Rust

Transport Helicopter Update


The new Transport Helicopter arrives along with changes to auto turrets and various other fixes and optimizations

[*]Unity 2019.2.0f1
[*]Players are automatically authed to placed cupboards
[*]Benchmark mode fixes
[*]Added powerline wires to Monument Puzzles
[*]Added an in-game Screen options menu for resolution, fullscreen and vsync settings
[*]Client is now using IL2CPP instead of Mono
[*]Server is available as IL2CPP version on the "release-il2cpp" branch
[*]World generation is now server authoritative (faster load times, more robust)
[*]Added doppler shift to some sounds
[*]Added texture streaming
[*]Added Transport Helicopter
[*]Added Horse Leading
[*]Added Fuel Generator
[*]Fixed steam refresh overlay not closing after opening bag
[*]Fixed possible exception when retrieving market prices
[*]ServerInfo will retry multiple times if failed to get info
[*]ServerInfo will fail gracefully if failed to get info after multiple attempts
[*]Fixed titles getting cut off in pie menu
[*]Fixed loading screen cancel button being 1 pixel smaller than the bar to its left
[*]Fixed steam friend inconsistencies
[*]Fixed unexpected palm trees behavior when helicopters would fly over
[*]Player map position now updates correctly when injured
[*]Fixed erratic map scrolling when using the left mouse button to drag
[*]Hotspot visuals now get cleaned up correctly when ent-killing
[*]Disabling the UI no longer allows you to see through smoke effects
[*]Can no longer spam drink back to full health
[*]Completing a tutorial achievement will no longer mark the whole tutorial as complete temporarily
[*]Fixed item icon staying on screen if inventory is closed while dragging
[*]Fixed High External Gates not playing SFX correctly
[*]Fixed compound sometimes spawning underwater
[*]Fixed exploit using water projectile penetration
[*]Fixed snapback issues when dismounting while moving fast
[*]Fixed swimming slightly under the waves not showing underwater properly
[*]Fixed crashes on AMD Phenom
[*]Fixed swamp fog too bright at night
[*]Fixed lighting on some particles (e.g. helicopter damage smoke)
[*]Fixed NRE on ent kill cargo ship
[*]Game log is written to output_log.txt in the game install folder again
[*]Fixed deflated HAB having inflated collision and wrecking minicopters
[*]Fixed rendering TopBunnies UI element all the time
[*]Optimized Notices UI layout
[*]Neatened up Notices UI
[*]Tweaked "new content" label on main menu
[*]The map now re-focuses on the player's position when injured
[*]The console input field now auto-focuses when opening or changing tabs.
[*]Max value of gc.buffer is now 4096 instead of 2048
[*]Log warning when doing emergency garbage collection
[*]Enabled crunch texture compression on workshop skin bundles
[*]Performance text no longer updates when nothing changed (avoids GC)
[*]Performance text always prints GC counter for one second after GC runs
[*]Simplified "perf" convar (1=FPS, 2=frame time, 3=memory, 4=ping, 5=everything)
[*]Debug Camera: R resets the camera
[*]Debug Camera: Q/E move the camera vertically
[*]Debug Camera: Z/C and +/- control zoom
[*]Debug Camera: Arrow keys control roll
[*]Debug Camera: Disabled inventory and crafting menus when in debug camera
[*]Debug Camera: Disabled vehicle controls when in debug camera
[*]Debug Camera: Disabled noclip control when in debug camera
[*]Debug Camera: Added debugcamera_save and debugcamera_load (multiple save names are supported)
[*]Debug Camera: Added debugcamera_autosave and debugcamera_autoload
[*]Debug Camera: Added camzoomlerp (likecamlerp but for zoom)
[*]Small maps have large monuments again (excluding launch site and excavator)
[*]Updated NPC helicopter sounds
[*]Reduced texture memory footprint (by ~1 GB) via texture streaming
[*]Reduced mesh memory footprint (by ~700 MB) via model optimizations
[*]Improved TSSAA and motion blur quality on vegetation and cloth affected by wind
[*]Optimized high-quality shadow mode = 2, now 25% faster
[*]Added new very-high-quality shadow mode = 3
[*]Pressure pads can now be hidden under rugs
[*]Pressure pads generate a small amount of electricity when stepped on
[*]Grenades have a more predictable landing position
[*]F1 grenades have a fuse length of 3 instead of 3.5
[*]Rocket Launcher need T2 WB( Instead of T3 )
[*]HV Rockets need T2 WB( Instead of T3 )
[*]Autoturrets never miss more than 3 shots in a row
[*]Autoturrets now make use of the electricity system
[*]Removed Vulkan graphics API
[*]Removed Linux client