33,904 Commits over 4,171 Days - 0.34cph!
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
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
Merge from stability-serialization
Reduced Sky Dome reflections to 512 to save 144 MB of vram; reflectionProbes use 3 copies for some reason
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
Fixed floor frame overlapping exploit
In player load, only set username if it's not null (for mods)
If we detect a crash on startup, mark steam content as corrupt
Native updates, Protocol++
Fixed potential signage NRE when database was deleted
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
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
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.
tuna wall light LODs, materials and textures.
Fixed broken alpha test on terrain affecting caves
Fixed standard blend layer shader bugs in lower LODs
More flexibility in shader framework