Devblog 106
Author: Buck Sexington,
published 8 years ago,
[img]http://files.facepunch.com/buck2016/April/14/20160414145041_1.jpg[/img]
A packed blog this week: we've added flame-throwers (and water buckets) to the game, and we have the first look at the tech tree, the wrecked Powerplant tower, and our new musical instruments. Plus optimisation, sound tweaks, and more. All at the [url=https://playrust.com/devblog-106]official site.[/url]
[*]Optimized entity streaming performance
[*]Optimized performance of entity parenting (especially door locks)
[*]Optimized runtime performance in PVT and water related scripts
[*]Optimized ambience system (especially in densely vegetated areas)
[*]Optimized rock performance on d3d11 (disabled far terrain splats in blending)
[*]Fixed light clone shadow unsupported format error
[*]Fixed low quality skin shader level-of-detail
[*]Fixed water frame delay causing black edges when rotating camera
[*]Fixed variable luminance in player model preview on Hapis
[*]Fixed terrain shader issues on some drivers
[*]Fixed parallax (q=1) on blended rocks placed on steep hills
[*]Added eyebrows
[*]Tree and mesh qualities in options menu now go up to 200
[*]Added directional scattering occlusion (more realistic fog lighting)
[*]Added new fog density computation for better terrain fogging
[*]Fixed a number of scattering related cloud issues
[*]Fixed that it could sometimes rain without any clouds
[*]Fixed that extreme fog wouldn’t hide the clouds
[*]Added frame time when perf convar is set to 5
[*]Driftwood no longer spawns on rocks
[*]Fixed items being unlootable when rolling inside certain clutter objects
[*]Added Flamethrower
[*]Added Water Bucket
[*]Added Water Barrel