Fixing issue where crafting with resources was not providing experiance, fixes cases such as the Polymeriser which would not provide any crafting experience when crafting items with oil
Fixing issue with Cakes so that the platter and garishes do not highlight when looked at
Improved the Deluxe Leather Saddle when skinned on the slinker as it wasn't acting as intended
Fixed proxy mesh used in T4 food trough being stretched/scaled, use proper mesh from filled version instead. Added grain active crafting VFX
Adding new Stats for Nighttime Bonuses for use with the Kiwi Talent Tree
Kiwi Tame increase to base health, melee damage, and move speed. Addition of Nocturnal Nature talent to further increase night time melee damage and move speed. Placeholder for Night Yields aura to increase nearby player mining and felling yields
Kiwi tame increased combat stats at night, now has standard pet resistance bonuses, increased mass, new icon for aura modifier
Kiwi tame removing rebirth talent and replacing with standard physical reduction bonus
Adding new Stats & Virtual Calculations so we can scale the FellingRewards_+% and MiningRewards_+% by their Nighttime only _+% stats
Field Guide - Added subcategory support.
Fixing issue where crafting with resources was not providing experiance, fixes cases such as the Polymeriser which would not provide any crafting experience when crafting items with oil
Updated the slinker delux leather saddle skinning.
Fixing issue with Cakes and Roasts so that the platter and garishes do not highlight when looked at
Optimized collision on Lightning Rod meshes. Removed V1 unused assets. Fixed electrical connector transform on Platinum rod. Optimized Platinum rod textures. Fixed missing highlightable on rods
Fixed proxy mesh used in T4 food trough being stretched/scaled, use proper mesh from filled version instead. Added grain active crafting VFX
Fixed Salvage and Close text on Dropship Quest UI not being localized
Added localization string for Gestation
Adding a touch more randomization to carry shotgun event to help it feel less repetitive when jogging and sprinting
Fixing distant water level not hitting -inf and spacializers not overriding fully
Fixing Weight Reduction Granted Effect so it no longer saves to database - as a rule modifiers granted via auras should not save as otherwise their effects become permanent
Kiwi fixing final tier of combat buff to only work at night as intended
Aura Effectiveness can now be specified in the Granted Auras Table and a new stat has been added specificially for the kiwi's aura effectiveness
Committing virtual states file so all of the new kiwi related stats will work as intended (night melee, night felling etc)
Devlocked FG subcategory rows and removed DNTs
RAD_O1 - Adding fallback case of checking consumed item rather than just for the buff of the Antiradiation Stew to complete quest, this allows full players to also complete the quest
RAD_A/C - Show and Hide Boss depending on mission state - Boss Hides upon completion of A and shows on start of C
RAD_C2 - Correctly Tagging the makeshift colony radio tower
Legendary Launcher - Adjusted ADS to make sight bigger and obscure the hand anim.
Added 1st person aim anim for the legendary launcher
Radflyer - Added backup codepath to 'randomly fly' when the flyer has a target but no LoS and then the EQS fails to get a location to path to the player.
Updated the deployable setup DT with the correct placement meshs for the roasts assets
Added aditonal art assets for the T4 roaster deployable roasts and updated the BPs. Slowed down the T4 roaster close anim to show more of the proxy mesh
Added new art assets for the deployable roasts setup
Settlements - Shifting Settlement Founding text so it is done in another BP where we can display the founding players name
Settlements - Adding Cheat to grant experience to settlements
Settlements - Stockpile is now unlocked by default in the talent tree
NPC - Adding quick blue recolour for settlement npcs and adjusting clothing so they use a set which they are actually skinned for
Settlements - Adding Map Makers and Origin Setups for the settlement locations in Geothermal and Jungle Lite
Settlements - Fixing issue where deployables where not consuming the item when replaced introduced last commit
Settlements - Adding Settlement Building Tool Recipe and Blueprint
Settlements - Setting up Settlement Origins int he Arkadia Map and spawning persistant objects as required
ARK - added QM for settlement in geothermal
Added QM_Settlement Jungle Lite Marker to Jungle LIte, Green Quad
Ginger - initial implementation for ginger tea, gingerbread loaf, ginger and carrot soup, ginger curry, and pickled ginger
Pineapple Recipes added including charred pineapple, dried pineapple chips, pineapple sorbet, sweet and sour pork, and pineapple upside down cake
Spinach recipes for braised spinach, spinach salad, creamed spinach, spinach omelette, and spanikopita
Spinach recipes - changed carry weight to weight capacity to better reflect the stat it's giving a bonus to, change Spanakopita to Spinach Pie for now
Lead Voxel textures and materials
testing Lead voxel look in engine
Adjusted collision on all Bird of Paradise tree pieces so that they now react much more naturally when felled
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
ARK - lava river splines, set dressing, landscape sculpting and decal painting around volcano, red quad
ARK - lava river spline adjustments, set dressing, decal painting around volcano, red quad
commiting blue quad with fix level layers on ARK
Update CullDistVolume settings on T022 - doubled array size to cover object sizes with more verbosity and increased all culling distances to 1.5x existing values
Increased the Vapor Condenser inventory size so it can hold all potential rewards.
