4:20pm EST - We just saw the first commit from Garry for a basic decay test. I'll post more details as I have them...
3:40pm EST - It is a fresh week in Rust development and the team has hit the ground running. As mentioned in the most recent devblog, one of the goals for this week is implementing some form of structural decay. No visible progress on this yet, however, as Garry is focusing on a more pressing issue at the moment...
Client stability has been an issue since the last update. There are many reports of crashes, especially when spawning great distances (either via sleeping bag or admin teleport) and when coming into view of signs. Also, some users (those running Mac in particular) are experiencing crashes on the receiving data screen. Garry is working on improving some reporting methods to more reliably trace the source of crashes. He’s also done some sign text tweaks, ideally making them more stable.
Tracers are back
Some tweaks were made to bullet tracers last week which subsequently made them invisible since the last update. Garry has fixed it so they are visible again and Helk updated the effects. Awesome, bullet tracers and ricochets make firefights much more immersive (not to mention how fucking helpful it is to see where the bullets are coming from).
Ragdoll censorship is back
For a little while now, censorship on dead bodies has been missing. That meant the nice little mosaic cock cover disappeared as soon as your enemies lifeless body hit the ground. It’s ok to let the kids back in the room, Helk has added the censorship back in for ragdolls.
Can place doors in caves
Cave living has regained some of it’s protection. Andre has fixed a little bug that prevented people from placing a door in caves.
Decal shader fixes
Andre has fixed the decal shader being pink on OpenGL. This appears to have fixed the annoying bug on Mac where the ground turns pink after it’s hit by a projectile.
Minh is working tweaking the footstep impact effects so they look less like the freaking road runner. He's also added the impact effects for snowy terrain. This is cool and all, but when I first saw ‘footsteps’ I was thinking how awesome it would if people actually left footprints on the ground where they walked… Allowing you to track prey and mislead enemies… ok I’ll stop cause that isn't what he’s working on...
Vincent continues his work on barricades. He’s posted some updated screens of the models for the new stone barricade. He’s also finished the LOD’s - allowing lower quality versions to be rendered when farther away. One interesting thing about these barricades is it looks like they’ll actually be able to be stacked on top of each other. Check them out here:
Scott has posted some progress on the bridge system. I’m exicted to see these implemented. It is still unclear, however, if this will be a new monument or replace current bridges in the game.
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