RUST : Devblog 105

Après ça total refonte RUST continue son petit bout de chemin et Facepunch Studios propose du contenu et des fixes comme a l’image de ce Devlog 105  avec l’arrivé d’un nouveaux modèle féminin un système de création procédural de la carte , l’amélioration des lumières et de la réflexion sur les textures mais aussi un futur de systéme d’utilisation de l’eau pour donner au feu une part importante dans le jeu !!

Grass is rougher Grass uses physically based shading Added new player models Added 30 minute idle kick if server is full Fixed ragdoll stretching Fixed player model being visible for 1 frame when ragdoll becomes visible Ragdolls legs don't bend backwards anymore Fixed local player sometimes holding multiple weapons Fixed double deploy warning Added specnet convar (for admins) Fixed weapon firing etc when map is open Fixed disappearing holosight Switched back to post/overlay-based ambient occlusion Improved reflection occlusion Made reflection probes less dark Fixed viewmodel shadow shader errors in legacy OpenGL/Linux Faster water simulation Thirdperson camera doesn't go through stuff Thirdperson camera rotates with the target Thirdperson camera mouse wheel zoom Fixed bug where looking down above water could clip and show ocean floor Added soft-particle fade to highest quality version of rainfall Signs can be edited by the locker Signs can be unlocked by the locker Signs can always be unlocked/edited by admins Train carriages and sedan vehicles updated in dungeons Fixed pumpjack body disappearing in the distance Player models blink Player model eyes move Fixed rockets only dealing half their damage to building parts Fixed overly bright footprints and bullet decals on sand Can enter codelock codes with keyboard Codelock dialog doesn't show entered code (shows ****) Fixed slight differences in projectile behaviour with varying frame rate Fixed anti hack failing to detect players clipping into river rocks Fixed rocks sometimes disappearing before buildings and players Hemp plants and ore nodes are bigger and easier to spot Ore nodes now always spawn around other rock formations Tweaked the scale of bushes and small trees Procedural Map: New forests Procedural Map: New terrain texturing algorithm Procedural Map: Better cliff mesh placement and more variety Procedural Map: New clutter vegetation and rocks Procedural Map: More natural looking beach terrain Procedural Map: Better river generation Procedural Map: Road width varies slightly Procedural Map: Fixed rivers occasionally failing to be detected as water Procedural Map: Optimized road and river vertex count Procedural Map: Fixed occasionally visible hard edges on roads and rivers Procedural Map: Mountains let other objects spawn around their lower parts Procedural Map: Fixed midair rocks around river mouths Procedural Map: Better rock cluster vegetation Procedural Map: Fixed terrain lighting artifacts around certain rock formations Added the new clutter vegetation and rocks to all handmade maps Grenades are much snappier and predictable Beancan grenades are more reliable Fixed shelves being able to be placed inside eachother Fix for being able to freelook while aiming Item attachments are refunded when a weapon is used for crafting (sentry) Ceiling light placement/floating bugfixes Fixed metal facemask protecting too much Lowered other helmet protection Syringe heals 15 instantly and 20 over time Increased emission of ceiling lights