contains string rather than StartsWith string to make it more flexible.
  701. Can now do things like 'ItemSet Beams' to get all Beams which wasn't possible when it was just prefix input
  702. Adding oil geyser loop adjustments to sound more appropriate for oil, and also new burst audio and end loop audio, event and BP entry
  703. Elysium - foliage and decal painting in NW volcanic, red quad
  704. Adding polymerizer gate open, close, and crate move audio, events and anim notifys
  705. Flightless tank - Added grounded tank montages
  706. Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined (ye old not saved in editor)
  707. Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined
  708. Added 29 flags from around the world for the Flag Pole assets, including all textures and materials
  709. Flightless Tank - Basic Implementation. Flying tank - added animbp
  710. Adding orka aggro vocals, event and data table setup
  711. Adjustments and improvements to the oil powered generator. Simplifying some setup and balancing with original layers. Removing unneeded notifys etc
  712. Elysium - foliage and decal painting in NW volcanic, red quad
  713. Dangerous Horizons feature level lock in world resource network icons for biofuel, refined oil and crude oil networks on the Flow Meter tool
  714. Reposition Refined Oil connector on the flow meter for Dangerous Horizons
  715. Drill arrows and mining laser now look for nearby existing items in world to merge their resources into before spawning a new actor in-world
  716. Removed the proxy mesh driving the cape simulation
  717. Add refined oil and crude oil networks to the Flow Meter tool for Dangerous Horizons
  718. Added helmet glass material with increased mask opacity
  719. Hooked up dialogue for testing on ELY4, 5, and 6
  720. Adding organic extractor audio, event. Not currently hooked up to BP
  721. Added bark lines for Victor NPC
  722. Added dialogue and subtitles for ELY4, 5, and 6
  723. Adjusted refraction FX for OilGeyser to fix aliasing
  724. wip natural oil effects and material update
  725. Sandwyrm Queen - Basic implementation
  726. Adding camera to polymerizer and crude oil refiner so the view is focussed correctly when pressing F on the devices
  727. Adding chew footstep and vocalisation adjustments. Adding correct ai setup row
  728. Adding barrel audio item audio row and items static row entry
  729. Adding oil refiner audio to natural refiner. Also correcting fuel spline not having correct plugin to other spline audio
  730. Enabled two-sided rendering in the dls cha 001 master material
  731. Adding chainsaw negative and positive looped 1 shots that trigger based on if the impact events are success or not. adding FMod surface to the ruby surface etc
  732. Fix flow meter does not need to know about refined oil
  733. Adding correct deploy audio event for T5 deployables. Adding camera to natural oil refiner so the view is corrected when interracting
  734. Adding National Flag Blueprint to T2 Tech tree
  735. Adding National Flag Recipes
  736. Fixing Recipe element and recipe tooltip so it displays itemable overrides
  737. Adding New National Flags Table, stat, itemables and setup 29 new National Flag items
  738. Adding Steel Barrel Icon and Back Mesh Setup
  739. Updated T5 Jackhammer skeletal mesh skinning
  740. Updated texture for the T5 Jackhammer
  741. Mission 4 - Added stabalize mission for iris and temp return to eden instead of underground facility
  742. Added FX when processing for BP_Polymerizer
  743. Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  744. Hide refined oil from the list of deployable modifiers
  745. Fix new processor recipes with pure resource inputs take no resource and provide no output
  746. Mission 4 - Outpost submissions
  747. Updated NPC Iris sk mesh and material
  748. Added T5 Jackhammer with WIP textures
  749. Elysium - landscape sculpting and general polish in Geothermal, red quad
  750. Upping Geyser audio count limit to account for multiple in a grouped cluster
  751. Deploy audio for homestead chimneys
  752. Adjustments to homestead small brick chimney fireplace
  753. Replaced missing voice lines with placeholder dialogue audio for ELY missions
  754. Fixed Elysium Arctic_2 being used twice in AISpawnConfig, replaced with Swamp_2 which was unused. Re-colored SW Swamp area to be green instead of blue for clarity. Add new Tundra_1 setup that is surrounding the starting area, with easier creatures. Fixed erroneous pixels for AISpawnMap and corrected filename to match
  755. Add BPHV asset for Tundra Gorge
  756. Remove Metals from Tundra voxel pool, add Sulfur and Silica. Add new Tundra_Gorge pool with typical cave resources to be used in the Gorge/Quarry area
  757. Fixing replication issues with weapon rack not playing audio for clients. Adding to homestead weapon rack
  758. Adding placeholder dialogue event
  759. Add CullDist volume for Elysium
  760. Mission 4 - Finished first pass on half the submissions, empty blueprints/structure for the rest
  761. implemented VFX into BP_Natural_Oil_Refiner
  762. Fix Prospect Reward Talent Tool Tip Is Not Translated
  763. Elysium - foliage, decals, impassables, landscape sculpting in NW volcanic, red+yellow quads
  764. Reimported national flag SM and updated base material to support directly assigning flag textures
  765. Fixed issue where national flag texture wouldn't update for clients on late-join
  766. Removed separate material assets for national flags, replaced with Texture2D that is dynamically assigned
  767. Fixed national flag SM LODs
  768.  
  769. Update v2.3.7.141824:
  770. New Content
  771. Details
  772. Added UI icon that displays when game is saving (for host)
  773. Default auto-save frequency is now 10 mintues (increased from 1 minute)
  774. Escape menu's 'time since last save' is now displayed in minutes if greater than 120s
  775. Added gameplay setting (and dedicated server config) to control frequency of auto-saves
  776.  
  777. Fixed
  778. Details
  779. Added ExtractorDrillSpeed_+% to virtual stats
  780. Fixed bug where flamethrowers could break the sledgehammer rocks
  781. Fix display of health for 'Healthy Maverick' and 'Robust Explorer'
  782. Put some more object lifecycle checks around AuraManager and child UModifierComponent objects
  783. Fix spelling of Hemorrhage on Stats tooltip text
  784. Fixed swimming in cave and seeing cave worm
  785. Genercize 'CarcassDrop' to 'UtilitySlotDrop' and duplicate Carcass equippable row as StasisBag row and assign accordingly, allowing for better filtering of Animal Carcasses
  786. Remove animal carcass entries from ItemTemplate that don't need to be there
  787. Remove obsolete Prime Meat data that was largely replaced by Giant Steak data
  788. Fix stage 2 display value of Robust Explorer talent
  789. Fix typo 'weakesses' => 'weaknesses'
  790. Change stat for FallDamageResistance to display as 'Fall Damage Resistance', not 'Fall Resistance'
  791. Tweak the gravestone ragdolling for when player corpse are kicked from instanced level and CPU high during load
  792. Remove some extraneous logs from BP_Gravestone
  793. Fix an issue where items with linked inventories saved in instanced levels would be orphaned (alterations missing). Eject player grave stone (as well as corpse) from instanced levels when last player leaves the instanced level
  794. Add carcass carry setup validation for ItemsStatic
  795. Corrected Dog hitable rewards to match update
  796. Remove duplicated Focusable rows for Boar, Spider and BatDog. Set Spider to not be carryable (gross). Set Tame Dogs to be carryable (sad) and fix up busted Deployable data. Remove erroneous Meshable data. Fixed carcass rows not pointing to Carcass audio row. Change Cow and Calf to be skinnable with T1 knives
  797. Fix Broadcast node in HarvestBones function for GOAP Corpse not being fed Item data, causing errors on PlayerTracker when harvesting bones
  798. Reoriganised Sleep Screen UI
  799.  
  800. Future Content
  801. Details
  802. Updated out-of-bounds texture for Outpost_012
  803. Enable one-file-per-actor support for Outpost_012
  804. Adding Polymerizer running and deploy audio. Not currently fully set up so will need to implement once it is
  805. Outpost_012 - added new cave entrance BP with correct materials and replaced in map to fix wrong material in generated sublevels
  806. Outpost_012 - replaced static mesh cave entrances with BP versions (this is why the cave scanner wasn't working)
  807. Outpost_012 - decal and landscap smoothing fixes, applied far shadows to macros and impassable meshes
  808. Added mehses, materials and textures for chopped versions of all 4 variants of GT_Dead_Tree, as well as the burnt IM mehses, materials and textures. Still need to add chopped versions of the burnt trees, as well as add proper Data Table setup
  809. Fixed issue which caused log spam when chopping down tree segments with item rewards that weren't guaranteed (palms for example)
  810. Remove testing instance level content from Outpost009
  811. Fix streaming distance settings on Outpost009
  812. Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  813. Adding chainsaw start idle start etc layers and events etc
  814. Stomper - Fixed GFur, Added corpse animbp, added control rigs, fixed physics asset, added jump montage
  815. Adding first assets for chainsaw. Rev up, rev down, loop, crunch, impact etc
  816. Add unique AISpawnMap for Outpost012. Remove unrelated SpawnRules from Outpost012 setup. Updated DecalProjection tooling to auto pull landscape size settings
  817. Added out-of-bounds texture for Outpost012
  818. Fixed issue where invalid map bounds would cause player to load in at 0,0,0
  819. Temporarily set rough bounds values for WIP maps
  820. Added validation to prevent minimap bounds values from being invalid
  821. Outpost_012 - polished cave placement and entrances to fix switchbacks, fixed floating rocks
  822. Remove Item.Plant tag on Banana Bread and featurelocked ItemsStatic row. Change Plants category in FieldGuide to be standard width instead of narrow
  823. Add Flat Solar panels for Homestead. Setup SolarPanel as a base class. Add sockets for roof pieces (except Thatch, not supported)
  824. Elysium - decal painting and landscape sculpting in NW volcanic, red quad
  825. Stomper Matriarch - Implementation
  826. Fixed fade on the DM materials for GT_Stick_Tree variants
  827. Fix DT level bounds for Terrain_021 and Outpost_12
  828. Update BaseInstancedMapInspector to include checks for world bounds that are not set. Add Actor to Outpost_012
  829. Finalized GT_Dead_Tree variants will all meshes, including burnt versions, and added all assets to the FLOD Data Table
  830. Updated NPC sk meshes and BPs
  831. Added VFX to BP_Crude_Oil_Refiner
  832. Adding polymerizer audio to BP.To be worked on and fine tuned
  833. Added 3 wild variants of the KiwiFruit plant, with all SMs, DMs, materials, textures, FTs, BPs and Data Table entries
  834. Adding stomper footstep, attack notifys and other adjustments and notifys
  835. Removed Nav Blocker, Orange Quad, Elysium
  836. ELY2 - Adding new Quest Markers
  837. Setup for ELY6
  838. Setup for ELY5
  839. Setup of ELY4
  840. ELY2 - Adding 3 new prebuilt structures (Epsilon, Delta, Lab)
  841. ELY2 - Adding 4 new quest items (Notes Epsilon, Delta, Laptop, Swamp Map)
  842. ELY2 - Added Quest Markers & Tags to Elysium and Setup Session Flags for NPC's
  843. Adding Quest & Talent Setup for ELY3
  844. Fixing inworld tooltip placement for the natural oil refiner
  845. Setting up Natural Oil Refiner Icon and Deployable Setup
  846. Adding Polymeriser Icon
  847. Shifting Nuclear Centrifuge and Generator to T5
  848. Adjusting names for Nucelar Reactor & Centrifuge
  849. Adding Icon and Deployable Setup for Crude Oil Power Generator, also setting up running animation
  850. Hooking up Fan animation for the crude oil refiner when the device is active
  851. Checkover of crude oil refiner, added preview mesh and icon, also fixed in world ui interaction location
  852. Setting up Pump Jack AnimBP, Taking new Icon and Fixing Deployable Setup
  853. Add or update icons for over 40 items. Add Fireplace IconEditor scene. Remove dummy entries hiding icon work still remaining to be done. Several corrections to Feature Level or tags for FieldGuide purposes
  854. Added DEP_Natural_Oil_Refiner_T5 with destructible and populated BP
  855. Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  856. Adding stomper attack WIP audio, event and data table setup
  857. Added new recipe classification icons
  858. Fixed a typo in biome name for ELY
  859. Updated Sand scuttle physics asset and physical material
  860. Raptor Juvenile - Checklist fixes
  861. Added descriptive flavour text for Frostfall and Aquaticus outposts
  862. Added first-pass mining laser implementation
  863. Elysium - foliage painting in NW volcanic, red quad
  864. Improved Ghost Croc skinning and physics asset
  865. Ghost Croc - Increased scale to 2.0 and fixed movement mapping and added new attack montage with faster attacks so he could hit
  866. Stomper move light audio, move fast audio, events and notifys on all actions
  867. Fixes for new 'tag based crafting'. Fix 'No Icon' for frozen ore when crafting. Fix various 'tea/coffee' icons show the thermos with a question mark rather than ingredients. Fix refresh issue with stack output count when recipe processing is interrupted
  868. Remove Slinker GFur setup from Reaver BP
  869. Storca - Updated feet sliding and collider sizes
  870. Adding stomper howl audio, event and anim notif
  871. Updated Yeti physics asset and removed extra unused physics assets
  872. Updated slinker skeleton with new bones for the storca ears
  873. Updated Storca physicas asset and updated the creature materials in the BP
  874. Fixing Non-interactive recipe elements so it works correctly with tag based crafting elements
  875. Add icons for Stomper carcass
  876. Fixed 'Advanced Supplemental Filtration Attachment' pointing to wrong Itemable row (non-advanced version). Fixed spelling of Helmet in ItemsStatic
  877. Remove broken ItemTemplate data from TagBasedCrafting merge
  878. Minor adjustment on smoke opacity for Ruby hit VFX
  879. Radiation FX lessen emissive intensity at night time
  880. Swamp Hopping Creature - Added carcass
  881. Updated Storca LODs
  882. Hopping Creature - Added proper carcass mesh on death
  883. Merged TagBasedCrafting dev stream into trunk
  884. Hopping Creature - Added hopping creature ragdoll
  885. Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  886. Adding stomper jump audio event and notifications
  887. Adding stomper stomps audio, event and animation notifys
  888. Elysium - foliage painting in NW volcanic, red quad
  889. Added all SMs, materials and textures for 6 variants of SM_SW_Mushroom_Tree, as well as 4 trunk variants
  890. Updated NPC Mo sk mesh - added clothing data
  891. Storca - Implementation
  892. Fix redirectors for Irratiated Prospector assets
  893. Adding stomper footstep notifies
  894. Adding stomper idle close and far audio, event and data table setup
  895. Added hopping creature bones and carcass art assets
  896. Added new Ruby voxel physical material, enabled new NS hit VFX
  897. Slinker Juvenile - Implementation
  898. Move LavaLakeLights to Persistent level as they're not currently setup for build generated level process
  899. Added first pass NPC Mo sk mesh, materials and textures, updated BP_Mission_NPC_DH_Mo
  900. Added LODs for the Stroca and it's bones. Created carcass SK
  901. Fix cave light settings on OP009. Fixed Lava lakes/rivers not having Lava Lights enabled. Folder organization
  902. Fixed issue with wood rings material for the GT_Dead_Trees, where the matrial wasn't affected by the wind. Also fixed collision presets on the trees FTs
  903. Submitting initial texture and SM files for the Mushroom Tree migration from PHX
  904. Added DEP_Crude_Oil_Generator_T5, with destructible and animation, also populated BP
  905. Ruby voxel hit FX
  906. Added Storca art assets to the project
  907. Cliff, Landscape Pass in Swamp and respawn pods, Orange Quad, Elysium
  908. Updated ELY mission descriptions
  909. Updated outpost description text to better reflect their experience
  910. Raptor - Fixed feet sliding on all raptors. Also added proper carcass row to giant roach
  911. Corrected spelling of Focusing Barrel. Remove whitespace after Rending Rail
  912. Adjustments to pump jack volumes and spacializer settings. Adding spline audio sounds for oil to BP
  913. Elysium - swapped caves for DLC2 variants, foliage painting in NW volcanic, red quad
  914. Completed slinker juvie Gfur setup
  915. Ely LC caves (DLC2 variants) - fixed switchback on MED_004, adjusted voxel positions in MED_006 and SML_002
  916. WIP on oil geyser VFX to transfer to pump jack
  917. Added LC variant material for Cliff_002, Added duplicate LC caves + prefabs for Ely
  918. General stats DT cleanup. Remove redundant/incorrect Meta Notes. Formatting fixes. Category fixes. Name corrections on creatures
  919. Mushroom Trees and Landscape Pass in Swamp, Orange Quad, Elysium
  920. Giant Roach - Added missing corpse animbp
  921. Added VFX and material emissive intensity when activated to BP_Crude_Oil_Power_Generator
  922. Added WIP Gfur groom for slinker juvie
  923. Giant Roach - Added relevant montages
  924. Adding pump jack audio loop, 1shot end sounds, 1 shot groan, deploy audio, On and Off
  925. Updated the Pygmy Lop with the correct carcass textures and fur mask from the new snow variant
  926. Added art assets for the Snow Pygmy Lop. Updated BP Gfur Settings
  927. Giant Roach - Base implementation (no montages)
  928. Correcting polymerizer audio to play multicast for clients and adjustments to deploy audio and adding seamless loop
  929. Animation layer for T5 oil powered generator. Audio events and notify
  930. Fixed issue where chainsaw idle SFX were playing while walking when out of fuel
  931. Added the jump, swim, and eat animations for the Reaver
  932. Better transitional chainsaw start point loops. Adjustments to chainsaw events and volumes, adding all footstep notifiers etc
  933. Added DEP_Organic_Extractor_T5 with destructible and populated BP
  934. Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  935. Various updates on LODs, texture settings, and physical materials across the Dangerous Horizons creatures
  936. Stomper idle audiuo general movements audio, events and notifys
  937. Updated slinker LODs and physical materials
  938. Elysium - added mission 03 cave to Geothermal, on persistent level for now
  939. Adding stomper death, flinch and footstep adjustments and various improvements
  940. Update FocusedItemInfo UMG after CarcassDrop was renamed to UtilitySlotDrop
  941. Giant Roach - Updated AnimBP. Added lean/turn locomotion
  942. Updated Stomper physical materials. Added all new creature meshs and textures to the correct texture collections
  943. Mining laser now overheats
  944. Mining laser no longer adds mined resources to player's inventory
  945. Mining laser and drill arrows now apply mining efficiency stat(s) appropriately
  946. Mining laser and drill arrows now spawn dropped resources near the hit location instead of above voxel
  947. Halved mining radius of mining laser
  948. Setting up oil geyser node materials and FX
  949. Updated Sand Wyrn Queen LODs and physical material
  950. Adding oil refiner audio loop, event and BP Imp
  951. Updated Stomper and Stomper matriach LODs. Assigned the correct meshs to the Stomper Matriach carcass BP
  952.  
