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Changes

What’s changed on Rust in each patch.

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Features

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    Added wave displacement to water quality level 1
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    Added shadowmode convar to adjust sun shadow casting
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    Added additional procgen benchmarks
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Improvements

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    New eat/drink sounds
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    New flamethrower sounds
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    Optimized building block despawns some more
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    Optimized UI variable display code
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    Adjusted grass LODing (less upscaling on lower LODs)
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    Updated player preview idle
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    Limited shadow distance to 50 when shadow cascades are disabled
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    Icesheet prefabs use LOD grid
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    Improved aerial perspective density computation
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    Sun shadows disable completely when shadow distance is set to 0
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    Procgen benchmarks reset GC, LODs, grass, decor and tasks before every run
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    Stripped legacy fog modes from shader compilation and scenes
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    Made perf convar display async task queue when set to 6
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    Server restart command calls quit command after the timer reaches 0
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    Slightly higher starting calories
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    Map cost reduced to 1 paper
handyman

Fixed

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    Fixed gradual ambience performance degradation bug
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    Fixed coroutine leak in entity particle emission
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    Fixed another performance issue when looking at players
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    Fixed tree culling performance issue caused by wind
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    Fixed horizon sky / water blending
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    Fixed that the door animation was stopped one frame too early
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    Fixed regression that sometimes skipped entity linking when building
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    Fixed entities not sending slot updates when server side changes are made
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    Fixed missing ignite and extinguish icons on small furnace
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    Fixed flames doing less damage to objects when sitting on stone/metal
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    Fixed water barrels not blocking building
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    Fixed water bucket having drink as default option (impossible to deselect)
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    Fixed being able to transfer water into an unheld bucket
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Features

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    Added benchmarks
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    Added projectile refraction when penetrating objects
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    Added player self interaction menu (currently only used for drinking)
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    Added Salt Water
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Improvements

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    Improved the performance of player and sleeper streaming from the server
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    Chat message UI objects are now pooled (less garbage collection)
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    Max Hydration halved
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    Max Calories halved
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    Bleeding damage quartered
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    Bota Bag can be filled from the world
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    Bota Bag cost reduction
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    Water does not provide health above 40hp
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    Moving around uses lots more calories/water
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    No sprinting when fully dehydrated
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    Increased storage capacity of Bucket/Barrel
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    Can drink from any body of water by looking at it and pressing E
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    Flamethrower finds ammo if put on belt
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Fixed

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    Fixed huge performance drops when looking at or nearby players in certain situations
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    Fixed deployment of boxes on shelves being annoying
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    Fixed certain deployables being placeable at unrealistic angles
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    Fixed a rare issue that could make code locks float when opening or closing doors
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    Fixed being able to loot through tiny slits between building block colliders
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    Fixed an issue that could make client side colliders have slightly incorrect positions
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    Fixed an issue that could make two C4s stick to each other and get stuck in the air
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    Fixed inconsistent bone scales between the player preview model and the player model
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    Fixed an issue where chat messages could overflow and use tons of memory
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    Fixed glitch causing glow on monument decals in OpenGL
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    Fixed sun flicker pattern on the horizon in OpenGL
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Features

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    Added eyebrows
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    Added directional scattering occlusion (more realistic fog lighting)
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    Added new fog density computation for better terrain fogging
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    Added frame time when perf convar is set to 5
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    Added Flamethrower
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    Added Water Bucket
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    Added Water Barrel
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Improvements

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    Optimized entity streaming performance
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    Optimized performance of entity parenting (especially door locks)
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    Optimized runtime performance in PVT and water related scripts
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    Optimized ambience system (especially in densely vegetated areas)
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    Optimized rock performance on d3d11 (disabled far terrain splats in blending)
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    Tree and mesh qualities in options menu now go up to 200
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    Driftwood no longer spawns on rocks
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Fixed

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    Fixed light clone shadow unsupported format error
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    Fixed low quality skin shader level-of-detail
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    Fixed water frame delay causing black edges when rotating camera
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    Fixed variable luminance in player model preview on Hapis
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    Fixed terrain shader issues on some drivers
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    Fixed parallax (q=1) on blended rocks placed on steep hills
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    Fixed a number of scattering related cloud issues
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    Fixed that it could sometimes rain without any clouds
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    Fixed that extreme fog wouldn’t hide the clouds
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    Fixed items being unlootable when rolling inside certain clutter objects
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Features

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    Added new player models
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    Added 30 minute idle kick if server is full
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    Added specnet convar (for admins)
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    Added soft-particle fade to highest quality version of rainfall
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    Added the new clutter vegetation and rocks to all handmade maps
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Improvements

