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Tree sync experiments

7:45pm EST - The commits have ended for the night it appears. Looking forward for tomorrow, a new devblog and hopefully the client update!

4:52pm EST - Garry is still pushing out commits. The most recent ones look like bug fixes in preparation for an update launch. The client and server files are currently being built according to Jenkins. Fingers crossed the builds are stable!

12:30pm EST - Most of the commits today are pretty code-dense (stuff like “Hide prefabID in inspector”) but the important thing to know is they are pushing out a lot of fixes and optimizations. We have yet to see a client update this week (last one was Saturday) and I know we're all itching for one. I will keep an eye out for the update, in the mean time, below are some highlights from today's work so far.

Also, I re-tested the hammer build times for our building upgrade guide last night. Looks like the salvaged hammer has sped up a bit from last I tested. The fastest way to build is still hammer for levels 1 to 4 then finish it off with the salvaged hammer.


Trees

The team is working on a new branch today called tree-sync-experiments. You may recall in some of the previous dev blogs, Garry has mentioned some performance issues related to the SpeedTrees. Much of the work today appears to be aimed at optimizing this system and fixing errors. Just as I write this the branch was merged into main so it looks like work the tree work may be wrapping up for the day.


Where are the coded locks?!

Garry’s main focus this week has been the new coded lock system. They have been live on the dev branch since yesterday, however, there hasn't been an update to the main branch yet to make them live. We have reports on the support site of issues with server restarts. As with the key locks, these new coded locks appear to be getting stuck in locked mode whenever a server restarts. It’s likely we haven't seen these launch into production because there is still some cleanup to be done. I'd be surprised if we don't see an update by tomorrows devblog but frankly, I'd rather no update at all over an update that breaks a bunch of shit for the weekend.


Pickpocket animation

Alex is taking a first pass at some pickpocket animations. I'm excited to see these in game because, as it stands now, someone could be next to you looting you blind and the only way to tell is to watch your inventory disappear. I can't wait for the first time I spear some naked in the eye for reaching at my trousers!