33,182 Commits over 4,109 Days - 0.34cph!
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
Fixed floor grill thinking it was a door
updated phrases
optimized bear model LODs
Fixed low res terrain rocks
Removed shader warmup (linux crash bug)
Fixed speedtree shader compilation errors in dx9
Fixed potential shader issues in obscure configurations
Ignore "Coroutine continue failure" errors
More standard shader compilation polish
Fixed runtime shader errors causing invisible objects on Linux (legacy opengl)
Fixed entity vis query ignoring entities with triggers as colliders
Enabled prefab pool by default
...but only on 64bit OSes
Fixed external gate doors getting culled when 100+ world units away
Tweaked external gate door LOD1 distance
Added new optimized shader for rainfall; tweaked worst case rainfall particle count
Tweaked SMAA for quality; now works on grass and others
Choppa has new shaders; now fades nicely into fog
Added fog-aware custom glass shader (very basic atm)
Added lower level of detail to rain
Missed heli glass material
Retired Deployer and DeployGuide scripts
Converted all deployables to use the planner entity for deployment
Network++
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Decay protection points use sockets (faster than physics query and actually reliable)