  953. Update v2.3.6.141490:
  954. New Content
  955. Details
  956. Number of water pipes and electrical wires are now shown in the escape menu
  957. Changed spline placement logic to allow more than two colors for spline ghost holograms
  958. Added ability for spline nodes to use multiple colored ghosts
  959. Added new enum to define spline placement feedback rules
  960. Added ability for spline tool mode to be changed to place straight lines instead of curved
  961. Fixed a wire disconnect case which wasn't calling audio feedback
  962. Added text to show which placement mode a spline is in
  963. Fixed issue where Reload key prompt was visible on spline tools
  964. Adding 2d audio event to play when adjusting the splines curve
  965.  
  966. Fixed
  967. Details
  968. Add several missing BurntFLODEntry references. Add some unhooked DT validation for checking asset usage
  969. Fixed a few typos in dialogue and quest text
  970. Update new CavewormScale durable entry to use Caveworm_Scale item
  971. Fix Caveworm armor requiring Sandworm scale to repair. Made Durable row more verbose so they don't get mixed up again
  972. Fixed spelling of Cocoa on workshop seed packet
  973. Added setter functions for PointLightComponent MaxDrawDistance and DistanceFadeRange
  974. Prospects now only accept names with up to 25 characters. For existing prospects with >25 chars, truncate but add full string display on hover
  975. Fixed rain droplet / lightning post process effects not showing correctly
  976. Decrease River Lava Lights draw distance on lower Effects Quality settings
  977.  
  978. Future Content
  979. Details
  980. Update BP_PlayerEffectsComponent to support new DH PP effects
  981. Updated radiation post process effects material
  982. Radiation VFX should now correctly blend in and out
  983. Small volume balance for beach amb
  984. Reduce albedo on picnic table from 4k to 2k
  985. Added first pass NPC Iris SK mesh, textures, materials and updated BP_Mission_NPC_DH_Iris
  986. Update Picnic table to support sitting for 2 people
  987. Adding more appropriate hopping creature audio row until full audio setup is complete
  988. Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad. Removed temp red quad nav blockers from persistent level
  989. Adding variation combat music track for DH to give a little variation
  990. Arctic Orka - Checking off checklist. Added basic attack/idle montages. added control rigs. fixed default rows being incorrect. gave extra range to make attacks work better
  991. Added item text for new recipes
  992. Added test dialogue for ELY0 and ELY1
  993. Touch ups to DH music cues and combat music transition points
  994. Generating edge splines for rivers in Island outpost to ensure that river audio works
  995. Reaver - Added ctrl rig for LookAt
  996. More variation additions to DH combat music
  997. Updated raptor desert textures
  998. Lots of improvements to DH combat music to make it work seamlessly with the correct quantized fade outs according to the songs tempo. Curve adjustments etc
  999. Added raptor carcass asset and updated the raptor dead BP
  1000. Fixed log spam coming from invalid radiation manager
  1001. Bounder/TundraDeer/HoppingCreature/Raptor/Chew - Duplicated montages for reskin creatures so we can have new audio on them
  1002. Voxel Pass and Resource Spawning in Arctic, Green Quad, Elysium
  1003. Balance adjustment to uranium rod pickup
  1004. Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  1005. Stomper - Most of implementation
  1006. Elysium - cliff placement, landscape sculpting and decal painting in NW volcanic, red quad
  1007. Adding truffle harvest audio event and data table setup and BP row
  1008. Added Flightless tank carcass and bones art assets, Updated skinning on base mesh
  1009. Adding hopping cre attack whoosh and bite audio events and anim notifies. Removing references to rock golem audio in animations that are shared between both
  1010. Increased horizontal currency box in Biolab to fit currency
  1011. Updated meshes and textures for GT_Dead_Tree variants
  1012. Adding hopper flinch, death and aggro state audio, events and data table setups
  1013. Replaced Deep Ore Deposit Spawn, Orange Quad, Elysium
  1014. Elysium - added exotic, deep ore, enzyme and respawn spawn locations for red quad
  1015. Adding new Biome Map with Region Names for Elysium
  1016. Setting up new Weather groups for new Elysium Biomes
  1017. Adding Hazmat Suit Icons & Talent image
  1018. Adding Animation to Manufacturer
  1019. Adding Description to Manufacturer
  1020. Disable collision on OilPump geyser mesh at it is causing errors for 0 scaling. Remove unused/unreferenced variable and Niagara emitter
  1021. Update CavePrefab to reject non-zero X/Y rotations on Terrain_021
  1022. Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  1023. Timing adjustments for hopping cre audio
  1024. Desert Raptor - Implementation
  1025. Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
  1026. Adding duplicates of hopping creature eating anims for the duplicated anim montage
  1027. Updated flaying tank LODs, material, and physics asset
  1028. Adding hopper juvie insert idle duplicates to montage. Removing audio from other creature. Adjustments to music curves etc
  1029. Hopping creature - added swamp variant and spawn/damage/resistance stats for a few creatures that were missed
  1030. Adding Uranium Exotic node audio, event and BP addition
  1031. Hooked up more test dialogue for ELY0 and ELY1, added placeholder subtitles for yet-to-be-recorded material
  1032. Added Slinker Juvenile art assets to the project
  1033. Added first pass NPC Theo SK mesh, decal textures and materials. Also updated BP's for Iris and Victor - changed the idle animation
  1034. Added DEP_Pump_Jack_T5 with destructible, rig and animation, also populated BP
  1035. Updating BP for DEP_Polymerizer_T5
  1036. Added DEP_Polymerizer_T5, with destructible and populated BP
  1037. Added DEP_Crude_Oil_Refiner, with destructible, animation and populated BP
  1038. Add Haybale deployables for Homestead
  1039. NS_AOE_Radiation update on material and amount of particles
  1040. Updated Voxel_Ruby materials
  1041. Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  1042. More DH music additions and updates and fine tunes
  1043. Chew Juvenile - Implementation
  1044. Elysium - cliff and macro placement, landscape sculpting, lava lakes and rivers in NW volcanic, red quad
  1045. Adding hopping creature attack vocalizations, event and data table setup. Duplicating animations to be added in to duplicated montages. Removing golem audio that was in animations. Hopper footstep setup, AI audio setup
  1046. Adding Meta Resource Spawning, Exotic/Deep Ore Deposit/Geyser in Arctic, Green Quad, Elysium
  1047. Chew - Added mount variant
  1048. Updated Orka BP with the retargeted anim montages
  1049. Retargeted additional animations and montages from the bear to the Orka
  1050.  
  1051. Update v2.3.5.141257:
  1052. New Content
  1053. Details
  1054. Unlocking Composite Sign, Talent and Recipe
  1055. Fixed composite wall sign clipping into walls when placed
  1056.  
  1057. Fixed
  1058. Details
  1059. Fix several UX issues with Editor Weatherman. Now supports narrow vertical layout without overlapping elements. Remove unhooked/obsolete logic. Default to Forest atmo. Tidied BP
  1060. Flip requirements to unlock Wood Wall and Wood Gate fortifications on Blueprint tech tree as they were backwards
  1061. Fix Orange/Black cat trophy setups being incorrect
  1062. Removing Incorrect Item Icons
  1063. Fixed issue where player could be left with a permanent wet/slow debuff if they logged off while standing in swamp water
  1064. Did a pass on all modifier states, turning of saving for many that were permanent
  1065. Added some extra DT validation to prevent further cases of permanent modifiers not being removed
  1066. Fix erroneous pixels in Prometheus Biome texture creating unmapped GT data. Fix BiomeName texture to reflect current biomes. Fix Fishing setup to account for Ashlands and IceSheet masked areas but was never updated in the DT. Fix DT validation being manual array number defines rather than looking up the actual data from the GT asset and comparing properly
  1067. Fixed an issue where some hostile creatures weren't attempting to break through buildings to get to their targets
  1068. Added inverted meshes for the left and right angled Glass Wall pieces, with correct placement of crossframes
  1069. Reverted change that made the maximum health stat visible on item tooltips
  1070. Added fix for world boss respawn timers showing negative values on Open World prospects
  1071. Added extra debug logging to track down issue with negative value boss respawn timers
  1072. Fixed Issue where spline could previously be connected, but lose logical connection, if the connection point was positioned immediately before a spline mesh segment which was deleted
  1073. Fixed several cases where spline nodes would inappropriately stay at 0,0 when connecting to an existing spline which had a node at the location
  1074. Spline hologram placement now shows spline node position correctly, instead of leaving it at 0,0
  1075. Only newly placed splines will benefit from these fixes
  1076.  
