Castles & Coffee Video
Lava Castle Precursor Base
Deep within the Lava Castle, another Precursor Base comes online. Exploring inside yields new blueprints for Ion Battery & Powercell, glimpses of ancient droids, and more.
Precursor Droids
& Ion Power
Roaming the abandoned corridors of the Lava Castle Precursor Base are the Precursor Droids. Charged with the solitary task of maintaining the base through the years, these droids can be seen wandering the base, going about their business.
Inside these walls you can also find blueprints for two new types of power: Ion Batteries and Ion Powercells.
Home Goods
- Beds - Lying in bed now allows players the option to skip night.
- Trashcans - Now actual receptacles into which you can permanently throw things away.
- Coffee Machine - Now pours a caffeine jolt for late night research.
- Luggage Bag - The luggage bag now does exactly what it should do: It stores things!
- Vending Machine - Craving a snack? Look no further. Guaranteed to not get stuck.
- Lab Trashcan - Dispose of your used Nuclear Reactor Rods safely!
Stability & Optimization
This update includes many changes in an ongoing effort to alleviate performance issues on Xbox and Steam. Since automatic terrain deformation during base building was part of the problem, we decided to get rid of it. This was a difficult call for us, but we're committed to delivering an optimized 1.0 at launch this year. We're quietly hopeful that you might even enjoy the new location-specific challenges this new restriction brings to late game base building. We’ve also made lots of usability and stability improvements to base-building in the meantime.
Stability & Optimization
This update includes many changes in an ongoing effort to alleviate performance issues on Xbox and Steam. Since automatic terrain deformation during base building was part of the problem, we decided to get rid of it. This was a difficult call for us, but we're committed to delivering an optimized 1.0 at launch this year. We're quietly hopeful that you might even enjoy the new location-specific challenges this new restriction brings to late game base building. We’ve also made lots of usability and stability improvements to base-building in the meantime.
Improvements
Ping System
Gravsphere
A model addition and design tweaks make the Gravsphere an even better tool. Now the arcs grab not just fish but nearby loot as well.
Gravsphere
Air Bladder
A functioning placeholder of this existed in game for some time, but now it has its final model and animations.
Air Bladder
Other Additions
- You may notice new terrain features as you explore previously empty areas.
- More and more Precursor Caches have been added around the world.
- Seaglide light energy cost halved and active energy cost quartered.
- Oxygen warning shortened.
Other Additions
- You may notice new terrain features as you explore previously empty areas, such as meteor craters.
- More and more Precursor Caches have been added around the world.
- Seaglide light energy cost halved and active energy cost quartered.
- Oxygen warning shortened.
Patch Notes
- Fix for LightingController during loading screen (Time.timeScale == 0) that used to cause ridiculous amounts of skyapplier updates
- Fix for PowerFX eating performance like crazy when bases with lots of solar panels are present
- Fix for ClipMapManager reporting idle even though meshing threads were busy
- Fix for PAXTerrainController pumping too slow
- Base pieces now load async
- Removed terraforming from base building (constructing base no longer deforms terrain).
- Terrain is now an obstacle for base building.
- Improved ghosts placement validation. Using oriented box casts when placing new bases and grid-based snapping (instead of pointing raycasts) to determine best position when adding cell-based elements (corridors, rooms, etc.) to existing base
- Added minHeightFromTerrain and maxHeightFromTerrain to BaseAddCorridorGhost, BaseAddCellGhost and BaseAddMapRoomGhost components intended to define min and max heights from terrain when placed as first base piece
- Fixed ghost position shift that can happen under certain conditions when placing Foundation, Moonpool, Observatory or Room
- BaseAddConnectorGhost now uses grid-based snapping (no need to point at the corridor to place base connector)
- No longer allowed to build Foundations above any other base elements and below other Foundations
- No longer possible to build Base Corridor pieces hanging in the air(water?) without pillars and/or connections. That doesn't solve all such cases (esp. because we're not checking for structural integrity when deconstructing bases), but it's harder to build pieces not attached to anything now
- Base.cs CopyFrom, HasSpaceFor, FixOverlap, IsCellUnderConstruction methods is no longer allocating memory for BaseGhosts arrays every call
- Base.BuildPillars() no longer allocates memory and triggers BaseFoundationPiece.OnGenerate() only for bottom cells
- Base Corridor adjustable support pieces will no longer spawn above non-empty cells
- Buildable modules with triggers but without colliders (e.g. Sign) will now prevent deconstruction of their compartments
- StorageContainer: Added option to prevent deconstruction if container is not empty. Non-empty Aquarium, Locker and SmallLocker cannot be deconstructed
- Non-empty FiltrationMachine cannot be deconstructed
- Increased mass of lava castle precursor rooms to prevent a crash.\nAdded low risk workaround for AttachToVehicle error spam.\nFixed LR and LZ base warps.
