7/8 @ 2:55pm EST - Some more commits coming down the pike:
- Alex is working on improved sounds for rain hitting objects and lowering ambient volume when you're inside.
- Andre is working on his first pass at a new, better performing decal system. Improved performance during gunfights? Yes please!
7/8 @ 1:30pm EST - A quiet day for commits so far: 2 graphical tweaks from Diogo and Tom did an update to the survey charge (although it still looks the same as of this moment).
5:54pm EST - It is day two of Rust development for the week and things are starting to pick up. Garry is still on vacation, however, the rest of the team is cranking out code. The update is due out Thursday and, although we are seeing some normal commits, some functionality is shrouded in mystery...
One of the reasons progress this week appears a bit slow (besides Garry being gone) is because certain commit logs are not being released. The team at Facepunch, who is normally pretty transparent with what they are adding to the game, has decided to keep some secrets this week. What the hell could it be? It appears we won’t know until it’s live in the game later this week (but I’m keeping my eyes peeled on the development branch).
Diogo has been working on a bunch of fixes, tweaks and enhancements for the underlying graphics of the game. Many commits are pretty cryptic (i.e. “Named some command buffers; profiling stuff”), however, some clear fixes are being made (such as the ability to actually toggle lens dirt and high quality bloom off in the F2 menu). Overall, what’s most exciting is it appears some of these changes have improved client FPS.
Andre has been doing some fixes to placement around the game. First, he has tweaked the building placement guides for the cupboard and research table so they are no longer rotated in the wrong direction. Next, he’s fixed various issues when placing building blocks in caves.
Test cave on Craggy
Along with these cave fixes, Andre has also added a test cave to the Craggy Island map. Here’s a look (yes, it is the same cave model we’re used to seeing):
Player stuck in bear trap
Minh has been working on various player animations. He’s finished all the animations for crouched turning and also added animations and sounds for when you get snared in a snap trap.
World models for 6 new melee weapons
Daniel has completed the world models for 6 new melee weapons. They still need to be implemented so no visuals on these at the moment, however, here’s some screens from previous devblogs:
Helk has completed a couple fixes for landmines. Specifically, he’s made it so any landmine placed on ore will detonate if the ore changes shape (currently, they just continue to float where they were).
Sand bags lowered
Vincent has tweaked sandbag barricades, lowering their height slightly. Don’t worry, they still provide pretty good protection when ducking behind them.