Numerous LOD fixes to meshes in game and Shadow fixes
Fixed Crashes that could occur when using right click and performing actions on items in the inventory
Update Vocalization states when in radioactive areas so they use the correct audio
Small adjustments to the Gribber Corpse and Ram Trophy so they are more performant
Added initial data/icon for T3 Backpack
Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
Adding more prominent wind layer to speeder bike when at high speeds
More blue quad impassable and vista work
Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
Texture optimization 4k down to 2k
Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
SpeederBike: Fixed flare and VFX transforms. Removed unused post process component and logic
Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
Adding injection audio and event and BP entry for dna serum and virus
Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
Adjusted textures for the new heads
Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
Added Prop version of Enzyme unit for set dressing
Added new DT to define Settler skills
First pass of player-driven Settler task overrides
Added ability to temporarily override a specific NPC's tasking for a period of time
Added a function to SettlementBuilding to retrieve the current status in user-facing text form
Adding Armor to the Friendly NPC Soldiers
Removed the duplicate bones from the shotgun/T4 launcher skeleton
Adjusting laser audio to start immediately instead of building up - to better match the VFX
Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
Settlement repair task will now set target actor's health to 100%
Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
Added SpawnBlocker to Settlement
Settlement wood cutters now topple trees
Disabled collision on Settlement stockpile mesh
Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
Resaving Boss Den location on the Elysium map
RAD_Final - Setting up Final boss step
RAD_Final - Setting up Quest
Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Legend launcher - Removed RMB prediction and adjusted ADS location
Dialogue adjustments and changes
First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
Adjustments to distancing and adding occlusion to weapon reloads for NPCs
Added NPC synthetic armour art assets
Added dialogue and subtitles for GH Rad D
Updated prototype grenade launcher mesh with revised sights
Launcher - Moved socket and switched which sight is being used
Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
Settlement task state widgets now obey bDisplayProgressWidgetForTask
Reducing priority of GH intro so that it can be interrupted
Resaved SettlementNPCTaskTypes
Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
Added in-world Settlement raid mechanic along with on-screen progress widget
Settlement NPCs will now physically go into a 'downed' state when incapacitated
Added new D_SettlementRaids for more bespoke Settlement raid configuration
Settlers with non-guard roles will go into cowering state when raids occur
HEAL device will now show stability, survival values of Settlement NPCs
Fixed an issue where Settler clothing wasn't updated when role changed at runtime
Settlers can now have their role switched to Guard via interaction
Fixed an AnimBP-related Settler thread crash
Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
Fixed issue with Settler held item not being cleared correctly
RAD_D - Adding in Spawning of Enemies during the Cutting Stage
RAD_D - Adding in Extra Hint Text
RAD_D - Adjusting Prebuilt structure to have required quest objects
RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
RAD_D - Setting up Friendly NPCs for the Defence
RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
RAD_D - Setting up Laser Progress and ability to complete quest
Misc GH Rad quest text fixes
ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
RAD_A - Adding Laser Blocker Tag to the Colony Rock
Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Adding quest steps to prospect list and quests for c2
Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
Adding all c2 dialogue, events and dialogue data table setup
RAD_D - Basic Mission Blockout
Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
RAD_D - Adding new Prebuilt Structure for the Mission
RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
RAD_D - Adding new World Object - Rad Boss Den Blocked
Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
More quest dialogue fixes and fine tunes
Adding launcher audio setup and appropriate fire sound
Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
Fixed issue with Settlement gates not getting cleared when regenerating the wall
Fixed Settler NPCs not getting growth stats when reloaded
Added new Settler-specific SpitAttack function for firearms
Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
Added a cheat to attract settlement visitor instantly
RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
Added DEP_Trophy_Radboss
Settler NPC now overrides weapon fire BT
Added audio data row to NPCWeaponData
Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
Launcher T4 - first pass implementation on zeroing for launcher
RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
RAD_O3 - Setting up new scientist NPC for the quest
RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
RAD_O3 - Adding minigame and crafting DNA steps into the quest
Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
Settlers will now look at nearby characters (similar to mounts)
Settler NPCs now have perception and an AIGrowth with related stats
Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Fixed null materials on PHX meshes
