The Oil Rig Update
Author: holmzy,
published 5 years ago,
[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