Added a checkmark to Blueprints once their required mission is completed if they need one.
Fixed the Pig Trophy and Geothermal Spider Vestige so they now provide their intended rewards.
Improved the UI when taming juvenile animals.
Adjusted the collision on Roof Lights to make them easier to place.
Electric Seed Extractor parent logic hooked back up so it functions
Juvenile Taming UX: Added localized text info to Taming Tooltip which coincides with requirement state icons, for improved UX. Removed Shelter requirement from Chew/Draven to make consistent with all other Juvenile tames. Cleaned up unnecessary UI spacer elements. Renamed UMG components and removed unused variables for clarity. Fixed icon MIPGen settings
Test to adjust the mission required talent icon in the tech tree to change to a checkmark if the required mission has been completed
Fixing issue with the strawberry plant, it can now be harvested and sickled from crop plots again
Fixed Pig Trophy pointing to incorrect ItemsStatic row
Fixed geothermal spider not getting correct vestige reward
Blueback mount camera position moved back to give more appropriate angle when riding
Removed unused Niagara system and widget location component from Lava Hunter Mine. Fixed highlightable setup. Removed overlap and shadows from small lights mesh. Fixed fade distance on lights. Fixed blacklist bones on friendly Lava Flyers and remove FG blacklist tag as this is a craftable item
Fertility Serum audio bugfix: will now play audio even if it's the last serum in inventory
Removed leading whitespace on Exposure Resist Module itemable data
Updated LODs on Raptor Specialized saddle and added unique physics asset to better suit mesh
Adjusted collision setup for deploying Shroud lights and Exposed lights on ceilings, to allow them to be more easily placed
Removed old Consumable data that was referenced on some water containers and displaying incorrect information that isn't actually utilized
Typo fix for RadarStation used in a handful of scanning quests
Updated item and quest text with small corrections
Feature locked Workshop Salt ItemsStatic until its ready for release, to remove it from the Field Guide
Fixed interaction widget location on VenomFly Nest. Optimized nests by toggling emerge light on/off as needed and set cull distance
Increased main inventory slots window size by 20px to prevent unncessary scrollbar showing up with 7 rows. Shrunk item drop area by 20px
Fixed Battered Lab deployables not animating on Clients. Fixed LOD Screensize settings
Fixing highlightable descriptions for the Storca and Radboss corpses
Increased Scree albedo to 4k to get closer to desired texel density on cavein meshes
Improved texture quality of small cupboards. Fixed materials using BLD master instead of ITM
Improved LOD Screensizes on BerryBush crops
Pet Food Bowls Fixes: Moved DynMat creation to Construct instead of BeginPlay to potentially solve race condition issue with applying colors. Run IcarusBeginPlay parent logic which also includes duplicated inventory updates with optimizations. Removed empty function overrides. Centered options for Bowl colors UI
Tooltip change for Inaris Flashlight and all other handheld devices to include that they can be charged with a powerbank
Inaris Powerbank description update to remove alt fire reference and make it a bit more descriptive
Adjustments to frag grenade explosion and adding reload to legendary launcher new anims
Added icon for T4 launcher, corrected Preview item in BP
RAD_O2 - Fixing issue where two quest markers where using the same tag which was causing issues of creature placement
RAD_O3 - Fixing issue where the prospectors heads could not be delivered as intended
Radboss health bar visibility and music will no longer turn off if you are too far away from it within the arena
Radboss now looks in a larger range for an acceptable location when trying to emerge near player at beginning of phase 2
Radboss reset fix, if finding a point on nav fails then we'll redirect to original point used, instead of falling back to 0,0,0
Removed Miasma logic from Mount Base so mounts no longer take Miasma damage
Setting up the correct Roaster Meshes and Animations, Setting up Proxy Meshes and Effects
Added art assets for the T4 roaster carcass proxy mesh
updated radiation storm fog color and fixed positioning of rad FX
update weather radiation on weather actions, updated position on FX related to Radiation
assigned Niagara FX on PlayerEffectsComponent for radiation
assigned niagara FX for thunderclouds, rad wind and speckles on player effects component
Fixing issue where Radiation Wind, Lightning Cloud and Speckles where not lerping correctly in the weather controller