- Low risk workaround for AttachToVehicle error spam.
- Fixed LR and LZ base warps.
- Increased mass of lava castle precursor rooms.
- Updated Collison of removed geo
- Merged lava zone base mesh fixes for Sergey.\nMerged lava zone base collision fix for Michael.\nMerged lava zone base teleporter fix for Michael.\nMerged lost river base terminals fix for Michael.\nAdded B73 batch upgrade script.
- Merged lzbase collision fix.
- Added B73 upgrade script.
- Removed terminals from lrbase.
- Fixed Position of Precursor_LavaBase_Extras prefab
- Reduced collision to allow exo to go down ramps in lava base, removed unneeded mesh in art pass of hallway
- Filling in begins
- removed obsolete script
- Merged lzbase mesh fixes.
- Show inactive teleporter in lzbase.
- Updated Room prefab to include artpass
- Merge from art branch
- fixing the bounding box and view model offset
- Merged fix for effect hitch
- Merged Xbox compatible saving
- scene set up and basic block out
- Updated Xbox docs
- Merged drillable crystal tweak for Michael.
- Merged updated ion battery / powercell models for Sergey.
- Replaced vending machine icon.
- Change biome the starts the storyline to a non-depricated biome
- merging in old branch\n
- Precursor_LavaBase_Hallway_instances with lightmap, Precursor_LavaBase_Entry_01-02 instances fix
- More improvements.
- New radio signals for lifepods, and added log entries.
- Improved radio triggers
- Field fix
- Reverted vehicle changes.
- Merged droid run speed updates
- Merged sound tweaks for Simon.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- hooked up precursor generator room ambience sound
- Pulled in cave, blocked out cache entrance, blocked out skeleton island configuration, first pass voxel details.
- First draft triggers redraft
- dont modify players layers
- hooked up nuclear reactor looping sound
- Disable lights inside when their alpha value is 0
- nuke generator loop sound
- precursor generator room sounds
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Fixed Aurora sometimes disappearing.
- Removed LWE on Aurora.
- Merged exo jumpjet fix for Andi.\nMerged exo precursor base fix for ScottT.\nFixed exo footstep sounds.
- Fixed exosuit footstep sound setup.
- Merged exo fixes.
- Reverted exo changes.
- added fixes for exo water rendering in prec base + vfx
- merge from old branch
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- disable exo thrusters in prec base
- fixing minor error that didn't save
- Merged water surface bug fix for ScottT.
- fix exo being stuck on ceiling
- randomizer for precursorioncrystal
- precursor droid
- Fixed effects not showing up
- added missing VFXFabricating
- disable water splash FX inside precursor base
- Smoke stacks added to castle
- Relocated the VFXSurfaceType database to the VFX folder
- Fixed settings not being saved in the VFXSurfaceTypeDatabase
- PDAScanner.Deserialize will now force-complete partial entries which stuck at 100% due to random issues in old changesets.
- Refactored storage of the VFX surface/event to prefab mapping as a ScriptableObject instead of a JSON file\nEliminated hitch the first time you hit something with a knife
- updated seamoth/exosuit skyapplier
- Scanner partial entries which accidentally stuck at 100% progress can now be unlocked by scanning 1 extra fragment. \nFixed scanner partial entries never released from uGUI_ProgressList.entries list when calling Remove(int id). \nFixed lock cheat not removing partial entries from Blueprints PDA tab.
- fix case when no resource has been chosen
- Fixed bug with water showing inside precursor base when in exo
- Merged updated texts for Tom.
- Merged loot distribution improvements for Michael.
- updated ion powercell for vehicles
- Merged updated lab trash can and vending machine models for Sergey.
- Made base preloading properly async.\nFixed performance issue in PowerFX.\nFixed performance issue in LightingController.\nFixed ClipmapManager reporting idle when meshing.\nImproved loading time in PAXTerrainController.
- new gravsphere and airbladder icons
- Renamed SetPiece to SetPieceAsync.
