Rust :: The Oil Rig Update

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Changelog

  • Linux makes use of Vulkan graphics API (-force-vulkan to make use of Vulkan on Windows)
  • Mac makes use of Metal graphics API
  • Deep sea waves with crest foam affecting floating physics
  • Water interplay disturbance foam
  • Restored world reflections choice
  • Fixed muzzle flash positions
  • Fixed consumer facet corpses generally clipping into issues
  • Fixed foam displaying up close to participant
  • Fixed flickering on shore, together with circumstances associated to TSSAA
  • Fixed overbright caustics and specular occlusion on shore
  • Fixed some occlusion culling body delays on gamers, NPCs, ragdolls and impostors
  • Fixed mild beams not hiding when lights are distance culled
  • LOD, batching and foliage grids now help twice the terrain dimension (customized maps & oil rigs)
  • Asset loading is now a lot sooner (whole loading time 10% sooner on SSD, doubtlessly way more on HDD)
  • Entities are actually ordered by distance from the participant when they’re networked
  • Game log is now at all times written to output_log.txt in set up folder
  • Shore water transition high quality
  • Higher-quality high-frequency ocean waves
  • Performance on light-heavy scenes utilizing culling
  • Water junkpile foliage animation now wave-based as an alternative of foliage/wind-based
  • Added instancing to deferred mesh decals
  • Saved 115 MB of system and video reminiscence by decreasing some textures
 
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