4:00pm EST - It’s a new week for Rust development and the team is cranking out fixes and improvements. Let’s get into it...
Resource spawn checks
Since the introduction of the new junk pile models last week, players may have experienced some new inconveniences arising. Specifically, there’s been instances of junk piles spawning directly in front of doors, blocking people from getting in or out. Thankfully, Andre has added checks to make sure resources don't spawn within a certain radius near construction. He’s also made it so they check for players as well.
Garry is working on a new branch on prerelease lovingly titled “our player animations are idiotic.” This body of work appears to include revamping how items are held along with tweaking aiming. Given this is on its own branch on prerelease, we’re unable to see it for ourselves yet. This also means we shouldn’t expect any of this to go live till the next forced wipe at the earliest. Stay tune for more on this over the next week or so.
Andre continues his work on world serialization. This process will not only potentially lower world loading to mere seconds, it may also be an important prerequisite for giving modders the ability to create their own maps! As mentioned in the last devblog, this is a large undertaking, so we shouldn’t expect to see it go live for a couple weeks at least.
Andre is also continuing his work on optimization and lowering the rigid body count. Long and short: Less rigidbodies equals better performance, and I can’t think of anyone who wouldn’t want that!
Mihn is working on the newest gun the the Rust arsenal: The Python Revolver. So far he’s hooked up some art, sounds, and prefabs for this new weapon. It is unclear if this will make it in the game this week, but as always, we’ll keep you posted!