33,594 Commits over 4,140 Days - 0.34cph!
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
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)