Devblog 130
Author: Buck Sexington,
published 8 years ago,
[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]