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SUBNAUTICA: Origins

• Fixed Cyclops terminal localization. (Jonas)


• Tuned time capsule spawn chance. (Michael)
• ClipMapManager no longer monitors quality settings.
(Jonas)
• Fix gun emissives on OSX. (Sylvain)
• Improved time capsules handling unexpected items.
(Vyacheslav)
• Fixed enzyme clouds healing the player too much.
(Igor)
• Fixed creatures escaping from large aquarium. (Igor)
• Fixed end credits. (ScottT)
• Farming balance tweaks. (Michael)
• Reverted mesh simplifier DLL.
• A sacrifice for Lord Gendarme. (Sylvain)
• Added soundtrack. (Simon)
• Improved PDA FOV. (Sylvain)
• Fixed Cyclops HUD sorting. (Sylvain)
• Fixed emissives on disabled gun. (Sylvain)
• Fixed delete savegame dialog colors. (Lukas)
• Fixed blurry main menu background. (Sylvain)
• Fixed localization of rocket customization terminal.
(Lukas)
• Fixed achievements for Cyclops, Seamoth, and Prawn
suit. (Max)
• Adjusted bulbo tree piece balance. (Michael)
• Fixed storage box tooltip localization. (Lukas)
• Updated tool animations. (Louis)
• Improved NaN handling in collision mesh simplifier.
• Fixed NaNs in mesh simplifier. (max)
• Merged fix for language selector. (Lukas)
• "Removed OnlyInEditor script from TimeCapsules.
• Cleaned out legacy prefabs. (Michael, Kiel)"
• Merged spawn rate changes for sandsharks and biters.
(Michael)
• Merged updated translator credits. (Lukas)
• "Fixed time capsule UI localization.
• Fixed rocket interaction localization.
• Fixed localization checks."
• Merged controller fix for encyclopedia audio button.
(Max)
• Merged controller fix for vehicle station. (Max)
• Merged fixed moonpool refraction artifacts. (Max)
• Merged improved Cyclops distance field. (Max)
• Merged water clip proxies for moonpool connectors.
(Max)
• Merged updated hologram map. (Michael)
• Merged improved telepathy FX. (Sylvain)
• Made options menu header wider in-game
• - hotfix for aerogel VFXfabricating
• Made "Press Start" label in start screen wider
• Fixed issue where bases built at the water surface
would have the ocean water visibile inside
• - Full pass on most VFXFabricating entries in the
game
• Hooked up RocketBase and Exosuit with save game slot
icons
• Way better checkboxes. Thanks Andrew!
• Pass on all teleporter caves for exo suit stuck
issues, removed floating sand falls from some
batches, fixed floating terrain and entity spawns in
some batches
• Updated save slot tech icons, hooked up exo and
rocket, updated EarlyAccessWarning
• - Fixed null ref in world arrow
• fix logic of cyclops jet FX code
• Removed dark blue tint to the fog in jellyshroom
caves.
• improve bubble pop FX
• Added some final encyclopedia images from Cory.
Michael helped me. Hopefully it won't break
anything.
• Fixed color labels in vehicle upgrade console
• Translator credits update
• remove chromatic aberration
• Finished polish to all Grassy Plats areas in the
game.
• Hooked up bubble pops on the player sound
• "Separated streaming settings by quality level.
• Moved batchLoadRings to streaming settings.
• Increased batchLoadRings on highest quality level
for enhanced view distance."
• adding unique sound for getting oxygen froma bubble,
this should fix a few sound drop outs too, once its
hooked up
• Hooked up top base hatch and drilled resource name
with translations, updated translator credits
• added replacement mesh for bulbo tree sample
• Fixed sprite packing mode for log icons.
• volume tweeks
• "- unload the CrashedShip scene on Rocket launch
• - tweak the model orientation of the emperor
telepathy FX"
• Updated unit test data.
• "Packed PDA log sprites to atlas.
• Fixed broken PDA log icon references.
• Fixed broken reference to propulsion cannon popup
image.
• Fixed broken references to alt databank entry
images."
• Minor code cleanup as per J-Dog feedback
• - Split oxy alerts into two to mitigate interrupting
crucial dialog
• turned material re-import back on and used auto
generated unity material instead on koosh sample
mesh
• force refresh Spherical Harmonics of BaseInterior
Skies
• fix for no sound in generator room on aurora
• turned off material auto-import on kooshchunk mesh
• "- remove odd drips from acidBrine FX on seamoth and
exo
• - reduce intensity of seamothHeat overlay FX
• - improve cyclops jet FX "
• Added missing meta files for Tom.
• "Moved object pool extension method to extension
class.
• Fixes precompiler."
• added simple koosh sample mesh to replace seed model
• mixaang
• Fixed issue with offset head position while running
• Fixed PowerRelay crash
• leviathan.fbx - fixed tentacle issues in export.
• - Fix for rocket save bug that would advance the
rocket stage on each click of the save button
• - Added HatchingEnzymes model to prefab database
• - Fixed bug where rocket interface can be seen/used
from miles away
• Cyclops: sonar ping hides visual elements when at
lower LOD. Fixed a potential null reference
exception. Cleaned up some garbage.
• fixed incorrect material on fins and fixed
skyapplier issue (re-fixing - seemed to have got
lost somehow)
• Translator credits (WIP)
• It was off by 6(!!!) pixels. That's why.
• Tiny main menu improvements. One change dedicated to
J <3
• In-game menu hover effects
• Fixed issue where screen space reflection was
enabled on the water in game
• fix the scale of the crash fish burst FX
• rocket construction complete FXs
• updated walks and idle position leans
• Missing sprite
• fix waterplane at wrong position in moonpool
• volume tweeks
• News box improved
• Email box update
• Swapped yes/no buttons so that yes always comes
first.
• Tiny main menu visual fixes
• better exosuit sounds
• Fixed exo suit getting stuck in floating island
cave, fixed cell level on aurora hallway, fixed
scanning of teleporter in lava base from the
outside, Fixed culling issues in lava base and gun
• Fixed start screen playing sounds that would cut out
when the main menu appeared
• Main menu highlights improved, wooo hooooooo
yaaaaaaaaaaay
• Show build watermark only in main menu and loading
screen.
• - small fix to prevent cyclops sound spam
• "Added new log icons
• Added images for lifepod clues
• Added missing audio
• Minor text corrections"
• Disabled water surface screen space reflections in
the main menu when the quality is set to low
• cyclops doors are now cool sounding
• Iterating on main menu issues
• fix flooding visual
• "Updated hologram map.
• Updated entity stats."
• fixed exosuit arms not turning forward while docked
• Added FMOD to credits
• Fixed not being able to deploy MVB when swimming
near water surface
• - Sound bug fixes, sound additions (seamoth,
cyclops), rocket elevator bug fix
• Fixed deployed mobile vehicle bay not animating upon
save/load
• cavitating back in
• small hatches placeholder sounds
• capped moonpool support beams and raised tops
slightly (meshes didnt match up before, showing a
small gap)
• removed references to diamond blade
• changed mesh used on basemoonpoolhatch to one that
has the correct lightmap UVs (fixes broken
lightmapping when attaching a hatch directly to a
moonpool)
• fixed seams inbetween moonpool pieces
• fixed minor animation issue while undocking seamoth
• placeholder helm door sound for cyclops
• Fixed baby emperors being spawned at origin if were
saved in the middle of cinematics. Fixed cure ball
appearing at world origin if was saved during drop
animation.
• fixed z-fighting and reduced brightness of white
decal on wreckage_02.
• camera drones no longer lose signal when too far
away
• added subtle vertex animation to
coral_reef_small_rocks_seaweed model
• Fixed TC server URLs
• eliminated hamburger neck in precElevator cine
• fixed silicone rubber appearing too dark and matte
• fixed incorrect material on fins (no longer show up
as black when being fabricated)
• fixing islands audio that jut broke
• TC sync functionality and pickup sequence.
• Main menu iteration
• changed lifepod lift bags to be more orange in
colour, and less shiny. they now match the
rocketbase lift bags in material responsiveness.
• more consistent ending sequence volumes
• fixed more gaps in aurora drive room
• Fix the pod spawning in a new game on top of objects
like corals.
• dunes loot distribution
• ambient slider actuallly works now
• timecap first use look fixed orientation, slight
hitch fix
• constructor screen pop fix
• "Removed ""quit to desktop"" button.
• Fixed saving during cinematics in hardcore mode."
• Branching temp save folder to work around file
system issues.
• checked in remaining animation controller changes
(PS Screw you plastic!!)
• minor railing adjustment to prevent rocketmagedon
• Registering entities spawned by cheats.
• Iteration on main menu sprites
• adjustment to to the rocket door closing cinematic
to prevent chaos
• Fixed stray entities not registering anymore.
• - Rocket elevator causes player to go flying bug fix
• Fixed props appearing at world origin.
• exosuit.prefab - reparented geo and arm attaches to
fix a color changing issue when glass was under
root.
• exosuit.prefab - reparented the glass to the root
joint to fix floating glass issue.
• made cure animation work in vr
• fix telepathy FX intensity relative to sound volume
settings
• - World Arrow Polish Pass
• main menu background tweek
• adding stop and start sounds for rocket lift
• constructor_fp.fbx - updated rig to use the
constructor avatar and then fixed the animation
mask.
• Fixed positioning issue with precursor key terminal
animation
• increasing performance by 1000%
• bunch o fixes
• replaced all black loot cubes with seed meshes
• ForceRocketReady code cleanup via Jonas Feedback
• Fixed accessing multiple torpedo storage containers
using the controller
• ok REALLY fixed the forcerocketready cheat this
time. Promise.
• Lost River base fix
• "Fixed stray entities reappearing at origin.
• Fixed known stray entities."
• "Added purple key ency to purple key scan (not just
fragment)
• Added hint to selfscan once infection progresses
• Replaced signals with clues for lifepods 4, 6 and 7
• Improved ency categories
• Fixed some missing VO"
• Add a 'gunterminal' goto target.
• Updated Lava Base materials and sky, fixed lava
atmosphere volume under lava base, updated exterior
to lost river base, removed unused materials on gun
• The story of ForceRocketReady, a novella: There once
was a cheat that worked called ForceRocketReady. I
then broke it. Now I've fixed it and it works again.
~fin
• Fix gendarme warning.
• Add a notification for taking a screenshot.
• Fixed NRE in PowerRelay
• Enhanced jump animations, reduced wonkiness with
seaglide equips/unequips (though they remain wonky)
• Fixed missing reference in MainMenuMusic
• fixed gap in aurora drive room floor/wall
intersection. this required re-exporting the entire
aurora. I have checked and can't see any missing or
out-of-place geo, but ideally should be tested
thoroughly by PTs
• precursor_gun_controller - Fixe a param test that
should have been testing for deactivated but was
checking for finished. Should fix premature gun
deactivation animation issues.
• First iteration on the updated main menu visuals
• removing prop from wreck 41
• - Updated rebreather warning code as per Jonas
feedback
• - Added constructor placement mask so rocket /
cyclops cannot be built in shallow waters
• - Fixed bug where sky was visible prior to intro
cinematic
• Oxygen warnings now interrupt other PDA messages
• place holder invalid construction sounds
• - Fixed stack overflow on character controllers
• Dunes polish pass
• - Disabled oxy warnings if in vehicle
• Pipe down Gendarme, ya salty bastard!
• - Fixed bug where precursor gun didn't track sunbeam
on shootdown cine
• Added voice and ambient volume sliders
• re-export of player for cyclops seamoth launch
• Fixed 1 frame problem where inventory items were
improperly placed when switching containers with the
controller
• better "seek fluid intake" VO
• Fixed "unexpected liveRoot" errors.
• extended submarine fabricator geo slightly so it
clips into wall and is no longer floating
• Fixed directional lights which are not the sun
applying ambient light
• consistency for VO volumes and now the creatures and
reverbs lower their volume while VOs play
• Fixed typo in ReefbackLife
• Orient crabsnake to the mushroom to prevent clipping
through it. Fixed crabsnakes spawned outside of
mushroom playing exit mushroom animation
• tightened up cyclops collision to fix lavalarva not
being removable with the knife.
• Whoops, forgot to check in the actual, you know,
change that I made to add the final zinger in the
credits. Because I'm a big dummy. But it's ok now.
Life is good, man. Like, don't worry, be happy. <3
• tweek
• - Added final credits ending zinger
• Small fixes
• fixed skyapplier issue on reefbackbaby
• fixed crazy vertex animation on reefback grass (now
has a subtle wave effect)
• changed shader on reefback grass to fix blocky
shadow issue
• updated jump animations to avoid clipping of legs
through the ground. Also fixed hitch in diving
animation loop
• more VO stuff
• - Added final credits
• Fixed Cyclops LOD bug resulting in broken controls
after driving. Fixed Type.ToString garbage in
profiler tags. BehaviourLOD cleanup.
• - Updated Upgrade Moonpool Screen
• Optimized PowerRelay and PowerSystemPreview.
• Adjusting max depth and priority multiplier for
peeper breach behavior.
• - Added Rocket Blueprints to PDA
• Added fading in of the farthest terrain clip meshes
• - Added PDA Failed to Disable Gun Message on Rocket
Launch
• removed parameters from con fab controller
• - Increased rebreather depth warning delay
• - Dive Reel can't fire on surface
• Fixed Camera clipping base 2 collision, fixed aurora
scrap not having collision, fixed large terrain hole
in Grassy Plateaus, Removed terrain under terrain in
many batches, removed entity spawn from under
terrain in many batches, fixed kelp above water
surface, fixed floating grass in deep grand reef,
fixed many floating entity spawns in batches, fixed
many floating props and entity slots inside aurora
• Debugging props appearing at world origin.
• "Debugging props appearing at world origin.
• Fixed SwimRandom."
• fixed the constructor fabrication effect
• fixed skyapplier issue on deepgrandreef abandoned
base
• fixed skyapplier issue on abandoned jelly shroom
base
• Re-enabled the console for the Chinese market
• Fixed Xbox build
• muting fabricator closing sound while u climb out of
the pod
• tweeks to main menu background sound
• Added a missing 'R' which was upsetting peeper.
• adding a VO when u cant launch the rocket yet
• main menu lapping waves sound
• reducing brightness of cubemap slightly on base
glass
• added missing trim piece to generic room hatch
corridor prefab
• No biggie, just fixing my horrible mistake that
killed the game (incorrectly labelled ency category)
• re-added missing trims and fixed material issues
inside abandoned bases
• material tweaks to abandoned bases
• "Fixed Neptune Stage 1 and 2 texts being too long
for the text box
• Added alternative clues for 5 lifepods"
• Fixed map room scanning icon after save-load
• Fixed player world arrows reappearing.
• Fixed collision issues when skipping intro and
possibly at the end of other cinematics
• "- Activate disabled ghostModel gameObject on
crafting
• - Workaround inconsistent cubemap applied on items
in escapePod after loading a saved game "
• - Fixed bug where rocket can be built in bases or
precursor facilities
• - Fixed rocket collider bug that caused the player
to go flying
• - Bug fix for rocket stage progress not save loading
• "Missed file that updated after closing unity.
• player_view_walks - fixed down look to not loops as
to stop foot sliding."
• - Fixed a bug where colors and name didn't save/load
on the rocket
• "cyclops_launch_bay_seamoth_dock_cin - fixed gap
issue in animation, though still persists in prefab.
• player_view_walks - added squat anims. Fixed several
issues."
• getting player walks from branch it wasn't intended
to be a part of.
• Improved first use animations for ion crystal and
precursor key when looking straight down, improving
jump landing when looking down (WIP)
• "Fixed emperor telepathy 2 overlapping with
blueprint acquired vo
• Fixed some subtitle timings
• Added captain's log
• Textlock time. "
• cyclops hatch entry cinematic fix
• balanced various glass materials to share similar
values for better visual consistency (also moved
glass geo from exosuit out of 'root' to prevent
material instancing problem)
• Fixed scanner UI saying 'infected' after self-scan
before first signs of infection
• - add FX to laser cutter first use event and disable
the light when it is unused
• Fixed map room cameras picked up by stalker
disappearing after save-load
• Fixed map room cameras picked by stalker could
disappear after save-load, possibly fixed scrap
metal at zero coordinates.
• fixed physics freaking out when entering a non
docken vehicle from inside a base
• Fix the rocket not restoring state after launch
leading to problems if the player continues playing
after being returned to the menu. Also explicitly
disable saving during the ending sequence as is done
for the intro rather than rely on the cinematic to
block it.
• Cyclops & Base scripts now leverage BehaviourLOD to
do less work when far / off-screen from the player.
• Redrafted creature texts and fixed some bugs
• many cinematic transition fixes from wet to dry
• Exosuit.prefab - reparented the glass to follow the
root joint. Fixes floating glass during squat
animation on land.
• Fixed hero peeper not having enzyme trail after
being serialized-deserialized
• Added avoid terrain behavior to Sea Dragon and Ghost
Leviathan. Adjusting avoid obstacle behavior on some
creatures.
• Fixed health & oxygen showing up in creative mode.
• Fixed missing line breaks in encyclopedia.
• "Precursor_key_terminal_01 fbx/mask/controller - New
rig, optimized export, new animation.
• KeyTerminal prefabs - Updated to new opmtized rig.
• Additional feature - Hides console glyphs when key
is placed in terminal."
• Fixed being able to get titanium for scanning
something that isn't a fragment
• Fix quitting to desktop via the unsaved game warning
returning to the main menu rather than the desktop.
• "Implemented octree raycasts.
• Added avoid terrain behavior to reaper."
• Adjusted boomerang death pose
• Fixed props clipping coral tube, fixed terrain
behind terrain, fixed some very bas issues with
floating coral caps, fixed entity slot intersecting
pda, fixed floating pda, fixed floating entity slots
in kelp wreck 17, Fixed terrain behind terrain,
removed entity slots behind terrain in blood kelp
• "Updated entity data for stats.
• Updated entity slots data for stats."
• Cleaned up hacky sky applier fix.
• Improved concurrency handling in streaming system.
• Fixed floating entity spawns on mountain island,
fixed terrain shadows from being seen in caves on
mountain island, adjusted atmosphere volumes on
mountain island, fixed double entity spawns in many
batches, fixed floating pda in escape pod 2
• "precursor_key_C_01.fbx, precursor_key_C_02.fbx,
precursor_key_terminal_01.fbx,
player_view_precursor_key.fbx - updated to latest
anims
• precursorKeyTerminal.prefab,
Precursor_BlueKeyTerminal.prefab,
Precusor_OrangeKeyTerminal.prefab,
Precursor_PurpleKeyTerminal.prefab,
Precursor_PurpleKeyTerminal_LavaBase - fixed glyph
plane placement to stop cine clipping issues."
• some more volume tweeks for radio msges consistency
• fixed cyclops launch bay doors playing sound at
wrong location
• Fixed calculation of enclosing atmosphere volume
• fixed issue with exosuit auto looting
• fix wrong sky applied on player and tools after
loading a game in the escapePod
• fixed player reducing swim speed at surface instead
of increasing
• save some shader variants
• tweak some fire materials
• added disable emissive on story to misc props in
gun, Fixed Cell level on Aurora Hall and connecting
props, fixed weldable panels being below floor,
replaced planters, fixed floating props, fixed
floating entity spawn, fixed pda intersecting with
entity spawn in treaders wreck, fixed sky issues in
underwater island wreck 4, fixed tons of floating
props and entity spawns, fixed exo from getting
stuck under mushroom, fixed a few more exo stuck
issues in koosh zone teleporter, Fixed floating
entity spawns in Grand Reef wreck 10, adjusted data
box placement,
• Fixed terrain seam between batches in blood kelp,
fixed floating entity spawns in Jelly Shrooms, fixed
floating terrain, fixed terrain hole in floating
island players could get stuck in, fixed exo from
getting stuck in some caves, fixed player from
getting stuck behind terminal 01 in gun, fixed
entity spawns intersecting props, fixed many
collision issues in aurora power room, fixed player
being able to clip power room floor, fixed culling
issue in power room
• fix Light intensity of the moonpool fabricator SHORT
• fix Light intensity of the moonpool fabricator
• Fix Marmoset shadow caster
• restore player invulnerable during end cinematic
• "- Fix player being able to move during the outro
(Remove OnPlayerCinematicModeEnd events from the
animation)
• - More optimized method to disable the GUI during
the end cinematic and fix GUI pop while loading the
credits"
• "- improve async sound in end sequence
• - fix missing wrecks model"
• - Final Dive Reel 2.0 Implementation
• Adjusted collision on base1 so camera wont clip
ceiling, adjusted collision on broken window in
base1 to prevent players from getting stuck, Fixed
an area in the Aurora where players can get stuck,
fixed seam in brine lake in lost river, Fixed
exosuit stuck issue in thermal vent in safe
shallows, adjusted some entity spawn near water
surface in safe shallows, Updated collisions in
grassy wreck 2, fixed door repair and fragment
scanning, fixed many floating entity spawns, fixed
intersecting props, Removed double room entity in
aurora, updated culling on Locker Room corridor 02
in aurora, Fixed the exo getting stuck under a few
arches in safe shallows.
• Add a trigger collider to the island PDA so it can
still be picked up even if the terrain mesh swallows
it.
• Fixed Prawn Suit stuck issue in Dissection Room in
Prison, Fixed collision alignment in terminal
hallway 01 in gun, adjusted fragment spawn in grass
wreck 12 for consistent scanning, removed grass from
inside of grass wreck 12, removed terrain and entity
slots under terrain, fixed collision gap in Ramp
Hallway in gun, Fixed Prawn suit stuck bug in lost
river under bones
• Adjusted Atmosphere Volumes and materials inside of
gun, adjusted collision on mushrooms forest trees to
prevent camera clipping, fixed floating pda in
escape pod 12, removed double pda spawn
• Adjusted the entry and exit volumes on Lava base,
Fixed exo stuck bug in lost river base entry, fixed
gun exterior culling, Moved upper data box in wreck
1, Adjusted atmosphere volumes in entry to Prison,
fixed floating propulsion cannon fragment
• Rebalance the bulkhead to be more attractive; 3HP
rather than 2HP to be competitive with foundations,
and rubber rather than lithium to be available
earlier.
• Reduced seaglide gcallocs.
• Sea Emperor trail managers no longer LOD-disable
while on screen.
• Improve support for 21:9 and wide multi-head
displays.
• Fix scanning ghost models like the strange doll
repeatedly for infinite titanium.
• Fix hull strength modifiers being multiplied by room
corners.
• Subtitles optimizations. Fixed ### numbers in PDA
log.
• "- Optimize rocket wrecks
• - Delay parts of rocket launch to smooth hitching
• - Add more shader variants to the
shaderVariantCollection"
• fix mesmer materials
• "- fix console command to force rocket launch
• - disable the cave craweler"
• less annoying menu sounds
• adding light ring gloss value to alpha of albedo
texture
• added light ring to dive reel
• quieter menu sounds
• Swapped out Chair in Safe Shallows wreck 15,
Adjusted crash fish spawn positions, fixed floating
props, fixed floating entity slots on mountain
island, Fixed databox light in modular wreck from
lighting exterior, adjusted the material for lab
counter, adjusted collision for ceilings in base 2,
removed terrain behind terrain, removed entity slots
behind terrain
• rocketship_stage_03 - did minor geo tweak to rig and
reexported scene to fix z fighting issue in launch
console graphics.
• Fixed some subtitle bugs
• Fixed air bladder animations and added first use
anim. Reduced dive reel fire kickback. Fixed pops
for sprint anims and reduced sliding. Tweaked runs
for less popping.

• merging andi's exosuit glass fix to main
• fixed collisions on rocket platform. added collision
to railings.
• Fixed Sea Dragon biting target while spitting fire
• "- Terrain shaders now use a HDR color picker for
the Specular color
• - Add skybox shader variants to the
ShaderVariantCollection (attempt to fix hitch when
starting the end cinematic)"
• Fix issues with prawn docking and the grapple arm
that was the cause of the cyclops sometimes getting
thrown millions of meters when docking. Also fix the
torpedo arm causing physics issues in general.

• smooth out velocity twice as fast above water
• sped up settling of camera
• Add an alternative quit confirmation window that
shows when the player hasn't saved in a configurable
amount of time and reminds them of it. Doesn't show
in a hardcore game.
• Fixed floating stones starting to fall to the ground
when player is far enough
• Fixed floating props, Removed terrain behind
terrain, removed all shadows from precursor gun
interior lights, fixed double entity spawns, fixed
gun culling issues, Adjusted mountain atmosphere
volumes, removed ocean water from mountains save,
fixed floating entity spawns in mountain caves
• reduced ambient emissive on prawn suit
• slightly reduced gloss value on exterior pieces of
base to reduce mirror-look in strong cubemap areas
(mushroom forest for example)
• Fixed getting stuck at loading camera drone screen
due to a stalker has stolen the camera drone.
• "Killed some bugs
• Fixed some timings
• Added special popup for alien ingredients"
• increase the duration of the telepathy FX on first
encounter
• new avery quin VOs for sunbeam stuff.
• "- improve timing of the warp effect and final white
screen
• - (hacky) fix the player taking damage during the
outro
• - trigger the telepathy FX
• - add console command to ease rocket launch testing
• - tweak rocket sparks and red lights
• - delete uGUI_EndGame"
• lowered emissive on escape pod chair
• Adjusting direction of Sea Dradon slap attack force
• added display screen to mobile vehicle bay
• Addressed more issues regarding sprinting pops and
inconsistencies.
• Fixed issue with neck appearing while using some
items. Fixed chest ugly geo during side swims when
holding some items
• - Dive reel iteration -- fixed up animations and
deploy positions
• Fixed Gendarme asserts
• Dive reel iteration
• - Signal pings now visually disable when getting
close to them
• cherry picked time capsule animations
• Hooked up new crafting menu and fabricator sounds
• some timing and mixing tweeks
• Fixed shoulder issue during sideways swims
• Removed large smooth rocks that everyone hates.
Blended in smaller boulders and rocks. Tweaked fog
to be slightly darker and murkier.
• Removed key redemption tab on non-Steam platforms
• fixed collision issues on dropdown section of rocket
base. fixed z-fighting on rocket base light
geometry.
• increasing light emissive value in base, was too
dark before and didnt look bright enough. decreased
emissive on underneath of lifepod, was too bright
before.
• "- fix VFXcontroller stop method
• - fix peeper trails always visible
• - enzyme cloud and peeper trail FX
• - tweak cyclops and seamoth water splash
• "
• new crafting menu interface sounds
• added player jump animation and impact smoothing
• Fixed bleeder suck blood sound and effect playing
after it being detached with prop cannon. Detach
bleeder when the player enters base, Cyclops or
precursor base to prevent it from swimming in the
air.
• engagind thrusters now = engaging ion boosters
• Hooked up punch bleeder sound, fixed hit bleader
animation not being syncronized with sounds
• fixed blocky shadow on coral plant.
• Fix various collider/bounds issues on the room
corridor and hatch. Further unify the room-facing
portions of hatch and corridor with the covers.
• Removed deprecated analytics.
• Fixed crafting menu icon notification offset
• English.json fix (unparsable character)
• Fixed issue where depth of field was forced on in VR
mode
• fixing issue with rocket door causing player to lock
up
• - Med kit fabricator door SFX hookup
• - Rocket bug fixes, timing changes
• "sounds for medkitlockerers
• nice sound for hatching leviathan eggs
• sound for reseting dive reel path"
• fixed flipped text decals. fixed duplicated trim
pieces being placed on top of each other (some trims
were still in the FBX files - they have all been
removed. should now only use the trim model pieces).
balanced spec/gloss on all trims. fixed incorrect
smoothing on base walls. fixed incorrectly applied
sky on L shaped corridor. fixed gaps between wall
pieces.
• Fixed creatures being able to attack the player
through walls
• bleeder punch sound and looping sound for reel nodes
• Fix being able to build base segments into seamoths,
prawns, and the escape pod. Add constructable bounds
to the BaseCorridorCaps so they can't clip their
colliders into things. Adjust constructable bounds
on the room hatch as colliders were outside and
could clip into things. Fix the builder not
considering scene objects as gameobject obstacles
and ignoring ConstructionObstacle.
• - More SFX to dive reel 2.0
• placeholders for new divereel sounds
• Updated sea dragon behavior
• - Added queuing to "Signal Uploaded to PDA"
notification to prevent VO overlap
• - Next Divereel iteration, 2.2
• Try to prevent vehicles and players being thrown far
away from origin by physics bugs by placing them
back at a safe location if it happens. Also fix the
Cyclops getting frozen in mid-air higher than a
player could unfreeze by approaching.
• "some timing adjustments
• "
• update to ending cinematic music and sounds
• no more pda VO during locket launch sequence ,
timing a nd volume chnages to emporer VO
• Fix creepvine seeds not being scannable until picked
up and dropped.
• Fix kelp seeds preventing swimming/driving through
kelp forests. Fix the creepvine seed dropping as a
textured box.
• Added distance cull to mountains teleporter to fix
it floating on min spec, updated databox in modular
wreck 13 so the light wouldn't shine through
exterior, fixed floating spawns, adjusted data box
placement, and adjusted collision for fragment
scanning in modular wreck 13
• "Fixed Grass intersecting into wreck parts for Grass
wreck 14, adjusted floating entity spawns in
mountain caves, fixed skies and floating props in
wreck 8, fixed precursor terminal alignment and
consistency, fixed fragment scanning in mushroom
forest wreck, fixed sun culling on exterior of gun
• "
• Fixed OVR not using the headset audio device
• "
• ??? ?????@??�S???~�?y???????1??K?�?1?~�?^??????

• "
• Fixed emp subs
• adding some more missing PDA voices
• North East Kelp Polish
• addingh a missing pda VO
• Fix postprocessing effects being the defaults
despite what's configured when starting a game.
• fixed glass window gaps. thickened lod2 to match
window frame. rounded out glass corridor frame to
get rid of faceted look (only on highest LOD)
• Fixed empty bases not always being destroyed
• Fix connectors not being attached when beginning a
deconstruction of a base cell and fix connectors of
constructing ghost bases not being re-attached when
loading a save.
• Fixed player biome calculation
• "Fixed some subtitle timings
• Fixed a couple of ency entries
• Added blighter, spinefish, rockgrub and blood
crawler entries
• Fixed a bunch of typos"
• Fixed many culling issues with gun exterior, fixed
double entity spawns in many batches, fixed
collision in captains quarters you can now pick up
the aurora poster, fixed exterior culling issues on
lost river base, adjusted collision in grass wrecks
2 for fragment scanning, adjusted collision in safe
shallows wreck 16 for fragment scanning
• tweaks to rocket materials to stop the rocket
blooming out with new skybaseinterior cubemap
changes
• Performance testing script update
• - More context hand icon changes for the entire
game.
• - Added new interact cursor for all interactive
objects such as screens and panels
• Adjusted Culling for Lost River Base exterior, Gun
Control room, and Gun exterior, fixing many culling
issues
• update to moonpool ladder control
• Fixed floating entity spawn, fixed PDA on floating
island from being able to be picked up on min
settings, adjusted collision in Grassy Wreck 2 for
better scanning of fragments
• increasing spec/gloss values on base interior
pieces. balancing all albedo/spec/gloss values
• Switched up hand layers for the player controller
for improved animations
• Updated dive reel animations, added propulsion
cannon bashe animations, fixed right arm twisting
issue while swimming right, updated sea dragon in-
gme animations
• Fixed color grading option not being saved
• Setup the game to initialize the options based on
the system spec
• - Polish: Added depth warnings at 100m and 200m to
make rebreather purpose more clear.
• "Changed the game to use a default resolution that
matches the monitor's aspect ratio
• Marked resolutions in the options screen that match
the monitor's aspect ratio with a *"
• adjustment to short connector on moonpool water
level
• Fixed floating loot in jelly shrooms, fixed entity
slots inside platforms in jelly shrooms, fixed
intersecting props in aurora, PDA in wreck 6 can now
be picked up, fixed sky reflection on glass in jelly
shrooms abandoned base, fixed double PDA spawn in
Jelly Shrooms abandoned base
• Fixed bug where scan of infected creature or hero
peeper could give the player two titanium pieces
• Added water surface brightness effect to simulate
pupil adaptation
• sound for dropping breadcrums with the divereel
• reverting unityproj files back to previous revision
(accidental checkin)
• more improvements to escape pod interior. darkened
walls slightly, made interactive elements slightly
brighter to draw player in to use them. everything
slightly more reflective than before.
• 1 and 2 hundred meter PDA warnings
• new emporer voiceovers
• added an additional hull upgrade to both exosuit and
cyclops and tweaked their max depth values
• improved reflections on escape pod and other base
pieces
• Fixed held item floating in front of player while
using mobile vehicle bay
• - Rocket Polish Items
• Updated beacon in-game animations
• - Added Dive Reel 2.0 iteration 2
• Remove spherecast leftovers from flashlight, move
point light to not illuminate the underside of the
flashlight case.
• precKey cine fix
• Merged B81 hotfix (fixes animation issue with
Cyclops ladder after save/load).
• fixed skew angle on hoopfish
• Fixed all empty auto generated Sky entities on
Aurora Rooms
• Merged Steven's storage box fix.
• Fixed unassigned entity
• Unit Test fix
• Removed Duplicate rooms within Aurora, Added Culling
to Aurora interior rooms
• Added missing log to pdadata
• cyclops - fixed ladder poking through to exterior.
fixed geometry gap on door trim. tweaked exterior
reflections
• "Fixed up locational logs hinting at presence of
lost river and lava castle bases
• Added hint for blackbox room in exoroom
• Fixed selfscan triggers
• Updated emperor and sunbeam subs for new VO
• Added radsuit log and ency entry after aurora
explosion, to match unlocking blueprint"
• Fixed stack overflow in FPSInputModule.BubbleEvent
• Added resetachievements console command
• Fixed NRE in GraphicsUtil
• fixed some cinematics not working properly after
loading a saved game
• Pings shrink and hide text when not being focused
on. Optimized ping update loop.
• - Final Time Capsule Implementation
• Convert vitals/food/water notification speech to
PDANotifications and add subtitles. Also add a
subtitle to the escape pod launch speech in the
intro.
• Hooked up achievements.
• Fix blurred UI in main menu
• Add post effects to main menu and tweak DOF
• Adjusted Collision on large rocks on beach near
Precursor Gun, fixed vent eruptions from going above
water surface in safe shallows
• Fixed NRE in ToggleLights
• Fixed bash animation not playing for some tools
• Fix not freezing oxygen consumption when freezing
stats.
• Freeze stats while in cinematics and teleporting to
prevent starving while unable to eat.
• Fixed NRE in EnergyMixin
• Fix failing to detect when cinematics are active
after passing near some precursor prefabs due to
what seems to be some stray serialized state on the
cinematic controller.
• infect console command 'amount' argument is now
optional
• Prevent saving while cinematics are active to fix
the player loading into bad positions. Allow saving
if cinematics have blocked saving for 30s or more in
case of bugs in the cinematic code.
• CoralBlendWhite optimizations
• some timing changes to the VO in the emporer
interactions
• Fixed Lights inside gun from casting shadows, fixed
more door skies in aurora, pygmy fan cluster can now
be scanned, fixed an issue with kelp vines lighting
up near by terrain, adjusted many entity spawns in
Jelly shrooms thermal vent areas, fixed many other
kelp sticking above water surface, fixed small
thermal vent
• added duplicate version of time capsule with
interior and separate cap for animation
• Add GeyserShort prefab variant
• Investigate NRE in EnergyMixin
• some more VO edits
• Added more debug to Plastic after-checkin hook to
fix the zip issue

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