New terrain, life info screen, beancan grenade, and AI.
2:55pm EST - A new week in Rust development and already it's shaping up to be a big one. We’ve got a new beancan grenade, life info screen, and biggest of all, the legacy map is scheduled to go live! The update on Thursday will force a wipe so prepare yourself mentally. Let’s get into it…
Terrain improvements
This branch, which Andre and Petur have been working on for weeks, includes improvements to the procedural map generation system along with a new map, LegacyLevel. That's right, a rendition of that Legacy map we all know and love is slated to go live this week. None of this has been merged into the main branch yet so we have no visuals, however, you better believe I’ll be posting a shitload of content as soon as it’s merged.
Life info
Garry has implemented a boilerplate version of the life info screen (the screen that comes up when you die). It currently shows how long you live, how much of that time you spent sleeping, and who killed you. The last part is very important, as you currently are unable to see who killed you if you die while logged off. Being a boilerplate version, I’m sure more information will be added in the future.
Beancan Grenade
Minh has rigged up the viewmodel for the newest explosive device, the beancan grenade. This will still need to be implemented (probably by Helk) before we see it in game, but here’s a render from the devblog 2 weeks back:
Rocket launcher start ammo
After the rocket launcher went live last week, several people quickly realized something amiss: The rocket launcher, which comes with one round in the chamber, is less expensive than 1 rocket to craft. That means it makes more sense just to craft rocket launcher after rocket launcher instead of ever crafting rockets. Helk has resolved this by making the rocket launcher start with no ammo.
Bandages default bp again
Fixing another oversight, Helk has made bandages be craftable by default again (after they were removed from that group with last weeks update).
AI work
Animals are one of the roughest things around the edges in Rust. Especially on a crowded server, the movement is more akin to a teleporting speed hacker than an actual animal. In addition to this, the animal AI takes a huge hit to server side FPS. Thankfully, Minh has been tweaking some of the animals speeds and Garry is doing some profiling to help optimize their performance.
Horse hair
Garry had a small commit to fix the horse hair shader. Interested in the impact of this, I loaded up our dev server and found a horse. Let’s just say, he looked FABULOUS!
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