[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]