http://rust.facepunch.com/blog/devblog-163/
Changelog:
Polished metal melee weapon impacts
Misc minor sound and mix tweaks
AK47 Horizontal Recoil slightly increased
AK47 Maximum Aimcone slightly reduced
DBS aimcone reduced
DBS recoil reduced
Eoka aimcone reduced
Handmade Shell does 9 damage instead of 7
Handmade Shell spread increased slightly
Handmade Shell Pellet velocity decreased
Shotgun Slugs are now half price
Buckshot max effective distance increased to 40m
Shotgun Pellet grouping weighted to the center slightly
Automatic Weapons have slight center weighting for automatic shots
Added server.woundingenabled ConVar. When false players always die
Fixed Thompson having wrong screenshake effect
Fix npcs spamming footstep effects when moved long distances in a single frame
Fixed bug where aimcone was using spherical math instead of circular
Fixed viewmodel flickering when spamming RMG
Fixed viewmodel going crazy when ADS immediately after weapon deploy
Fixed bows flooding the server with RPCs when aiming them with no arrows in the inventory
Added additional DOS protection to server
Added maxrpcspersecond server convar
Added maxtickspersecond server convar
Added maxcommandspersecond server convar
Added P2P flooding protection to client
Added maxpeerspersecond client convar
Optimized several client side commands related to entity lookups
Tweaked scale of small clutter rocks
Optimized anisotropic filtering on textures and skins
Optimized and trilinear filtering on skins
Optimized deferred decals using instancing
Silenced TrackID error when DLL was not found
Fixed item info showing up as null when destroying world items
Added transform caching to deferred decals
Eliminated garbage allocations on several dictionary keys
Deleted unused third party assets (download size)
Fixed broken reflections on Hapis rivers
Reduced intensities on some emissive materials
Fixed hurt effect looking too bright
Fixed lighting on torch, campfire and furnace
Fixed deferred mesh decals; e.g. numbers on harbor cranes
Fixed laser pointer emissive blobs and beam intensity