1. Changelog v1.2.43.108956
  2.  
  3. Optimisation
  4. Reworked creature spawning to be spread over multiple frames. This should reduce hitches when new animals spawn in
  5. 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
  6. Fixed duplicate spawn of aim assist component on animals
  7. Fixed aim assist component triggering multiple overlap updates during spawn
  8. Removed root motion from idle animations for Buffalo
  9. 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)
  10. Fixed case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
  11. Improved performance of talent requirement check by avoiding data lookups where possible
  12. Fixed settings from auto saving during initial load and then recursively rebuilding their widgets
  13. Fixed settings screen from being constructed multiple times when the UI first gets built
  14. Prevented multiple refreshes from happening in one frame in the cheat overlay
  15. Fixed deep vein ore deposits setting their material twice on the servers during startup
  16. Moved map manager saving of map state to code. Merged map manager save data gathering functions to prevent additional iterations of the map tiles
  17. Cached a lookup of the replication state of stats to allow for faster replication updates when stats change
  18. Fixed stat container updates triggering multiple events per rebuild
  19. 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
  20. Fixed issue where hits against inanimate objects were being considered as crits
  21. Envirosuit slots no longer get rebuilt every time the players stat container updates
  22. Removed expensive gathering function from atmosphere controller. Replaced calls to directly grab the variables that are being used instead
  23. Changed dropship parts to no longer tick, and they no longer animate while not rendered as it was still happening in the background
  24. Disabled collision with the dropship door (while landed)
  25. Objects that can be sit on no longer tick when they aren't in use
  26. Moved some audio systems tick to during physics as they do not contribute to actor positions
  27. Disabled overlaps on the root mesh of equipped items
  28. Disabled overlaps on tree proxies
  29. Optimised some calls to the firearm controller in the players anim bp
  30. Prevented armour meshes from being created on dedicated servers
  31. Improved item trait retrieval speeds of several traits
  32. Added missing D_StatAfflictions from previous commit
  33. Fixed issues with blueprint tooltips not showing alteration packs correctly
  34. Fixed issues with blueprint tooltips adding a copy of the set bonuses text each time the tooltip is hovered
  35.  
  36. Fixed
  37. Updates and improvements to distancing for the transport pod. Removing old profilers
  38. Update Maximum Loops to prevent PIE crash in new missions.
  39. 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)
  40. 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
  41. 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)
  42. FIRE WALK: Re-apply cannot decay modifier on crate after reload to prevent cases where the modifier fails to load
  43. Fixing up Item Static which had some things marked incorrectly as DEV
  44. Fixing up Item Static which had some things marked incorrectly as DEV again
  45. IRONCLAD: Added failsafe for loss of snap points
  46. Fixed bug where animation played when receiving a new modifier sometimes obstructed crosshair
  47.  
  48. Future Content
  49. Fixing Caves On Green Quad and Updated Arctic Cave, Prometheus
  50. More visual updates on Prospector field guide UI
  51. Setting up Heatmaps for Olympus and Styx for the different fish spawn locations and creating spawn zones based on each heatmap
  52. Hooking up New Olympus & Styx Fish Spawning Heatmaps to their respective terrains
  53. Adding rockdog vomit audio, event and notify
  54. General clean up and polishing in Blue swamp, deep swamp underwater dressing in Green/Blue, DLC
  55. Aquariums now swap to use their dirty mesh when they are not connected to active power / water connections
  56. PRO_Story_5: Added audio-visual feedback quest step
  57. Adjustments to drop pod transport sonic boom audio and fixed rockdog NPC not having correct parent behavior for footsteps for new FS notify
  58. Fixing Caves On Green Quad, Prometheus
  59. Setting up Rhubarb, Kumara, Avocado & Strawberry datatables for items, growth states, rewards, so they can now be grown when aquired
  60. Adding rock dog vomit as a vocalisation event so its not interrupted by flinch sounds. Also lowering idle state vocals spawn rates
  61. Balance and spacializer updates to transport pods
  62. Enabled unlock all prospects cheat for PRO
  63. PRO_Story_5: Tweaked spawn locations, added obstacles
  64. General Landscape Polish & Clean Up, Fixed Caves in Swamp, Tundra, Arctic & Updated Cave Template on Blue/Green Quad, DLC Map
  65.