[url=https://rust.facepunch.com/blog/devblog-197/][img]https://files.facepunch.com/garry/f22258a5-6a4e-4090-980c-4068dd5cb295.jpg[/img][/url] We leave Early Access with a graphics overhaul, give out Frog Boots for those who helped us in EA, and more. [url=https://rust.facepunch.com/blog/devblog-197/]View Post[/url] [h1]Changes[/h1] [list] [*] Added Frog Boots, My Dudes. [*] Added new trees [*] Added Road Exploration Tutorial [*] Added Workbench Tutorial [*] Added Research Tutorial [*] Section Names for each tutorial instead of "task list" [*] Added Pickles, with a chance of botulism [*] Improvements in lighting process/ Higher IBL contribution [*] Post Processes and LUTs refresh [*] Visual upgrades on the world generation (terrain, rocks, foliage and lot more) [*] Improved overall terrain splat mapping [*] Higher Densities of Icebergs and Icesheets [*] Optimized foliage system with a lot of different foliage types [*] Vm animation updates [*] Netting costs 1 Rope instead of 3 [*] Fire arrows cost 2 cloth instead of 10 [*] Scientists have reduced accuracy [*] Changed default server information image [*] Loot Barrels now drop 2 Scrap instead of 1 [*] Double Metal Door now default blueprint [*] AK47 horizontal recoil kicks in faster [*] Aim Sway inactive for several seconds after a shot [*] Melee tip hides sooner [*] Fixed some streaming sound related performance spikes [*] Fixed missing mesh references on skinnable items [*] Wild Animals now spawn in biomes and terrain that fits their environment [*] Fixed inaccurate upkeep time on the tool cupboard [*] Fixed doors not decaying when their upkeep was not paid for [*] Fixed harbors not spawning correctly [*] Fixed hilltop rocks sometimes overlapping monuments [*] Fixed various small world generation issues [*] Workbench Experiments can now reveal ammo types [*] Fixed Garage Doors taking splash damage [*] Fixed task list not displaying under some resolutions [/list]