127,171 Commits over 4,109 Days - 1.29cph!
Fixed giveall returning when it should have continued
Ambient lighting fixes for vertex lit surfaces (e.g. particles, speedtree LQ); touched all affected shaders
Fence protection properties (currently defined per-entity which is a bit meh)
Fence prefab updates (projectile passthrough, impact effects)
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
Tightened allwed ground deployment angle of shelves
Got rid of legacy sleeping bag prefab
Increased sleeping bag nobuild volume height
First stage bloom replacement; aiming for temporal and spatial stability
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
Foundation deploy volume update for RUST-457
dungeons modular chainlink fences models and LODs
Finished standard-specular; second stage
Chainlink fences ready to place prefabs
Powerplant dressing update
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
fixed silencer and other attachments being visible while scoped
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed wall frame having lower health than doors
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