114,061 Commits over 3,959 Days - 1.20cph!
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
EAC SDK update (Linux "sandbox not connected" fix)
Workbenches have deploy sounds
Fix for zero shadowbias on old materials using default std shaders
Reapplied fixed viewmodel shadow changes
fixed research table text (english)
manifest
phrases
elite ammo types lowered to 250 scrap isntead of 750
python lowered to 250 scrap
mod support - disable blueprints on client
play audible effect when learning blueprint
ramped up scrap cost for lvl 2/3 workbenches
Subtracted viewmodel shadow changes; needs fixing
don't allow default bps to be researched
gunpowder default (oops!)
icepick same as pickaxe rarity/cost
if item is unresearchable, still allow repairs
reduced HQM from recycling components to nearly nothing
tshirt/longsleeve tshirt cheaper and no longer require sewing kit
rocket rarity set to 3 instead of 2
crossbow default blueprint, require WB1
eoka default blueprint
handmade shell default blueprint
green crates spawn workbench tier items slightly more often
metal shopfront much cheaper + default bp
vending machine much cheaper + default bp
protocol++
Fixed tier3 workbench materials
Changed world-model player self-shadows to stop casting on viewmodels
Added custom shadow casting to core shader set
searched items show lock icon
'new' notification has own alpha group
LR300/M92 uncraftable
pickaxe research cost reduced
research table cost drastically reduced (oops)
Servers can call the sv console command on clients (mods)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Simple Handmade Sight researchable
Autoturret now researchable
Ice lake topology map fixes / fixed positions on clutter floating above the ground
Fixed checksum being unset when world cache is disabled (editor)
Fixed object motion blur ignoring transparent cutouts
Double armoured door research scrap cost is now the same as single
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Subtracting BoneFollower removal again because fuck me
heavy plate helmet, heavy plate jacket, heavy plate pants, bandana, baseball cap, beenie hat, boots, candle hat, incendiary pistol bullet, shotgun trap, flame turret, metal shop front and small water catcher can now be researched
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
workbenches, sheet metal door, research table default blueprints
buckle up - merge into main
changed literally everything
all new loot spawns
can only repair items if you have the blueprint
found weapons start with very low condition
workbench health and recipes
recipe balance
scrap balance
Tweak large gate sounds to match new anim speed