Server switching and first person spectate
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Server switching on boats?
An interesting commit stood out publicly in a sea of hidden work this week. Put up to the ‘nexus’ branch, it states, “Allow all water vehicles to transfer to different servers through the ocean.” Very interesting.
Now this isn’t a brand new concept. The team has talked about the idea of server to server transfer via the ocean in previous road maps. How would it work though? How would it stop a Zerg from loading up on a small pop server then taking a boat to wreck a new server? That remains unknown as of now, however, I imagine the developers will be putting in some limitations or guidelines around these server to server transfers.
As it stands, this is still very much a work in progress on a separate branch, so we’re not able to test any specifics. That said, we’ll keep a close eye on this and update as more comes to light.
Edit: It does appear this server switching will only be available on official servers for the initial release and only between certain servers with the same wipe schedule. Blueprints will be shared between linked servers.
Snowmobile incoming
Work on a new vehicle is underway! Commiting to the ‘snowmobile’ branch, Bill is making progress on what looks to be, well, a snowmobile. Still on a separate branch, we’re not sure exactly how this one will work, but we’ll keep a close eye and let you know once its been merged in.
First person spectate
At long last, actual first person spectate has been added to the AUX branch. Although not impactful for the normal player, this functionality will come in handy for content creation and even certain admin situations (although the primary intended use appears to be for content creation).
As it stands, there are some effects and features missing such as player hunger / thirst, headshot crunches, and healing over time UI data. It does, however, include UI overlays such as when a player puts on goggles or a heavy helmet. It also fixes some previous spectate issues where players appeared underwater while in caves.
Still on AUX, this is actively being worked on still, so expect more to shift prior to it going live.
MLRS updates
Some changes abound for the latest monument-based hellbringer from the sky. The MLRS is getting some updates on a new branch, aptly called ‘MLRSUpdates.’ The primary changes so far appear to be a slightly increased target area radius along with making it so the rockets cluster less towards the center of a potential hit area. Long and short, the MLRS rockets will spread out a bit more when landing on a target.
Other stuff
More work on Hapis conversion
Fixed ridable horse corpses not being lootable
Give the card table pot storage a working loot panel reference as well, though it shouldn't matter as this storage is never accessed by players
Fixed missing sfx on skull rock skin viewmodel
Apple, potato, and cactus flesh world models incoming
Fix for case where inserting a loaded weapon into an auto turret would sometimes lose the ammo already loaded into it