4:30pm EST - The devblog came out just before - a great conclusion to an awesome week in Rust.
12:46pm EST - Unfortunately, the update this morning messed up coded locks a bit, allowing anyone to open locked doors. I just wiped and it appears the problem is now fixed.
10:25pm EST - The team at Facepunch is finishing up the week strong. We saw a small server and client update hit this morning which looks to have fixed up some issues. As you know, it’s devblog day, so keep an eye out for that a bit later. In the mean time, let's look at this update…
The update on Tuesday made other players and animals look very jerky. Yesterday's update showed smoother interactions when you were up close, however, people and animals at a distance were still jerky. This has been fixed as of this morning - players at all distances are appearing much smoother now. Shit, even the airdrop plane is smoother!
Many servers have been experiencing random freezes for the past couple days. Our server was down for a couple hours this morning due to this issue. Thankfully, there was a fix in the update this morning aiming at eradicating those freezes. This fix relates to the stability system so you may notice building physics working a bit differently today. I tested briefly and, if anything, buildings are much more prone to being stable now.
Server load time improvements
Another great result of these stability changes is load times for save maps has drastically improved on the server end. And, when I say drastically, I mean it. Yesterday, it was taking 3 to 4 minutes to load ~20k entities from a save file when starting our servers. I spoke with another server owner who was waiting 20 minutes for his server to load ~50k entities! Today, our server loaded 26k entities from a save in about 5 seconds. This is great news for server owners, especially ones that run larger maps.
Fires don’t do damage
Pyros rejoice, as of the update this morning, campfires are not doing damage. Don’t get used to this, I’m sure it’ll be fixed soon.
Diogo has been playing around with the PVT a bit more today. You may recall, PVT stands for "procedural virtual texturing" and basically controls how ground textures (specifically transitions between different ones) are rendered. Till recently, this was managed by atlas (and had been PVT originally). Diogo switched back the other week due to recent enhancements. The switch appears to be going well, frames have noticeably improved.
Our favorite new monument, the lighthouse, has taken a leave of absence today. Daniel was tweaking the scaling yesterday so hopefully next time we see this lighthouse it'll be much bigger!
Maurino is enhancing the weapons system by adding recoil. So far he’s started on the basics, however, they are on another branch so don’t expect to see your gun kicking back when you’re spraying and praying today.