128,220 Commits over 4,109 Days - 1.30cph!
Campfire default
Double wooden door default
Wooden window bars default
Bandage default
Wooden armour default
Wolf Headdress default
drop box, fridge, locker, mail box, chair, small planter box, table, vending machine, rug, rug bear skin and search light can now be researched.
A NavMesh Grid Cell will now reuse terrain mesh data for all agent layers properly.
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)
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
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Double armoured door research scrap cost is now the same as single
Fixed object motion blur ignoring transparent cutouts
Fixed checksum being unset when world cache is disabled (editor)
Ice lake topology map fixes / fixed positions on clutter floating above the ground
Autoturret now researchable
Simple Handmade Sight researchable
Can send optional entity ID with Signage.ReceiveTexture (mods)
Servers can call the sv console command on clients (mods)
searched items show lock icon
'new' notification has own alpha group
LR300/M92 uncraftable
pickaxe research cost reduced
research table cost drastically reduced (oops)
Changed world-model player self-shadows to stop casting on viewmodels
Added custom shadow casting to core shader set
Fixed tier3 workbench materials
green crates spawn workbench tier items slightly more often
metal shopfront much cheaper + default bp
vending machine much cheaper + default bp
protocol++
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
if item is unresearchable, still allow repairs
reduced HQM from recycling components to nearly nothing
gunpowder default (oops!)
icepick same as pickaxe rarity/cost
don't allow default bps to be researched
Subtracted viewmodel shadow changes; needs fixing
ramped up scrap cost for lvl 2/3 workbenches
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
fixed research table text (english)
Reapplied fixed viewmodel shadow changes
Fix for zero shadowbias on old materials using default std shaders
Workbenches have deploy sounds
EAC SDK update (Linux "sandbox not connected" fix)
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
System info includes process memory usage
Added "Use Vertex Normals" option to terrain shader for debugging/authoring
Removed unused keyword code from terrain meta
Fixed some quirks/acne in shadow feet workaround
Fixed rust/std blend4 secondary uvs + touched relevant shaders
Cleaned and simplified up standardlayer usage
vending machine tooltip shows if item for sale is blueprint or not
added tire effects when car drives over different surfaces