121,352 Commits over 4,018 Days - 1.26cph!
Fix asset warmup not actually running for non-poolable assets
Sort the asset list before starting async loading
Set reflection multiplier to 1 for player construction environment volume type
Post process tweaks to fix dark sky in some biomes
Run asset warmup with a higher priority for poolable assets so prewarming the pools doesn't need to wait as much
Added a few missing material params, thickness based foam
Set ambient color to 60 to make shadows brighter
merge from trainyard_update
Lifted shadows on underwater lab and underground postprocess profiles
Merge from cubemap_ambient_light
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Tweaked forest moss material because it was too bright with the new lighting
Adjusted ambient multipliers for the environment volume types
Tweaked post process settings
Added secondary ambient color to the skydome
devlocalcoord shader with bump + spec for Paddy
World reflection quality slider in settings goes up to 3
navmesh/area type switching wip tests
brought the concrete_f_single/single_dirty variants up to par to the normal concrete_f texture set style
fixed regression incorrectly setting conc_metal_quarry to metalness workflow
Merge from cubemap_ambient_light
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