  1077. Future Content
  1078. Details
  1079. Fixed orientation of APEX meshes for Curved Angled Concrete Walls, tested and fixed DM material assignments in various curved/diagonal BPs
  1080. Irradiated prospector death and flinch adjustments and other tweaks
  1081. Added hazmat suit armor set textures, materials and first pass sk meshes
  1082. Added the skeletal meshs for the additional tail variations of the sulfur worms. Updated the Club tail varation to use the cave worm rig instead of the sciorpion tail
  1083. Cobalt breakable var 1 and 2 textures and materials
  1084. Adding New Truffle Recipe Icons
  1085. Adding New Garlic Recipe Icons
  1086. Adding New Prickly Pear Recipe Icons
  1087. Adding New Agave Recipe Icons
  1088. Adding New Onion Recipe Icons
  1089. Adding new MissionNPC Data table
  1090. Adding new MissionNPC Recorder Component to store Mission NPC Setup
  1091. Updating all previous NPC's to have correct storage for the new recorder component
  1092. Fixing Redirectors in Missions and NPC Folders
  1093. Update misc tooling, mainly to fix compiles after exposed pin structure was updated
  1094. Enabled root montion on the Reaver locomation animations
  1095. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1096. Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
  1097. updated textures for hazmat suit armor and fixed up redirectors
  1098. Swapped to the correct textures in the sulfur worm pincer tail material
  1099. Added first pass 1st person sk mesh for hazmat suit armor
  1100. Saving a second time to fix the build error
  1101. Adjusting Text on SM_Meta_Uranium as the proper material is missing
  1102. Adding Nailgun Recipe for Crafting and Testing
  1103. Brief Setup of Nailgun
  1104. Setting up Manafacturer with Item Icon, fixed highlighting so it highlights the entire mesh, fixed Processing so it requires electricity and fixed deployable preview mesh
  1105. Adding Uranium as a spawn option for meta deposits
  1106. Added dialogue entries for DH story mission 0 and 1
  1107. Cliff, Landscape and Voxel Pass in Arctic, Green Quad, Elysium
  1108. Added first implementation of chainsaw
  1109. FocusableBehaviour now has functions that can be used to override idle/focus animations at runtime
  1110. Fixed two instances where client was attempting to add stats to BP_TreeBase
  1111. Fixed issue where CF_TimeScale could crash game if added to cheats toml
  1112. Fixed formatting of some new creatures stats in VirtualStats.cpp
  1113. Adding new curves for DH combat music to be more suitable. Adjustments to DH combat music timing etc
  1114. Added materials and textures for a desert colour variant of the raptor
  1115. Retargeted the bear attack animations to the Orka rig
  1116. Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  1117. Elysium - test placement of uranium and oil nodes in desert and NW volcanic
  1118. Statify flame damage radius for flame throwers. Change the way flame state is replicated to clients for turrets
  1119. WIP Radiation postprocess and Niagara FX for testing on character
  1120. Adding slinker idle audio, event and data table setup
  1121. Added new health/melee damage curves for new DH creatures
  1122. updated BP_Mission_NPC_DH_Victor (removed unnecessary references)
  1123. Added idle/attack montages for reaver. Increased attack range. Removed debugging circles from the chew jump. Fixed raptor physics asset from limbs falling into itself
  1124. Add splines to pause screen info counts (gameplayconfig hides if recommended is zero)
  1125. Added first pass NPC victor sk meshes, materials and textures and updated BP_Mission_NPC_DH_Victor
  1126. Added icon for Bull trophy. Fixed Meshable data (cannot use 'generic' rows for deployables that require icons, the IconEditor doesn't support this)
  1127. Added ability for tesla to damage creatures in its path and ignores anything behind obstructions
  1128. Fix 'Robust Explorer' talent shows no stat info. Fix beacons with no name show 'None' in all languages (map popup and name UI)
  1129. Disabled collision on mission markers in ELY
  1130. Elysium - cliff and macro placement, landscape sculpting in NW volcanic, yellow quad
  1131. Updating Mission Selection so that Elysium Operations can be selected both on and off planet
  1132. ELY2 - Setting up Talents / Rewards / Preview Objectives / Briefing etc
  1133. ELY2 - Adding Quest Steps & Objectives to Implement
  1134. ELY1 - Adding Icon for Map Item
  1135. ELY1 - Fixing makeshift radio amplifier edge cases and allowing rerunning of placement quests
  1136. ELY1 - Cleaning of objective text to use proper units and display more verbose errors
  1137. ELY1 - Fixed Drone Spawning during Defense Event
  1138. Adding Flamethrower Turret Icon
  1139. Adding Banana Bread Item / Modifier Icon
  1140. First pass for Tesla coil gameplay. Single target + VFX
  1141. Hooking up new food icons to the modifiers table
  1142. ELY1 - Fixing Parent Quest so full quest can now be played instead of just the second half
  1143. Reveting Cheats.toml script as it effects everyone when playing in editor
  1144. Wire visuals, sounds and damage for flamethrower turrent. Ammo inventory/consumption not yet implemented
  1145. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1146. Turn off collision on the flame thrower turret muzzle (only) so wovles etc. don't go for a ride
  1147. Uranium Pickup audio and data table setup
  1148. Added Stomper and Stomper Matriarch art assets
  1149. DH Creatures - Added spawn/damage/resistance stats and applied them to the relevant DTs. Added Raptor Corpse
  1150. Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
  1151. Changed Refined Oil Recipe Icon Colour
  1152. Small balance adjustments made to charging station to accomodate for multiple wall charging stations
  1153. Adding t5 manufacturing unit crafted audio. Crafting audio data setup and processor recipes audio tags added
  1154. Removed temp anims from root content directory
  1155. Added first pass nailgun behaviour implementation
  1156. Added proper inverted Glass_Wall_Angle meshes, with trim removed. Also created proper shadow geo for numerous glass buildables, as well as removed unessessary LODs from the shadow geo assets
  1157. Updated Hazmat suit armor set sk meshes and D_Armour
  1158. Fixed material bug for MetaDeposit_Uranium
  1159. Added Radiation Protection Module Icon
  1160. Updated meshes for BLD_RoofPeak_CapEnd to remove trim piece
  1161. Slinker flinch and death audio events and setup
  1162. Added altenative materials and textures for the swamp variant of the hopping creature. Updated existing hopping creature material to use subsurface scattering
  1163. Quick Setup of Correct regions for the voxel distribution on Elysium
  1164. ELY1 - NPC Speech based on session flags now setup correctly
  1165. ELY1 - NPC replication now occuring correctly on clients
  1166. ELY1 - Mo / Theo / Victor / Iris have had thier locations adjusted and are now different colours with correct setup / hightlight / names etc
  1167. ELY1 - Adding Last missions steps so mission is now completeable
  1168. ELY1 - Mo / Theo / Victor / Iris now spawn at eden and can be talked to
  1169. ELY1 - Removed Mission steps for returning equipment as it seemed unnessessary
  1170. Added common quest for checking for a quest flag
  1171. ELY1 - Adding Mo, Victor, Theo & Iris BPs
  1172. ELY1 - Setting up new NPC Speakers and Initial lines for various stats of mission in ELY1
  1173. ELY1 - Adding new session flags to persist between missions
  1174. Adding New Module to the Workshop for Radiation Protection
  1175. Setting up Basic AI Spawn Maps for the Elysum Map
  1176. Reaver implementation - Added all rows/bps/basic anim bp/movement matching
  1177. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1178. Added GT_Stick_Tree DMs and set up BPs and FLOD Data Table entries
  1179. Added Stomper materials and textures to the project
  1180. Tonal adjustments and fine tunes to slinker events
  1181. Lots of first pass layers for the slinker. Aggro states, attack and spot. Audio, events and data tabel setups. Anim notifys etc
  1182. Elysium - cliff placement and landscape sculpting in NW volcanic, red quad
  1183. Added new Crude and Refined Oil Resource and Recipe Icons
  1184. updated hazmat suit armor set sk meshes and D_Armour
  1185. Sulfur worm basic implementation with 4 types (currently acts as teenage worm)
  1186. Added Chew juvie art assets. Created initial BP and gfur
  1187. Updated chew fur material to reduce AO and lengthened Gfur settings in the BP
  1188. Added Stick and Stones to Tundra, Green/Yellow Quad, Elysium
  1189. Changed new Oil connection component material to be purple instead of orange. Zeroed out Electricity component transform on ManualToggleBase BP
  1190. Finished import of reaver assets. Tweaked the LODs, set up the physicas asset, and tweaked the material
  1191. Fix weather biome DT warnings. Improve UX readability of Weather Forecast cheat
  1192. Adding tundra deer idle and flee audio and setup. Adding distant idle layers. Adding Orca idle setup and distant layers. Adding raptor distant idle layers etc
  1193. Voxel Pass in Arctic, Green Quad, Elysium
  1194. Added the art assets for the giant roach creature to the project
  1195. Added Homestead Weapon Rack Icon
  1196. Reaver - Checking off checklist. Added turn/lean blendspace. Made heavy attack faster so it can hit moving targets. Decreased acceleration
  1197. Changed Resource type colours on data table and materials
  1198. Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  1199. Added Homestead Lamp Post and Wall lamp icons
  1200. Added Homestead - Small Brick Chimney icons
  1201. Fixing raptor according to checklist
  1202. Ignore [DNT] entries for AICreatureType DT validation. More verbose error reporting
  1203. Adding correct audio to DH dialogue event
  1204. Added custom LODs for the stomper and stomper matriarch as well as the carcass and bone meshs. Reduced subsurface scattering on the feather materials
  1205. Elysium - cliff and macro placement, landscape sculpting in NW volcanic, red quad
  1206. Quickening music end for DH combat
  1207. Speeding ending of DH combat music up to avoid overlaps
  1208. More DH music adjustments fine tunes and balancing. Fade adjustments etc
  1209. Added Homestead Item Icons
  1210. More balance tweaks to DH combat music
  1211. Fixing music transition points and fine tuning piece
  1212. Tesla Coil - Removed debug lines and added comments
  1213. Adding more DH music layers and adjustments
  1214.  