- increased gravsphere health\nadded gravsphere explosion sound and VFX
- Do not update LightingController when TimeScale < 0.01
- updated prefabs for rooms that fix holes in geo
- Redrafted precursor droid.
- Fixed Death-Related Precursor Base Bugs
- Blocking out main spaces.
- hookd up gravsphere draw and looping sound
- smoke
- merge from art branch
- Changed Spore sack > gel sack. Redrafted ency entry.
- no more seadragon roars in precursor bases\n
- fixing null reference exception in JointHelper.ConnectFixed
- Player_view_databox.fbx - Added player side animation to look at data chip when drawn.
- wip
- Precursor_LavaBase_Entry_01, Precursor_LavaBase_Entry_02 mesh fix
- sounds for exo suit inside precursor bases
- 30 seconds oxygen warning now has a beep and is less wordy
- deploy sound for the gravsphere
- new grav sphere sound. and stopping underwater creature sounds from playing during cinematic
- fix Sunbeam Warmup FX offset
- updated vending machine use trigger
- updated vending machine constructable bounds
- Cleaned up base refactor.\nCleaned up PowerFX changes.\nReduced log spam in CellManager.
- Made loading global root properly async. Everything explodes :(
- Improved loading time in PAXTerrainController.
- Fixed performance issue in PowerFX.\nMade base preloading properly async.
- Fixed idle detection in ClipMapManager.\nFixed performance issue in LightingController when game is paused.
- Profiling PowerFX.
- Fixed missing legacy entries in PDA log.
- Moved legacy goals.
- Fixed missing legacy entries from PDA log.
- Switch from CSV based data to assets.
- Added checks for compound goals.
- Improved script checks.
- LabTrashcan mesh replaced with new version
- Cleaned up story goal system.
- Converted goal data.
- Cleaning up story goal system.
- LabTrashcan mesh replaced with new one
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Fixed ErrorMessage spam when hovering non-empty VehicleStorageModule.
- Fixed Exosuit second power cell slot not accepting PrecursorIonPowerCell. \nFixed Exosuit energy percent indication.
- Fixed Exosuit second power cell slot not accepting PrecursorIonPowerCell. \nFixed Exosuit energy percent indication.
- Refactored batch upgrade system.\nFixed batch upgrade chaining when upgrading games saved before the last update.
- Removed debug output.
- Fixed race condition.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Temporarily disabled TestOnGoalUnlockData unit test which checks if Goal tries to unlock/addlocked TechType which is known by default (exists in PDAData.asset KnownTech list). \nThis is no longer necessary to make dummy entries in PDAData.asset Scanner list. PDAScanner.Add and AddByUnlockable methods will now automatically add partial/locked entries even if scannable data is not defined for this TechType in PDAData.asset Scanner list. \n'lock TechType' cheat now also hides partial/locked entries (previously it was only able to make known entries hidden - partial entries were ignored).
- Reverted changes in OnGoalUnlockData.asset and PDAData.asset
- Temporarily disabled TestOnGoalUnlockData unit test which checks if Goal tries to unlock/addlocked TechType which is known by default (exists in PDAData.asset KnownTech list). \nThis is no longer necessary to make dummy entries in PDAData.asset Scanner list. PDAScanner.Add and AddByUnlockable methods will now automatically add partial/locked entries even if scannable data is not defined for this TechType in PDAData.asset Scanner list. \n'lock TechType' cheat now also hides partial/locked entries (previously it was only able to make known entries hidden - partial entries were ignored).
- Cleaned up SaveLoadManager.\nTODO: Find isSaving issue.
- Replaced callback based API with coroutines in SaveLoadManager.
- Hooked up refactored batch upgrade scripts.
- Refactored batch upgrade system.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- attempt to fix for an bug related to entering an exosuit that is in a moonpool after loading a save
- Removed debug messages.