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    Grass is rougher
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    Grass uses physically based shading
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    Ragdolls legs don't bend backwards anymore
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    Switched back to post/overlay-based ambient occlusion
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    Improved reflection occlusion
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    Made reflection probes less dark
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    Faster water simulation
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    Thirdperson camera doesn't go through stuff
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    Thirdperson camera rotates with the target
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    Thirdperson camera mouse wheel zoom
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    Signs can be edited by the locker
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    Signs can be unlocked by the locker
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    Signs can always be unlocked/edited by admins
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    Train carriages and sedan vehicles updated in dungeons
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    Player models blink
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    Player model eyes move
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    Can enter codelock codes with keyboard
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    Codelock dialog doesn't show entered code (shows ****)
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    Hemp plants and ore nodes are bigger and easier to spot
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    Ore nodes now always spawn around other rock formations
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    Tweaked the scale of bushes and small trees
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    Procedural Map: New forests
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    Procedural Map: New terrain texturing algorithm
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    Procedural Map: Better cliff mesh placement and more variety
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    Procedural Map: New clutter vegetation and rocks
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    Procedural Map: More natural looking beach terrain
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    Procedural Map: Better river generation
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    Procedural Map: Road width varies slightly
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    Procedural Map: Optimized road and river vertex count
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    Procedural Map: Mountains let other objects spawn around their lower parts
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    Procedural Map: Better rock cluster vegetation
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    Grenades are much snappier and predictable
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    Beancan grenades are more reliable
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    Fix for being able to freelook while aiming
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    Item attachments are refunded when a weapon is used for crafting (sentry)
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    Ceiling light placement/floating bugfixes
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    Lowered other helmet protection
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    Syringe heals 15 instantly and 20 over time
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    Increased emission of ceiling lights
handyman

Fixed

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    Fixed ragdoll stretching
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    Fixed player model being visible for 1 frame when ragdoll becomes visible
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    Fixed local player sometimes holding multiple weapons
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    Fixed double deploy warning
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    Fixed weapon firing etc when map is open
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    Fixed disappearing holosight
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    Fixed viewmodel shadow shader errors in legacy OpenGL/Linux
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    Fixed bug where looking down above water could clip and show ocean floor
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    Fixed pumpjack body disappearing in the distance
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    Fixed rockets only dealing half their damage to building parts
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    Fixed overly bright footprints and bullet decals on sand
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    Fixed slight differences in projectile behaviour with varying frame rate
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    Fixed anti hack failing to detect players clipping into river rocks
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    Fixed rocks sometimes disappearing before buildings and players
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    Procedural Map: Fixed rivers occasionally failing to be detected as water
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    Procedural Map: Fixed occasionally visible hard edges on roads and rivers
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    Procedural Map: Fixed midair rocks around river mouths
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    Procedural Map: Fixed terrain lighting artifacts around certain rock formations
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    Fixed shelves being able to be placed inside eachother
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    Fixed metal facemask protecting too much
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Features

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    Added admin.bans (returns json list of bans)
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    Added Impact sounds for chain link fence building parts
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    Added item specific pickup/drop inventory ui sounds
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Improvements

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    Now force disconnects from server when trying to join another from UI
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    Lock inherits door options
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    Default option on lock is to open/close the door it is attached to
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    Linux dedicated server creates log files properly
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    Rcon responses aren't printed to the console/log files
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    console.log, console.search respond with json
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    Asserts show up red in the server console, have a log file
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    Updated to Unity 5.3.3p1
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    Overflowed large furnaces shoot items out of the chimney
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    Tweaked volume of bush/tree ambient sounds
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    Conditional colliders once again update on server restart
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    Dungeon art and design update
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    Reduced default map size to 3000 (from 4000)
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    Improved procedurally generated rock clusters
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    Tweaked road and powerline generation
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    Updated HapisIsland
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Fixed

  • •
    Fixed fuel not being refunded when overspill when dropping on items
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    Fixed ragdoll head stretching
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    Fixed building privilege sometimes staying after death/server restart
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    Fixed floaty arid / beach trees
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    Fixed rocks sometimes spawning on warehouse
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    Fixed rivers sometimes intersecting warehouse
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    Fixed occasional sawtooth terrain glitch around monuments
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    Fixed rivers sometimes starting at insane slopes
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    Fixed a number of rock formation prefab issues
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    Fixed missing icebergs
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    Fixed small static rocks occasionally spawning midair

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