6/30 @ 3:25pm EST - Not a whole ton of action today in Rust development. A bit more progress on the bone club, some new sounds, and more progress on procgen9. More once procgen9 merges into main. Also, Tom updated the textures for the metal chestplate and mask, looking cool:
5:30pm EST - Just updated our dev branch server to help Helk test a fix for the animal ragdoll craziness. This update included a protocol++ meaning you'll have to opt your client into the development branch to see the server.
5:00pm EST - Garry is gone, everybody panic! Just kidding, he’s simply on a well deserved vacation. In his absence, Rust development still moves forward. An update is still scheduled for Thursday, and it stands to change the way maps look forever, again. Before we get into that, let’s review where the game is today…
State of the game
Last Thursday’s update, although not the worst in Rust history, was pretty bad. It introduced a slew of bugs, negatively impacting gameplay (and even halting it entirely for several hours). After the memory leak from the hotfix on Friday was fixed, the next fire to put out was blueprints being wiped on every server restart. Thankfully, the hotfix on Saturday appears to have completely fixed the blueprint loss issues. Although the game has stabilized, there are still several issues in play:
- The hacker situation is out of control
- Performance is worse than usual
- Animal ragdolls are plastic bags, dancing in the wind
- Linux users are just fucked
- Chat is disappearing for many
Thankfully, there is a light at the end of the tunnel. Facepunch is in touch with valve on how to stem the recent influx in hackers (due in large part to the steam refund system), Andre has some performance optimizations on his list, Helk is working on a fix for the animal ragdolls, and Garry was working on getting to the bottom of the chat problem this weekend. Linux users are waiting on a fix from Unity, no word on timeline yet, so ya’ll might just be fucked for the time being.
Earlier, I spoke with Andre and confirmed his latest iteration of the procedural map generation system is due out this week (note: this will force a map wipe on every server). He shared with me how, although it’ll be fairly minimal with mostly fixes, this iteration features changes to the arid biome and hill topology which will equate to a much different looking map.
Working on the branch today, Andre has added hills and mountains to the arid biome, improved hill noise, tweaked moon brightness and increased the brightness of the stars, added colliders to the airfield warehouse and metal building, and removed invisible colliders from around the big power lines. More on procgen9, including extensive visuals, once it’s merged into main later this week.
Bone club model
Minh has finished some animations and sounds for the new bone club, one of 6 new melee weapons Dan has been working on. No word on if we’ll see any of these in this weeks update, but holy shit, I'm excited to have a bunch more options when it comes to hacking up Newmans!
After being sick most of last week, I am better and itching to stream! We’ll kick off tonight at 10pm EST our new Hapis Island base. Then, either tomorrow or Wednesday (depending on when procgen9 gets merged with main), I’ll be streaming from our dev branch server to check out the new terrain. As always, the update stream goes live 3pm EST on Thursday. Follow Rustafied on Twitch to know exactly when we go live.