[url=https://rust.facepunch.com/blog/oilrig-update][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/5377070/df230b40d0abd9864436bbcada1c665eeec11f3d.jpg[/img][/url] [url=https://rust.facepunch.com/blog/oilrig-update] Go to post.[/url] [h1]Changelog[/h1] [*] Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows) [*] Mac uses Metal graphics API [*] Deep sea waves with crest foam affecting floating physics [*] Water interaction disturbance foam [*] Restored world reflections option [*] Fixed muzzle flash positions [*] Fixed client side corpses sometimes clipping into things [*] Fixed foam showing up near player [*] Fixed flickering on shore, including cases related to TSSAA [*] Fixed overbright caustics and specular occlusion on shore [*] Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors [*] Fixed light beams not hiding when lights are distance culled [*] LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs) [*] Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD) [*] Entities are now ordered by distance from the player when they are networked [*] Game log is now always written to output_log.txt in install folder [*] Shore water transition quality [*] Higher-quality high-frequency ocean waves [*] Performance on light-heavy scenes using culling [*] Water junkpile foliage animation now wave-based instead of foliage/wind-based [*] Added instancing to deferred mesh decals [*] Saved 115 MB of system and video memory by reducing some textures