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.

See also