Added placeholder icons for Settlement deployable entries
Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
Adding npc movement audio for call someone
Updated the radboss armour with a new colour scheme and tweaked the skinning
Added Macro Rocks to the Volcanic, Red Quad
RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion
Added updated mesh for character hair_02
Adding npc animation audio, hammer down, side and pickaxing
Added One Chop Money Tree to Map for Testing, Outpost 11
Updated Settler locomotion anims
Settlement gates now open and close via a proximity trigger (friendly units only)
RAD_O3 - Setting up Chemostat Minigame
Fixed EventDecision UMG compile error
Fixed Settler pickaxe orientation
Updated Settler anims for miner, woodcutter
Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
Added some temp background stories to show when hiring NPCs
Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
Added Macro Rocks to the Volcanic, Red Quad
Adding all dialogue for mission C quest steps and adjustments
Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
Update to the skulk juvenile skinning
Added dialogue and subtitles for GH RAD C
Added Radboss Envirosuit item icon
Adding new explosion event for the nests in C and also all dialogue and events for C
ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
Added some additional 3rd person animations
Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
Adding dialogue to quest steps for B2
Mission Widget minor layout changes and font size changes for better hierarchy
Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
RAD_O3 - Basic Setup of Chemostat Item
Adding all radboss b2 dialogue audio into data tables
Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
Added seeded random deviation for Settlement Event cost/rewards
Added support for item tag queries in Settlement Event costs/rewards
Edited a couple of existing Settlement events to ensure they follow the new validation standards
Added new +% stats for Settlement resource generation
Heavy Speeder Bike: Fixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
Added a test scene for the character head customization, as well as updated the head material and SK for the head
Added Distiller elements and solution mix icon for experiment cage UI
Adding dialouge and events for b2 mission
RAD_O2 - Player Stats can now effect the FEV
RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
Added dialogue and subtitles for GH RAD B2
RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
Adding updated rian dialogue audio, updating data tables, removing old rian lines
RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
Fixed for validation
Added recorder support to Settlements and related systems/Actors
Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
Added WIP Settlement raid mechanics
Reworked Settlement talent tree, added some temp icons
Settlers can now become sick, requiring aid at a clinic
Settlers will now appear randomly based on Settlement's mood level
Reworked how Settlement building generation is configured via DT
Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
Added new repair task that can be performed on Settlement buildings that are damaged via raids
Fixed Settlement.cpp compile error
Extended functionality of existing Settlement event framework
Added some placeholder test events and a cheat to execute them on demand
Added a Settlement event manager to trigger and manage events
Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
Settlers can now leave the Settlement if mood is low for a long enough time
Settler sleep is now incremented/decremented via survival tick
Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
Optimization and improvements to Transport pods, including Norex Trader station
Fixes to prospect game settings on dedicated servers as their size was too small at some resolutions
Fixed issues with Simple Building Shadow logic not behaving as intended
Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
Removed unused static array of images from new widget
Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
String Translations - Deep ore thumper
Updated some colors on the Deep Thumper
Updates to collision tooling
Fixed build validation
Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
Potential memory improvements on build validation job
Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
Added new helper functions to fetch static mesh collision geometry primitives
Added additional logging to collapse_all_datatables.py
Adding GH pillar rock explode audio event, and BPQ setup
Added a beard, eyebrow, and hair SK for the character head matrix prototype
ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
RAD_C2 - Adding in Malformation Fight at the end of the quest
Updating RadBoss External Name to Malformation
RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
Updated grenade launcher SK to have movable sights
Fixed a typo in Styx tooltip text for dlc badges
Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
Added new Settlement farm which generates carrots
ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
Adding audio to new animations for rad boss. First pass
Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
Added more Rad Boss animations
Added new head SK for blend shape matrix prototype
Separate Sinew_Standing_Bag_into SM and SK
Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
Updated emissive textures for DEP_Crate_Lead_Lined
Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
Added concept of Settlement Building destruction and partial refund of resources
Added additional Settlement Building info to new radial menu side panel
