[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]