Settlements - structures and resources data pass, Adds 15 settlement-only resource items, 20 production-rate stat triples, reworks, 14 existing D_SettlementBuildings rows and adds 34 new ones, 5 skill-flavoured, Operate task types, and expands the Settlement_Hub talent tree to 50 nodes
Adding Workshop Battery Lantern item and basic setup
Readding workshop lantern after a bad merge
Workshop Lantern - Added icon. Fixed LODs and no PA being defined. Default material to Off version. Removed emissive texture reference from Off material. Tweaked glass material to not artifact due to heavy refraction and fixed filename. Increased emissive. Removed invalid attach logic on BeginPlay, fixed previewItem and tidied BP
Added Workshop Battery Lantern sk mesh, materials and textures
Settlements - structures and resources data pass, Adds 15 settlement-only resource items, 20 production-rate stat triples, reworks, 14 existing D_SettlementBuildings rows and adds 34 new ones, 5 skill-flavoured, Operate task types, and expands the Settlement_Hub talent tree to 50 nodes
Adding Workshop Battery Lantern item and basic setup
Readding workshop lantern after a bad merge
Workshop Lantern - Added icon. Fixed LODs and no PA being defined. Default material to Off version. Removed emissive texture reference from Off material. Tweaked glass material to not artifact due to heavy refraction and fixed filename. Increased emissive. Removed invalid attach logic on BeginPlay, fixed previewItem and tidied BP
Added Workshop Battery Lantern sk mesh, materials and textures
Initial item and farming data table entries for Spinach, Ginger, and Pineapple
Added 3 wild variants of the Pineapple plant, including all SMs, Materials, Textures, FTs, BPs, and FLOD DT entries
Added 3 wild variants of the Ginger plant, including all SMs, Materials, Textures, FTs, BPs, and FLOD DT entries
Updated Elderberry itemrewards to give Berries
Added new MediumTree_Axe ItemRewards with tweaked values suitable for hitable MoneyPlant trees
Remove interaction from SeaShells as we don't have an appropriate itemreward for harvesting. Decreased culling distance to suit size better
BirdsOfParadise - Reduced DF quality on tree meshes to optimize memory. Tweaked LODs and collision on Burnt meshes. Tweaked DF on trunk meshes. Optimized Billboard textures down to 512px
Adjusted Hairy Palm bush LOD distance settings so that the billboards don't pop in too early.
Adjusted LOD distance settings so that the billboards don't pop in too early.
Optimized DLC3 landscape textures down to 2k
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
ARK - lava river spline adjustments and set dressing around volcano, red quad
ARK - lava river spline adjustments and set dressing around volcano, red quad - adjusted collision settings on volcano rock meshes
ARK - lava river spline adjustments and set dressing around volcano, fixed level layers, red quad
ARK - fixed level layers on purple and yellow quads
Fixed nav settings on volcano meshes, added variant SMs and materials for use as cliffs
New textures + material for ARK volcano mesh
polishing smaller tundra area while fleshing out the southern corridor on Arkadia
Adding newly recorded close lapping audio files for ocean. Blending with existing and removing unnecessary layer
Added all Koala Sheep assets, including SKs, Materials, Textures and Gfur splines. I also added a test BP for Gfur grooming and testing. Ready for design to implement
Added assets to the project for the Megladon Shark
Beaver - Increased health and damage curves. Removed unusable Jump montage. Removed CritHitAreas function override. Tweaked alert component tfx
Adding ground dragon temp vocal setup
First pass audio for ground dragon layers attack and spot
Adding ground dragon flinch vocalisations and setup. Various tweaks and balances
Adding ground dragon death vocalisation audio, event and setup
Lots of fine tunes to ground dragon. Also adjusting dino attack vocal and footsteps
Adding first pass ground dragon idle layers
Adding ground dragon roar, roar anim, audio and events etc. Also adding ground dragon aggro audio event
Adjusting audio timing of ground dragon attack
Adding large dino footstep event. Lots of balances based on velocity and distance
Adding first pass large dino attack vocals
Adjustments to axolotl movement audio event. Removing unnecessary layers
Improvements to crab footstep distancing and volume
Added additonal elite plant animations to the project
Fixed Tamed Conifer Wolf not retaining custom phenotypes when it dies
Lithium tools now show their correct effects and state when active on clients
Icon texture optimization on many item / alteration and other icons.
