Rust Update 108
Posted April 28, 2016 by Rust Blog ‐ 2 min read
Rust Update 108 has brought some performance fixes in a few departments along with some teasers of new flame physics. Nothing mentioned about the upcoming XP tree, so Gary must be busy.
New eat/drink sounds New flamethrower sounds Fixed gradual ambience performance degradation bug Fixed coroutine leak in entity particle emission Optimized building block despawns some more Fixed another performance issue when looking at players Fixed tree culling performance issue caused by wind Optimized UI variable display code Adjusted grass LODing (less upscaling on lower LODs) Updated player preview idle Added wave displacement to water quality level 1 Limited shadow distance to 50 when shadow cascades are disabled Icesheet prefabs use LOD grid Fixed horizon sky / water blending Improved aerial perspective density computation Added shadowmode convar to adjust sun shadow casting Sun shadows disable completely when shadow distance is set to 0 Added additional procgen benchmarks Procgen benchmarks reset GC, LODs, grass, decor and tasks before every run Stripped legacy fog modes from shader compilation and scenes Fixed that the door animation was stopped one frame too early Fixed regression that sometimes skipped entity linking when building Fixed entities not sending slot updates when server side changes are made Made perf convar display async task queue when set to 6 Server restart command calls quit command after the timer reaches 0 Fixed missing ignite and extinguish icons on small furnace Slightly higher starting calories Fixed flames doing less damage to objects when sitting on stone/metal Map cost reduced to 1 paper Fixed water barrels not blocking building Fixed water bucket having drink as default option (impossible to deselect) Fixed being able to transfer water into an unheld bucket