7:28pm EST - Had to bring the slots down to 60 again because changing server.maxplayers while the server is running apparently updates the slots available on the server list but doesn't actually update the available slots. I'll up again on next restart (think tomorrow).
5:40pm EST - Just finished testing some theories on wall demolition. Here's the news: You can take down a fully upgraded wall by starting with Stone Hatchet till you see the level 4 texture (around 47 minutes), then switch to Hatchet to finish off the job (around 12 minutes). More info on our Rust Building Upgrade guide.
4:30pm EST - A couple commits just came out on @RustUpdates: debugging added back in and some scene stuff... maybe we'll see a client update today? *crosses fingers*
1:00pm EST - It's been a pretty productive day so far for the team at Facepunch. We're seeing some building fixes, AI tweaks and a new version of Unity. The last client update was Tuesday afternoon so none of these changes are in effect yet (I will post / tweet as soon as the next client update comes out).
Server side note: Our server has been filling up at peak times pretty consistently the past couple weeks. I’ve wanted to up the slots but our box was pretty much maxed out. I upgraded our server last night and upped the slots to 75. So far everything is running smoothly. Depending on the resources, I may even be able to up it 100 slots soon.
You may have noticed some of the trees have leaves stretching to the ground sometimes. This only happens on certain graphic settings and it trippy as hell. Andre has moved this one to the 'Done this week' pile so we can expect trees to bug out a bit less on the next update.
Metal chestplate fixed
Since the update earlier this week, the textures of the metal chestplate have been missing. Garry has nipped this one in the butt today so expect your chestplates to be back to normal soon.
Building tweaks and fixes
There has been some work done on the building dynamics. If you've been building at all this week you've noticed some funky pinkness when upgrading to certain levels (mainly level 1-2). Garry fixed some components having broken materials so hopefully we'll see less pink. Another exciting fix is railings are no longer deployable over doorways. This has been a source of griefing bases by locking people in so I'm happy to see this fix implemented.
How to place doors on second floor and above
I’m not sure if this will be resolved in the next update but wanted to mention a fix regardless. If you've tried to put a wooden door on the second floor, you've probably noticed it won’t let you place. To get it to place, go on a wide angle to the doorway (almost 90 degrees) and you should see the door placement turn from red to white.
The rock and hammer have had alternate attacked added. I'm not sure what this will look like but I'd venture to guess we'll have the ability to hit Newmans a little different when we right click. Alex just pushed this to main but it may not be totally implemented yet. One thing is for sure: the first thing I'm doing after the next update is right clicking with my rock out!
Andre has tweaked some things with the animal Ai locomotion (ie movement). We've been getting reports of sleepers being killed in their house by animals wandering through the walls. Hopefully this is a step towards that being resolved. He's also increased the bear attack range so you don't get pushed around when a bear is mauling you.
Rock placement differs on platforms
As you've been exploring the new Rust you may have seen floating foundations near rocks. No, it's not hackers... simply a bug in the procedural map generation (specifically rocks) across different platforms (ie Windows, Mac, etc). Floating foundations should be a thing of the past now that Andre has fixed this.
I know alot of people are excited about boats. They are not in yet but the art team has posted up some new concepts. Take a look: