7:50pm EST - The update earlier fixed the lock lingering and player counts, however, it looks like the invisible parts are still in play. Also, I added some shots of the bridge system to the bottom of this post.
4:45pm EST - A client / server update just came out. This should include the fixes listed below.
2:00pm EST - Happy Friday Rust! It’s been almost 24 hours since the update and, overall, things appear to be running smooth from a performance standpoint. As with most updates, some new bugs have been introduced. The team has already pushed fixes for most of the issues, however, it is unknown as of now if we will see a hotfix hit main today or if we’ll be waiting till next week for another update. I’ll let you know when I know, in the mean time, here’s a lowdown of some current issues...J
A big bug last week was wood walls being invisible at certain distances. Although that was fixed with this update, a similar glitch has been introduced: Stone floors and foundations are now invisible at certain distances. Vincent has done a couple commits earlier today which appear to address the issue, so hopefully this is short lived.
Player counts wrong
Some servers (including our main official server) have been showing 0 players when the server is actually close to being full. Garry committed a fix for this a little while ago, so this should be resolved when the next update hits.
An apparent byproduct of the remove lock functionality introduced with this update is locks are left floating in doorways after the door has been removed. A fix for this will also be in the next update, in the mean time, restarting your client causes the lock to disappear.
In addition to some invisible parts, there are several other graphical issues being reporting after this update. One of which is the weirdness you see in the image above. On top of that, there are reports of the sky missing (skybox is pure white all the time) and tree’s being invisible. As of this point, no fixes are known.
Crashes on join
Some players are experiencing client crashes every time they join a server. One potential culprit is the change from yesterday which has PVT turned on by default. Although PVT does provide an FPS boost for many, it appears to be unstable on certain systems. To turn it off when you’re in the main menu, simply pull up console (F1) and type: terrain.pvt false.
For the past week, airdrops have been stealth bombers, flying ridiculously fast, silently across the sky. Thankfully, they have been tweaked as of this update. They still fly pretty fucking fast, however, they are making noise again so you at least have a chance of noticing them.
Daniel has added some first looks at driftwood in game:
Scott added some new screens of the bridge system he's working on... Looking sweet!
Our low pop server, which opened a week ago today, is just reaching 150k entities as I type this. Given the goal of this server was to wipe as little as possible, I’m going to let this ride out. Physics have been known to go haywire after this point, but I’ll do my best not to wipe unless gameplay is utterly fucked.
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