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Added new progressive buildable unlock system |
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Updated news screen with notification about build progression system |
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Big optimization pass |
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Added Collision LOD system |
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Added LOD fading shader |
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Added Collision optimizations for dungeons and low orbit |
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Added Collision optimizations to all minerals |
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Added new textures to Proteus ground |
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Added sound to on person crafting |
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Added new interior helmet art |
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Optimized first person helmet interior |
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Added helmet interior to first person camera rig |
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Added improvements to first person helmet interior |
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Added new rotation methods for directional and strafe rotation to AI |
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Configured all movement behavior tasks to properly utilize interface rotation method |
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Optimized Sand Dunes |
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Added Scalar to creature species animation speed |
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Added Minimap to HUD |
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Added Map Markers to Mini Map |
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Added Right-click menu to Map Buttons |
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Added All mineral descriptions to Map panel |
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Updated Proteus 2 Mine Art |
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Art pass for Hives |
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Added More Entry points for cave systems |
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Added Creatures Zones now spawn different creature sets depending on location and time of day |
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Readded and improved support for specific spawn groups to Creature Zones |
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Added Decorated mine entrances |
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Added Far LOD management for persistent objects |
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Added Variants of Meteors to drop all types of ores |
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Meteors now fall on Lutari, and at a much higher rate than on proteus |
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Added Additional light to the top of the Spaceship to better highlight it at night when it's headlights are on |
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Added Assault Rifle to random loot crates |
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Added Automatic unlocking of already placed buildables |
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Added Unlock icon to build buttons to denote buildables that unlock additional tech tree stages |
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Added Custom option to toggle new Progression Buildable Unlock system |
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Added fullscreen support for GPS panel |
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Crude Battery craftable in the Workbench that can power the flashlight at 25% efficiency |
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Added Power Cells can be used as a power source for the flashlight at 50% efficiency |
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When Flashlight energy is depleted, an emergency light on the suit will now activate, providing a small amount of light just around the suit |
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Added Entry trigger to all huts to make third-person interaction easier |
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Added Teleport feature to Third Person Camera for going in and out of dungeons |
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Added Event to respawn to properly display all scenery |
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Added Mouse over the display to inventory |
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Added Support for hand-placed manually configured repairables for use in missions |
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Added More features to voice log system for use in missions |
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Added Entrances and exits to all mines on Proteus 2 |
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Added Hit interaction to rock walls |
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Added Full-screen GPS |
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Added Movement while in UI modes |
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Added FOV slider to first-person camera |
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Added FOV slider to third-person camera |
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Added Roll for spacewalk |
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Added Near camera for improved first-person detail |
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Added Key binding to inventory equip slots |
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Added Moving HUD, based on camera rotation |
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Added Option to turn off ambient camera movement |
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Added AimIK to CrabMonster |
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Added Max time parameter to Seek task to prevent getting stuck in rocks when backing up |
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Added Weather volume to sound mixer |
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Added Slider to weather volume |
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Added Post-processing volume to near camera |
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Added Prefab for game settings UI |
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Added Tool materials |
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Added Space dust to increase movement visibility while in space |
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Added New Item Recycle system, allowing the dismantling of items for various resources |
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Added Low Tech Recycle, High Tech Recycle, and Metallurgy as unlockable abilities to the skill tree |
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Workbench now supports Basic, Low Tech, and High Tech recycling |
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Forge now supports Metallurgy (Alloy recycling) |
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Added Tools inventory buttons now show Harvest Type such as Sharp, Blunt, Surgical |
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Support for adding and remove Build Goals through Right Click Menu |
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Added Proper location names for Aziel |
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Added Improved Aziel planet rendering |
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Added Improved Zer planet rendering |
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Added More detail on loading levels in readout |
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Added Creature health indicator is now back on |
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Set all planets to have proper map location names |
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Tweaked hunger and thirst drains |
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Improved first person camera springs to higher frame rate |
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Set build item to move much snappier |
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Optimized minimap |
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Optimized all mineral colliders |
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Optimized all environment base colliders |
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Optimized all Proteus 2 environment rock colliders |
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Removed the need to crouch when walking down a slope |
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Optimized all plant colliders |
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Proteus fruit and berry balance tweaks |
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Up res pod and map textures |
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Various UI layout changes |
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Updated all creature prefabs and creature behavior trees to utilize proper rotation speeds and styles |
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Optimized various creature calculations to improve framerates |
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Creature Zones now have set hours within the day that they can spawn, proteus creatures are now mostly nocturnal with very few active during daylight |
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Ground fitter on creatures to be more performant and look a bit less robotic, more organic |
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Skeliopod sped up rotations |
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Lower worm earthquake intensity |
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Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in progression |
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Creatures will once again spawn at all times of the day, different creatures will spawn at different times |
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Improved look sensitivity with a game controller |
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Increased size of Battery charge meter in HUD |
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Improved Buggie sound |
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Improved Buggie handling and wheel sizes |
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Adjusted Drone Map UI |
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Meteors are now more common on Zer |
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Reduced prevalence of Radar Scanner in loot crates |
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Increase prevalence of Broken Wires in loot crates |
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Branches now have less weight |
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Updated Optimized Aziel terrain |