Added Epic Creature nameplates to Alpha creatures (Wolf, Snow Wolf, Hyena, Snow Leopard and Cougar) spawned during Horde mode waves (Vapor Condenser). This doesn't change the difficulty of the creature (except +15% chance for Hemorrhage if it wasn't already present) but is primarily there for the nameplate purpose
Noxious Crust will now spoil (5 minutes per unit, 50x stack will take >4 hours to spoil)
NPC Soldiers are now flammable and can catch fire
Added unique background image for Tier5 tech tree. Added source files for all tiers
Added new bedroll, sleeping bag and bed Health regen modifier icons.
Miasmic and Inaris "Night" Pickaxes tooltip improvements so mining yield isn't split into two different stats
Updated Vapor Condenser UMG visuals to be consistent with other UIs. Added Emissive 'On' material swap setup for Condenser. Removed Niagara system that wasn't activated properly. Added accompanying high-only lights
SIMPL3 Hidden Cache mission fixed edge case where spawned creatures would be stuck inside the box
SIMPL3 Hidden Cache mission now has more appropriate creatures for different biomes. No more wolves in the Elysium Desert. Also random selection fixed so a variety of creatures can be selected from within the biome
SIMPL3 Collect Quest now has appropriate creatures spawning in Tundra, Geothermal, and the Elysium Desert biomes, instead of defaulting to bear cubs
Fixed load prospect UI issue.
Alteration icon now hides when tool or weapon is slotted into alteration bench.
Added new alteration icons for extended chamber, pistol accuracy, rifle accuracy that were missing.
Localization - Fixed laser side arm attachments not having an attachment icon setup. Added logging to show its missing.
Added laser pistol attachment icon.
Localization - Fixed 'sawblades' being used by 'sawblade' now says Timber extraction unit
Added additional RepNotify to Lithium Tool base class to handle effects toggling
Fixed LOD screensize values on T4 Stove. Disable GenerateOverlapEvent on light meshes in BP. Fixed LOD Screensize on Dehumidifier mesh and Homestead fridge
Swapping Stomper Skin with one that correctly fits the volcanic biome & removing bespoke volcanic BP's
Adding Stomper_Coastal Creature and Corpse BP using the original colors
Fixing Redirectors in AI Folder
Added new bestiary image for the stomper with the new textures.
Fixed Texture settings on numerous icons for optimization and image quality. Updated Texture Asset Validation to check textures in icon folder for correct settings
Fixed MipGen settings for several icons
Fixed icon asset validation and updated several icons
Re-adding Exotic Noxious Crust but lowering recipe rate from 5x -> 3x
Noxious Crusts down spoil into their base ores (so a iron crust will decay into 1 iron ore)
RAD_D - Shifting Quest Markers so they trigger correctly when moving to the first are in the swamp, needed to be adjusted based on new swamp terrain changes
RAD_D - Removing T5 Limitation on the Utility Laser Recipe, replaced the aluminium screws with steel screws
RAD_D - Updating building requirement from 20 -> 30
Malformation Fishing Rod now has a +1,000% bonus chance to catch Blinky, making it more reasonable to fish for the quest granted recipe
Mounts now take Poison Damage when Miasmic items are in their inventory, same as player. Gated behind GreatHunts_Elysium feature level
Renamed Radiation Boss Arena biome to Malformation Spire
Fixed collision setup on Radboss Den meshes so that only the entrance plane is interactable. Updated Highlightable entry
Radboss Payloads now apply modifiers based on HitActors from initial RadialDamage result, instead of running additional (unoccluded) sphere trace to ensure consistent damage application
Disabled velocity based camshake on tick on Radboss
Increased web cables sides from 3 to 6 and decreased thickness from 40 to 20 for improved visuals. Fixed compression on Opacity texture and decreased to 1024px
updated Niagara FX on Grenade Radiation to fix flickering sprites
Updated description and flavor text for a handful of items
Adding Radiation Wind, Lightning Cloud and Speckles to the Weather Actions and Atmosphere Controller
Adding Radiation Wind, Lightning Cloud and Speckles to the Weather Controller, Weather Action Base and Player Effects Component
Adding Radiation Wind, Lightning Cloud and Speckles to Basic Cosmetic Radiation Test Weather Actions
New Resource Items - Chitin, Heavy Leather, Lead, Carbide, Alloys, Composite Wood (item setup + recipes devlocked)
Tweaked LODs on Electric Seed Extractor. Fixed collision setup. Updated RecipeSet icon and removed Devlock on row. Allow custom rotation on DeployableSetup
Fixed Engine folder material references in Electric Seed Extractor DM
Removed unused Electric Seed Extractor RecipeSet row. Fixed materials using Wood PM. Updated to MediumDeployable weight
Removed emissive on Seed Extractor material not properly setup
Added Crab Head itemable data
Ground Dragon - Initial Implementation
Ground Dragon - Added animations. Fixed movement speed. Fixed sound of wyrm queen on dragon. Fixed dragon floating. Added missing DNT. Added corpse
Ground Dragon - Fixing build changing feature level to core
Ground Dragon - Added new animations for goap actions. removed eat/drink water goap actions as there's no anim
Ground Dragon - Fixed ground dragon doing same anim as wyrm queen and not spawning a corpse. Added relevant experience events.
