- Changelog v1.2.43.108956
- Optimisation
- Reworked creature spawning to be spread over multiple frames. This should reduce hitches when new animals spawn in
- Removed overlap events from various collision objects on animals and changed some components to be non-physical. This should improve performance with animals moving around
- Fixed duplicate spawn of aim assist component on animals
- Fixed aim assist component triggering multiple overlap updates during spawn
- Removed root motion from idle animations for Buffalo
- Made talent trees share a pool of popups rather than each having their own. This has a significant impact on load times when changing maps (about 5 seconds faster)
- Fixed case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
- Improved performance of talent requirement check by avoiding data lookups where possible
- Fixed settings from auto saving during initial load and then recursively rebuilding their widgets
- Fixed settings screen from being constructed multiple times when the UI first gets built
- Prevented multiple refreshes from happening in one frame in the cheat overlay
- Fixed deep vein ore deposits setting their material twice on the servers during startup
- Moved map manager saving of map state to code. Merged map manager save data gathering functions to prevent additional iterations of the map tiles
- Cached a lookup of the replication state of stats to allow for faster replication updates when stats change
- Fixed stat container updates triggering multiple events per rebuild
- Removed all critical hit logic from stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat that was still using this was the chance to immobilise on throwing knife crit
- Fixed issue where hits against inanimate objects were being considered as crits
- Envirosuit slots no longer get rebuilt every time the players stat container updates
- Removed expensive gathering function from atmosphere controller. Replaced calls to directly grab the variables that are being used instead
- Changed dropship parts to no longer tick, and they no longer animate while not rendered as it was still happening in the background
- Disabled collision with the dropship door (while landed)
- Objects that can be sit on no longer tick when they aren't in use
- Moved some audio systems tick to during physics as they do not contribute to actor positions
- Disabled overlaps on the root mesh of equipped items
- Disabled overlaps on tree proxies
- Optimised some calls to the firearm controller in the players anim bp
- Prevented armour meshes from being created on dedicated servers
- Improved item trait retrieval speeds of several traits
- Added missing D_StatAfflictions from previous commit
- Fixed issues with blueprint tooltips not showing alteration packs correctly
- Fixed issues with blueprint tooltips adding a copy of the set bonuses text each time the tooltip is hovered
- Fixed
- Updates and improvements to distancing for the transport pod. Removing old profilers
- Update Maximum Loops to prevent PIE crash in new missions.
- REMNANT: Added failsafe tracking of radar scan locations (will now additionally be marked as complete if there is a scan in the area at any time, note this may not fix missions in-progress)
- Fix enzyme geyser audio, which was broken due to a change to OverlapAudioComponent which resulted in non-unique component names in subcomponents. Fixed by changing subcomponent ownership from the owning actor to the overlap component itself
- Remove execution pins from a new storm particle system that was added for DLC and is making it look like existing weather is severe (internal only)
- FIRE WALK: Re-apply cannot decay modifier on crate after reload to prevent cases where the modifier fails to load
- Fixing up Item Static which had some things marked incorrectly as DEV
- Fixing up Item Static which had some things marked incorrectly as DEV again
- IRONCLAD: Added failsafe for loss of snap points
- Fixed bug where animation played when receiving a new modifier sometimes obstructed crosshair
- Future Content
- Fixing Caves On Green Quad and Updated Arctic Cave, Prometheus
- More visual updates on Prospector field guide UI
- Setting up Heatmaps for Olympus and Styx for the different fish spawn locations and creating spawn zones based on each heatmap
- Hooking up New Olympus & Styx Fish Spawning Heatmaps to their respective terrains
- Adding rockdog vomit audio, event and notify
- General clean up and polishing in Blue swamp, deep swamp underwater dressing in Green/Blue, DLC
- Aquariums now swap to use their dirty mesh when they are not connected to active power / water connections
- PRO_Story_5: Added audio-visual feedback quest step
- Adjustments to drop pod transport sonic boom audio and fixed rockdog NPC not having correct parent behavior for footsteps for new FS notify
- Fixing Caves On Green Quad, Prometheus
- Setting up Rhubarb, Kumara, Avocado & Strawberry datatables for items, growth states, rewards, so they can now be grown when aquired
- Adding rock dog vomit as a vocalisation event so its not interrupted by flinch sounds. Also lowering idle state vocals spawn rates
- Balance and spacializer updates to transport pods
- Enabled unlock all prospects cheat for PRO
- PRO_Story_5: Tweaked spawn locations, added obstacles
- General Landscape Polish & Clean Up, Fixed Caves in Swamp, Tundra, Arctic & Updated Cave Template on Blue/Green Quad, DLC Map