127,448 Commits over 4,109 Days - 1.29cph!
Wall frame building shell protection
Fixed full frame shit being pickupable like doors
Fixed full frame shit being pickupable like doors
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed invisible wood / stone / ore collectables (these need a proper model)
Removed unused speedtree shader interpolator
Fixed zeroed Screen.width/height breaking water code
Output SystemInfoGeneralText at startup, so it's availabel in crash logs
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Stopped burlap sacks from rolling around and generally being annoying as fuck
Added currentEntity to Raven reporter
Updated CurrentVersion to 5.3.2
Fixed cupboard gibs errors
EntityTransformNetworking check for changed positions
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
Concrete wall fence textures and material
Closer to being unsucked.
improved the bear rigging/skin weighting (it deforms a bit better now when going into ragdoll)
Build item icons to correct folder (!)
Merge from physics_updates
Fixed issue that prevented server savegames from loading in the editor
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Merge from stability-serialization
Select the itemdef when selecting node in tech tree
Moved unlockxp/unlocklevel to blueprint (from itemdef)
Show unlockxp on items in tech tree
Reduced Sky Dome reflections to 512 to save 144 MB of vram; reflectionProbes use 3 copies for some reason
Added floor frame socket type
Removed pillar and block sockets from floor frame building block
Merge from prerelease
Network++
Manifest
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
Concrete fence walls models/LODs/Cols
Rubble piles models/LODs/Cols
Rubble piles textures & mat
Fixed floor frame overlapping exploit
Dungeons fence dressing pass
Scene2Prefab
Roof and foundation conditional model scripts
Neighbour socket type and entity link
Updated building prefabs to the new conditional model system