Devblog 197
Author: Buck Sexington,
published 6 years ago,
[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]