Devblog 95

  • http://playrust.com/devblog-95/


    Changelog:


    Dungeons LODs and lower batches improvements
    Rocks LOD distance optimizations
    New wall frames and wall frame blocks
    Fixed bug reporter errors
    Spectating admins are no longer networked
    Enabled low vertex compression on all models
    Fixed bind so that the second argument no longer needs quotes
    Updated steamworks to fix a problem with win32
    Updated to Unity 5.3.2.p1
    Fixed occasional single frame UI text corruption
    Fixed some UI elements being out of line
    Pumpkin plants live a max 7 seasons
    Pumpkin plants live a max 3 harvests
    Optimized pumpkin plant LODs more aggressively
    RCon is started immediately on server startup
    Item icons and info are now dumped into Bundles/items/
    Fixed some LookingAt inaccuracy issues
    RPC Cache memory optimizations
    Network + Save cache memory optimizations
    Made player movement more direct by removing horizontal camera smoothing
    Server collider batches split when their vertex count gets too high
    Added refresh_renderers console command (refreshes client renderer batches)
    Added refresh_colliders console command (refreshes server collider batches)
    Added various batching convars to customize client and server mesh batching
    Added mesh batching to static quarry and pumpjack
    Fixed missing or incorrect animal footsteps on a number of surface types
    Fixed raid tower exploit using shelves
    Fixed sleeping bag deployable and foundation exploits
    Improved laser and flashlight beam
    Fixed transparent surface and particle atmospheric scattering
    Fixed ambient lighting for particles and low quality speedtree fallbacks
    Added scope
    Fixed being able to put codelock on airdrops
    Made flashlight beam invisible when looking dead at it
    Flashlight beam has shadow texture
    Narrowed flashlight beam in 1p/3p to 45 degrees

    Chillen ist die Kunst, sich beim Nichtstun nicht zu langweilen.