Ground Dragon - Fixed physics asset
Adding first audio layers to ground dragon movement animations
Adding ground dragon audio row setup. Adding new footstep events that better match its size. Velocity adjustments etc
Adjustments to bite attack audio ground dragon
Unhooking and duplicating animations for centipede and crawler to remove from RB references for audio
Audio setup for crawler. Removing all references to RB. Adjusting speed to work alongside audio
Updates to pitching difference between crab small and larger movement
Adding new unique looping footstep events for crawler and centipede. Adding to foliage event and adjusting with velocity for best representation of speed and intensity. Removing from BPs
Adding duplicates of attack montages for centipede and crawler. Adding audio for attacks for both. Footstep and movement fine tunes
Lots of adjustments to crab and crawler and centipede big and small. New attack montages for crab small to feel different from parent. Added parent crab health curve with slightly more health to feel stronger to match visual size difference. Adjustments of speed of attacks to feel weightier at different sizes.
First pass audio for crawler. Attack, spot, flinch and death events and data table entries
Crawler - Reduced crawler movement speed to use the 'jog' anim instead of the 'sprint' when attacking.
Crawler - added faster anims to make speed viable.
Crawler - moved crawler files from radboss folder to crawler folder.
Crawler/Centipede - Added corpses and dead animbp
Adding first pass of centipede voc and audio setup
Updates to centipede voc audio. Adding flinch and adjusting death
Centipede attack notifies
Adding new event for smaller crabs footstep loops to better represent their size
Beaver - fixed physics asset
Added art assets for the juvenile elegant horse.
Updated elegant horse skeletal mesh and textures
Updated the elegant horse fur mask and splines
Update to the elegant horse fur splines
Elegant Horse - Fixed corpse and physics asset
Large Dino - Fixed corpse showing raptor.
Plant Minion Elite - Added corpse and physics asset.
Jungle Hunter - Added new mesh and animbp with the few anims we have. Added physics asset and animbp for corpse.
Added additional jungle monkey animations
Added first pass flying lizard sk mesh, materials and textures
Updated flying lizard textures
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Yellow/Green Quad
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
fleshing the initial tundra area out in blue quad. new cliffs, macros and sculpting.
More cliffs and macros for ARK
Replaced Trees with No FLOD Trees, Updated Cliffs Mats, Updated Rock Formations, Updated Biome Map
Added non-FLOD versions of Small Banyan trees to use for the top of the jungle pillar cliffs
Added JU_Clearing decal FT and material for jungle
Updating flod description for jungle plant for better audio foliage match
Updated collision on Elderberry bushes. Added unique ItemReward rows (still giving Fiber for now). Added unique Highlightable row
Disable DF on Jute plants
Adding new BP lake actor to water and generating ocean spline. Currently set to lake - updating to ocean soon
Adding ocean audio event and DT entry. Adjusting waves based on proximity immersion and z
Beach amb adjustments and fine tunes
Simplifying the ocean spline and also fine tuning placement so the water doesn't ever sound like waves splashing while on dry sand
Adjustments and fine tunes to coastal ocean, ambience and spline
Moving ocean spline to persistent level to be same as lakeaudio from previous maps
Further fine tunes to lakeaudio spline in coastal ocean
adjustments to close ocean waves width to feel more natural when close
Width adjustments based on direction of ocean
Added 3 wild variants of the Strawberry plant
Added 3 variants of wild Spinach plant, including all materials, textures, SMs, FTs, BPs and FLOD DT entries.
Added missing collision to the Spinach variants needed for audio
Fixed an issue with the Forest Wolf not correctly displaying its textures and fur when skinned
Reverted Gold and Sulfur icons back to original as they were easier to tell apart
Increased Sun/Moon position updates to be 50ms instead of 200ms to help with smooth shadow movement at sunrise/sunset.
