127,460 Commits over 4,109 Days - 1.29cph!
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
Fixed initial conditional model state
Roof conditional model improvements and fixes
In player load, only set username if it's not null (for mods)
Roof conditional model adjustments
If we detect a crash on startup, mark steam content as corrupt
Concrete trim textures
Brick wall b textures
Native updates, Protocol++
Fixed potential signage NRE when database was deleted
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
roof conditional models 2.0 upgrade
Render stuff in a separate native dll (so linux server doesn't try to load it)
steamclient.so for linux server
Copy steamclient.so to Plugins/x86_64 for linux server
flamethrower and scope + LODs and materials etc
Clothing adjustments and reskinning. Cleaned up some weird locations of prefabs/meshes.
Temporarily moved a bunch of clothing prefabs to work with the playermodel scene
Completed shader refactor
Merge from shader refactor branch
Fixed warehouse floor decal (#492)
Sounds for new building frame pieces
AmbienceEmitter occlusion gain updates in Update instead of a Coroutine.
Enable/disable AmbienceEmittter component when activating/deactivating emitters.
Split intentory menu to its own scene
Pie menu is a scene
tuna wall light LODs, materials and textures.