106,955 Commits over 3,836 Days - 1.16cph!
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.
metal_panels_a and metal_panels_b redo. Consolidated the set and removed _brighter variant
Tidied up motion vector generation
Merge from cubemap lighting
Tweaked concrete_f_bld_var material
Reordered textures on brick_wall_b_plasterblend
Airfield / replaced all old light switches
Disabled red and green lights on the light switch prefab
Added yellow light that is always on to indicate the switches control emergency lights
Improved a bunch of things with unloading ore
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Hopefully fix hold to dismount showing an unlocalized string on progress bar UI (will need a phrase rebuild)
Show a different interaction if there's a wagon lined up, but it's empty
Merge from adminpanel_ugc
Fixed expanded sign image getting smaller over time
FIxed cassette audio looping forever
Store the last person to modify a firework, display it in the UGC browser
Initial support for showing pattern fireworks in the UGC browser
Allow unloading if the output bin is not empty, but don't allow if it's totally full
Correctly show the ore level on initial load