10:45am EST - It is day two of Rust development or the week and the team is working on fixes and functionality. None of these changes are live on the main branch yet, but expect to see most of them in Thursday's big update.
The switch to RakNet last week is still causing headaches for some people. Although the receiving 0/2 error from the weekend seems to be resolved, players are still experiencing connection issues and timeouts. Garry is working on improving the networking and adding more logging to help clear up these issues.
The repair bench is officially in on the developer branch. It is still very much placeholder art but does function at repairing tools. The dev branch client is currently out of compatibility with the server code so I can’t get all the details, however, expect a full write-up tomorrow. In the mean time, two screens have been posted on Reddit.
Maurino is doing some fixes to the Eoka. Last week, the animations changed to closer match the actions of legacy. Although the animations are cool, the functionality has still been a bit wonky (weird reload and fire times). Thankfully, this should be resolved and the Eoka will function like it did in legacy: Hold the trigger as it loads and then fires.
Skull crushed into bone frags
This functionality was lost the other week but is back now. You can click on a skull and choose to crush it into bone fragments. Not really a huge deal though, cause bone fragments can only be used to make a bone knife, and that thing still sucks as a weapon and a gathering tool.
Andre is working a ton on the procgen6 branch. These changes focus on how the map is procedurally generated including how the fauna spawns and how the roads are laid out. Not only is he doing a lot to make the terrain more diverse and interesting, it looks like the bridges are now working to connect roads on opposite sides of water. Don't expect to see these changes in Thursday's update, Andre told me the plan is to wait another week (to avoid a forced wipe).
Petur is still trucking along on the legacy map. His commit messages are always pretty vague around this, however, he did complete the final size tweaks for the custom map. I like the use of the word, ‘final’ - I can’t freaking wait to try the legacy map out!
The missing walls glitch is still in play. That means some walls a randomly disappearing for certain clients. This allows players to easily walk through the first floor of some bases. Given this, I highly recommend you place your cupboard and valuables above the first floor, blocking off stair / block access to your higher floors. That way, if someone does walk into your base, they can’t access any valuables.
Vincent is working on some improvements to the stone tier texture. Here’s two shots he posted earlier:
Paul has posted some concept art for base defenses. I think many homeowners will be excited to have some more options for protecting their bases.
Question? Comments? Join the conversation at Rustaforum.com