Settlement House now requires resources to construct
DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
Updated stats on Radboss and Colonist envirosuits
DLC Icons - Switched hover text entry to be FText from FString for localization
Head customization setup normal blend in BP Head test, now updating with temp UI
Added female version chest SK and pack assets for the rad boss armour and small update to the textures
Launchers - Added inaccuracy and prediction circle takes distance into account
Added art assets for the Skulk juvenile to the project
WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
Added Hoverframe Key Quest Item icon
Fixed missing Modifier icons for new items. Removed DHs feature flag
Hooked up correct animations for lead lined crates and removed incorrect DM references
Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
Mission dialog audio, event and quest setups for B
DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
More natural footstep distancing for a creature
Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
Adding audio, event and UMG setup for adding rad prosp to chamber
Added missing rad boss animation audio
coastal wave tool polish progress
Head customization material setup and test widget
Added Inaris tool set color variations
Updated DEP_Crate_Lead_Lined and LODs
DLC Icons - DLC Button implementation
Settlement buildings now clear grass underneath them
Settlements now clear FLOD foliage within boundary on Begin Play
Settlement paths now clear grass underneath
Added new Settlement talent to upgrade boundary size and switch to stone walls
RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
Adding new Tags to items so they can ignore the build blocker boundary (for missions)
Fixing the old Animal Trap which was causing issues with the prebuilt structure system
RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
RAD_C - Now Fully Playable
Added temporary cobble texture to Settlement road path
Work on new RadBoss anims, transitions to/from rock and submerge/emerge
ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
Added a basic mount setup for the stomper
DLC Icons - changed visibility to collapsed and only visible on development for time being
Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
Added DLC Badges and Container to Title Screen
RAD_C - Setting up final operation quest steps quest is now playable
RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
Fixed a number of typos, added final text for GH RAD A collectable notes
Settlement buildings can no longer be deployed if no nearby Settlement is found
Added DEP_Oxite_Dissolver_MXC with animations
Added some Settlement resource stats
Settlement NPCs now walk to residences to sleep during nighttime
Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
Settlement buildings can now override a new BP function to apply any bespoke building placement rules
Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
RAD_C - Setting up Quest Blockout
RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
Added Forced Evolution Virus item icon
Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
Added DNA Augmentation Serum item icon
Removing incorrect dialog quest placement
Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
Added Fish and Mushroom item icon
Readding b2 dialogue start to quest
Added Rad Boss item attachment icon
T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
Updated the jungle hunter SM default scale from 1.75 to 2.0
Adding additional rad boss movement after fall audio
Settlement NPCs now have randomly assigned clothing based on role and random seed
Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
Adding rad b chamber audio
Adding distiller craft audio, distiller place item audio, events and UMG setup
RAD_A - Fixing Supply Pod Drop Location
RAD_A - Adding in Boss Spawning and Crawling Animations
Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
Adding Rad B intro dialogue, event and quest start audio play
Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
## What changed
**Aquariums** — UX pass with client desync fixes, optimizations, improved LOD setups, and visual improvements
**Norex Trader** — Now trades for **Sandworm Scales** instead of Caveworm Scales
**Ubis creature** — Fixed material issues on 6th variant and one carcass; fixed inability to use quick tamer saddle; fixed uncraftable Ubis Enzyme Serum
**Vapor Condenser** — Increased DF quality and added additional LOD
**Iris' Lab in Eden** — Added custom collision mesh
**Cave environments** — Improved LOD settings on Cave Roots Hanging meshes; removed expensive collision from Mangrove cave root meshes; fixed invisible water in Outpost_006 lakes; fixed cliff hole in STYX
**Komodo** — Fixed being unable to be dropped when carried
**New items** — Added **Jute** and **Seashell** with 3 variants each including materials, textures, and blueprints
**Settlement system** — Fixed talent changes not syncing to storage; added missing blockout buildings; talent-locked building placer options; buildings now provide experience on construction completion; added validation for naming; improved building deployment
**Radiation Boss (RAD_B2) mission** — Added new **Item Distiller**, **Experiment Cage**, **Tranquilizer Darts**, quest steps, and UI; cage can now administer and identify cures; distiller consumes 1 item per use
**T4 Launcher** — Added flare support, fixed ADS, added grenade launcher functionality with impact explosions, weight stat override for grenades, and prototype model
**Rad Boss** — Added physics assets to saddles
UX Pass on Aquariums, fixing client desync issues, optimizations, improved LOD setups, improvements to visuals and more
