Vehicle Update

  • https://rust.facepunch.com/blog/vehicle-update/


    Changes:


    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)

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