11:28pm EST - Added note about triangle foundations not working. Stay tuned tomorrow for a client / server update (hopefully) which includes all the features below. In the mean time, I updated our building upgrade guide to include how long it takes a hatchet to break down each level wall.
6:45pm EST - Added 'no more moonwalking pigs' below.
5:30pm EST - If you're watching the @rustupdates twitter feed, you've see Garry is still working on some of the transitional hurdles with the switch to steamworks. After updating some libraries, he's been working on some connection and EAC points. It's getting late on that side of the pond so I imagine we'll be seeing a big update queue up tomorrow, but hey, maybe we'll get lucky and see it tonight!
3:20pm EST - No client update has dropped yet today so the updates below are not in game yet. My hunch is they are still working through some things with the new Steamworks.NET integration (see below for more details). I wouldn't be surprised if the next update waits until tomorrow morning.
No more secret animal meetings
There have been a lot of tweaks to the animals spawns over the past couple of weeks. Animals have gone from spawning in forests, to all over the map, to one super herd in the center of the map, then back to just forests. The most recent shady activity animals have been participating in is gathering in groups. The most likely culprit was due to the AI following dead sleepers who haven’t been properly disconnected from the server. Thankfully, this has been resolved today.
Dead player disconnects
Garry has fixed an issue where dead and disconnected players wouldn't get removed from the server. This is an exciting fix, not only because it should stop animals from grouping up, but I suspect it will have a positive impact on resources as a server runs over time.
Rocky day or two ahead?
Garry also pushed a change which removes SteamNative and changed it to steamworks.net (which is actually a steamworks wrapper for unity, not a bunch of old flash games). He notes: this could hurt for a day or two. This change deals with the games runtime environment and, I'm guessing, was done to improve compatibility with the game overall. Unfortunately, a switch in an underlying component like this can introduce new bugs and glitches. It may take a couple days to work out the kinks. I'll post more details on this as they become apparent.
No more moonwalking pigs
This card was just moved to the 'done this week' list on Trello. If you've been hanging out in the woods of Rust at all this past week you may have noticed the animals majestically walking backwards through the landscape. This issue has been resolved by fixing some networking issues.
Burlap trousers shitting the bed
If you've been watching @rustupdates the past couple days, you may have seen some notes about skinned meshes, scale bones and prefabs for the trousers. Long story short, these pants have been looking pretty fucked up in game the past couple days (see above). Today we see one more (hopefully final) tweet about how trousers are fixed again. Personally, I don't normally wear pants anyway so this wasn't a big deal to me!
Just say no to triangles (for now)
Triangle foundations are not working. There is a popular support request in so I'm sure it'll be fixed shortly.
That's all for now folks, keep turning those walls blue!