112,165 Commits over 3,928 Days - 1.19cph!
steamclient.so for linux server
Render stuff in a separate native dll (so linux server doesn't try to load it)
roof conditional models 2.0 upgrade
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Fixed potential signage NRE when database was deleted
Native updates, Protocol++
Concrete trim textures
Brick wall b textures
If we detect a crash on startup, mark steam content as corrupt
Roof conditional model adjustments
In player load, only set username if it's not null (for mods)
Roof conditional model improvements and fixes
Fixed initial conditional model state
Updated building prefabs to the new conditional model system
Roof and foundation conditional model scripts
Neighbour socket type and entity link
Dungeons fence dressing pass
Scene2Prefab
Fixed floor frame overlapping exploit
Concrete fence walls models/LODs/Cols
Rubble piles models/LODs/Cols
Rubble piles textures & mat
Added floor frame shell protection
Balanced floor frame health (now identical to floors)
Fixed floor frame insert layers (collider has to be on construction layer)
Floor frame inserts can now be rotated by looking at different frame sides
Floor frames themselves can no longer be rotated
Merge from prerelease
Network++
Manifest
Added floor frame socket type
Removed pillar and block sockets from floor frame building block
Reduced Sky Dome reflections to 512 to save 144 MB of vram; reflectionProbes use 3 copies for some reason
Moved unlockxp/unlocklevel to blueprint (from itemdef)
Show unlockxp on items in tech tree
Select the itemdef when selecting node in tech tree
Merge from stability-serialization
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Fixed issue that prevented server savegames from loading in the editor
Merge from physics_updates