![]() ![]() Fixed an exception while trying to set a crafting ingredient to a value less than 1.Reworked the project saving code to solve an exception that happens while saving a project as its being closed.Reverted the change causing objects with no availability mask to be available on all maps.Fixed "Go to Issue" button in project issues dialog.The server list in the deploy window matches the server list in the Servers editor.It can be shown again using the view menu. ![]() Servers list now hides Beacon's server id by default.Adding a new loot entry will default to the same settings as the last created or edited loot entry.Added more values to the /Script/ShooterGame.ShooterGameUserSettings section in GameUserSettings.ini to prevent the ini files being reset when deploying to single player with the "Erase server Game.ini and GameUserSettings.ini files" option turned on.No changes to your project will be necessary, but Beacon's math during deploy will be corrected. With this change in place, you will probably want to redeploy your servers. ![]() So Beacon has updated the language and behavior to better reflect how this works. This is how you'll always find 3 carnos with 1 yuty, for example. It's perfectly valid to have every creature in the set with 100% spawn chance. Since Beacon introduced the Creature Spawns section, the list of creatures in a spawn set has had a weight value which maps to the NPCsToSpawnPercentageChance property. Fixed exception when editing a creature spawn replacement that has an orphaned row.Blueprint UUIDs stored in a project will be corrected during project load.Import threads will be dynamically reprioritized to better balance performance and user interface.Mod discovery will skip over mods that are included with Beacon.They can be found in Beacon's data folder. Mod discovery will keep its ShooterGame.log files. ![]() User passwords will be stored in the keychain on macOS, or with hardware-bound encryption on Windows.
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