7:58pm EST - As we approach 8pm Eastern, it looks like today is not the day. If you're really itching to try these new locks out, I recommend you opt in to the beta program (right click on rust, properties, betas, select experimental), run the update and join a server running the dev branch. It's times like this I have to remind myself, patience is a virtue.
4:10pm EST - The coded locks are on the dev branch, however, no client update has launched on the main branch yet. I'm keeping my eyes peeled for an update to get queued up...
1:25pm EST - Video of the coded lock in action. Note: this is from the dev branch and is not live on most servers yet.
12:40pm EST - It's a new day and the team is trucking along code. No client update yet (the last one was Saturday). Coded locks have been merged in with the main branch so I'm hoping today is the day!
Coded Lock Progress
Garry has been heads down with these coded locks for the past couple days. Today he merged the branch he was working on (entityrefactor) into the main branch. This is a sign we're close! Here's some other notes about Coded Locks
Given batteries aren't spawning, everyone will be given a coded lock when they spawn.
This means you probably won't be able to craft locks on this update. I wouldn't worry about this because you can suicide next to your sleeping bag and respawn with a fresh lock.
The key code UI is in place.
There is placeholder art in. We don’t know what it looks like yet but we do know there will be a temporary flashing light when the lock is armed.
Along with the coded key stuff, Garry has implemented a few tweaks to the sounds. You'll no longer be able to hear animals from 200 miles away and footsteps are quieter.
Andre is still chipping away at changes to the procedural map generation. He has added random rocks to open fields in the arid and temperate biomes. He's also added rocks to the grass-beach transitions.
PVT and water reflections are now disabled by default. This should have people see better FPS when first joining the game. Now all we need is motion blur defaultly disabled...