  1215. Update v2.3.3.140683:
  1216. New Content
  1217. Details
  1218. Unlocking and Enabling the Arctic Survival Saddle
  1219.  
  1220. Fixed
  1221. Details
  1222. Fixed an issue where resource network spline splits could have incorrect visuals going to both world 0, and spline local 0
  1223. Hammerhead Slug - Removed ability to stealth crit the boss
  1224. Field guide should no longer include hidden items in the processor list for recipes
  1225. Add proper base class setup for Fireplaces instead of inheriting from Stone Fireplace.
  1226. Use iterated scene components to drive bespoke FX.
  1227. Quality pass on lighting and VFX.
  1228. Fix Gas Stove offsetting the mesh after playing an animation as they were imported incorrectly with an offset.
  1229. Add new VFX for gas stove.
  1230. Remove fire VFX from Electric fireplace.
  1231. Increase DF resolution on Electric Fireplace so the windows are cut out.
  1232. Resave DMs in attempts to fix engine materials warnings
  1233. Added variant assets for Stone Fireplace to bring it in line visually with the stone buildables
  1234. Fix Biomore (medic) backpack is granting aura to all NPC in range (not just friendly)
  1235. Fix text on medical scanner is not being translated
  1236. Fix 'Outcomes' heading not translated in GH campaign board
  1237. Fix a problem with multiple aura instances affecting a single actor
  1238. Fixed an issue where specific deployables that spawn other deployables (e.g. fishing bench/bunk bed) were spawning the other deployable and then reseting its foundation actor to null so in the fishing benches case never deleted the filleting station
  1239. Adjusted wind settings for both the HRB_CocoPalm and HRB_Sugar_Cane assets
  1240. Fixed Still Not Lost achievement not triggering after biome row was renamed but not updated in Tracker BP
  1241. Add missing ColdSteel Spear to valid ammo types. Add some unhooked DTvalidation logic to find incorrect setups
  1242. Fix What is this place (FractureCave) Accolade
  1243. Retroactively apply 'Soft Landing' (FirstDropPromStory) accolade as description isn't clear (and in this case we have the requisite info)
  1244. Volume pass on scorp rifle bullet eject
  1245. Fix display issue with 'Colossus Collapse' (AllGarganutanMissionsDone) Accolade - wrong mission name 'Pursuit' -> 'Blood Thirst'
  1246. Remove all player/meteor distance based checks, for Starstruck/ViewMeteor achievement (players complaining 'seen and not awarded')
  1247. Fixing kinetic rifle playing incorrect bullet eject sound. Added metal bullet drop instead of just shotgun shell
  1248. Fix Biomore (medic) backpack is granting aura to bosses (not just friendly)
  1249. Fix Viscid slug den eggs using busted material (decal that is not transparent domain), create new bespoke material
  1250. Fixed a few typos in quest and item text
  1251. Fixed 'Not Lost' and 'Still Not Lost' achievements not triggering on steam
  1252. Changed weather card back to have text and added the text string
  1253. Fixed the Deer Corpse BP which had the incorrect mesh assigned to the gfur node. It is now the correct mesh
  1254. Reimported Exotic Licence Icon
  1255. Lowered the Survvial Stats Provided by the Carbonweave backpack as the stats where too high and providing and imbalanced player experience
  1256. Preventing Food / Water / Oxygen consumption from being completely mitigated, the value will always be at least 1
  1257. Fixing issue where the Boss information was not correctly displayed in world with the Norex Boss Upgrade Module when slotted into the Contact Device
  1258. Giving the Lava Hunter a Large Fall Damage Resistance
  1259. Fixed issue with Mission Paths where not correctly locked out in Great Hunts - allowing all missions to be done and causing issues with the GH mission flow
  1260. Updated accolade trackers to use new steam stats
  1261. Fur card material adjustment for albedo
  1262. Remedy some very misleading 'dev only' logs in the AccoladeSubsystem
  1263. Add explicit goal counts for AllSixStoryMissionsProm and EndAbyss accolades
  1264. Add a datatable validator for Steam achievements that are not one off and don't have a SteamStatId
  1265.  
  1266. Future Content
  1267. Details
  1268. Outpost_012 - added deep mining, meta and enyzyme deposits
  1269. Added nav blockers to areas of ice mammoth arena where he was likely to get stuck e.g. pillars/protruding ice chunks
  1270. Adding raptor attack vocalisation, event audio and data table setups
  1271. Resaving AI Setup to fix build
  1272. Slinker - Fixed feet sliding
  1273. Added frst pass bones and carcass sk mesh, materials and textures for CRE_Chew
  1274. Outpost_012 - general polish, placement of lake audio splines and water points
  1275. Fixed a bug where the slinker was walking with his right side on tippy toes. Changed comp_lean blendspace neutral animation to a more natural neutral anim
  1276. Adding second DH music geo track. WIP to improve and evolve over time
  1277. Add some more (editor only) logging around IcarusStateRecorders
  1278. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1279. Added custom LODs for the slinker. Updated the slinker bones texture to match the base model
  1280. Fixed dynamic movement of Bounder ears, as well as gfur settings for the corpse BP
  1281. Outpost_012 - foliage and landscape texture polish based on design feedback, added pumpkin and watermelon
  1282. Small tweak to DH music track
  1283. Adding raptor spot, duplicates of anim montages, anims and BT and data table setups to separate from other creatures
  1284. Fix Streaming Distance settings on Outpost012 (was 50k now 500k units to match other Outposts)
  1285. Outpost_012 - added to to AI_SpawnConfig, placed BP_AISpawner in map
  1286. Exotic Uranium Nodes are now Radioactive
  1287. Quick Pass on Radiation Protection Armor adding in Radiation Protection Stats
  1288. Adding Radioactive waste as a byproduct of Uranium Conversion
  1289. Adding Radioactive Waste Item
  1290. Removed Decay from Radioactive items
  1291. Adding Anti Radiation Transfusion Item which slowly heals radiation exposure for 5 minutes
  1292. Adding Anti Radiation Injection Item which will instantly heal a small portion of Radiation Exposure - Workshop item
  1293. Adding Cheat to quickly add / remove radiation exposure from the player
  1294. Adding RadiationTolerance_+, RadiationResistance_% and AttacksCauseRadiationBurn_%
  1295. Adding new Radiation Burn Modifier and Icon
  1296. Adjusted Radiation Accumulation Caluculation to include Resistance
  1297. Adjusted Max Radiation Value to take into account Radiation Tolerance
  1298. Adjusted Radiation Accumulation Modifier so partial units can be kept / stored and accumulated so we don't lose data if there is high resistance
  1299. Radiation Accumulation at a base will take approx 5 minutes to progress from 0 -> 100% going through the 3 different stages
  1300. Adding a base Radiation Tolerence of 1000 to players starting stats
  1301. Adding new Stone Fireplace Variation
  1302. Adding Truffle Images for Item, Seed Packet and Seed
  1303. Ruby texture for Voxel_01 and 02., applied materials to D_VoxelMaterialMap
  1304. Adding garlic plant audio
  1305. Adding onion plant audiuo
  1306. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1307. Adding audio for agave plants harvest
  1308. Outpost_012 - cliff and foliage polish
  1309. Adding CHEW cre idle vocalisations, event and data table setup
  1310. Outpost_012 - decal and foliage polish, added variant of SandVariance decal and swapped with original, tweaked macro and cliff material settings
  1311. Outpost_012 - mesh and decal polish, set up in D_Outposts, D_ProspectList, D_Talents to enable access in dev build
  1312. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1313. Outpost_012 - corrected phys materials in landscape layerinfos
  1314. Adding setup for coastal ambience within new outpost
  1315. Added missing textures for DLC2 snow slopes decal
  1316. Adding radiation survival variables, replication, events and save/load
  1317. Adding 3 levels of radiation debuffs that are reiggered by survival triggers
  1318. Adding ability to accumulate radiation over time via modifier
  1319. Adding icons for radiation levels
  1320. Adding Radiation Display bar which appears when radiation is gained
  1321. Remove unhooked logic from TreeV2 master. Clean out dud references to NoOldWind param. Delete some unused MI's. Repath incorrect material on Pine01 mesh
  1322. Swapping Irradiated Modifier to use count instea of longest duration
  1323. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1324. Outpost_012 - mesh and foliage polish, added more navblockers
  1325. Bounder Implementation - Added isvalid check on IcarusNPCGoapCharacter to stop error spam on creature death
  1326. Lithium textures for Voxel_02 and 05, assigned to voxel material and distribution data table
  1327. Adding Orka footstep, death, idle audio events and data table setups
  1328. Outpost_012 - Added biome heatmap GT + source files, data table setup for new atmosphere and biomes
  1329. Added tundra deer bones and carcass assets to the project. Small update to the Gfur
  1330. Lithium texture for Rock_Gen_Voxel_01
  1331. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1332. Slinker - Added/hooked up montages for eat/idle/attack
  1333. Fixed 'look at' ctrl rig not working
  1334. Fixed Attack range and attacks playing too slow to hit a moving player
  1335. Fixed name badge being on the ground instead of above head
  1336. Fixed anims not having root motion and causing stuttering/being rotated
  1337. Fixed Slinker losing sight of the player at seemingly random moments
  1338. Outpost_012 - drop+respawn ship spawns, mesh and foliage polish, added flowpoints to ocean
  1339. Added new animations for the sand wyrm queen
  1340. Adding raptor death vocalisation, audio event and data table setup. Music adjustments and fine tunes
  1341. Imported art assets for the tundra deer. Created character BP and did a first pass on the Gfur groom
  1342. Adding Raptor flinch audio, event and data table setup
  1343. Adjustments to DH combat music
  1344. Updating Geo Music track 2. Setting combat music for ELY new biomes, volume adjustments and tweaks to music
  1345. Fixed material for Agave billboards
  1346. Replaced Radiation Icons
  1347. Elysium - cliff placement and decal painting in NW volcanic, red quad
  1348. Tundra Deer Implementation
  1349. Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  1350. Adding raptor idle vocals, footstep adjustments, duplicate of dodge BTS and updating anims so the striker is not referenced. AI audio setup etc
  1351. Outpost_012 - minor foliage polish, adjusted tile size settings in new ocean water mat
  1352. Added DEP_Tesla_Coil
  1353. Outpost012 - Put Coastal atmosphere back to CF fog settings. Add extra row of ocean tiles to blend horizon better. Add new ocean material shader and water setup and apply to Outpost012 water tiles. Organize outliner folders
  1354. Fix SteamStatIds for RedExoticsEarned (Cha-Ching!), CreaturesTamed (Easy Tiger & Ring Leader), BlockedDamage (Damage Resisted By Shield), ResourcePack (Gimme Gimme Gimme)
  1355. Ruby ore texture for Voxel_05 and applied to D_VoxelMaterialMap
  1356. Added groundwork for additional armour stand backpack toggle and swap button
  1357. Added armour stand calls into network proxy so players can call RPCs from the UI
  1358. Added capability for armour stand to interact with different arrays of inventory slots
  1359. Added new string table entries for armour stand UMG
  1360. Outpost_012 - generated in-game map
  1361. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1362.  
  1363. Update v2.3.2.140630:
  1364. Contains the Following Fixes:
  1365. Fixing the Widgets in the Habitat so they correctly show the Legendary Biomass Currency on various locations in the Main Menu and Workshop Screens as it was accidently hidden in a previous commit this week.
  1366.  
  1367. Update v2.3.2.140487:
  1368. New Content
  1369. Details
  1370. Unlocking Electric Fireplace, Extensions and Cap
  1371.  
  1372. Fixed
  1373. Details
  1374. Adding unique generic footstep event for generic - default surfaces to avoid it sounding too specific when PMs are not added or surface is default
  1375. Fix Hardcore Mission, Difficulty and Modifiers text being untranslated on some mission selection UIs
  1376. Fix Custom Highlightable setups for Fireplace
  1377. Fix DeployableSetup DT validation not working because assets weren't being block-loaded first. Fix remaining entries that didn't have their nav setup correctly. Add some more entries such as beds and traps to the ignore list
  1378. Fixed a number of typos and inconsistencies in quest and item text
  1379. Fixed mismatched materials between the SMs and DMs of a few Stone Buildables
  1380. Fixed a typo and edited text on cement mixer recipe for clarity
  1381. Fix the 'Discover The Cave' achievement (FractureCave). Dialog queues changed since tested
  1382. Merge setup/config params in BP_ResourceNodeBase to avoid things not being setup because its hidden further down in the scroll bar
  1383. Misc DT warnings fixes: Remove Focusable/Actionable for Flamethrower fireball. Add Icons for StoneBrick small signs. Add dummy items for objects that can't go into players inventory (mission corpses, etc)
  1384. Achievement 'Barking up the Right Tree' - Fixed achievement not working on existing mounts/pets in space
  1385. Added scalebox to legendary weapon text in Biolab UI to allow other longer text in other languages
  1386. Commit missing item data table
  1387. Add translatable text to mission outcomes
  1388. Fix achievement 'Not The Bees' (UpgradedBeehive) so that it will trigger when beehive pieces are placed either directly in world, or upgraded via the beehive inventory UI
  1389. Achivement 'Fur Baby' and 'Mountie' - Fixed achievements not being granted on existing max level mounts/pets. will now attempt to grant the achievement when interacting with the existing mounts inventory
  1390. Fix Flesh and Circuitry achievement (Extract1000Biomass). Was previously tested during development when there were multiple different types of biomass
  1391. Add a data table validator for stat replication (currently unpinned)
  1392. Change UMG_RecipeElementNonInteractive to do validated gets to prevent error spam when opening Fireplace. Tidied BP function layout
  1393. Change to Custom Highlightable setup on Crop Base so crops highlight alongside base plot mesh
  1394. Clean out original Farming system data that was made obsolete by V2 system in 2023
  1395. Adjusted the horse's proportions to fix bad positioning of joints, especially in the legs and neck, and redid weight painting, improving overall quality of creature animation and movement
  1396. Fixed a typo in experiment instruction text
  1397. Removing Explosive Sniper Round from the Workshop & Adding Firedamage+% which now scales Fire DOT to the Sniper Incendiary Round
  1398. Achievement 'Snow Problem' - Adding 'arctic set' tag to both polarbear armor and arctic survival armor
  1399. Fixed bloom brightness of buckshot hit FX on iron buildables
  1400. Updated color of emerge FX in Desert area
  1401. Achievement 'Snow Problem' - Swapped 'arctic set' tags to be on polar bear 'arctic armor' instead of the new 'arctic survival armor'
  1402. Achievement 'Not The Bees' - Fixed bug where achievement wouldn't trigger
  1403. Fixed a few typos in quest text
  1404. Updated emerge vfx for caveworms
  1405.  