Fixed using taxidermy knife on Piglet rewarding the Piglet Trophy instead of the Piglet Head
Enabling Scoria on the Deep Ore Deposit Rolls and Rerolls on all maps
Fixed a few typos/incorrect wording in quest, stats text
Unblacklist ResearchEquipment which is a crafting unlock from Ape campaign. Force show some quest items which are craftable. Hide enemy turrets
Correctly tag items that are Bunker props, add Bunker tag to FieldGuide Hide category. Tag more quest items as needed
Updated many ItemsStatic entries to reflect correct Tags and Field Guide visibility. Added Item.Quest tags to items that are exclusive to missions. Add Item.Decoration.Lab tag to FieldGuide Hide query
Resolved fire particle effect never getting cleaned up
ELY - Added cliff rocks in Desert area to cap single sided macros allowing light to leak through
Fertility serum audio fix and adjustments to seed extractor distancing and volumes
Added helmet on versions of the remainder of the hairstyles currently in engine, as well as made some tweaks to the neck area of the male head and blendshapes around the neck area to prevent it from clipping out of certain suits.
Fixed Tier5 text being blank for mission cards
Quarrite Great Hunt - Liberation now has tip to suggest stronger medicines than paste are required
Fixed issue where conifer/forest wolf fur wasn't being hidden correctly after being skinned
Fixed Div/0 error when a character is at max level and displays level progress bar
Livewire - Spawnblocker no longer spawns at NPC Healing location on hard mode
Compliance GH_APE_C - fix to make sure scalpels appear in the surgical equipment as expected, fixing an edge case where moving the equipment could make it permanently malfunction -- needs quest.d to be resolved
Fix for issue where radiation bar could get stuck on a small sliver of radiation and never hide (cosmetic only)
Fixed a mismatch between dialogue audio and its subtitle
Reverted Gold and Sulfur icons back to original as they were easier to tell apart
Increased Sun/Moon position updates to be 50ms instead of 200ms to help with smooth shadow movement at sunrise/sunset. Fixed bug with transition from Moon/Sun also trying to incorrectly set the Sun as the Atmosphere light at night
Added DT validation to ItemRewards to check Heads are being rewarded correctly (verbosity gated). Added warnings for empty loot entries. Hooked up duplicated row checks (verbosity gated). Increased loot value given to Ghost Croc (was duplicate of Crocodile). Fixed Piglet loot matching Ram, instead base off Pig with less value (10% chance to get bacon)
Fixed using taxidermy knife on Piglet rewarding the Piglet Trophy instead of the Piglet Head
Fixed a few minor text issues, added full descriptions for GH missions, and operator info in flavour text
Added T4 Seed Extractor item icon.
Seed extractor camera adjustments for better view
Seed extractor direction eq tweaks to help balance it in world
Adding seed extractor t4 audio, event and BP setup
Electric Seed Extractor lights match processing state, new inventory size and crafting speed (-50% >>> +50% so Seed creation time is now 7s, compared to T2 20s. Inventory size increased
Electric Seed Extractor hooked up new destructible mesh and fixed visibility of 'low seed' proxy mesh
Added destructible mesh for seed extractor T4
RAD_C - Fixed grass used in mission set dressing floating and clipping through water trough. Offset Mission Bull animation start time so they don't animate in unison. Fixed bull being interactable and having no audio row, removed unneeded IgnoreValidation tag. Quest dialog subtitle fixes. Fixed quest text grammar. Fixed rotated locker collision causing interaction issues, removed incorrect DM from BP
RADB/B2 - Fix highlight on Mission Speeder with passenger. Added hint text for stabalizing Rian via HEAL device. Clarified the reactive properties for experiment needs to be 3 'unique' reactive properties. Dialog subtitle fixes for Miles. Updated Chamber to use VatBubbles NS and updated effect box culling setup. Fixed glass material settings to work better with highlightable
Fixed highlight setup for Dead Colonist BPs
RAD_A - Tweaked dead bull component transforms, fixed blood decal. Fixed saddle flickering by expanding saddle PA to appropriate bounds
RAD_O2 - Fixed 'Dead Slinker' BP being interactable with 'None' as highlightable. Fixed blood decal projection values. Fixed BPQ_Collect_Seed not overriding Description breaking Number formatting. Fixed LOD settings on Exotic Plant
RAD_B - Dialog fixes
Malformation Fishing Rod recipe now includes steel screws and inert uranium
Added new shoot animation and montage for the legendary launcher. Updated firearm data DT with the new montage.
wip update radiation weather storm DT and Niagara
Removing RB audio from Centipede ready for audio pass
Crawler - Added new animbp/fixed movement. Added curves.
Crawler - Added inital setup for crawler. Added DNT to the experience events in all the experience events
Centipede - Fixed colour being incorrect, Fixed movement speed being too slow and not using the correct movement state. Fixed eqs not working properly with the centipede. Added curves
Centipede - Fixed size to be from radboss ot small size. Added new temp behaviours. Tried to get anims to be faster to match the smaller creature and try make it fast relative for its size.
