8:28pm EST - Here is a sneak peek at the quarry redux. Survey charges now leave small craters (temporary artwork) and placed quarries snap to said crater (ensuring you receive the same resources as the charge portrayed).
2:40pm EST - It is the second day of Rust development for the week and the team is killing it with commits! We have UI improvements, new clothing, crossbow progress, and more. Before we get into that, some of you may be asking...
Where’d the dev branch server go?
It’s that time of the week, compatibility of the development branch has shifted, forcing you to have your client opted in to see or join the server. If you want to try anything below, follow these instructions on how to opt your client into the dev branch.
Inventory stats UI
The most exciting addition to the UI in recent memory is here: Protection statistics for the clothing you are wearing! Get ready to reprogram your muscle memory, the most jarring part of this change is you now drag items below your character to put them on. I can deal with that though, because this UI change is awesome!
Split between 11 different categories of protection, a new column of numbers and icons now sits to the right of your character. These numbers update as you add and remove clothing, giving you a live view of how protected you are (and finally allowing us to see some raw numbers for each type of clothing / armor).
The barrage of new clothing variations continues today as several new pairs of pants have been added (much needed if you ask me, I’ve gotten 4 pairs of blue jeans so far...). Like other recent clothing additions, these pants will be available on the steam market this Thursday after the update goes live. There are no in-game shots of these yet as it appears the textures have not been completely added (they all just look like urban pants at the moment). Here are some screens of the inventory items:
Helk is working on some changes to the mining system. Not much information on this yet, however, this redux stands to dramatically shift the dynamics of gameplay (refined metal anyone?). More on this as the mining redux branch gets merged into main.
Scott is making some serious headway on that huge bridge monument. No new visuals yet, however, there’s a good chance we’ll see this added to the maps when the next procgen branch goes live in the beginning of August. Here are some shots from a couple months back:
Garry is spending some time today cleaning up old code. Although none of these changes are likely to be forward-facing, this cleanup and optimization will hopefully provide some improvements in the performance realm.
Refactored radtown loot spawn
In a similar vein, Andre is working on refactoring the loot spawns in rad towns. Chatting with him, he shared that along with fixing some barrels spawning under the map, he’s replacing some shitty code with better code.
Alex has done some more work on the new crossbow, adding the world model and view model along with tweaking some positioning. Although not fully implemented, it’s a good bet we’ll see this new weapon in game either this week or next.
Garry has just improved the lives of admins everywhere with the addition of a new check on players joining a server. Checking the family share owner account, players will no longer be able to join a server if the owner account is banned.