Norex Trader now trades for Sandworm Scales instead of Caveworm scales
Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
Fixing issue with the Ubis being unable to use the quick tamer saddle
Fixing issue with the Ubis Enzyme Serum being uncraftable
Increased vapor condenser DF quality and added additional LOD
Added custom collision mesh for Iris' lab in Eden
Removed DF from IrisLab COLL mesh
Improved LOD screensize settings on Cave Roots Hanging meshes
Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
Fixed an issue where Settlement talent changes weren't being synced to storage properly
Added missing blockout buildings for Settlement prototype
Settlement building placer radial menu options are now correctly locked behind required talents
Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
Constructing buildings can now provide experience to Settlement when construction finishes
Added validation to ensure correct naming of Settlement Building deployable setup rows
RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
Added ITM_Backpack_Planetary_T4
Added initial data for EMP Grenade. More WIP on Payload
T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
Deleted unused WIP blockout Eden meshes
Deleted unused foliage COL assets
Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
Rad Boss animation FXs
Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
re rendering rad boss release sound to closer match capture
Removed orange trim from Elephant Ear plant
T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
Fixing GH_RAD talents so the mission tree works based on the new layout
Adding and Fixing the Distiller static mesh preview when placing the deployable
Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
RadBoss arena - swapped WT_lake for BP_interactable lake
Correcting rad grenade length to match visuals exactly
Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
Radiation area fade length adjustment
Improvements to rad boss roar and flinch audio. More variation and unique feel
Resaved D_SettlementNPCTaskTypes
Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
Fixed Settlement test talents not being unlockable due to having no rewards
T4 Launcher - Switched hunting rifle model for prototype version
Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
T4 Launcher - First pass implementation without model
RAD_B2 - Fixing issue where quest would complete on a partial success
RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
Added temp mesh for the prototyping of the T4 grenade launcher
RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
Adjustments to distancing of rad boss for better audible experience when moving
Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
RAD_B2 - Distiller now only consumes 1 item and not the entire stack
RAD_B2 - Cage and Distiller now have UI which reflects the objects states
RAD_B2 - Cage can now administer and identify successful cures
RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
Adding radboss flinch vocals, event and data table events
Updated D_Armour and weightpaints for radboss envirosuit
Re fixing radiation grenade lifetime of radius that didn't save
Adding audio for all new rad boss animations
RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
Added SK_CHA_FEM_Envirosuit_RadbossV1
Added a proper foliage mesh for the XL Aquarium
Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
Added next batch of Rad Boss animations to the project
Added modifications to support a 2.5m buffer zone around settlement building placement
Settlement buildings now apply an obstacle nav modifier
Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
## What changed
### Balance
- **Deep Cycler** — Reduced refined oil consumption so it can complete an event from a single 20L oil can
- **Deep Thumper** — Now reconfigures deep ore deposits in surrounding area using refined oil, with UI displaying which deposits will be affected (deposits with drills attached are excluded)
- **Juveniles** — Added ability to hitch them to posts
- **Lava Hunter Throne** — Added UI Projection Location widget
### New Content
- **Deep Thumper** — New deep mining equipment added with basic setup, recipe, and tech tree integration
- **Obsidian Deep ore Deposits** — Can now spawn on Olympus, Styx, and Elysium
- **DEP_Elysium_Radio_Tower** — New structure added
- **ITM_Backpack_Planetary_T3** — New tier 3 backpack added
- **Jungle and coastal assets** — Added Elderberry bush variants, Elephant Ear plant variants, jungle hunter creature materials and textures, rad boss armor textures and meshes, cave set dressing for multiple outposts
### Bug Fixes
- **Resource Network Inspector UI** — Fixed text overlap issues across languages
- **Deep Cycler** — Fixed camera error when opening UI, improved optimization; fixed blueprint recipe; fixed mesh to drop Fabricator kit instead of back mesh
- **DeepOre** — Fixed AssignType function range values and inability to select Obsidian entry; fixed reroll mechanic not updating materials
- **T3 Aquarium** — Added missing water plane to top and separated meshes for Scyther fish tank
- **Basic Building Beams** — Fixed placement helper transforms to render correctly
- **Curved
Resource Network Inspector UI has been adjusted so that text shouldn't overlap on certain languages
Lots of texture optimization, roughly around 500MB
Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
Deep Thumper UI Pass
Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
Fixing Blueprint Recipe for Deep Cycler
Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
Setting up Deep Thumper BP
Adding Deep Thumper Basic Setup, Recipe and Tech Tree
Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
