http://playrust.com/devblog-80/
Changelog:
Added server side collider batching to work around the Unity collider limit
Roof blocks are cheaper
Roof blocks are tougher
Fixed some effects not being recycled
Fixed ragdolls not inheriting effects (blood disappear on death)
Fixed effects dying when target object was removed
Fixed arrows being almost impossible to fire through window bars
Fixed cliffs never switching to lower LODs
NPCs die of starvation more
Completely reworked entity visibility queries, fixing various issues along the way
Server time warnings show whether it was caused by a garbage collection
Server console show garbage collection count
Added prefab pooling to effects, decals, dynamic decor, building blocks and sounds
Added pooling support to all LOD components
Optimized dynamic memory allocations when refreshing grass meshes
Objects created by the protobuffer system use a pool
Protobuffers write directly to the network stream, instead of creating a byte[]
Fixed being able to loot a corpse from far away
Increased calorie consumption
Rocket Launcher - Fixed snapping when going to ironsight, added dryfire sounds
Hammer - smoothed out anim speeds
Made bow viewable, fixed popping on idle loop, improved transition when cancelling shot
SMG - dryfire fix
Salvaged sword - fixed snapping on hit reactions
Bean can & f1 grenades - Added hold state & anim while aiming
Fixed query throttle not working
Sound volumes use a scale that is closer to how humans hear
Set up third person reload sounds again
Toned down wounded heartbeat sound
Gunshots and explosions duck other sounds slightly
Rocket flight is audible from farther away
First pass at silenced gunshots
New thunder sounds
New door impact sounds
New tree impact sounds
Bush rustle sound tweaks
Calmed reverb tail wander on gunshots and explosions down a touch
Sound templates are pooled
Arrows, spears and sign world models gibs
Auto saves are every 10 minutes instead of every 5
Developer 1 only works if you're a developer/admin
Updated EAC
Errors/Exceptions are highlighted red in the server console
Errors/Exceptions on server log the stacktrace too
Improved gib performance
Impact effects now get the exact terrain material at impact (sand, dirt, …)
Added correct AI obstacle shapes to building pieces
Fireballs use better sound balancing (client side performance)
Run the garbage collector in the loading screen (join, respawn)
Added deploy volume that uses the newly added unified entity OBB
Clamp AF between 1 and 16 (fixes silent errors)
Fixed crash in status console command
Fixed building stability issues caused by collider batching
Fixed entity collision event not resolving batched colliders
Fixed water level test for entities with zero bounds
Fixed terrain alpha cutoff range being too far away
Updated CraggyIsland (dev test map)