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Changelog
- Linux uses Vulkan graphics API (-force-vulkan to use Vulkan on Windows)
- Mac uses Metal graphics API
- Deep sea waves with crest foam affecting floating physics
- Water interaction disturbance foam
- Restored world reflections option
- Fixed muzzle flash positions
- Fixed client side corpses sometimes clipping into things
- Fixed foam showing up near player
- Fixed flickering on shore, including cases related to TSSAA
- Fixed overbright caustics and specular occlusion on shore
- Fixed some occlusion culling frame delays on players, NPCs, ragdolls and impostors
- Fixed light beams not hiding when lights are distance culled
- LOD, batching and foliage grids now support twice the terrain size (custom maps & oil rigs)
- Asset loading is now much faster (total loading time 10% faster on SSD, potentially much more on HDD)
- Entities are now ordered by distance from the player when they are networked
- Game log is now always written to output_log.txt in install folder
- Shore water transition quality
- Higher-quality high-frequency ocean waves
- Performance on light-heavy scenes using culling
- Water junkpile foliage animation now wave-based instead of foliage/wind-based
- Added instancing to deferred mesh decals
- Saved 115 MB of system and video memory by reducing some textures
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