Fixed placement helper transforms on basic beams across all building sets so that they render correctly
Juveniles - Added ability to hitch them to posts
Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
Ely - removed buried deep ore node in Tundra
Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
FT audio occlusion
Fixed spelling of Stronger in Armor flavour text
Adding occlusion to flying tank wing flying audio and also to ground slam
Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
Adjusted Resource Network Inspector so text doesn't clip with each other
Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
Added UI Projection Location widget to Lava Hunter Throne
Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
Set Dressing and Working on Jungle Lite, Outpost 11
Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
Added temp blockout meshes for volcano on DLC3 map
Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
Adding hoverframe start audio when pressing on start vehicle in the damaged UI
Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
Adjustments to npc rians injured and healed dialogue
Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
Added DEP_Elysium_Radio_Tower
Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
Set Dressing and Working on Jungle Lite, Outpost 11
Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
Resaving Deployable Setup Datatable
String Translations - Field guide title and oxite tooltip now work with other languages
Adjustments to mission syringe and serum weights to match other small items
Reduced Kiwi Fruit Billboard textures to 512px
Added collision to Kiwi Fruit Var3 mesh for audio
Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
Dynamic missions - Now displays the correct seed name instead of just 'seed'
Cleaned up more PHX assets
Added LODs to additional PHX SK meshes
Added LODs to PHX SK meshes
Added ITM_Backpack_Planetary_T3
Work on talent support for Settlements
Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
Added material, textures, and SM for the jungle hunter creature to the project
Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
Added a 5th variant for the Elderberry plant
Added sockets to all ramps for railing placement
Added Caves, Set Dressing and Working on Coastal, Outpost 11
Began implementation of WIP settlement gameplay
Added first pass textures and materials for the rad boss armour
Adjustments to coastal ambience event audio
Added and updated first pass 1ST sk mesh for radboss envirosuit
Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
Added Cave, Set Dressing and Working on Coastal, Outpost 11
ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
Lots of updates and improvements to rad boss audio events, spatializing and notifys
Coastal wave material update from SLW to Translucent
Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
Adding deep ores to my test level
Added override material param to AddSplineMeshData function
Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
Basic Building Beams have had their placement guide helpers corrected and are no longer squished and unreadable
Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
Mission board will now correctly show details for dynamic missions
Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
## What changed
### Balance
- **Curved Railing Items** — Added 7 curved railing items, plus curved and ramp variants of barbed wire railings, and curved railings across all tiers (Brick, Concrete, Iron, Refined Wood, Thatch, Wood, Reinforced Wood)
- **Fist Melee Damage** — Added new 'FistMeleeDamage' stat to arm armor modules and doubled damage values on Punch Damage Attachment alteration items
- **Komodo Dragons** — Can now be carried and skinned on the Skinning Bench, with new carry animations and recipes
- **Curved Building Pieces** — Added curved floor variants and interior wood options with socket positioning fixes so railings snap properly to regular floor pieces
- **Punch Audio** — Improved punch melee audio with distance-based hit indicator logic to prevent audio overlap
- **Bats** — Increased tether range from 50 to 100 meters; bats now accurately turn back after exceeding tether distance
- **Armor Stands** — Tier 2/4 versions now have destructible meshes; Tier 4 added open/close interact and outer case collision
- **Charging Station** — Nailgun now appears on charging station; halved weight to 5kg
- **RAD Colony Content** — Added RAD_WatchTower_V1, RAD_Operations_V1, RAD_Laboratory_V1, RAD_Greenhouse_V1/V2, RAD_HousesInside_V1, multiple prebuilt structures with gratings for building over lava, and updated static meshes
- **Aquariums** — Added meshes for all aquariums with glass separated into
Added 7 Curved Railing Items
Fixed Punch Damage armor alterations not having working stats
Komodo's can now be carried and skinned on the Skinning Bench
Split out Modifier information in Item Hover Tooltips for better readability
Medicines can now be used on/applied to other players correctly
Fixed Vespers not tethering to their nest properly and chasing players forever
Optimized several hundred icon textures to be smaller file size and sharper quality
Added Curved Railing Item icons to Deployable Setup Data Table
Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
Adding Barbed wire Stairs and Curved Railing Variants
Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
Added curved and ramp versions of BLD_Railing_BarbedWire
Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
Komodo/Lava Komodo - Added carry animations and skinning bench recipes
Added Reinforced Wood Curved Railing
Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
Added Interior wood curve floor variant icon