Beaver - Added new animations
Fixed Hitable setup for Tamed Kiwi
Updated the Elegant Horse SK with improved skinning, fixed textures around the hooves. Added a mount BP and added initial dev locked setup for the mount in the AI setup and mounts DTs
Axolotl - Initial implementation as komodo
Updated Elegant horse art assets and updated BP with the correct scale and a gfur groom.
Plant Boss Elite - Switched from goap and added a new BT for custom behaviour
Coastal Crab - Fixed jumping landing location/arc being incorrect
Updated Elegant Horse textures and material and added first pass skeletal mesh.
Plant Minion Elite - Fixed audio being incorrect. Fixed collision. Fixed stalling due to no anims.
Plant Minion Elite - AnimBPs and new animations setup
Added SK for the ground dragon creature.
Added initial material setup for the ground dragon creature
Added new beaver anims and updated the existing ones with the newer versions
Plant Minion Elite - Initial Setup
Plant Minion Tentacle - Added initial row setup as caveworm
Plant Boss Module - added new biome bonus stats to the module so it functions
Plant Minion Spore - Initial Row Setup as caveworm
Plant Minion Needles - Initial row setup as caveworm clone
Added Axolotl carcass SK
Added bones and carcass assets for the crawler and updated skinning on the crawler SK
Giant Beetle - Initial setup of DataTable entries and Blueprints.
Added looping footstep event to be used for crabs to better replicate fast moving legs and give more presense to footsteps with various speeds for the crab. Removing attack audio from jump
Increasing intensity of crab whoosh attacks. Updating all audio files
Saving crab attack anim montage
Adding crab whoosh attack, duplicate of animation to add unique audio
More crab footstep audio optimisations and tweaks
Adjustments to crab - scorpion footstep notifys to not take up too manychannels unnecessarily. reducing to most important footsteps
Adding crab whoosh attack, duplicate of animation to add unique audio
More crab footstep audio optimisations and tweaks
Adjustments to crab - scorpion footstep notifys to not take up too manychannels unnecessarily. reducing to most important footsteps
Adding first pass beaver idle vocals audio, event and setup. Adjustment to flinch and death audio
Adding updated crab anim montage to crab parent. Also music balance adjustments for coastal
Adding beaver chew audio notifys
Adding duplicates of the idle animations used from scorpions for crabs so unique audio can be added to better match the creature. adjustments to audio speed etc to match animation. Balances
Beaver attack flinch and death audio. Footstep notifies and ground pound. Also replacing and updating all crab attack voices with v2 version
Crab aggro events, duplicating war cry animation and montage to split from existing creature. adding new vocalisations data table entries. footstep adjustments etc
Adding crab idle audio, events and setup. Also adding shell pickup resource node audio and BP entry. Adding harvest coconut audio to project
Crab death small and standard audio, events and setup
Adjusting coastal distant waves to be on a slow LFO to adjust volume for more dynamic feel and more dynamic ambience
Adjustments to shell harvest audio
Adding new music track and data table setup
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Red/Green Quad
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
more cliff corrections
missed some cliffs in last commit for blue quad
impassable, macro, and cliff placements. decal and landscape painting as well
Adjustments and fine tunes to jungle ambience
Lots of jungle biome ambience and ambient creature rework. Separating distinct bird calls from wtihin amb to be isolated scatter birds and creatures for better realism etc
Various adjustments to jungle ambience audio
Adding newer combat music to jungle and coastal biomes
Increased fog density at midday for Jungle Light
Adjustments to crab pitching parent vs small. Adjustments to coast biome, new loop, beach music and jungle music. Added subtle ducking to ambience based on music playing and volume to keep mix from becoming too loud
Slinker Saddles - Added Arctic and Desert varieties. Removed devlock from the other new saddles
Lava Hunter world boss now has unique name list. 'Little friend' is reserved for Prometheus mission 6
Fixed Meta deposit nodes in Elysium floating or clipping excessively through landscape. Fixed many with incorrect node row causing incorrect mesh to not be selected. Updated tooling to check these more accurately
Fixed some floating/clipping objects in Elysium
Fixed board game albedo resolution being too low by increasing to 1024px
Fixed hole in Prefab cave
Halved damage and removed chance to cause deep wound during Reaver dive attacks, as they were excessively deadly. Limit active population to 2
Inaccessible foliage optimization and cleanup for Elysium
Fixed drill 'remaining' non-localized text
Extended culling distance on Eden exterior dish and solar panels. Fixed some mesh floating/holes in Tundra/Desert
Cairn - Default text/title now localizable text
