Rustafied

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So long lazy aim, procgen 11.1, and new throwables

5:15pm EST - Aaand we’re back, happy 2016 everyone! Rust development is once again underway and I’m getting back in the swing of things after a great couple of weeks off. Expect an update this week, accompanied by a forced map wipe (no signs of a forced blueprint wipe yet). Let’s get into it...


Procgen 11.1

The next version of the procedural map generation system is slated to go live this week. Featuring bug fixes by Andre along with Vince’s awesome looking new rocks, this procgen will definitely be worth the forced wipe. Check back later for some screenshots once this goes live on the development branch (expected tomorrow).

Note to dev branch players: The forced wipe occurs on the development branch once the procgen11.1 is merged with main. Given this, expect the map wipe for the dev branch server to happen tomorrow. Depending on how the following days of development go, there may or may not be another wipe when the update hits on Thursday. I’ll keep you posted.


Lazy aim disabled

Lazy aim (slight movements when holding a gun results in the barrel of the gun moving, as opposed to the entire screen) has been disabled by Garry. Although it added a unique feel not found in many shooters, something always irked me about this implementation of lazy aim.

Was it the slight jerkiness which occurred when looking down a sight? Or maybe just the sense of looseness created when world models start wobbling? Either way, I welcome this change. Now let’s just make sure hip firing with a monitor dot isn’t crazy OP...


Exploit fixes and building improvements

Accompanying the procgen fixes, Andre has tweaked some things with building and stability. Along with fixing a roof exploit, he’s resolved some issues with stability, improved the placement of certain blocks, and made it so roofs can once again be attached to the bottom of other roofs.


New throwables

Mace, Longsword & Salvaged cleaver can now be thrown… Nice!