Lockers have arrived.
It’s a fresh week for Rust development and we’ve got some fixes, tweaks, and some exciting new convenience when it comes to storage...
Storage lockers added
A new way of storing items has been added, and it provides a new level of convenience when it comes to storing loadouts. The locker allows you to store a total of 36 items (split into 3 groups of 12) and, most important, provides the functionality to instantaneously swap those items with your current loadout. Instead of dragging and dropping items in one at a time, you simply click the 'swap' button. All your equipped clothing and belt items are instantly swapped with the appropriate contents. This will allow people to get going much quicker after freshly spawning.
Like vending machines, they can only be placed on foundation or floor blocks. Also, as you probably guessed, lockers accept code locks just like other storage... and it can be skinned!
Cost
100 metal frags
50 wood
Crafting time
30 seconds
Weapon tweaks
Minh and Alex have been rocking out a bunch of fixes and tweaks to weapon animations and world models. Here are some highlights:
- Crossbow world model fixed
- Added new silencer smoke f/x when shooting
- Tweaked the position of the muzzleflashes when a muzzlebrake is added
- Tweaked the offset for the thompson viewmodel holosight
- Tone down the recoil animation when firing (ADS)
- Improved revolver 3rd person animations.
Fixed foliage transparency
Recently pointed out on reddit, using TSSAA would make certain bushes essentially see-thru. Thankfully, this has been fixed on the staging branch, so it will no longer provide an advantage after the update on Thursday.
Fixed skin memory leak
The devs have fixed a memory leak involving skins which has been plaguing people recently. He’s also added a new cvar...
Itemskins cvar
Added by Andre today, this cvar allows clients to completely toggle off custom skins. To try it, simply to go console (F1) and type ‘itemskins 0’ (set this back to 1 if you’d like to turn them on again).
Note: this only disables new skins from loading. If you toggle this off while in the presence of a skinned item, it’ll still render the skinned version.
Animal animation fixes
A few tweaks to animal animations are making it in this week, while the specifics are unclear we can hope that this is leading up to changes in animal AI!
Other things
- Fish provides animal fat
- Shopfront no longer blocks wall placement on triangle foundations
- More progress on animal AI branch (still on prerelease)