[img]http://files.facepunch.com/buck2016/October/06/sth130hd.jpg[/img] We all get double XP while we wait for the component system! Meanwhile, the new caves are taking shape, the Lighthouse is live, there's a recycler on pre-release, [url=http://playrust.com/devblog-130/ ]and more.[/url] [list] [*]Optimized entity name building on pooled entities [*]Added pooling to player collision, model and name tag objects (eliminates stuttering) [*]Optimized runtime player model LOD assignment (eliminates stuttering) [*]Optimized player model frame updates (better performance with many visible players) [*]Warmup player animators when they switch to enabled (snap to correct animation state) [*]Netgraph can only be used by admins and developer (exploit) [*]Improved lighthouse placement checks (always keeps some distance from the beach) [*]Improved smaller procedural maps by adding geographical features from bigger maps [*]Fixed rubber banding at the outer edges of certain tunnels and sewers [*]Added collider_capacity and renderer_capacity batching convars [*]Made fly hack and jump hack detection a fair amount stricter [*]Added the finished lighthouse [*]Replaced some of the greyboxed industrial props with textured versions [*]Guitar viewmodel [*]Guitar worldmodel & LODS [*]Guitar worldmodel now drops instead of burlap sack [*]Fixed water-related DX9 half screen darkening/brightening issues across all gpu models [*]Fixed DX9 broken motion blur on AMD R9 and potentially other models [*]Fixed DX9 broken water reflections on AMD R9 and vpotentially other models [*]Underground sections of the game now use Environment Volumes [*]Removed all traces of old bone armor [*]Autoturret can only hold 5.56 ammo instead of other item types [*]Doubled XP earn rates [/list]