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Updated Optimized Proteus 2 terrain |
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Map icons buttons to click instead of mouseover |
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Improved first-person camera springs to higher frame rate |
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Optimized HUD to one canvas |
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Widened compass |
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Optimized various vehicle calculations while they are not piloted to improve framerates |
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Improved third-person camera and movement in space |
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Improved camera orientation when switching modes while in space |
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Turned off weapon unequip while in space |
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Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged |
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Improved build particle to be more vibrant |
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Adjusted all first-person items, weapons, and tools to use the new camera |
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DOF to slightly fade from near focus on first-person arms |
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Updated Rover salvageable model |
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Updated and optimized salvage satellite |
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Updated Item, Structure, and Utility icons |
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Updated Tool Melee items with better art |
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Updated Tool Icons |
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Updated Structures/BuildIcons with Particles and Sounds |
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Updated Aziel Occlusion data, low orbit atmosphere, and planet art |
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Updated Aziel Rock materials |
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Optimized creature despawn check |
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Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in the progression |
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Moved a creature spawn zone that intersected with a spawn point to instead be nearby |
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Moved a few creature zones to ensured each spawn point has at least 1 nearby spawn zone |
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Improved Buggie UI |
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Leather now has less weight |
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Space Debris Chest now has 18 inventory slots |
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Silver material to more shiny |
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Weather sounds now fade faster to keep up with visuals |
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Increased size of unlock icon on the build button |
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Various Texture optimizations |
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Optimized various sounds |
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Updated Aziel Mines and updated wall/floor materials |
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Updated Aziel Distance Terrain |
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Optimized Aziel terrain |
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Optimized Lutari terrain |
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Optimized Proteus 2 terrain |
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Optimized establishing shot camera |
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Optimized Proteus 2 world art scene |
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Increased flight speed of Flying Skeliopod |
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Map icons buttons to click instead of mouseover |
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Adjusted Arachnoid IK values |
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Added improved transitions to Crab Monster animations |
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Turned off colliders on Space Station Airlock doors when opening and closing |
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Inflatable Dome Kit now requires 4 Cloth Bundles instead of 1 |
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Removed Space Debris conversion recipe from Furnace (replaced by Recycle system) |
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Removed Scrap Hinge conversion recipe from Workbench (replaced by Recycle system) |
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Kitchen is now unlocked by building a Habitat |
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Bin and Smart Bin are now unlocked by building a Bio Dome |
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Inflatable Dome now replenishes 30 hit points when activated |
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All Huts now replenish 15 hit points when activated |
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Bed now fully replenishes hit points when activated |
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Set player to die if falling from a really high distance |
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Adjustment to Sprint speed to be a little more realistic |
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Set VSync back on for now, may create an option for this |
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Temporarily turned off creature foot camera shake |
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Texture and sound optimizations |
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Aziel terrain specularity adjustments |
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Limited Compass to display up to 3 names on merged markers |
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Disabled creature dust particles at night until their lighting is fixed |
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Player should no longer spawn within rocks or under structures after loading back into the world |
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Creature zones will properly spawn while the player is in a vehicle, correctly this time |
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All buildables are now unlocked by default in creative mode |
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Interaction sounds on utilities are now played when interacting with them instead of just looking at them |
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Set up movement to not move while in console or pop up modes |
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A bug where the weather would never go back to sunny after hazy |
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Rename popup should now properly ignore unintended key input |
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Crash when looking at crates |
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Rotations on item crates |
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Set all rock materials to opaque by default |
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Chat panel will no longer appear in singleplayer after the player is killed |
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Moving inventory off an equip slot now forces the player to unequip an item |
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Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones |
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Flashlight energy is now persistent and no longer resets upon login |
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Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature |
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Repairable colliders should now properly reenable when the player is nearby |
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Player death animation now properly plays |
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Battery meter now properly displays battery charge |
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Clock in HUD now displays correct in-game time |
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Proficiencies are now properly visible within the skills screen |
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TSpelling error for Fluorine in many locations |
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Moved space debris on proteus that was stuck inside rocks |
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Small Crates Appliance should be easier to interact with |
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Repairable colliders should no longer randomly be disabled |
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Should no longer spawn beneath a structure when logging out inside or above said structure |
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Repaired structures are now properly unlocked as buildables after repaired |
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Undiscovered structures can now be properly examined |
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Crab scythe should now properly inflict damage on all intended targets |
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Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items |
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Set map screen canvas size to properly border icons |
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Set Easter Egg icons to appear on the map |
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Various errors that were causing players to be unable to load their worlds |
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Hydrocarbon Solution interactions |
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Weapon and tool interaction when item lost durability |
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Red Berry Tree collision with LOD system |
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Gem Leaf fruit should no longer fall through the map |
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Autowalk will now properly walk instead of sprint |
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Fixed broken Forge Upgrades |
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Moving inventory off an equip slot now forces the player to unequip an item |
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Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones |
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Flashlight energy is now persistent and no longer resets upon login |
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Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature |
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Repairable colliders should now properly reenable when the player is nearby |
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Player death animation now properly plays |
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Battery meter now properly displays battery charge |
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Clock in HUD now displays correct in-game time |
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Proficiencies are now properly visible within the skills screen |
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Spelling error for Fluorine in many locations |
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Moved space debris on proteus that was stuck inside rocks |
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Small Crates Appliance should be easier to interact with |
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Repairable colliders should no longer randomly be disabled |
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Should no longer spawn beneath a structure when logging out inside or above said structure |
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Repaired structures are now properly unlocked as buildables after repaired |
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Undiscovered structures can now be properly examined |
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Crab scythe should now properly inflict damage on all intended targets |
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Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items |
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Set map screen canvas size to properly border icons |
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Set Easter Egg icons to appear on the map |
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Various errors that were causing players to be unable to load their worlds |
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Hydrocarbon Solution interactions |
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Weapon and tool interaction when item lost durability |
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Red Berry Tree collision with LOD system |
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Gem Leaf fruit should no longer fall through the map |
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Autowalk will now properly walk instead of sprint |
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Wreckage loot crates are now properly persistent and will not respawn after a relog |
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Logging out in dungeons now properly returns you to the entrance when loading back in |
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Potential fix for creatures not spawning in multiplayer |
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Creature zones will now properly spawn creatures while the player is within a vehicle |
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Camera bob in space |
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Camera bob on weapons in space |
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Melee weapon animation in space |
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Exiting space ship in space with proper orientation |
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Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft |
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Some instances of autosaves failing |
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Numerous instances of localization bugs in GUI |
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Numerous errors reported by our backend tool |
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Shovel when looking down sights |
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Adding missed LODs on objects throughout proteus2 |
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Lessened range of third-person FOV Zoom |
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Potential fix for malware warning concerning open localization folder button |
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First-person layer sorting when getting in and out of vehicles |
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Screen FX sorting for new first-person rendering |
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Droid passive particles not disabling on death |
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Hunger warning will no longer display eat in pressurized structure when it is not a requirement |
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Errors caused by the repair droid repairing while a structure is dismantled |
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Errors propagating from the spawning of unfinished creatures |
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Potential issue causing creatures to sometimes become desynced between clients |
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Errors arising during creature death, potentially causing bugged invincible enemies |
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Error when reopening language panel |
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Prevented Autosave from occurring while leaving the game to prevent data loss |
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A few errors appearing during unsetting a build goal |
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Errors arising from highlighting a vehicle on the map |
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Errors with auto crafting causing storage instability |
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Errors with network propagation of creatures, fixing some instances of creature desync |
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Errors caused when using any repair tool on wreckages |
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Various errors arising from the use of some weapons |
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Errors intermittently being thrown when extracting gasses from geysers |
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Rotation issues with CrabMonster |
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Resources with duplicated mesh issue |
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Deleted old rover mesh that was causing a duplicated mesh issue |
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Player should no longer spawn within rocks or under structures after loading back into the world |
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Creature zones will properly spawn while the player is in a vehicle, correctly this time |
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All buildables are now unlocked by default in creative mode |
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Interaction sounds on utilities are now played when interacting with them instead of just looking at them |
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Set up movement to not move while in console or pop up modes |
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A bug where the weather would never go back to sunny after hazy |
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Rename popup should now properly ignore unintended key input |
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Crash when looking at crates |
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Rotations on item crates |
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Set all rock materials to opaque by default |
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Chat panel will no longer appear in single player after the player is killed |
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0% loading hang and crash in most instances, greatly improving load times and game memory usage |
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Optimized colliders within Proteus mines and dungeons |
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Huge Bug fixing pass on Proteus Mines and Hives |
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Dungeon teleport routing issues on Proteus |
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Instances where the game would soft lock when canceling placing an item mid-build |
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Tool Redicle on building structure walls |
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Mouse button click bug when building walls |
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Build Buttons now show green if recipe is in inventory |
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Stopped player movement while building a structure or wall |
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Build events now complete instantly |
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Walls should now properly refund all costs when dismantled |
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Highlighter now properly displays when looking at a Workbench |
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Missing materials on crashed satellite |
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Small Crates are once again interactable |
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Highlighter should now properly display on Small solar panel |
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Repairable Buggie should no longer duplicate when repaired |
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Stim unit recipe now fits within 4 item slots |
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Adjusted space depth of field to proper settings |
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Solved 0% loading error |
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Droid control panel in the map is once again operational |
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Minimap now turns back on when exiting dungeons |
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After death, player's animation state is now properly reset |
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Removed all colliders in Main Menu |
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Increased resolution of melee crosshair |
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Particle lighting to gather correct location settings |
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Reticle displaying at player death |
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Particles to show correct color per planet |
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Cleaned up extra colliders in all dungeons |
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Simplified carrot collider |
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Camera shake in spaceship when entering atmosphere |
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Health indicators on creatures |
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Outdated Survive and Collect Beetle Balls missions that were uncompleted |
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Unused heat triggers in Aziel trench |