121,629 Commits over 4,048 Days - 1.25cph!
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
metal_beam and metal_beam_b texture sets refresh
Merge from cui_improvements
Merge from spectate_crosshair
Fixed hit markers not working in spectate mode
Fixcars refills ore wagons
Added support for camera movement during reloads while spectating
Reworked reload process while spectating
Improved animation system for the output hopper
Update the hopper visuals when item amounts change (not just item count)
Force a network sync when output hopper content changes, so the client gets the visual update for the ore mesh (and its collider) right away
Fixed GetPercentFull() not handling fractions correctly (float cast)
Merge Main -> Trainyard Update
Updated the Visual Studio Editor package from 2.0.11 to 2.0.14 (won't affect Rust itself)
Fixed RustText showing "SendMessage cannot be called" warnings after every compile
Screenshot tweaks, encode to jpg and use a lower quality/size
Balanced the spawn population values for the new system
At dense spawn populations, engines could fill the sidings before wagons got a chance to spawn. Instead, I've combined all train cars into one population spawner and handled the wagons_per_engine convar via spawn weighting.
Merge from inventory_idle
Remove unused animator states
Update default hold type and fix setting an invalid layer on the inventory preview animator
Increased the spawn ratio of the unloadable wagons to the other wagon types, and increased wagons per engine from 2 to 3
Added unloadable wagons to the spawn population list
Include the new .cs files
Download serverlist from web & switch format from proto to json
Caching material / shader property strings.
Fix asset warmup loading but not preprocessing the last few prefabs in the list
Max out backgroundLoadingPriority for dedicated servers since they have no load screen
Sky dome / lowered sunlight to 18
Tweaked post process settings to compensate for added shadow darkness
Reverted ground plants, tree and splat changes
Substracted ground plant changes
Set reflection multipliers to 1 for all Building environment volume types
Added adminlight convar (same as admintime, useful to test lighting)
Supermarket in desert finalization
Merge research table fixes
Fix research tables getting stuck in invalid state when researching without scrap
Cherrypick research table breaking on restart
Fixed topological issues that were unintentionally cutting off some player spawn areas
Gas station in desert finalization
Fixed rock_pile.mat not being biome tinted. Presumably an oversight since it looked completely whack in the gas station cave.