Fixes, dungeon art, and prerelease
4:50pm EST - A new week of Rust development is underway and we’re seeing some bug fixes, prerelease progress and new dungeon artwork. Before we get into that, a small patch hit yesterday...
Monday patch
An optional server and client patch hit yesterday which fixed several things including the inability to climb ladders in dome, some large scale occlusion issues, and a couple exploits.
Prerelease
The team is still trucking along on the new XP system, pushing commits to the prerelease branch. Unfortunately, this branch appears to be pretty broken at the moment - client crashes happen when you try to do pretty much anything. The devs are aware of this issue and working on a fix, so expect a more stable build to go live shortly.
6/8 Edit - After the latest update it appears the crashing issues are resolved on prerelease.
Networking fixes
Andre is cleaning up some things with networking. Along with adding server-side melee attack verification (to improve hit detection), he’s also added lag compensation for server side projectile fire rate - which should eliminate most ‘missing projectile id’ errors which, if you’re a server owner, have seen a million times.
Decay scale
In addition to the network fixes, Andre has tweaked how decay works. The decay.scale convar now shifts both decay and duration - improving server owners' ability to make decay either slower or faster.
Dungeon art
Vince is killing it with dungeon art - only days into this month and already he’s completed the textures on several building parts. As with all dungeon art changes, we’ll need to wait till the next forced wipe to see these ingame. That said, here are some teaser shots from the man himself: