#[SPZ2-4416] [1.0.0-B2] render error when single layer pin pass through crystal generator

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fossil basalt
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showed in pic

crude canyonBOT
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Crystal Gen output shows pins before reaching the belt
To Do โ€ข Priority: Low โ€ข Fix: 1.0 Release [1.0.0]

When using Support Pins as input to a Crystal Generator, the shape on the output incorrectly displays Support Pins above the Crystal while still inside the machine. These pins then disappear once the shape reaches the Conveyor Belt connected to the output. The issue occurs when Pin Pushers create a shape with only Support Pins, which is then fed into a Crystal Generator. The visual inconsistency suggests the pins should not be visible during or after crystallization.
๐Ÿ’ฌ Threads: [0.1.0-PRE2-RC2] Crystal Gen output show

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Z-fighting on crystal model
Done โ€ข Priority: Medium โ€ข Fix: 4 - Early Access โ€ข Resolution: Done

Z-fighting occurs on the Crystal model when neighboring Shape Quarters have one or more Crystal quarters. This is a minor visual issue affecting the Graphics rendering of Crystal shapes. The problem worsened over time and required a new proper mesh to fix. The issue has been resolved with the addition of a new Crystal mesh that was merged with mixer LODs.

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Pin only shapes throw exception when delivering to HUB / opening in shape viewer
Done โ€ข Priority: High โ€ข Fix: OLD Early Access โ€ข Resolution: Done

Shapes that contain only Support Pins cause an exception error when delivered to The Vortex or when opened in the Shape Inspector. The issue occurs specifically with pin-only shapes that have no other shape quarters. When attempting to deliver these shapes or view them in the inspector, the game throws an error instead of handling them properly. This prevents players from completing deliveries or inspecting these particular shape configurations.

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Crystals generate flicker on shapes while transported
Done โ€ข Priority: High โ€ข Fix: 1.0 Release [1.0.0] โ€ข Resolution: Fix Verified

Shapes with crystals exhibit a white flickering flash from their center while being transported on conveyor belts at a significant distance from the center of the map (approximately 20+ superchunks away from The Vortex). The issue is caused by floating point imprecision in the crystal rendering shaders. It becomes more noticeable the farther the player is from the map center. The bug was consistently reproducible but has since been marked as fixed following shader changes to how crystals are ...
๐Ÿ’ฌ Threads: Crystals in shapes sparkle and blink wei

crude canyonBOT
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[SPZ2-4416] [1.0.0-B2] render error when single layer pin pass through crystal generator