Devblog 119
Author: Zelk,
published 8 years ago,
[img]https://s3-eu-west-1.amazonaws.com/files.facepunch.com/helk/2016/July/21/Devblog_119_%C2%AB_Rust_-_Google_Chrome_2016-07-21_14-12-09.png[/img]
Lots of fixes and optimisation this week including the XP system, Gunplay, Graphics [url=http://playrust.com/devblog-119/]and more.[/url]
[list]
[*]Melee weapons now hit centre of the screen again
[*]Pickaxe viewmodel is now the right way round
[*]Longer crossbow deploy
[*]Fixed patrol helicopter guns not doing any damage to building blocks
[*]Added arrow damage type (so armor can specify separate protection values)
[*]Structures no longer take any damage from arrows
[*]Cupboards no longer require a huge distance from walls on placement
[*]Cupboards can no longer be placed on foundation stairs (exploit fix)
[*]Projectile velocity is no longer randomised (no longer causes random damage)
[*]Projectile damage falls off linearly with distance (after initial max damage distance)
[*]Fixed exception when shooting head protective gear that’s fully broken
[*]Reduced shotgun buckshot headshot damage multiplier
[*]Reduced crossbow headshot damage multiplier (now identical to bow)
[*]Fixed rocket LOS check false positives on some building parts
[*]Fixed missing bone ID of some animal skeleton bones (game manifest)
[*]Changed the assigned body parts of some lower body player bones (more accurate)
[*]Sprinting blocked while reloading Crossbow
[*]Crossbow deploy length extended
[*]Neck is no longer considered as a headshot
[*]Fixed helicopter loot crates being empty sometimes
[*]Crafting cost reduced for many melee weapons (mid/late game)
[*]High end weapons found slightly less often in radtowns (bolt/ak)
[*]Trash piles refresh their contents (and xp) more often
[*]Can no longer stuff random items into loot boxes to prevent them despawning
[*]Town sign cost decrease
[*]Crude oil will once again spawn from oil barrels
[*]Ceiling lights are cheaper and cast more light
[*]Lanterns/Ceiling lights use much less fuel
[*]Roadsign armour is more expensive (resources)
[*]Xp from barrels is only awarded if the destroyer is nearby (no more sniping barrels for xp)
[*]Small stash cost reduced to 10 cloth
[*]Sentry gun unlocks at level 18 instead of 24
[*]Lasersight unlocks at 24 instead of 25
[*]Wood doors much more vulnerable to explosives
[*]Resource providing ownership share increased to 50% (was 20%)
[*]Xp gain when another player kills an animal using your tool
[*]Doubled max XP for smashing barrels and finding loot crates (less falloff at higher levels)
[*]Increased gathering max xp by 50% ( less falloff at higher levels )
[*]Increased xp earn rate from others gathering wood/nodes
[*]Fixed black graphic distortion in dungeon tunnels
[*]Fixed some trees not using normal map properly
[*]Fixed revz missing name plates in OpenGL
[*]Reduced overall surface shader complexity
[*]Reduced water shader complexity
[*]Added new faster option for reflections (now default)
[*]Optimised bloom: now ~30% faster
[*]Optimised climate color grade LUT blending (5x faster)
[*]Now disabling climate LUT blend when color grading is off
[*]Optimised eye adaptation (2x faster)
[*]Default water quality now set to 1
[*]Updated EAC
[/list]