ELY - added more voxels around Rad colony, fixed various landscape and mesh bugs in red and yellow quads
Fixing Platinum Physical Material being incorrectly assigned as Coal
Fixing issue where you could not pick up a landing pad after dropping it on the ground
ELY - Removed numerous overlapping duplicated voxels, updated tooling for better detection. Minor buried foliage/actor cleanup
Fixed Simple Building Shadow self-shadow artifacts on several Stone/Ice/Scoria building pieces
Weapon Rack - Fixed launcher z axis being too low and hanging in mid air
Changed Rock Golem sledgehammer collision to be capsule so it won't stand up when dropped
Sound size increase for repair building so panning isn't so dramatic when repairing building piece just to your left or right
Fixed some floating/clipping objects in Elysium
Fixed Elysium landscape default surface type issues
Fixed Meta deposit nodes in Elysium floating or clipping excessively through landscape. Fixed many with incorrect node row causing incorrect mesh to not be selected
Submitted missing map content from previous build
Electric Seed Extractor - making it so it affects navigation and fixing validation break
Electric Seed Extractor - Added proxy mesh to show seeds when it's full. Changed deployable sound to metal to match similar deployables
First pass crab attack audio and setup for audio
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
Added art assets for the axolotl carc and bones
Added first crawler art assets to the project
Updated Biome Map, Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Red/Green Quad
Dino - Updated new mesh, Changed scale, Fixed all colliders to match new height, Fixed running speed to fit new size
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
Added seeds mesh for proxy mesh
Legendary Launcher: Fixed missing FocusAnimMetaData on equip anim. Fixed LODs on Core. Fixed preview item row handle. Removed needle/flame bones coming from flamethrower skeleton. Decreased MuzzleB fire rate boost
T4Launcher: Added smoke trail to launched projectiles. Added unique Muzzle FX for T2 and T4/Legendary. Add unique camshakes for T2/T4/Legendary. Increased delay before rendering projectiles to get them further from camera. Decreased T4 durability
Launcher - fixed per gun trail not working on client
Inventory - unplugged dev locked hover over an item and press a hotbar to switch as there were a few rare bugs
Added seed extractor T4 mesh, materials and textures
Achievements - Fixed achievements to match steam IDs
Correcting data table biomes setup for coast using beach instead of coastal for the audio row
Fixed devlock status on T4 Launcher and RadBroodling Head
Feature lock T4 Launcher to ElyGH. Fixed dropped mesh to be weapon and improved weapon collision accuracy
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
Adjustments to B end dialogue, recorded new line etc
Beaver - Added updated animations for attacking/eating
Added a split version of the launcher loader piece so we can have the chamber rotating
Fixed issue with incorrect parsing of demo level CL param
Added a new CL param to force-load a demo level post character selection
Adjustments to what lines play when rian is on speeder bike. Removing lines that didn't make much sense. Adding a cooldown to dialogue playback
RAD_D - Laser now deals damage to creatures and players that walk in front of it while its active
Updated Cliffs at Cave Entrance, Added Mushroom and Landscape Sculpting in the Swamp, Orange Quad
RAD_B2 - Adding more Fish, Bandages, Suture Kits and Materials for the Experiment
Updated the modified legendary launcher end reload animation and updated to the new reload montage in the DT
impassable, macro, and cliff placements. decal and landscape painting as well
Added jungle hunter skeletal mesh, physics asset and idle animation
Added jungle monkey animations to the project
Added beaver swim and bite animations from Trace to the project
Weapon Rack - Added launcher transforms for t4/legendary
Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
Launcher - Made tags more clear and added new queries to match new weapons for weapon rack purposes
Fixed references to unused 'grenadelauncher' tag
Optimized the giant Banyan trees to be roughly half their original tri count
Adding T4 launcher audio event. Adjustments to t2 and t4 to sound different. Adding new launcher audio for legendary to give it a more prominent difference
Adjusted wind settings on the Money Plant SMs so they feel more realistic/believable
Fixed foliage collision settings on the Elderberrry FTs
ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
Tropical Bird - Initial setup of DataTable entries and Blueprints
Achievements - Fixed bug with 'complete rad campaign' quest
RAD_B - Damaged Hoverframe is now the double one
Reduced Legendary Launcher explosion resistance now that cap is 75%. Weapon (25%) and two unique upgrades (20% + 20%) will reach 65%
Adding dust debris layer to speed of vehicles to match visual fx more. Adjusting dialogue at end of B to not sound repetitive if done in specific order