  1406. Future Content
  1407. Details
  1408. Added proper collision to aspen saplings and small trees
  1409. DH Geo music setup to play in correct biome. Volume pass
  1410. Adjustments and additions - fine tunes to DH Geo music cue
  1411. Added custom LOD3 for all truffle plants to bring polycount closer to all other foliage
  1412. Outpost012 - rivers and foliage
  1413. Add PMs for T021 LayerInfo assets
  1414. Added missing collision to full size Aspen tree imposters
  1415. Updated slinker textures back to the more saturated blue and red. Changed the eyes to use the new eye shader
  1416. Add Agave, PricklyPear and Garlic farming and seed setups. Fixed collision setups. Optimized textures
  1417. Fix missing collision on Onion meshes. Fix Onion FTs not using DF lighting. Optimized Onion textures. Add seed and farming setup
  1418. Added crude oil refiner blockout mesh to the project
  1419. Added organic extractor blockout mesh to the project
  1420. Added natural oil refiner blockout mesh to the project
  1421. Fix Slinker XP event setup based on the errors output by DT validation
  1422. Added T5 polymerizer deployable blockout mesh to the project
  1423. Added T5 pump jack model to the project
  1424. Added T5 manufacturing unit model to the project
  1425. Created irradiated prospector carcass meshable entry. Fixed broken reference in item static data table
  1426. work in progress setup for the Irradiated prospector creature
  1427. Adding very WIP music 2 tundra DH music piece to FMOD project
  1428. Elysium - Macro and cliff placement in NW volcanic, red quad
  1429. Add Truffle FLOD, item, seed and farming setup. Fix Truffle PM being flesh. Improved LOD screensizes. Increased normals resolution and removed _Dead variation. Improve collision from Box to 26DOP. Change Meshable entries to Generic_Food as none of the items look great in-hand
  1430. Outpost_012 - river tweaks and polish, navblockers, added parameters to BP_waterfallbase for controlling size
  1431. Add implementation of homestead and brick chimneys, pending recipes
  1432. Remove LOD Bias graphics setting
  1433. Fix destructible material overrides on many glass curved building blueprints
  1434. Fix FieldGuide items now stay highlighted in left panel in some contexts
  1435. Adding DH music 2 cue into its own event and setting to correct data table
  1436. Updated the slinker look at control rig
  1437. Second pass at Tundra DH biome music 2
  1438. Adjusted billboard LOD distances for the Agave plant assets so that the billboard doesn't pop in too early
  1439. Adding secondary DH tundra biome music track WIP
  1440. Adjusting Location of Falloff Distance Initalisation
  1441. First Implementation of Radiation, specific flagged items in inventories and dropped on the ground will become emitters and push out radiation, this can be queried via the radiation manager - currently tagged items include Raw Uranium and Uranium Rods
  1442. Adding Radiation Falloff to GameplayConfig
  1443. Adding Aura's and Aura Effects for Radioactive and Irradiated
  1444. Adding Radiation Protection Armor (T5) Item Setup, Blueprint, Recipes
  1445. Basic Setup of Hazmat Suit, Recipe, Blueprints, Items
  1446. Adding Lithium Crossbow, Recipe, Blueprint
  1447. Adding Lithium Shield, Recipe, Blueprint
  1448. Adding Lithium Bow, Recipe, Blueprint
  1449. Remove DNT from Prickly Pear text
  1450. Updated slinker anim setup. Still WIP
  1451. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1452. Outpost_012 - foliage and decal painting, set map to use external actors, added blocker volumes around edge of map
  1453. Add recipes for glass, reinforced glass, clay brick, stone brick, scoria brick and concrete curved building pieces
  1454. Further work on the irradiated prosperctor anim setup
  1455. Fixed rotation on all Wall_CurvedAngle Glass buildables, as they were rotated 90 degrees from their correct orientation
  1456. Add curved brick items and template setups
  1457. Add initial implementation of brick curve pieces
  1458. Fixed rotation on all Wall_CurvedAngle Concrete buildables, as they were rotated 90 degrees from their correct orientation
  1459. Elysium - Cliff placement in NW volcanic, red quad
  1460. Setting up Uranium generator which runs on Uranium Rods, Blueprint, Recipe, Item
  1461. Basic Setup of Radiation Tracker, Item, Blueprint, Recipe
  1462. Added Blueprints and Recipes for the Lithium tool set
  1463. Setting up Mining Laser Item, Recipe, Blueprint
  1464. Setting up Chainsaw / Jackhammer biofuel and blueprint fixes
  1465. Setting up Chainsaw / Jackhammer items, recipes, blueprints
  1466. Adding Shaped Ruby item and recipe to craft
  1467. Adding Refined Lithium item and recipe to craft
  1468. Adding Cobalt ingot item and setting up recipe to craft
  1469. Lithium Tools Durable Data Setup
  1470. Basic Item Setup of Lithium Tool Set (Axe, Pickaxe, Knife, Spear, Sickle, Sledgehammer)
  1471. Adding Icons for Agave, Garlic, Onion, Prickly Pears - their seeds and farming packets
  1472. Item icons for Agave, Garlic, Onion and Prickly Pear
  1473. Setup of Permafrost breakable rock
  1474. Setting up Cobalt Breakable Rock
  1475. Setup of Lithium & Ruby Voxels
  1476. Setup of Lithium & Ruby Deep Ore Deposits
  1477. Adding Item Setup Ruby Ore & Noxious Crust
  1478. Adding Item Setup Lithium Ore & Noxious Crust
  1479. Adding Item Setup Cobalt Ore & Noxious Crust
  1480. Remove referenced assets from developer levels. Update TextureTools display formatting. Misc CheatRegister fixups
  1481. Added implementation of glass, reinforced glass and concrete curved/diagonal sets
  1482. Work on the slinker animation setup
  1483. Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  1484. Elysium - cliff placement, decal and rock painting in NW volcanic, red quad
  1485. Fixed DF settings on new FTs. Add missing Highlightable. Add Onions to FLOD DT. Update ResourceNode BPs with new data
  1486.  
  1487. Update v2.3.1.140342:
  1488. New Content
  1489. Details
  1490. Enable 2-sided DF generation on IMP_Mountain_02_CaveHole mesh used in M7 (Styx) cave as it was suffering heavy shadow artifacts without it
  1491. LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  1492. Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  1493. Adding DT Setup, Item, Recipe, Blueprint Etc for Advanced Arctic Saddle
  1494. Swapping T3 Cleaner dropped mesh to use the machining bench kit
  1495. Hooking up optional water connection processing speed to Biofuel Cleaner
  1496. Added the art assets for the arctic survival saddle with 5 skeletal meshs for the 5 different mount shapes
  1497. Adding Arctic Survival Saddle Item Icons
  1498. Sparkle FX for collectibles
  1499. Add UseRainDroplets shader functionality to held items. This adds a wet look to items during rain. Improve tooling to pick up on this better and retain consistency across items
  1500.  
  1501. Fixed
  1502. Details
  1503. Fix buildings and deployables placed in instanced levels are not being registered to the correct biome in the weather controller
  1504. Remove DF from Weapon meshes. Fix LODs on Legendary SMs
  1505. Fixed a bug where the hover tooltip wouldnt display the correct weight. Changed carry weight stats to be replicated to fix this
  1506. Fixing armor rack audio being able to play 6 armor swaps at once when swapping all armor instead of individually by adding a short cooldown to the event
  1507. More reductions to overly long audio events
  1508. Reducing event length that was far too long for when chopping a whole tree down in one hit
  1509. Update sleep screen well rested buff duration to display in minutes instead of seconds
  1510. Added and applied no RVT material variants to SM_SW_Mangrove_ApeCageVar
  1511. Adding short cooldown to UI event that was triggering multiple UI instances at once causing the sound to be overly loud
  1512. UI Fixes for prospect outcomes so at various scaling and zoom levels the outcome text does not overlap
  1513. Added XP Events to the sledgehammer breaking clay/scoria/obsidian
  1514. Removing Glow from SMPL3 Mission Cards
  1515. UMG_ModifierStateContainer can no longer refresh layout multiple times per frame
  1516. Incorrect Item Weight Bug - Changed base stats to not replicate and added replicated virtual stats in their place
  1517. Grant Bestiary XP for shearing sheep
  1518. New dropships are now spawned 50cm lower to reduce occurrences of floating dropship legs
  1519. Fix MeteorShower master after fur texture type changed
  1520. Fix spelling of Electric on ElementalDamage stat description
  1521. Reducing bloat from dialogue lines causing it to play for far too long
  1522. Fixed Frostbreaker not using stamina when blocking
  1523. Allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  1524. Adding correct dialogue line to play at the end of Ape C2
  1525. Fix Caveworm and Fish poisons being unaffected by resist stats
  1526. Updated Sustenence tonic to also increase food buff duration for the duration of the tonic
  1527. Fixed tooltip referencing [DNT] Snipers and changed to Sniper Rifles
  1528. Remove reference to .50 cal and fix spelling of Materiel
  1529. Ape_A: Fix base cleanup to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  1530. Fixing NPC dialogue not playing at the end of Ape B due to the Bool default value being set to Played
  1531. Adding hover and click to GH mission upgrade area
  1532. 10ft Extractor - Replaced and deleted old versions of textures with bad source paths, replaced references in materials
  1533. Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes which results in loss of items
  1534. Adjusting Blueprint node for pouches in the tech tree to display all recipes and not just the base pouch
  1535. Fix Panini Shader error logging not being fed the item value
  1536. Fix untranslatable Operations and Upgrades text on C0NT4CT device
  1537. Adjusting GH DLC Package Data Icon to match the in-game one on items
  1538. Added additional logging to help track down missing client Account Flag rewards
  1539. Hammerhead Slug - Added missing server checks to prevent client from spawning a second slug manager and from allowing the client to determine cocoon state
  1540. Fix boss respawn tracking upgrade showing time since last spawn, instead of time until respawn
  1541. Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  1542. T3 Cleaner -Fixed a bug where the water spline was connected about a meter away from the mesh - Moved spline location to be within the mesh bounds
  1543. Updating Great Hunts Info Text in the Biolab
  1544. Fixing Gauntlet Image on GH Selection Buttons
  1545. Removing GH Module Item Tags as they where marked as meta items when they are not
  1546. Adding Ability for DOT modifiers Damage to be scaled by causer stats
  1547. Adding virtual stats for Fire/Frost/Poison/Electric Damage
  1548. Fire Burning Damage DOT's are now scaled by FireDamage_+%
  1549. Fix typo in Burning modifier description
  1550. Fixed legendary bow with fortified grip not using stamina on secondary click hold
  1551. Fix Composition quest spelling Chemistry
  1552. CharStats tooling improvements for comparing multiple creatures. Now properly supports toggling between either Character or AI stats
  1553. Medical items such as Pastes and Pills are now visible in the players hand. Remove unncessary SK BPs
  1554. Stats cleanup: Fixed StatTitle UMG having '+25 per minute' as default text masking a bunch of stats that didn't have descriptions setup correctly.
  1555. Improved logic to have fallbacks for missing stat text.
  1556. Fixed StaminaRegenPerMinute stat value displaying incorrectly as it was being divided by 1000 instead of 60.
  1557. Put various Stats into correct categories, added Tames/Pets and Turret categories and retired (and marked via MetaData) several smaller categories that suited elsewhere.
