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Blueprint / mod changes, blood FX, and collider batching.

1:48pm EST - A slow start to the week as far as commits are concerned. Andre is rocking out on collider batching, Scott is doing a bunch of stuff with blood FX, and Petur is fixing up some stuff with Savas. No commits from Garry, Helk, or the rest of the team yet, however, that doesn’t mean they are just dicking around. More likely, they are working on some underlying functionality that isn’t ready to be pushed yet. Let’s take a look at what that could be...


Blueprint / mod changes

As Garry mentioned in the last devblog, his focus is on reducing the jitter on guns and making blueprints upgradable. Remember in legacy how the number of attachments available on a given weapon was randomly set when you crafted it? Well, this new system looks like it’ll take some of the chance out of the equation, having players upgrade their blueprints in order to have extra attachment slots. More on this as the week progresses.


Blood FX

Scott has been doing a bunch of work on bullet wounds and blood effects. I’ll post up some visuals on this shortly.


Collider batching

Andre has pushed a bunch of commits to his ‘collider-batching’ branch. Once the number of colliders on a server reaches ~270k, things start getting wonky. People can’t build, things spawn in the wrong place, and gameplay overall starts breaking down. Collider batching aims at combining colliders over time so the overall count stays lower. A much needed fix because currently, populated servers have a hard time lasting more than a couple weeks...


Low pop wiping

Speaking of the collider limit, our low pop server just hit it. Given this, we’ll be wiping it today at 5pm EST. This should be able to last until the next forced wipe (expected on October 1st).


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