- Added missing ownership comment
- Optimized LargeWorldEntity updating
- Fixed assert due to updater index being set incorrectly
- Removed only in editor on drillable crystal \nFixed all Sky Appliers for rooms and Props \nAdded Art pass on Ion Battery Room to world \nAdded extras for lava base to world \nAdded hallway for lava base to world \nRemoved one crystal downstairs in lava base \nupdated lava base prefab
- Added ion batter room to work, removed 1 ion crystal, updated lava base prefab
- Added Ion Battery artpass to final room
- Added lava fall to outside of lava castle
- Merge from art branch
- lava fall added
- Fixed potential out of bounds error
- Removed only in editor from crystals, fixed sky applire on room and props, updated hallway room prefab, added extra item prefab for base
- add LavaCastle smoke column FX
- fixed pickup tooltip when in exosuit
- Refactored LargeWorldEntity updating to be handled by a centralized manager to reduce overhead
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Animation tweaks as per feedback
- Fixed offset in prefab.\nChanged aniamtor to use more specific animation params
- fixing the surface ambient sounds
- disabled lifepod atmosphere volume (to not classify it as a seperate biome)
- nesting surface event into other biomes
- Fixed cell streaming issue causing some bigger entities to be missing sometimes.\nFixed cell streaming issue causing pop-in some edge cases.\nFixed exceptions potentially crashing the streaming system.\nAllow Unity 5.4.4.
- Simplified unloading.
- Working on chunk unloading.
- Reduced exterior lights around lava base to not intersect with interiors. Added in Ion Crystals to Lava Base. Minor fixes and clean up.
- Reduced Lights on Exrerior of lava base to not intersect interior
- Optimized Int3.GetHashCode slightly.
- Moved Ion Crystal to correct folder
- Replaces Array3s with HashSets.
- Ion Crystal platform in world
- voxels, details, materials
- Ion Crystal platforms
- ramp glows, loot thats fucked up
- Dunes crater and cache
- Fixed Xbox terminology for controller button names
- Reverted capitalization of button names
- Revised controller names to match Microsoft documentation
- Added localized names for all inputs
- Add the gallery tab in the PDA on the Xbox
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Added slightly more memory conservative filename encoding/decoding on the Xbox save load file system
- Fixed writing to deep storage on the Xbox
- Data Box - animated data box. Initial prefab.
- Fixed story blueprint unlocks. \nFixed bug where entries not marked as locked in PDAData.asset Scanner list were not appearing in crafting menus after the PDAScanner.Add(techType) call. \nAdded PDAScanner.AddByUnlockable(TechType techType) intended to move all entries which unlock specified techType from hidden to locked. Goal system, as well as addlocked console command is now using this method, so this is correct to specify Seaglide TechType instead of SeaglideFragment for Blueprints in OnGoalUnlockData.asset now. \nAdded TestOnGoalUnlockData unit test (UWE > UNIT TESTS > Test OnGoalUnlockData). \nCollections in PDAScanner script is no longer allocating memory for Contains() calls.
- removed negative scale on escape pod collisions
- Added:\n\nPrecursor Droid to Lava Base\nBlue Key for Prison \nNew water doors\nAnimated Pillars to Thermal room \n\nFixed:\n\nCollision at Lava base Entrance\n\nChanged:\n\nRange on Animated pillars in entry ways \nRenamed props for better organization
- Fixed OnGoalUnlockData and PDAData for the new unit test.
- Halved Seaglide light energy cost\nQuartered Seaglide active energy cost\nRemoved frame-rate dependence problem with Seaglide energy usage
- Removed file cache inside the SaveLoadManager since it's no longer necessary for Xbox
- Fixed bug where entries not marked as locked in PDAData.asset Scanner list were not appearing in crafting menus after the PDAScanner.Add(techType) call. \nAdded PDAScanner.AddByUnlockable(TechType techType) intended to move all entries which unlock specified techType from hidden to locked. Goal system, as well as addlocked console command is now using this method, so this is correct to specify Seaglide TechType instead of SeaglideFragment for Blueprints in OnGoalUnlockData.asset now. \nAdded TestOnGoalUnlockData unit test (UWE > UNIT TESTS > Test OnGoalUnlockData). \nCollections in PDAScanner script is no longer allocating memory for Contains() calls.
- Moved terminals to correct locations, removed only in editor on thermal plant
- Moved Terminals, removed only in edior on thermal plant
- wip surface sound fix
- hooked up vending machine sound
- stop exo jet vfx when ejecting
- snack vending machine sounds
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Working on chunk unloading.
- Data_box added to engine
- Lava Castle Precursor base updates: Art pass on most rooms, updated terminals, doors placed etc
- Working on chunk unloading.
- added doors and terminals, fixed some room issues
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- added masks and modified materials to allow customization
- hotfix gravsphere assert
- Doors and terminals
- fixed battery charger not accepting precursor ion batteries
- hooked up precursor droid ency images
- tweaks to gravsphere, fixed animations, improved FX
- updated gravsphere animation and fixed it so the left arm still swims when holding
- Updated cache texts to be good in any order, and changed purpose of ion crystals to ceremonial\nUpdated thermal plant texts\nUpdated gun texts with new name (Quarantine Enforcement Platform)\nFixed some minor typos\nAdded lava castle PDA lines
- Precursor_LavaBase_StoryRoom instances with lighmap
- Radio redraft
- tweaked event timing
- added missing event
- work on player anims
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Weld > Repair
- reduced force on gravsphere from heavy objects
- Added detail to unfinished area of dunes adjacent to Blood Kelp 2.
- fix exosuit propulsionCannon FX null ref
- mixing for coffe machine sounds
- Update gravsphere FX
- Fixed floating rock.
- Loot I
- Boundary pass.
- limited mass of objects warper can warp to avoid warping too large things
- Add x_GravsphereTowerHalo
- Deleted useless warper files in Models folder
- fixed MissingMethodException in coffee machine
- attach vending machines to power relay
- attach vending machine to power source
- More debug.\nSource of missing L3 problem: ClipMapManager doesn't unload chunks when batch gets unloaded.
- Debugging missing L3 entities.
- Extended Int3.bounds API.
- Added Art Pass to Batch for Rooms: Thermal, Entry_01, Entry_02, Teleport. Added Terminals to batch
- Allow Unity 5.4.4.\nImproved execution logger.
- Merged Oli's dunes crater.
- Enabled screenshots on the Xbox\nAdded implementation of copy to/from deep storage for the Xbox (WIP)\nAdded the ability to store files in a directory structure on the Xbox deep storage (WIP)\nRemoved terraforming from the repulsion cannon
- tweaked gravsphere a bit
- added player gravsphere stuff and updated animations
- first pass voxels
- Added the Visual Studio project files for the Unity projects to the ignore list
- Merged changes from the last Xbox release
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Fixed "cache" files not being properly saved after they are written to the SaveLoadManager
- Removing voxel saving at runtime\nChanged all saving at runtime to happen into a temporary location which is then transferred to "deep" storage
- Added the application version to the log to help identify issues with exception reporting
- Precursor_LavaBase_Entry_02 instances with lightmap
- added ability to use vending machine
- updated prefab database
- fixed missing back geos for reefback
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Reefback.fbx was missing back geos. Fixed.
- Reefback changes\nreefback.fbx - removed back movement tow work with latest reef attachment changes. Updated anim to work with less back movement. Also sped up vent draw in aniamtiosn.\nreefback_controller - updated flinch to be less sudden. Felt out of place for such a large creature.
- GravSphere_anim & gravSphere_controller - fixed graph flow and parameter use to address incorrect pad behavior.
- updated ion battery / powercell icons
- gravsphere_controller - fixed conditionals for opening and closing pads.
- hooked up coffee machine sounds
- Texture scale adjust
- Dunes area pass II.
- coffee sounds
- hooked up coffee machine sounds
- add FX to precursor droid and coffee machine
- ignore light objects
- set up vending machine prefab
- tweaking gravsphere
- First pass on dunes area next to blood kelp.
- add attack FX to PrecursorDroid
- coffee machine sounds
- adjust gravsphere mass
- tweak grav sphere
- pass deployed param
- work on new grav sphere model
- Fixed issue with loads o' loot spawning in a certain part of Blood Kelp (I think I caused it by accidentally generateing loot twice for these batches).
- Loot fix part II.
- Loot gen part I.
- Precursor_LavaBase_Entry_01 instances with lightmap
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Radio text redraft
- add coffee machine pouring fx
- undid changed to main scene
- merged in new grav sphere model
- added resources and eggs
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- fix VFXOverlayMaterial Null Reference Exception
- fix NRE
- added snacks prefabs
- populate list with small fish
- increased size of grav sphere effect range, define valid targets by techtype
- add FX to Precursor Thermal Reactor
- Add electric arcs
- fixing floaters
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- add FX on Precursor_Thermal_Reactor
- x_PrecursorBase_WaterForceFieldEntrance
- add x_PrecursorBase_WaterForceFieldEntrance
- Precursor_LavaBase_TeleporterRoom instances with lightmap
- Set all the anim time ranges, created folder to hold gravsphere animation stuff, create animation controller, updated gravsphere prefab.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Base building improvements and terraforming removal.
- Prefabs touch for terraforming removal stage 2
- Precursor_LavaBase_ThermalRoom
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Fixed exceptions in LD mode.
- Fixed exception when saving a batch without entity slots.
- Improved prefab database API.
- Refactoring unique identifiers.
- Layout updates and exports
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Refactoring unique identifiers.
- hoverfish updates.
- Fixed a bunch of nasty exceptions.
- Catch NaNs early.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Removed LWE warning.
- Fixed accessing destroyed waiters.
- add precursor computer variants
- tweak precursor computer C variant
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Newest hover exports. Update controller to use strafe animations.
- set up floating stones prefabs
- add precursor computer terminal variants
- Add Acid and Heat damage fx on seamoth and exo\n- fix screen damage FX being triggered instead of proper particles fx
- Updated cache ion crystal platform to improve appearance of the pedestal clipping through the main platform.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- muffed up constructor
- Added menu search tool
- layout updates
- iteration
- trashcan replaced in prefab
- call lift placeholders
- Updated options serialization unit test
- discovery_trashcan_01_d with closed door added
- giveaway model 04 gloss fix
- Giveaway model 04 prefab
- giveaway model 04
- Precursor_Prison_Interior_Antechamber, Precursor_Prison_Interior_Moon_Pool update
- fixed exception in uGUI_MapRoomScanner.OnResourceDiscovered(): unsubscribe from event on destroy
- changed SplineFollowing to use world entity check for locomotion field
- cache
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Added Throw Switch
- iteration - throw switch
- fixing some sky appliers and other errors
- updated some geo fixes and added controllers
- Set the version number of the game to allow better exception tracking
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- fixing arm position when using the airbladder
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Initial voxel work.
- fixed SwimBehaviour
- fixing swim behaviour
- underwater doors
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Fixed adding non-prefabs to the prefab database.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- Added WorldEntity database.\nCleaned up LootDistributionData.\nImplemented virtual entity slots.\nImplemented component whitelisting for deserialization.\nRemoved misleading API functions.\nFixed Reefback plants.\nFixed awaking EntityCell.\nFixed bounce lights removal.
- Destroying legacy bounce lights.
- Fixed upgrading reefback plants.
- Removed FollowTransform script for performance reasons.
- Changed class id to avoid upscaling during deserialization of legacy data.
- Improved whitelist.\nFixed exception when awaking empty entity cell.
- Improved whitelist/blacklist.
- Added component whitelist/blacklist.
- Fixed infinite loop.
- Update legacy prefabs.
- Fixed ReefbackLife script.\nFixed prefab setup.
- Fixed reefback slots.
- added air bladder art to prefab and updated player animations
- precursor_glass_broken mesh and materials
- added airbladder model
- Removed check for non-null for the WaterscapeVolumeOnCamera settings because it can't be setup in the prefab (must be setup in the scene)
- changed height for each of the base pieces, fixed the triggers so they are disabled when elements aren't built, fixed the pit stairs to exit correctly and not collide with the player walking on the platform
- Cleaned up handling of the camera for water surface rendering to prevent/isolate exceptions
- Added build time check for AcidicBringDamageTrigger box collider
- fixing the eco event spam for the mushrooms missing animators
- Changed EcoEventAnimator to use world entity checks rather than runtime checks for invalid fields
- Fixed bug where an EntitySlot being destroyed before it was able to spawn would throw an exception
- Removed updating the material queue for the water surface because it causes too many issues with transparent objects
- Increased timeout for checkin hook
- Bumped timeout
- Testing, please ignore - Lukas
- Testing, please ignore - Lukas
- Testing, please ignore - Lukas
- Upgraded EntityDistribution data.
- fixing directional swimming\n
- added light event emitter to exosuit prefab
- made warpers pay more atention to the player
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- making warper pay more attention to player
- Translation files update. Legacy database update. FMOD update. Prefab touch.
- tweeks to oxygen and robo droid and jelly ray sounds
- Gravsphere in game
- Gravsphere in game
- Minor checkin hook updates
- Minor checkin hook updates
- Refactoring loot distribution data.\nTODO: figure out why editor window is empty.
- Refactoring loot distribution data.
- Refactoring loot distribution data.
- Refactoring loot distribution data.
- Translation files update. Legacy database update. FMOD update. Prefab touch.
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