CHANGELOG
v1.4.1
- Re-Baked Occlusion Culling zones. I have no clue if this will help with performance problems or not but since I've not experienced the problem myself I figured it would be worth a shot.
- Removed some AI nodes and repositioned some others.
- Adjusted indoor map hazard spawn curves slightly.
v1.4.0
- Added a 2nd Fire Exit
- Added more decorations around main and the new fire exit.
- Fixed the charger spewing constant particles. (oops)
- Added a few scrap spawn nodes near main.
- Modified scrap loot tables to add new scrap & adjust some rarities.
- Made some lights near main no longer float off the wall.
- Fixed the fire exit's big door having a missing audio output.
- Adjusted interior spawn weights a bit.
- Changes to indoor enemy spawn curve to make it so some enemies spawn earlier in the day. I think I made it too agressive before.
v1.3.0
This changelog contains v60 spoilers.
- Updated to v60!
- Lowered Chance of Mansion Interior.
- Added chance for Mineshaft Interior.
- Maneaters can now spawn on Pinnacle.
- Changed Level ambiance type to Level1Type (same as titan or experimentation)
- Manually moved a ton of AI navigation points that were stuck underneath rocks and other decorative things stopping them from working properly. (If you noticed errors for a creature locked outside of the navigation area they should be fixed on my map now.)
- Off-mesh links near the main entrance and fire exit have been replaced with navigation surfaces to make enemies walking near there look less weird.
- Minor code changes to the Limited Charger in the abandoned autopilot ship.
v1.2.0
- Fixed errors with reverb triggers that prevented me from enabling them.
- Mods that break when reverb triggers are missing should now work correctly.
v1.1.2
- Deleted the random floating sphere flying above the ocean.
- Added the "Tundra" level tag.
- Minor terrain changes to allow pathfinding to some small unreachable areas.
v1.1.1 Hot Fix
- Reverted day speed multiplier back to 1
v1.1.0 Optimization Update
- Added Images to README
- Smoothed out the path to the fire exit more & added some extra details to the fire exit path.
- Repainted terrain textures on some areas near the main facility & fire exit path.
- Slightly decreased scrap spawn amounts.
- Adjusted scrap spawn weights.
- Slightly decreased dungeon size.
- Adjusted Enemy spawn weights.
- Changed indoor enemy spawn curve to hopefully reduce the number of enemies inside the facility when you arrive.
- Changed day speed multiplier from 1 to 1.1 to allow more time inside the facility.
- Rotated item ship position so the cruiser doesn't spawn facing a rock.
- Removed a ton of unreachable AI navigation areas.
- Adjusted fog zones & fadeoffs.
- Changed foggy weather to be less intense & implemented the new JLL weather replacement feature.
- Removed .dll file as it is no longer needed with the new API.
- Lowered ocean shader's light reflectiveness.
- Compressed Textures & enabled GPU Instancing for some materials.
- Dramatically lowered light fade distance for improved FPS
- Massively decreased file size Special thanks to NikkiDarkMatter for tips and advice on optimizing my moon.
v1.0.0 Release
- Initial Release