Optimizations and more!
1:00pm EST - Our update preview stream is live! twitch.tv/rustafied
12:00am EST - Another week in Rust development and with two weeks till the monthly update, the team is trucking on various features and functionality.
Our update preview stream goes live at 1pm EST. Follow @Rustafied for news throughout the day.
So long, Easter!
It was a good run, but the Rust Easter event ends today. Gone will be the bunnies and eggs, expect a small patch later today.
Edit: A small update hit which disabled Easter.
Optimizations
As mentioned by the devs, a priority this month has been to identify and resolve various optimization issues with the game. A number of items have been checked off this list and merged into the staging branch so it appears some relief is on the horizon for those suffering with poor performance.
Rail network
Work on the above ground rail network continues this week. First with progress on branching — making it so the rail network is, well, actually a network. Also, there’s been progress on better interaction handling for rail on rail and rail on road instances. Finally, there's been a bunch more work on coupling and collision (for the inevitable vehicles on these rails).
All of this work is still on a separate branch so no word if it’ll make its way in for the May update. As always, we’ll keep you posted.
Previous month beta branch
The devs have launched a new beta branch which will feature the previous months version of the game. This should help people access demos and content from previous builds. For more information, check out the latest Community Update.
Other stuff
A new branch called HMLMG — new weapon afoot?
More work on the clans system
More work on Hapis conversion
Improved avatars for animals on deathscreen
Fixed first person spectating not properly displaying grenade launcher reloads