4:15pm EST - Just saw a commit for Helk on the research table... looks like that'll also be making its way in this week.
2:16pm EST - It is the second day of Rust development for the week and the team is trucking along. Paper maps are on the development branch, work to unsuck Hapis island is underway, and admins have some new tools for banning people. As always, we’ll see these changes live on Thursday’s update. Let’s get into it...
The maps branch Garry has been working on was merged into main yesterday, allowing us a first look at the paper map item. This new tool for navigation costs 10 paper and is not a default blueprint. It has a fog of war, meaning only parts of the map you've visited show up. Garry did add painting to the map today, however, that piece does not appear to have fully made it into dev yet.
Most exciting, fog of war and painting will carry over between people. This opens up a world of possibilities with regards to maps for groups, looting dead players maps, and even cryptography. More to come on this as the features continue to roll out.
Status command update
The status command is a tool for server admins to see statistics about who’s on the server such as ping, STEAMID, and IP. Up to this point, running the status command will print a list of everyone on the server, which can be a lot if you’ve got 200 people connected. Garry has tweaked this so you can pinpoint a specific person to run the status command on. Also, he’s added a field to show family share ownerid...
Family share banning
Banned players have been circumventing bans by simply sharing the game with another account using Steams family share functionality. Thankfully, Garry has modified how the ban command works, making it also ban the ownerid (master STEAMID) if the account is using family share.
Minh has increased the size of the horses by 20%. This change is still on a separate branch so no visual yet, but here's an artists rendition of what they may look like next to a player model:
Petur has started work on a new branch, unsuck Hapis. So far his focus has been on fixing forest clutter and floating rocks. I’m really hoping to see some commits along the lines of, “fixed rock node spawns” and, “added rad towns and loot.” Only time will tell...
The next weapon to grace Rust with its presence is making progress. Minh has rigged up the idle and deploy animations, bringing us one step closer to seeing this in game. Will it make it in this week? Nothing is confirmed, but I'm thinking yes.
As I mentioned yesterday, performance this week on both the client and server-side is aweful. We’re seeing some commits today which may help this a bit. Specifically, Andre has converted how water works to perform better and Garry has removed some redundant raycasters. How big will the impact of these changes be on client performance? We’ll have to wait and see, in the mean time...
We’re wiping main
That’s right, I’m calling it, performance is fucking garbage on our main server. Both client and server FPS is shit, players are rubberbanding all over the place, and door / box response time is delayed to say the least. Therefore, at 5pm EST today, we will be wiping this shit and doing a new map seed.
Post wipe stream
I’m digging this streaming business. The Rust Highway Patrol (RHiPs) streams have gone great the past two nights. Tonight, I’m going to switch it up a bit by starting as a regular ole’ Newman, fresh on the beach after we wipe main. Stay tuned to @Rustafied or follow our twitch for when I go live.
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