Devblog 95
Author: Buck Sexington,
published 8 years ago,
[img]http://files.facepunch.com/buck2016/January/28/steamhr.jpg[/img]
A host of changes implemented and previewed this week: there's a variety of new walls to let you build prisons, shops, and cages; a new scope with 4x magnification; optimisation, bug-fixes, and loads more. Plus there's a preview of the new levelling system. It's an exciting look at the [url=http://playrust.com/devblog-95/]future of Rust.[/url]
Changelog.
[*]Dungeons LODs and lower batches improvements
[*]Rocks LOD distance optimizations
[*]New wall frames and wall frame blocks
[*]Fixed bug reporter errors
[*]Spectating admins are no longer networked
[*]Enabled low vertex compression on all models
[*]Fixed bind so that the second argument no longer needs quotes
[*]Updated steamworks to fix a problem with win32
[*]Updated to Unity 5.3.2.p1
[*]Fixed occasional single frame UI text corruption
[*]Fixed some UI elements being out of line
[*]Pumpkin plants live a max 7 seasons
[*]Pumpkin plants live a max 3 harvests
[*]Optimized pumpkin plant LODs more aggressively
[*]RCon is started immediately on server startup
[*]Item icons and info are now dumped into Bundles/items/
[*]Fixed some LookingAt inaccuracy issues
[*]RPC Cache memory optimizations
[*]Network + Save cache memory optimizations
[*]Made player movement more direct by removing horizontal camera smoothing
[*]Server collider batches split when their vertex count gets too high
[*]Added refresh_renderers console command (refreshes client renderer batches)
[*]Added refresh_colliders console command (refreshes server collider batches)
[*]Added various batching convars to customize client and server mesh batching
[*]Added mesh batching to static quarry and pumpjack
[*]Fixed missing or incorrect animal footsteps on a number of surface types
[*]Fixed raid tower exploit using shelves
[*]Fixed sleeping bag deployable and foundation exploits
[*]Improved laser and flashlight beam
[*]Fixed transparent surface and particle atmospheric scattering
[*]Fixed ambient lighting for particles and low quality speedtree fallbacks
[*]Added scope
[*]Fixed being able to put codelock on airdrops
[*]Made flashlight beam invisible when looking dead at it
[*]Flashlight beam has shadow texture
[*]Narrowed flashlight beam in 1p/3p to 45 degrees