113,101 Commits over 3,928 Days - 1.20cph!
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
Build item icons to correct folder (!)
improved the bear rigging/skin weighting (it deforms a bit better now when going into ragdoll)
Closer to being unsucked.
Concrete wall fence textures and material
Allocation-free overlap physics queries
SocketMod_EntityCheck uses entity vis class
GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free)
Better trigger handling in AntiHack
EntityTransformNetworking check for changed positions
Fixed cupboard gibs errors
Updated CurrentVersion to 5.3.2
Added currentEntity to Raven reporter
Stopped burlap sacks from rolling around and generally being annoying as fuck
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Output SystemInfoGeneralText at startup, so it's availabel in crash logs
Fixed zeroed Screen.width/height breaking water code