33,364 Commits over 4,109 Days - 0.34cph!
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)
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
vending machine tooltip shows if item for sale is blueprint or not
added tire effects when car drives over different surfaces
Hapis Island site B tunnels now has a chance to spawn elite crate loot
Merge from weekend_branch_3
Terrain vertex normals keyword on material only; just making sure
Fixing compilation errors is fun when your editor isn't working
merging vm cleanup work and new arm mesh
Fixed more shadow bias shenanigans
Cherry picked blend4 shader changes and rust/std cleanup, because yolo
Fixed rust/std particle accum layer normal space
Added triplanar sampling shader api
Touched all rust/std shaders, because unity
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vm cleanup and new arm mesh merge
Merge from weekend_branch_4
Fixed water carving volumes not working with ocean plane (regression)
supply signal vm folder restructure
removed old unused bolt vm anims
Pickaxe - Fixed issue with hands intersecting when running
unified pickup code
TC not required for pickup ( can pick up items placed outside TC range)
Updated water SSR; fixes back reflection leaks (wip, needs refine)
tweaked special fx when car drives over water
can pickup research/repair bench
can repair workbenches
get slightly more resources out of recycling broken items
recycling weapons forces them to output ammo/mods before recycling
sewing kit is made of less rope