Vehicle Update
Author: Buck Sexington,
published 6 years ago,
[url=https://rust.facepunch.com/blog/vehicle-update/][img]https://files.facepunch.com/buck/2018/04/hdr199.jpg[/img][/url]
Player-driven boats are here, a new helicopter and event hits the servers, lusher forests are growing, we look at a new PvE monument, and more.
[url=https://rust.facepunch.com/blog/vehicle-update/]View Post[/url]
[h1]Changes[/h1]
[list]
[*] Added Powered rowboat vehicle
[*] Added Chinook Event
[*] Multiple seats in vehicles
[*] Added lakeside forests
[*] Added Birch, Oak and Beech trees
[*] Added projectile pooling (gunfight performance)
[*] Bullets now impact water
[*] Added server asset warmup (performance hiccups)
[*] New client side entity parenting (performance, vehicle support)
[*] Added triangular conditional wall models
[*] Junkpile Scientists
[*] Hapis - Added Junkyard monument
[*] Hapis - Added Outpost B3 small monument
[*] Hapis - Added sewer branch monument
[*] Hapis - Added Collapsed Tunnel small monument
[*] Hapis - Mining outpost
[*] Added vehicle spawns to Savas KOTH
[*] Added horse meat (needs icons)
[*] vehicle_flipy and vehicle_sensitivity convars (unused)
[*] Hair Cap system
[*] Head and Facial hair styles
[*] Player Corpses float on water
[*] Variable wind animation
[*] Added floating offshore junkpiles
[*] Updated ingame map to be more detailed
[*] Map coords swapped so that the letter is horizontal
[*] Eye Adaptation and LUTs updated
[*] Tweaks to dynamic grass and terrain splat colours to align
[*] Re-added display of decals on static furnace, mining quarry, pumpjack & small refinery
[*] Changes to ocean and river reflectivity to be more physically accurate
[*] Caves Spikes Trap nerfed
[*] Major network interpolation & extrapolation improvements
[*] Updated EAC
[*] Stripped server schema refresh (performance hiccups)
[*] Significantly improved shading on new foliage
[*] Increased overall forest sizes
[*] Big mix pass over most of the sounds in game
[*] Spawning scientists are invulnerable until activated
[*] Scientist reaction time goes up when they get hit
[*] Hapis - Updated Site A and B tunnels
[*] Hapis - 8 new cave and tunnels
[*] Hapis - updated roads
[*] Hapis - Updated site b tunnels to have radiation
[*] Updated Savas KOTH loot table with all recently added items
[*] AK47 has more hip aimcone
[*] Water reflections
[*] Temporal anti-aliasing
[*] Pubic, Armpit and Eyebrow hair
[*] AK47 has more difficult recoil
[*] Added 4 HQM to SAR cost
[*] Removed most Junk from Airdrops + Elite Crates
[*] TShirt/LongShirt additional radiation protection
[*] Reduced SAP HQM cost by 4
[*] Heavy Plate Armor slightly less movement speed reduction
[*] Heavy Plate Armor cost Halved
[*] HV Rockets cost slightly more than 1/4 that of regular rockets
[*] HV Rockets do 1/4 damage of regular rockets
[*] Reduced longsword cost
[*] Reduced rocket launcher cost
[*] Rocket lancher has increased durability
[*] You can now research and craft Binoculars
[*] CCTV + Targeting Computer are stackable to 64
[*] Hide armor costs halved
[*] SMGs HQM cost halved
[*] TShirt/LongShirt costs reduced
[*] TShirt/LongShirt research cost now 20
[*] Fixed gather amounts being inaccurate on HUD
[*] Fixed NPCs showing in the report list
[*] Fixed main menu only showing one friend
[*] Fixed hitching when opening map
[*] Fixed that servers needed a restart before newly released skins could be used
[*] Fixed health bars not updating when buildings are repaired via upkeep
[*] Fixed being able to walk far away while looting
[*] Fixed ore bonus nodes doing pointless position update ticks
[*] Fixed field rocks sometimes overlapping monuments
[*] Fixed some floating rocks near monuments
[*] Fixed sometimes falling through terrain near monuments
[*] Fixed rare world checksum mismatch on certain seeds
[*] Fixed exploits to dive underneath terrain
[*] Fixed some rock terrain adjustments having reverted
[*] Fixed skin selection icons not refreshing until clicked
[*] Junkpile scientists no longer hover above ground
[*] Hapis - Fixed some out of bounds exploits
[*] Hapis - Fixed junkpile spawns on cliff edges
[*] Fixed gap in Garage door which allowed traps to be trigged through
[*] Fixed blueprint read not using master sound
[*] Fixed flame turret been trigger through walls
[*] Pubic hair clipping through clothing
[*] Broken wrists on some clothing items
[*] Placement guides not showing underwater looking from above
[*] Z-fighting in stomped grass when grass displacement is enabled
[*] Particle shadowing inside caves and interiors
[*] Argument exception in motion blur
[*] Number overflow in occlusion culling
[*] Null reference exception in MaterialColorLerp
[*] River UV stretching in direction of flow
[*] Crash in terrain texturing initialization
[*] Fixed skin shading when in shadow
[*] Foliage biome tinting
[*] Fixed Chainsaw chain direction
[*] Fixed garage door culling at short range when gfx settings low
[*] Fixed thrown objs impacting vehicle they were thrown from
[*] Removed workshop vote counts (Valve doesn't send them anymore)
[/list]