Rustafied

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Bug fixes and benchmarks

4/28 @ 3:34pm EST - The client update just hit!

4/28 @ 3:29pm EST - The devblog is out! Client update due out very soon...

4/28 @ 3:10pm EST - The server update is out. Don't update yet if you are a server owner, wait till that client update hits!

4/28 @ 2:30pm EST - Looks like the update may hit a bit early today... stay tuned!

4/28 @ 12:10pm EST - It is update day and the team is mainly working on optimization, tweaks, and bug fixes. Here are some highlights:

  • Andre is still doing a ton of changes aimed at improving FPS and performance (more details in the devblog)
  • Maps now only cost 1 paper (instead of 5)
  • Fixed not being able to bandage other players
  • Fire damage fixes based on surface it's on
  • Starting calories slightly increased
  • New sounds for eating/drinking and flamethrower

No update stream today - I just moved and have limited internet. The stream will be back next week for the forced wipe!


4/26 - It is a new week for Rust development and the focus appears to be on bug fixes and performance improvements. The update this Thursday will not force a wipe - expect that next week. Let’s get into it...


Benchmarks and performance

Last week we saw the addition of a new tool - benchmarking - to provide developers more insight into performance and allow them to make more impactful improvements. This week they are working out some of the kinks and improving on the system. Along with that, there have been some optimizations and performance enhancements, so hopefully we’ll see some much needed improvements when this update hits.

Also, if you haven’t yet, make sure you go into console and type ‘benchmark’ next time you enter the game!


Bota bag fix

Now that water is much more crucial to surviving the Rust landscape, Helk has fixed a bug with the bota bag where players were unable to drink the last 50ml. Good, every drop counts!


Water barrels prevent building

Also in the realm of water related bugs, water barrels have not been blocking the placement of other deployables near it, allowing people to place multiple barrels overlapping each other. Helk has fixed this issue, ensuring that only one barrel can occupy the same space.


Door close bug

There has been a sporadic bug which causes doors to not always close fully for certain players. This would allow arrows to be shot through what was effectively a closed door. Andre has fixed this issue, making sure the door close animation always plays to the end.


Sheet metal floor fix

Certain deployables have been visible through sheet metal floors, allowing for people on the lower floor to loot or kill players through the ceiling. Some tweaks are being made to prevent this from happening in the future.

Edit: This is still fucked.


Dungeon progress

Vincent is continuing his work on the art and textures for the various dungeons around the map. This week he is focusing on industrial buildings, cooling towers, and powerlines. Don’t expect to see any of these changes go live this week, however, they’ll likely have to wait till the forced wipe on May 5th.