Patch incoming
6/14 @ 2:35pm EST - The update is live! See changelog below.
6/14 - Chippy is now live on steam and the Chippy Arcade has been added! More info below.
12:00am EST - With one week since the wipe and update, the team at Facepunch is making progress on several fronts. Stay tuned for a small patch on Friday.
Our update preview stream will go live at 3:00pm EST. Follow @Rustafied for news throughout the day. Let’s get into it...
Update Friday
There is a mandatory server and client update scheduled to hit tomorrow around 20:00-22:00 BST. We’ll tweet as soon it goes live. This patch is expected to fix several bugs from the update last week. It’ll also hopefully provide some improved performance.
Changelog:
Shore waves
Skin bundles
Fixed concrete and sandbag skins not applying
Minor UI fixes (lock icon and item highlighting in crafting menu)
Fixed quarries outputting incorrect resources
Exploit fixes
Chippy Arcade added!
Helk has added the Chippy Arcade. Similar to the Clatter Helmet, the Arcade will be available if you own another Facepunch game (in this case, Chippy). Available on steam now, Chippy is a twin-stick bullet-hell shooter where you chip apart destructible bosses pixel-by-pixel.
Once deployed, you can ‘mount’ the Arcade and take part in a game of tennis (or Pong). Move the paddle with your mouse, play a game to 5 against the computer, and press spacebar at any time to get out of it. No word quite yet on how much this’ll be to craft, but we’ll update with more information once its in.
The Arcade will not make it into the patch today, it’ll be added next week. In the mean time, go check out Chippy!
Shore waves
Likely also coming in the update, a new type of wave effects has been added to the game. These shore waves show up in open water and move uniformly in the direction of the closest shore line. Although the visual effect of these waves is significant, boat dynamics appear to be the same as before. It appears this is still a work in progress so the end result may yet be seen.
HDRP
Garry is neck deep in applying HDRP, otherwise known as Unity’s High Definition Render Pipeline. Long and short, this feature allows for high fidelity, stunning visuals with optimal performance. This body of work stands to drastically improve the look of certain effects, creating a more cinematic and immersive experience while not sacrificing performance.
We’ve seen a metric shit ton of commits from Garry this week to the HDRP branch. Although there’s no visuals from staging yet (as it’s on a separate branch still), he did tweet a couple examples of what he’s working with.
Stay tuned as the month progresses to see more work on this exciting new feature.
Ragdoll improvements
Petur is working on a new branch to improve ragdolls. I asked him what the goal of this was and he told me ideally we’ll get less of this, and more of this. Nice!
Horse art update
With the advent of horseback riding last week, it appears as though Vincent is working on some updates to the horse art. No visuals yet, but I’ll post them as soon as I get them.