  1558. Fixed stats with missing description text causing the stat text to not update and display correctly.
  1559. Improve performance when full stats window is open by not updating on tick
  1560. IM Arena - Removed collision on many of the lower hanging waterfall icicles to fix boss running into them and not being able to reach his location to regen armor
  1561. Fixed a bug where armor stand wont show items when low fps and dragging items in quickly. Added an extra check to make sure the item has already been loaded before we attach it to the stand
  1562. Fixed edge case which could cause an invalid player loadout to be generated, preventing orbial exchange interface from working
  1563. Fixed bug where sometimes the medium slug wouldnt spawn small slugs on dedi server because of animation interuption. Switched death behaviour from animation 'on complete' to 'on blend out' and have a case for if its interupted
  1564. Output velocity on MA_GLS shader so it doesn't blur when turning with motion blur enabled
  1565. Fixed issue with in-world boss respawn timers counting incorrectly (on upgraded Contact device)
  1566. Disabled auto-wrap on UMG_Boss_Button's name text to prevent flickering
  1567. Fixed issue where boss respawn widgets weren't using the correct property to check for dead boss count
  1568. Fixed boss respawn widgets going into negative values on prospects that didn't support boss respawning
  1569. Added IsValid check to BP_PlayerTrackerListenter
  1570. Fixed issue where legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  1571. Adding a legendary weapon upgrade now invalidates the cached item stat container
  1572. Fix water containers >100L not fully emptying when using the context menu Empty Container function. Tidied BP
  1573. Hide Blueprint and Solo refresh buttons, as these are no longer required
  1574. Increase storm tier of Sandworm building to match Stone
  1575. Add translation entries for biolab return to store button and mission select screen button
  1576. Rehooked up Operations selection button translation on C0NT4CT device
  1577. Removing Galileo Feature Level Lock on achievements - may have been preventing unlocking achievements in steam for anything introduced in Copernicus
  1578. Removing Double XP Weekend Stats and Banner
  1579. Fixed a case where Mounts could be destroyed if player was riding one while they crashed or were kicked
  1580. Update SM asset validator to detect LODs with a screensize value of 0.0 and flag as invalid
  1581. Fix meshes with LOD screensize values of 0.0, meaning they will never be selected
  1582. Cave AI are now given IsCaveCreature boolean stat on spawn
  1583. wip on updating the Niagara Dynamic Script for Caveworm Emerge VFX
  1584. Removed unused/old control to reload legendary flamethrower
  1585. Added opacity switch for M_Creature and updated MA_EyeShader Sclera
  1586. Tidied up a number of Payloads that weren't using IsServer calls correctly and made sure their physics impulses weren't triggering every frame
  1587. Removed a number of unused payload BPs
  1588. Radial force component on explosive round payload no longer activates every frame
  1589. Updated NPC stabilization quests to also complete when the NPC is no longer valid, to ensure that if they're collected the quest is complete
  1590. Fixed issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  1591. Remove SlowTick event for UMG StatsWindow optimization which unintentionally caused a background hitch. Delay off tick instead so hitch is gone once UI is closed
  1592. Resave operations button title update
  1593. Added name and description for Glaci spawner/den
  1594. 'Loot Retrieval' button in escape menu now checks for loot bags and corpses around world origin
  1595. Loot Retrieval now works at a distance of 15m instead of 4m
  1596. Loot Retrieval no longer places loot bag halfway into the ground if player is crouching while they use it
  1597. Dead mounts with items in their inventory now persist between game reloads
  1598. Fixed bug with certain mounts that prevented their items from being added to their corpse on death. Affects Terranus, Zebra, Shaggy Zebra
  1599. Added DT validation to prevent new mounts from being added with incorrect configuration
  1600.  
  1601. Future Content
  1602. Details
  1603. Added cheat to grant XP to Mounts for testing. Disable GrantXPDebt cheat as that system is obsolete
  1604. Outpost012 - cliffs, rivers, decals, foliage
  1605. Added 'Illumination' Payload round for Sniper Rifle, still WIP not unlocked
  1606. ELY: Remove duplicate Atmosphere Controller and RVTs from Vista sub-level
  1607. Added LODs for Ely Heightmaps
  1608. Outpost012 - cliffs, rivers, decals, foliage
  1609. Fix CycleBiome cheat to actually work (delete now-obsolete logic from AtmoController as its handled in Player ActorState instead). Add unhooked method of updating cubemap on AtmoController for debugging as its currently only triggered via biome transition
  1610. Remove or update redundant or incorrect description text for Cheat Functions
  1611. Updated caveworm emerge VFX
  1612. Add an optional per-recipe text row so there is not an extra 0 value that will never be defined
  1613. Outpost012 - cliffs, rivers, decals, foliage
  1614. Unhook Feature Level check and hard gate WIP ProxyMesh system until its ready so that it doesn't spam Dev builds
  1615. Set Illumination Round to be Field Guide blacklisted
  1616. Add DNT to Illumination round
  1617. Update collision on DC_Macro meshes to be more accurate
  1618. Update collision on DC_Macro_03 to be more accurate
  1619. Outpost012 - cliffs, rivers, decals, foliage
  1620. Outpost012 - cliffs, macros, decals, foliage. Added saturation control to IMP_Slopes material, adjustments to Slopes_Conifer mat instance
  1621. Fix DangerLevel array size error not accounting for new Elysium skull danger level
  1622. Added the art assets for the irradiated prospector creature including a skeletal mesh skinned to the UE4 mannequin
  1623. Creating audio event for Geothermal base ambience. Adding in light insect loops, base 1 amb, base 2 amb and data table setups
  1624. Fixed issue where some caves incorrectly had entrance meshes spawned even though bUseEntrance was set to false
  1625. Adding DH tundra biome audio, adding night and day insects, day birds, data table setup etc
  1626. dh ambience audio adjustments and fine tunes
  1627. Added first pass Chew Creature SK meshes, materials and textures
  1628. Adjustments to DH ambience events. Removing Crevasse audio from crevasse itself since its already playing within each ambience layer. Adjustments to crevasse audio per biome for more appropriate sounds
  1629. Added Wyrm Queen art assets to the project
  1630. Fixing Build Validation
  1631. Add DH feature level Icon
  1632. Made Changes to the Crafting System to Allow for Resource Only Crafting (Allowing recipes to be crafted without an item and resources only)
  1633. Setting up Oil Geyser and Pump Jack for Crude Oil Extraction
  1634. Setting up Crude Oil Refiner (Crude Oil -> Refined Oil)
  1635. Adding new Resource Type Refined Oil and associated images
  1636. Setting up ability to have CrudeOil Networks and Refined Oil Flows
  1637. Setup Natural Oil Processor (Biofuel -> Refined Oil)
  1638. Setup Biofuel Networks and Icon Images
  1639. Setup Organic Extractor (Plants -> Biofuel)
  1640. Setup Polymerizer with outputs of Epoxy, Plastic, Synthetics and Compounds
  1641. Setup Crude Oil Power Generator
  1642. Adding potential dh music track for tundra biome.WIP test
  1643. Outpost012 - cliffs, decals, foliage
  1644. Added slinker bones asset and first pass on Gfur. Updated slinker textures
  1645. Updating the DH music piece with V2 with fine tunes and additions
  1646. Implementation of the Uranium Converter Item (Raw Uranium -> Rods & Inert Ingots)
  1647. Setting up Raw Uranium, Uranium Rods and Inert Uranium Items
  1648. Setup Uranium Collection Device Item & Uranium Node for the World
  1649. Update to DH music 1
  1650. Outpost012 - cliffs, rivers, decals, foliage
  1651. work on Implimenting the slinker creature and added carcass assets
  1652. Update to DH music
  1653. Adding moog layers to DH music biome 1 music piece. Adjustments to mastering to ensure more consistent volume etc
  1654. Added new animations for the Wyrm Queen. Updated shader to use opactiy an map for the wing cutouts
  1655. Updated Slinker anim BP assets. Set up skinning states and corpse BP. Added initial data table entries for the Slinker
  1656. Volume pass on DH music 1
  1657. Outpost012 - cliffs, rivers, decals, foliage
  1658. Adding DH Geothermal biome music very WIP
  1659. Adjustments to DH geothermal ambience cravasse audio and various other balances. Music volume adjust to match other tracks
  1660. Adding beach assets, ambience and creatures ready for use within island outpost map
  1661. Add Impact Frag Grenade which explodes on impact with a surface. Currently Disabled/Hidden
  1662. InspectionTool: Output mesh scale, don't get meshes for LandscapeStreamingProxy as its junk data
  1663. Add Explosive and Incendiary 12.7 rounds to workshop
  1664. Add icons for 12.7 Incendiary and Explosive rounds
  1665. Add 12.7 Incendiary rounds to workshop. Update 12.7 round workshop icons
  1666.  
  1667. Update v2.3.0.140148:
  1668. Contains the Following Fixes:
  1669. Fixing issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST making the fight require fire/explosive damage instead of just regular ammo and melee, this has now been corrected
  1670. Fixes allowing for the client to properly communicate with steam to check off achievements in steam, any existing achievements that players have gained will sync up and be granted on steam on login
  1671.  
  1672. Update v2.3.0.140125:
  1673. Contains the Following Fixes:
  1674. Fixed an issue in the Rimetusk Campaign: 'Field Work' - where there mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed.