World, Visuals & Audio changes
Season 1 to Season 2 changes for this area, from the area diff file. Audio and UI widget assets are counted only. Every change in this area is in the change browser, where each asset and property can be filtered.
| Measure | Count |
|---|---|
| Assets added | 163 |
| Assets removed | 0 |
| Assets modified with real changes | 153 |
| Assets moved | 0 |
| Noise-only modified assets (skipped: renamed keys, swapped key names or shifted references from the different Season 1 export) | 245 |
| Property changes | 2,550 (changed 1,781, added 601, removed 167, resequenced 1) |
Gameplay-relevant changes
- Destructible buildings: 26 building definitions and 21 decorator definitions added. 55 building definitions and 56 decorator definitions modified with real changes (decorator transforms, chunk IDs and prefab hashes).
- Water height grids and hot zone magnet data: 40 and 3 assets modified. All of them are noise-only, so no value changed.
- Environment generation: 18 spline PCG, 12 cluster PCG, 7 ground detail and 4 micro-biome assets added.
Other added assets are listed by folder below. Audio and UI are counted in the next table.
Audio and UI (counts only)
| Class | Added | Modified with real changes | Noise-only | Removed | Browse |
|---|---|---|---|---|---|
| Audio | 46 | 25 | 196 | 0 | audio changes |
| UI widgets | 1 | 4 | 6 | 0 | ui widgets changes |
Added in Season 2 (gameplay and visual assets)
| Folder | Type | Added assets |
|---|---|---|
Content/Environment/Blueprints/VehiclePropTooling | PDA_VehicleProp_C (1) | DA_VehicleProp_Ambulance_01a |
Content/Environment/Foliage/Biomes/Farm/Layers | PDA_MBLayer_C (2) | MBL_Farm_FIeld_Grass_Tall_Transition, MBL_Farm_Field_Brambles_Transition |
Content/Environment/Foliage/Biomes/Farm/MicroBiomes | PDA_MicroBiome_C (1) | MB_Farm_Field_Edge |
Content/Environment/Foliage/Biomes/Woodland/MicroBiomes | PDA_MicroBiome_C (2) | MB_Woodland_TreeLine_Bushes, MB_Woodland_TreeLine_Saplings |
Content/Environment/Foliage/Bushes/Bramble/DataAssets/Clusters | PDA_MBCluster_C (1) | MBC_Bush_Bramble_Patch_3m_01a |
Content/Environment/Foliage/Bushes/Bramble/DataAssets/Scatters | PDA_MBScatter_C (1) | MBS_Bush_Bramble_Strands |
Content/Environment/Foliage/Grass/Field/DataAssets/Clusters | PDA_MBCluster_C (1) | MBC_Grass_Field_Tall_Transition |
Content/Environment/Foliage/Trees/Ash/DataAssets/Clusters | PDA_MBCluster_C (1) | MBC_Tree_Ash_Sapling_01a |
Content/Environment/Foliage/Trees/Oak/DataAssets/Clusters | PDA_MBCluster_C (1) | MBC_Tree_Oak_Field_02a |
Content/Environment/Foliage/Trees/Pine/DataAssets/Clusters | PDA_MBCluster_C (1) | MBC_Pine_04m |
Content/Environment/Lighting/DataAssets/Presets/Weather | WDRainAppearance (1) | WD_HeavyRain |
Content/Environment/PCG/GroundDetail | DA_GroundProxies_C (1) | AdditionalGroundMeshes |
Content/Environment/PCG/GroundDetail/GroundDetailData | DA_GroundDetail_C (7) | GD_AsphaltPatches, GD_Ivy, GD_Leaves, GD_NettlesEdge, GD_Paper, GD_PotHoles, GD_RubbleEdges |
Content/Environment/PCG/Kavkazi/DataAssets/Clusters | PDA_ClusterPCG_C (2) | DA_Cluster_Weeds_02, DA_Cluster_Weeds_Spline |
Content/Environment/PCG/Kavkazi/DataAssets/Clusters/Fence_Posts | PDA_ClusterPCG_C (10) | DA_FencePost_GasPipe_400_01, DA_FencePost_StoneRetainingWall_01, DA_Fence_Chainlink_Post_01, DA_Fence_Metal_Residential_Pillar_03, DA_Fence_Metal_Residential_Pillar_04, DA_Fence_Metal_Residential_Pillar_05, DA_Fence_Tarp_01, DA_Pillar_ChurchExt_01b, DA_Pillar_ChurchExt_02, DA_Wall_Plaster_Residential_Pillar_01 |
Content/Environment/PCG/Kavkazi/DataAssets/Splines/Wall | PDA_SplinePCG_C (18) | DA_ConcreteBarrier_01, DA_Ditch_01, DA_Fence_ChainLink_02, DA_Fence_Concrete_Large_02, DA_Fence_CorrugatedMetal_01, DA_Fence_HescoSmall_01, DA_Fence_HescoTall_01, DA_Fence_Large_BoxHedge_02, DA_Fence_Low_Concrete_02, DA_Fence_Med_BoxHedge_01, DA_Fence_Metal_02, DA_Fence_Metal_Residential_03, DA_Fence_Metal_Residential_04, DA_Fence_Metal_Residential_05, DA_Fence_StoneRetainingWall_01, DA_Fence_TallWoodWall_Damaged_02, DA_Wall_ChurchExt_02, DA_Wall_Plaster_Residential_01 |