Adding Variation B of Refined Wood Building Pieces
Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
Added curved interior wood floor item icon
Added information to Modifier descriptions regarding modifiers that persist after death
Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
Adding Refined Wood Curved Pieces
Fixed missing 'Sawblades' in valid ammo types description
Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
Removing truffle sounding like bushes when passing through them
Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
Added PhysicsCore to VanguardBPLibrary build cs
Added PhysicalMaterial.h include
Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
Fixed deployable section recipe hover not working
Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
Resaving misc niagara effects for build log errors
Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
Fixed incorrect description text on Draven's Water Retention talent
Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
Waterfall cave prefab actors should now properly inherit custom waterfall data
Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
Further fine tunes to searching mini game to make sure some elements aren't too loud
Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
Adjusting Irradiated creatures and mutations so they have high posion resistance
RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
Inspection tool now traces 2km instead of 200m
Meshes added for all aquariums with the glass separated into it's own SM
Made incorrect VanguardBPFunctionLibrary function static
Irradiated Mutation - Added running/sprint animations and fixed foot sliding
Dummy change to try fix banks
Added updated static meshes in Rad Colony on Yellow Quad, Elysium
Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
Added colony building static mesh blockouts for design to start prototyping
Adding settlement music location
Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
Outlined Biolab Stats text and changed the text colour
Adding settlement ambient music track, event and data table setup
RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
Added DEP_Aquarium_T4_XL
Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
Adding mutation unique footstep event to sound heavier than standard rad prosp
Adding mini game end positive audio. Also adjustments to success and negative range audio
RAD_B - Fixing Build Break caused by an unsaved item static
RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
RAD_B - Adding Quest Items to the Prebuilt Structure
RAD_B - Adding Logic to convert broken speeder into rideable speeder
RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
Coastal wave spline tool and material update
Added IK ControlRig for radboss
Disabled IK for a number of rock-related anims
Added new AnimModifier asset to batch disable IK
Adjustments to coastal to sound less beachy. Slightly less bright vibe
RAD_B - You can now take key from Rian and continue
RAD_B - Adding new supports to allow players to build across the lava in the quest area
RAD_B - Adding New Destroyed Prebuilt Structure for the quest
Added DLC3 test map with WIP landscape
Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
Adding mission rad 1 injection syringe audio, event and playback setup
Radboss web attack will now trap players and spawn cosmetic web strands on legs
Tweaks to Radboss web and spit attack projectiles
More adjustments and fine tunes to mini game audio
RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
Lots of adjustments to mini game audio and the way it plays
Added SK for the slinker sandworm saddle
Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
Updated meshes for DEP_Fireplace_ClayBrick_Red
Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
Further radboss combat loop additions
Placeholder actor, modifier, and projectile for radboss web spit attack
Adding more mini game assets and adjustments to sounds and the way its played
Update NPCPlacer tool to work with Mount variation data structure change
Armor stand t4 - added open/close interact and added collision to outer case
Armor stand t4 - Implementation
Updated SK_DEP_Armor_Stand_T4_Dummy
RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
Setting up rad radio mini game audio and FMOD param in event
Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
Adding coastal ambient audio setup. Adding new audio event to setup
Adding coastal ambient audio event and coastal waves and balance pass
Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
Bald Eagle - First Pass implementation
Added Hovercraft Map Icons
Radiation grenade VFX wip
RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
RAD_B - Setting up mission objective blockout for full quest
RAD_B - Setting up Prepare quest steps for gathering items / equipment
RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
RAD_B - Adding new Prebuilt structure for the Radio Tower
Edits to radboss arena collision, navigation
Added optional emerge animation to irradiated prospector
Started work on new adds spawn system for radboss
Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
Added a skeletal mesh for the slinker desert and racing saddles
wip on water waves effect
Updated Outpost011 biome texture
Resaved ItemsStatic to fix Meshable row define
Resaving item static to fix the build error
Adding lots more radboss sounds and animation notifys
Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
Adding second potential music track. either for jungle or another more dangerous biome
Added new Rad Boss animations
Exposed GetSimplePhysicalMaterial via BP function library
Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats