Forward progress
2:30pm EST - The devblog is live and client update just hit!
2:00pm EST - Our update stream is live! twitch.tv/rustafied
10:50am EST - It’s update day and, although we’re not seeing a ton of new functionality making it into the game, the team did make some great forward progress this week.
We'll do a short update stream at 2pm EST. Follow @Rustafied for news throughout the day.
Bradley progress
Helk has continued his work on the Bradley APC. Focusing on pathfinding, movement, and weapons, Helk is close to having this bad boy roaming the Rocket Factory dungeon. Unfortunately, it doesn’t look like it’ll quite make it in this week as there is still work to be done.
Stutter fix?!
Andre has optimized the effect dictionary creation by including the data pre-sorted in the game manifest. 'What the fuck does that mean?' you might ask. Long and short: it should eliminate various stutters caused by effects.
Keep in mind, this doesn't necessarily mean there will no longer be any stutters in the game. But hey, anything which reduces them is a step in the right direction.
New nodes
Nodes have received a bit of a facelift today as the models have been updated. It appears this change is purely visual, so you can expect nodes to spawn in the normal locations and yield the same resources.
Edit: Looks like these have been removed... expect them at the next forced wipe.
Sound changes
Alex has done some work on music and sound fixes this week. First, music intensity doesn't drop during loading screen. Also, gunshots and explosions bump music intensity more if you're closer to them. In addition, he’s fixed footsteps not playing on nodes and steep inclines. Finally, he’s made it so walk/run footsteps are chosen by movement speed not sprint key state (no sprint steps when going up steep hills).
AI progress
Pal has been trucking along on the AI for the upcoming Scientist NPC’s. He’s implemented and tested a new cover system, allowing NPC’s to be more aware of cover points and in which directions they provide cover. He’s also tested a pre-baked navigation on launch site. Like the Bradley APC, however, there is still more work to be done before we’ll see the men in blue wandering the landscape of Rust.
Other stuff
- More progress on dungeon art
- Diogo did a bunch of changes and tweaks to shaders
- Water no longer spawns a world model when dropped out of its item container
- Started work on the next version of procedural map generation (procgen12)
- New skins added