Content/Environment/PCG/MicroBiomes/Pine | PDA_MicroBiome_C (1) | MB_Pine_Spline_Dense_02 |
Content/Environment/PCG/MicroBiomes/Pine/Clusters | PDA_MBCluster_C (1) | MBC_Pine_06mFiller |
Content/Environment/PCG/MicroBiomes/Pine/Layers | PDA_MBLayer_C (1) | MBL_Pine_04m_Edge |
Content/Environment/PCG/RVTD/DataAssets | PDA_RVTD_C (1) | DA_RVTD_Forest_001 |
Content/ExternalAssets/Flix/Blueprints/Bakurani/Residential | BHDestructionBuildingDefinitionDataAsset (6), BHDestructionBuildingDecoratorDefinitionDataAsset (2) | D_Decorator_D_Residential_House_05b, D_Decorator_Residential_House_06, D_Residential_House_05b, D_Residential_House_06, D_Residential_House_Var_01, D_Residential_House_Var_03, D_Residential_House_Var_04, D_Residential_House_Var_05 |
Content/ExternalAssets/Flix/Blueprints/Bakurani/Residential/SwimmingPool | BHDestructionBuildingDecoratorDefinitionDataAsset (1), BHDestructionBuildingDefinitionDataAsset (1) | D_Decorator_SwimPool_Building_02, D_SwimPool_Building_02 |
Content/ExternalAssets/Flix/Blueprints/Commercial/Highstreet | BHDestructionBuildingDefinitionDataAsset (14), BHDestructionBuildingDecoratorDefinitionDataAsset (13) | D_Comm_Highstreet_Base_01a, D_Comm_Highstreet_Base_02a, D_Comm_Highstreet_Base_02b, D_Comm_Highstreet_Base_02c, D_Comm_Highstreet_Base_02d, D_Comm_Highstreet_Top_01a, D_Comm_Highstreet_Top_02a, D_Comm_Highstreet_Top_02b, D_Comm_Highstreet_Top_02e, D_Comm_Highstreet_Top_03a, D_Comm_Highstreet_Top_04a, D_Comm_Highstreet_Top_Var_01a, D_Comm_Highstreet_Top_Var_02c, D_Comm_Highstreet_Top_Var_02d, D_Decorator_Comm_Highstreet_Base_01a, D_Decorator_Comm_Highstreet_Base_02a, D_Decorator_Comm_Highstreet_Base_02b, D_Decorator_Comm_Highstreet_Base_02c, D_Decorator_Comm_Highstreet_Base_02d, D_Decorator_Comm_Highstreet_Top_01a, D_Decorator_Comm_Highstreet_Top_02a, D_Decorator_Comm_Highstreet_Top_02b, D_Decorator_Comm_Highstreet_Top_02c, D_Decorator_Comm_Highstreet_Top_02d, D_Decorator_Comm_Highstreet_Top_02e, D_Decorator_Comm_Highstreet_Top_03a, D_Decorator_Comm_Highstreet_Top_04a |
Content/ExternalAssets/Flix/Blueprints/Commercial/Hospital | BHDestructionBuildingDefinitionDataAsset (4), BHDestructionBuildingDecoratorDefinitionDataAsset (4) | DA_HospitalBuilding_01a, DA_HospitalBuilding_01a_Decorator, DA_HospitalBuilding_01b, DA_HospitalBuilding_01b_Decorator, DA_HospitalBuilding_01c, DA_HospitalBuilding_01c_Decorator, DA_HospitalBuilding_01d, DA_HospitalBuilding_01d_Decorator |
Content/ExternalAssets/Flix/Blueprints/Commercial/WorkShop | BHDestructionBuildingDecoratorDefinitionDataAsset (1), BHDestructionBuildingDefinitionDataAsset (1) | D_Decorator_WorkShopBuilding_01, D_WorkShopBuilding_01 |
Content/VFX/Explosions | PDA_Explosion_C (1) | DA_Explosion_125x570mm |
Content/VFX/Vehicles/Exhaust/DataAssets | BHExhaustDataAsset_C (2) | DA_TNK_04_Exhaust, DA_WHL_08_Exhaust |
Content/VFX/Weapons/MuzzleFlashes/AttachmentMuzzleFlashData | PDA_MuzzleFlashAttachement_C (3) | DA_MF_MUZL_069, DA_MF_MUZL_070, DA_MF_MUZL_072 |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/AssualtRifles | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_SigMcx |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/DMR | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_M14 |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/LMG | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_Evloys |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/SMG | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_WEPN_031 |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/STN_06 | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_STN_06_MountedMachineGun |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/TNK_04 | PDA_MuzzleFlash_C (2) | DA_MuzzleFlash_TNK_04, DA_MuzzleFlash_TNK_04_MountedMachineGun |
Content/VFX/Weapons/MuzzleFlashes/MuzzleFlashData/WHL_08 | PDA_MuzzleFlash_C (1) | DA_MuzzleFlash_WHL_08_MountedMachineGun |
Total in this table: 116 assets. Audio and UI added assets are counted above and are not listed.
Removed in Season 2
No assets were removed in this area.